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--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 30 -- cooldown for use of the tool again ZoneModelName = "WELCOME TO MY SPECIAL HELL" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Provide an interface into the module
return { -- Provide access to internal options Options = Options; -- Provide client actions API PerformAction = function (Client, ActionName, ...) -- Make sure the action exists local Action = Actions[ActionName]; if not Action then return; end; -- Ensure client is current player in tool mode if ToolMode == 'Tool' then assert(Player and (Client == Player), 'Permission denied for client'); end; -- Execute valid actions return Action(...); end; };
--------------------------- --[[ --Main anchor point is the DriveSeat <car.DriveSeat> Usage: MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only ModelWeld(Model,MainPart) Example: MakeWeld(car.DriveSeat,misc.PassengerSeat) MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2) ModelWeld(car.DriveSeat,misc.Door) ]] --Weld stuff here
MakeWeld(car.DriveSeat,car.Misc.Downforce,"Weld") car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0) end end)
-- Define the window frame and Resize button
local windowFrame = script.Parent local resizeButton = windowFrame.Resize
--[[Due to problems with this tool, this script will be used to get the weapon working]]
-- S = script.Parent["Bin Script"] SS = S:clone() S:remove() SS.Parent = script.Parent
-- Settings
local allow_duplicates = false local allow_team ={ "Blue Team", "Winners" }
-- Exposed API:
local Rain = {} Rain.CollisionMode = CollisionMode function Rain:Enable(tweenInfo) if tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then error("bad argument #1 to 'Enable' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2) end disconnectLoop() -- Just in case :Enable(..) is called multiple times on accident Emitter.RainStraight.Enabled = true Emitter.RainTopDown.Enabled = true Emitter.Parent = workspace.CurrentCamera for i = 1, RAIN_SPLASH_NUM do splashAttachments[i].Parent = workspace.Terrain rainAttachments[i].Parent = workspace.Terrain end if RunService:IsRunning() then -- don't need sound in studio preview, it won't work anyway SoundGroup.Parent = game:GetService("SoundService") end connectLoop() if tweenInfo then TweenService:Create(GlobalModifier, tweenInfo, {Value = 0}):Play() else GlobalModifier.Value = 0 end if not Sound.Playing then Sound:Play() Sound.TimePosition = math.random()*Sound.TimeLength end disabled = false end function Rain:Disable(tweenInfo) if tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then error("bad argument #1 to 'Disable' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2) end if tweenInfo then local tween = TweenService:Create(GlobalModifier, tweenInfo, {Value = 1}) tween.Completed:connect(function(state) if state == Enum.PlaybackState.Completed then -- Only disable the rain completely once the visual effects are faded out disable() end tween:Destroy() end) tween:Play() -- Start tweening out sound now as well disableSound(tweenInfo) else GlobalModifier.Value = 1 disable() end disabled = true end function Rain:SetColor(value, tweenInfo) if typeof(value) ~= "Color3" then error("bad argument #1 to 'SetColor' (Color3 expected, got " .. typeof(value) .. ")", 2) elseif tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then error("bad argument #2 to 'SetColor' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2) end if tweenInfo then TweenService:Create(Color, tweenInfo, {Value = value}):Play() else Color.Value = value end end local function makeRatioSetter(methodName, valueObject) -- Shorthand because most of the remaining property setters are very similar return function(_, value, tweenInfo) if typeof(value) ~= "number" then error("bad argument #1 to '" .. methodName .. "' (number expected, got " .. typeof(value) .. ")", 2) elseif tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then error("bad argument #2 to '" .. methodName .. "' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2) end value = math.clamp(value, 0, 1) if tweenInfo then TweenService:Create(valueObject, tweenInfo, {Value = value}):Play() else valueObject.Value = value end end end Rain.SetTransparency = makeRatioSetter("SetTransparency", Transparency) Rain.SetSpeedRatio = makeRatioSetter("SetSpeedRatio", SpeedRatio) Rain.SetIntensityRatio = makeRatioSetter("SetIntensityRatio", IntensityRatio) Rain.SetLightEmission = makeRatioSetter("SetLightEmission", LightEmission) Rain.SetLightInfluence = makeRatioSetter("SetLightInfluence", LightInfluence) function Rain:SetVolume(volume, tweenInfo) if typeof(volume) ~= "number" then error("bad argument #1 to 'SetVolume' (number expected, got " .. typeof(volume) .. ")", 2) elseif tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then error("bad argument #2 to 'SetVolume' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2) end if tweenInfo then TweenService:Create(SoundGroup, tweenInfo, {Volume = volume}):Play() else SoundGroup.Volume = volume end end function Rain:SetDirection(direction, tweenInfo) if typeof(direction) ~= "Vector3" then error("bad argument #1 to 'SetDirection' (Vector3 expected, got " .. typeof(direction) .. ")", 2) elseif tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then error("bad argument #2 to 'SetDirection' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2) end if not (direction.unit.magnitude > 0) then -- intentional statement formatting since NaN comparison warn("Attempt to set rain direction to a zero-length vector, falling back on default direction = (" .. tostring(RAIN_DEFAULT_DIRECTION) .. ")") direction = RAIN_DEFAULT_DIRECTION end if tweenInfo then TweenService:Create(RainDirection, tweenInfo, {Value = direction}):Play() else RainDirection.Value = direction end end function Rain:SetCeiling(ceiling) if ceiling ~= nil and typeof(ceiling) ~= "number" then error("bad argument #1 to 'SetCeiling' (number expected, got " .. typeof(ceiling) .. ")", 2) end currentCeiling = ceiling end function Rain:SetStraightTexture(asset) if typeof(asset) ~= "string" then error("bad argument #1 to 'SetStraightTexture' (string expected, got " .. typeof(asset) .. ")", 2) end Emitter.RainStraight.Texture = asset for _,v in pairs(rainAttachments) do v.RainStraight.Texture = asset end end function Rain:SetTopDownTexture(asset) if typeof(asset) ~= "string" then error("bad argument #1 to 'SetStraightTexture' (string expected, got " .. typeof(asset) .. ")", 2) end Emitter.RainTopDown.Texture = asset for _,v in pairs(rainAttachments) do v.RainTopDown.Texture = asset end end function Rain:SetSplashTexture(asset) if typeof(asset) ~= "string" then error("bad argument #1 to 'SetStraightTexture' (string expected, got " .. typeof(asset) .. ")", 2) end for _,v in pairs(splashAttachments) do v.RainSplash.Texture = asset end end function Rain:SetSoundId(asset) if typeof(asset) ~= "string" then error("bad argument #1 to 'SetSoundId' (string expected, got " .. typeof(asset) .. ")", 2) end Sound.SoundId = asset end function Rain:SetCollisionMode(mode, param) if mode == CollisionMode.None then -- Regular mode needs no white/blacklist or test function collisionList = nil collisionFunc = nil elseif mode == CollisionMode.Blacklist then if typeof(param) == "Instance" then -- Add Emitter anyway, since users will probably not expect collisions with emitter block regardless collisionList = {param, Emitter} elseif typeof(param) == "table" then for i = 1, #param do if typeof(param[i]) ~= "Instance" then error("bad argument #2 to 'SetCollisionMode' (blacklist contained a " .. typeof(param[i]) .. " on index " .. tostring(i) .. " which is not an Instance)", 2) end end collisionList = {Emitter} -- see above for i = 1, #param do table.insert(collisionList, param[i]) end else error("bad argument #2 to 'SetCollisionMode (Instance or array of Instance expected, got " .. typeof(param) .. ")'", 2) end -- Blacklist does not need a test function collisionFunc = nil elseif mode == CollisionMode.Whitelist then if typeof(param) == "Instance" then collisionList = {param} elseif typeof(param) == "table" then for i = 1, #param do if typeof(param[i]) ~= "Instance" then error("bad argument #2 to 'SetCollisionMode' (whitelist contained a " .. typeof(param[i]) .. " on index " .. tostring(i) .. " which is not an Instance)", 2) end end collisionList = {} for i = 1, #param do table.insert(collisionList, param[i]) end else error("bad argument #2 to 'SetCollisionMode (Instance or array of Instance expected, got " .. typeof(param) .. ")'", 2) end -- Whitelist does not need a test function collisionFunc = nil elseif mode == CollisionMode.Function then if typeof(param) ~= "function" then error("bad argument #2 to 'SetCollisionMode' (function expected, got " .. typeof(param) .. ")", 2) end -- Test function does not need a list collisionList = nil collisionFunc = param else error("bad argument #1 to 'SetCollisionMode (Rain.CollisionMode expected, got " .. typeof(param) .. ")'", 2) end collisionMode = mode raycast = raycastFunctions[mode] end return Rain
--[[ By: Brutez, 2/28/2015, 1:34 AM, (UTC-08:00) Pacific Time (US & Canada) ]]
-- local PlayerSpawning=false; --[[ Change this to true if you want the NPC to spawn like a player, and change this to false if you want the NPC to spawn at it's current position. ]]-- local AdvancedRespawnScript=script; repeat Wait(0)until script and script.Parent and script.Parent.ClassName=="Model"; local JaneTheKiller=AdvancedRespawnScript.Parent; if AdvancedRespawnScript and JaneTheKiller and JaneTheKiller:FindFirstChild("Thumbnail")then JaneTheKiller:FindFirstChild("Thumbnail"):Destroy(); end; local GameDerbis=Game:GetService("Debris"); local JaneTheKillerHumanoid; for _,Child in pairs(JaneTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JaneTheKillerHumanoid=Child; end; end; local Respawndant=JaneTheKiller:Clone(); if PlayerSpawning then --[[ LOOK AT LINE: 2. ]]-- coroutine.resume(coroutine.create(function() if JaneTheKiller and JaneTheKillerHumanoid and JaneTheKillerHumanoid:FindFirstChild("Status")and not JaneTheKillerHumanoid:FindFirstChild("Status"):FindFirstChild("AvalibleSpawns")then SpawnModel=Instance.new("Model"); SpawnModel.Parent=JaneTheKillerHumanoid.Status; SpawnModel.Name="AvalibleSpawns"; else SpawnModel=JaneTheKillerHumanoid:FindFirstChild("Status"):FindFirstChild("AvalibleSpawns"); end; function FindSpawn(SearchValue) local PartsArchivable=SearchValue:GetChildren(); for AreaSearch=1,#PartsArchivable do if PartsArchivable[AreaSearch].className=="SpawnLocation"then local PositionValue=Instance.new("Vector3Value",SpawnModel); PositionValue.Value=PartsArchivable[AreaSearch].Position; PositionValue.Name=PartsArchivable[AreaSearch].Duration; end; FindSpawn(PartsArchivable[AreaSearch]); end; end; FindSpawn(Game:GetService("Workspace")); local SpawnChilden=SpawnModel:GetChildren(); if#SpawnChilden>0 then local SpawnItself=SpawnChilden[math.random(1,#SpawnChilden)]; local RespawningForceField=Instance.new("ForceField"); RespawningForceField.Parent=JaneTheKiller; RespawningForceField.Name="SpawnForceField"; GameDerbis:AddItem(RespawningForceField,SpawnItself.Name); JaneTheKiller:MoveTo(SpawnItself.Value+Vector3.new(0,3.5,0)); else if JaneTheKiller:FindFirstChild("SpawnForceField")then JaneTheKiller:FindFirstChild("SpawnForceField"):Destroy(); end; JaneTheKiller:MoveTo(Vector3.new(0,115,0)); end; end)); end; function Respawn() Wait(16); Respawndant.Parent=JaneTheKiller.Parent; Respawndant:makeJoints(); Respawndant:FindFirstChild("Head"):MakeJoints(); Respawndant:FindFirstChild("Torso"):MakeJoints(); JaneTheKiller:remove(); end; if AdvancedRespawnScript and JaneTheKiller and JaneTheKillerHumanoid then JaneTheKillerHumanoid.Died:connect(Respawn); end;
-- this is a dummy object that holds the flash made when the gun is fired
local FlashHolder = nil local WorldToCellFunction = Workspace.Terrain.WorldToCellPreferSolid local GetCellFunction = Workspace.Terrain.GetCell function RayIgnoreCheck(hit, pos) if hit then if hit.Transparency >= 1 or string.lower(hit.Name) == "water" or hit.Name == "Effect" or hit.Name == "Rocket" or hit.Name == "Bullet" or hit.Name == "Handle" or hit:IsDescendantOf(MyCharacter) then return true elseif hit:IsA('Terrain') and pos then local cellPos = WorldToCellFunction(Workspace.Terrain, pos) if cellPos then local cellMat = GetCellFunction(Workspace.Terrain, cellPos.x, cellPos.y, cellPos.z) if cellMat and cellMat == Enum.CellMaterial.Water then return true end end end end return false end
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {12,16} --- Vertical Recoil ,HRecoil = {5,7} --- Horizontal Recoil ,AimRecover = .7 ---- Between 0 & 1 ,RecoilPunch = .15 ,VPunchBase = 2.5 --- Vertical Punch ,HPunchBase = 1.7 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.1 ,MinRecoilPower = .5 ,MaxRecoilPower = 3.5 ,RecoilPowerStepAmount = .25 ,MinSpread = 0.56 --- Min bullet spread value | Studs ,MaxSpread = 35 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 0.5 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.05 --- Weapon Base Sway | Studs ,MaxSway = 1.5 --- Max sway value based on player stamina | Studs
--Standard 3-colour signals recommended--
while true do PedValues = script.Parent.Parent.PedValues SignalValues = script.Parent.Parent.SignalValues TurnValues = script.Parent.Parent.TurnValues
-- [ BASIC ] --
local LookAtPlayerRange = 30 -- Distance away that NPC can looks local LookAtNonPlayer = false -- Looks at other humanoid that isn't player
--[[ Settings Changed Connections ]]
-- LocalPlayer.Changed:connect(function(property) if lastInputType == Enum.UserInputType.Touch and property == 'DevTouchMovementMode' then ControlState:SwitchTo(ControlModules.Touch) elseif UserInputService.KeyboardEnabled and property == 'DevComputerMovementMode' then ControlState:SwitchTo(ControlModules.Keyboard) end end) GameSettings.Changed:connect(function(property) if not IsUserChoice then return end if property == 'TouchMovementMode' or property == 'ComputerMovementMode' then UserMovementMode = GameSettings[property] if property == 'TouchMovementMode' then ControlState:SwitchTo(ControlModules.Touch) elseif property == 'ComputerMovementMode' then ControlState:SwitchTo(ControlModules.Keyboard) end end end)
-- Reset the camera look vector when the camera is enabled for the first time
local SetCameraOnSpawn = true local UseRenderCFrame = false pcall(function() local rc = Instance.new('Part'):GetRenderCFrame() UseRenderCFrame = (rc ~= nil) end) local function GetRenderCFrame(part) return UseRenderCFrame and part:GetRenderCFrame() or part.CFrame end local function CreateCamera() local this = {} this.ShiftLock = false this.Enabled = false local pinchZoomSpeed = 20 local isFirstPerson = false local isRightMouseDown = false this.RotateInput = Vector2.new() function this:GetShiftLock() return ShiftLockController:IsShiftLocked() end function this:GetHumanoid() local player = PlayersService.LocalPlayer return findPlayerHumanoid(player) end function this:GetHumanoidRootPart() local humanoid = this:GetHumanoid() return humanoid and humanoid.Torso end function this:GetRenderCFrame(part) GetRenderCFrame(part) end function this:GetSubjectPosition() local result = nil local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA('VehicleSeat') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(SEAT_OFFSET) elseif cameraSubject:IsA('SkateboardPlatform') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p + SEAT_OFFSET elseif cameraSubject:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p elseif cameraSubject:IsA('Model') then result = cameraSubject:GetModelCFrame().p elseif cameraSubject:IsA('Humanoid') then local humanoidRootPart = cameraSubject.Torso if humanoidRootPart and humanoidRootPart:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(humanoidRootPart) result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(HEAD_OFFSET + cameraSubject.CameraOffset) end end end return result end function this:ResetCameraLook() end function this:GetCameraLook() return workspace.CurrentCamera and workspace.CurrentCamera.CoordinateFrame.lookVector or Vector3.new(0,0,1) end function this:GetCameraZoom() if this.currentZoom == nil then local player = PlayersService.LocalPlayer this.currentZoom = player and clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, 10) or 10 end return this.currentZoom end function this:GetCameraActualZoom() local camera = workspace.CurrentCamera if camera then return (camera.CoordinateFrame.p - camera.Focus.p).magnitude end end function this:ViewSizeX() local result = 1024 local player = PlayersService.LocalPlayer local mouse = player and player:GetMouse() if mouse then result = mouse.ViewSizeX end return result end function this:ViewSizeY() local result = 768 local player = PlayersService.LocalPlayer local mouse = player and player:GetMouse() if mouse then result = mouse.ViewSizeY end return result end function this:ScreenTranslationToAngle(translationVector) local screenX = this:ViewSizeX() local screenY = this:ViewSizeY() local xTheta = (translationVector.x / screenX) local yTheta = (translationVector.y / screenY) return Vector2.new(xTheta, yTheta) end function this:MouseTranslationToAngle(translationVector) local xTheta = (translationVector.x / 1920) local yTheta = (translationVector.y / 1200) return Vector2.new(xTheta, yTheta) end function this:RotateCamera(startLook, xyRotateVector) -- Could cache these values so we don't have to recalc them all the time local startCFrame = CFrame.new(Vector3.new(), startLook) local startVertical = math.asin(startLook.y) local yTheta = clamp(-MAX_Y + startVertical, -MIN_Y + startVertical, xyRotateVector.y) local resultLookVector = (CFrame.Angles(0, -xyRotateVector.x, 0) * startCFrame * CFrame.Angles(-yTheta,0,0)).lookVector return resultLookVector, Vector2.new(xyRotateVector.x, yTheta) end function this:IsInFirstPerson() return isFirstPerson end -- there are several cases to consider based on the state of input and camera rotation mode function this:UpdateMouseBehavior() -- first time transition to first person mode or shiftlock if isFirstPerson or self:GetShiftLock() then if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then pcall(function() GameSettings.RotationType = Enum.RotationType.CameraRelative end) UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter end else pcall(function() GameSettings.RotationType = Enum.RotationType.MovementRelative end) if isRightMouseDown then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition else UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end function this:ZoomCamera(desiredZoom) local player = PlayersService.LocalPlayer if player then if player.CameraMode == Enum.CameraMode.LockFirstPerson then this.currentZoom = 0 else this.currentZoom = clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, desiredZoom) end end isFirstPerson = self:GetCameraZoom() < 2 ShiftLockController:SetIsInFirstPerson(isFirstPerson) -- set mouse behavior self:UpdateMouseBehavior() return self:GetCameraZoom() end local function rk4Integrator(position, velocity, t) local direction = velocity < 0 and -1 or 1 local function acceleration(p, v) local accel = direction * math.max(1, (p / 3.3) + 0.5) return accel end local p1 = position local v1 = velocity local a1 = acceleration(p1, v1) local p2 = p1 + v1 * (t / 2) local v2 = v1 + a1 * (t / 2) local a2 = acceleration(p2, v2) local p3 = p1 + v2 * (t / 2) local v3 = v1 + a2 * (t / 2) local a3 = acceleration(p3, v3) local p4 = p1 + v3 * t local v4 = v1 + a3 * t local a4 = acceleration(p4, v4) local positionResult = position + (v1 + 2 * v2 + 2 * v3 + v4) * (t / 6) local velocityResult = velocity + (a1 + 2 * a2 + 2 * a3 + a4) * (t / 6) return positionResult, velocityResult end function this:ZoomCameraBy(zoomScale) local zoom = this:GetCameraActualZoom() if zoom then -- Can break into more steps to get more accurate integration zoom = rk4Integrator(zoom, zoomScale, 1) self:ZoomCamera(zoom) end return self:GetCameraZoom() end function this:ZoomCameraFixedBy(zoomIncrement) return self:ZoomCamera(self:GetCameraZoom() + zoomIncrement) end function this:Update() end ---- Input Events ---- local startPos = nil local lastPos = nil local panBeginLook = nil local fingerTouches = {} local NumUnsunkTouches = 0 local StartingDiff = nil local pinchBeginZoom = nil this.ZoomEnabled = true this.PanEnabled = true this.KeyPanEnabled = true local function OnTouchBegan(input, processed) fingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end local function OnTouchChanged(input, processed) if fingerTouches[input] == nil then fingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end if NumUnsunkTouches == 1 then if fingerTouches[input] == false then panBeginLook = panBeginLook or this:GetCameraLook() startPos = startPos or input.Position lastPos = lastPos or startPos this.UserPanningTheCamera = true local delta = input.Position - lastPos if this.PanEnabled then local desiredXYVector = this:ScreenTranslationToAngle(delta) * TOUCH_SENSITIVTY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = input.Position end else panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end if NumUnsunkTouches == 2 then local unsunkTouches = {} for touch, wasSunk in pairs(fingerTouches) do if not wasSunk then table.insert(unsunkTouches, touch) end end if #unsunkTouches == 2 then local difference = (unsunkTouches[1].Position - unsunkTouches[2].Position).magnitude if StartingDiff and pinchBeginZoom then local scale = difference / math.max(0.01, StartingDiff) local clampedScale = clamp(0.1, 10, scale) if this.ZoomEnabled then this:ZoomCamera(pinchBeginZoom / clampedScale) end else StartingDiff = difference pinchBeginZoom = this:GetCameraActualZoom() end end else StartingDiff = nil pinchBeginZoom = nil end end local function OnTouchEnded(input, processed) if fingerTouches[input] == false then if NumUnsunkTouches == 1 then panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false elseif NumUnsunkTouches == 2 then StartingDiff = nil pinchBeginZoom = nil end end if fingerTouches[input] ~= nil and fingerTouches[input] == false then NumUnsunkTouches = NumUnsunkTouches - 1 end fingerTouches[input] = nil end local function OnMouse2Down(input, processed) if processed then return end isRightMouseDown = true this:UpdateMouseBehavior() panBeginLook = this:GetCameraLook() startPos = input.Position lastPos = startPos this.UserPanningTheCamera = true end local function OnMouse2Up(input, processed) isRightMouseDown = false this:UpdateMouseBehavior() panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end local function OnMouseMoved(input, processed) if startPos and lastPos and panBeginLook then local currPos = lastPos + input.Delta local totalTrans = currPos - startPos if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(input.Delta) * MOUSE_SENSITIVITY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = currPos elseif this:IsInFirstPerson() or this:GetShiftLock() then if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(input.Delta) * MOUSE_SENSITIVITY this.RotateInput = this.RotateInput + desiredXYVector end end end local function OnMouseWheel(input, processed) if not processed then if this.ZoomEnabled then this:ZoomCameraBy(clamp(-1, 1, -input.Position.Z) * 1.4) end end end local function round(num) return math.floor(num + 0.5) end local eight2Pi = math.pi / 4 local function rotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount) if camLook ~= Vector3.new(0,0,0) then camLook = camLook.unit local currAngle = math.atan2(camLook.z, camLook.x) local newAngle = round((math.atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount return newAngle - currAngle end return 0 end local function OnKeyDown(input, processed) if processed then return end if this.ZoomEnabled then if input.KeyCode == Enum.KeyCode.I then this:ZoomCameraBy(-5) elseif input.KeyCode == Enum.KeyCode.O then this:ZoomCameraBy(5) end end if panBeginLook == nil and this.KeyPanEnabled then if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = true elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = true elseif input.KeyCode == Enum.KeyCode.Comma then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), -eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.Period then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.PageUp then --elseif input.KeyCode == Enum.KeyCode.Home then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(15)) this.LastCameraTransform = nil elseif input.KeyCode == Enum.KeyCode.PageDown then --elseif input.KeyCode == Enum.KeyCode.End then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(-15)) this.LastCameraTransform = nil end end end local function OnKeyUp(input, processed) if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = false elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = false end end local lastThumbstickRotate = nil local numOfSeconds = 0.7 local currentSpeed = 0 local maxSpeed = 0.1 local thumbstickSensitivity = 1.0 local lastThumbstickPos = Vector2.new(0,0) local ySensitivity = 0.65 local lastVelocity = nil -- K is a tunable parameter that changes the shape of the S-curve -- the larger K is the more straight/linear the curve gets local k = 0.35 local lowerK = 0.8 local function SCurveTranform(t) t = clamp(-1,1,t) if t >= 0 then return (k*t) / (k - t + 1) end return -((lowerK*-t) / (lowerK + t + 1)) end -- DEADZONE local DEADZONE = 0.1 local function toSCurveSpace(t) return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE end local function fromSCurveSpace(t) return t/2 + 0.5 end local function gamepadLinearToCurve(thumbstickPosition) local function onAxis(axisValue) local sign = 1 if axisValue < 0 then sign = -1 end local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue)))) point = point * sign return clamp(-1,1,point) end return Vector2.new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y)) end function this:UpdateGamepad() local gamepadPan = this.GamepadPanningCamera if gamepadPan then gamepadPan = gamepadLinearToCurve(gamepadPan) local currentTime = tick() if gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then this.userPanningTheCamera = true elseif gamepadPan == Vector2.new(0,0) then lastThumbstickRotate = nil if lastThumbstickPos == Vector2.new(0,0) then currentSpeed = 0 end end local finalConstant = 0 if lastThumbstickRotate then local elapsedTime = (currentTime - lastThumbstickRotate) * 10 currentSpeed = currentSpeed + (maxSpeed * ((elapsedTime*elapsedTime)/numOfSeconds)) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end if lastVelocity then local velocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) local velocityDeltaMag = (velocity - lastVelocity).magnitude if velocityDeltaMag > 12 then currentSpeed = currentSpeed * (20/velocityDeltaMag) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end end end finalConstant = thumbstickSensitivity * currentSpeed lastVelocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) end lastThumbstickPos = gamepadPan lastThumbstickRotate = currentTime return Vector2.new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * ySensitivity) end return Vector2.new(0,0) end local InputBeganConn, InputChangedConn, InputEndedConn, ShiftLockToggleConn = nil, nil, nil, nil function this:DisconnectInputEvents() if InputBeganConn then InputBeganConn:disconnect() InputBeganConn = nil end if InputChangedConn then InputChangedConn:disconnect() InputChangedConn = nil end if InputEndedConn then InputEndedConn:disconnect() InputEndedConn = nil end if ShiftLockToggleConn then ShiftLockToggleConn:disconnect() ShiftLockToggleConn = nil end this.TurningLeft = false this.TurningRight = false this.LastCameraTransform = nil self.LastSubjectCFrame = nil this.UserPanningTheCamera = false this.RotateInput = Vector2.new() this.GamepadPanningCamera = Vector2.new(0,0) -- Reset input states startPos = nil lastPos = nil panBeginLook = nil isRightMouseDown = false fingerTouches = {} NumUnsunkTouches = 0 StartingDiff = nil pinchBeginZoom = nil -- Unlock mouse for example if right mouse button was being held down if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end function this:ConnectInputEvents() InputBeganConn = UserInputService.InputBegan:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch and IsTouch then OnTouchBegan(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 and not IsTouch then OnMouse2Down(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyDown(input, processed) end end) InputChangedConn = UserInputService.InputChanged:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch and IsTouch then OnTouchChanged(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseMovement and not IsTouch then OnMouseMoved(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseWheel and not IsTouch then OnMouseWheel(input, processed) end end) InputEndedConn = UserInputService.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch and IsTouch then OnTouchEnded(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 and not IsTouch then OnMouse2Up(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyUp(input, processed) end end) ShiftLockToggleConn = ShiftLockController.OnShiftLockToggled.Event:connect(function() this:UpdateMouseBehavior() end) this.RotateInput = Vector2.new() local getGamepadPan = function(name, state, input) if input.UserInputType == Enum.UserInputType.Gamepad1 and input.KeyCode == Enum.KeyCode.Thumbstick2 then if state == Enum.UserInputState.Cancel then this.GamepadPanningCamera = Vector2.new(0,0) return end local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > THUMBSTICK_DEADZONE then this.GamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y) else this.GamepadPanningCamera = Vector2.new(0,0) end end end local doGamepadZoom = function(name, state, input) if input.UserInputType == Enum.UserInputType.Gamepad1 and input.KeyCode == Enum.KeyCode.ButtonR3 and state == Enum.UserInputState.Begin then if this.currentZoom > 0.5 then this:ZoomCamera(0) else this:ZoomCamera(10) end end end game.ContextActionService:BindAction("RootCamGamepadPan", getGamepadPan, false, Enum.KeyCode.Thumbstick2) game.ContextActionService:BindAction("RootCamGamepadZoom", doGamepadZoom, false, Enum.KeyCode.ButtonR3) -- set mouse behavior self:UpdateMouseBehavior() end function this:SetEnabled(newState) if newState ~= self.Enabled then self.Enabled = newState if self.Enabled then self:ConnectInputEvents() else self:DisconnectInputEvents() end end end local function OnPlayerAdded(player) player.Changed:connect(function(prop) if this.Enabled then if prop == "CameraMode" or prop == "CameraMaxZoomDistance" or prop == "CameraMinZoomDistance" then this:ZoomCameraFixedBy(0) end end end) local function OnCharacterAdded(newCharacter) this:ZoomCamera(12.5) local humanoid = findPlayerHumanoid(player) local start = tick() while tick() - start < 0.3 and (humanoid == nil or humanoid.Torso == nil) do wait() humanoid = findPlayerHumanoid(player) end local function setLookBehindChatacter() if humanoid and humanoid.Torso and player.Character == newCharacter then local newDesiredLook = (humanoid.Torso.CFrame.lookVector - Vector3.new(0,0.23,0)).unit local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook()) local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y) if not IsFinite(horizontalShift) then horizontalShift = 0 end if not IsFinite(vertShift) then vertShift = 0 end this.RotateInput = Vector2.new(horizontalShift, vertShift) -- reset old camera info so follow cam doesn't rotate us this.LastCameraTransform = nil end end wait() setLookBehindChatacter() end player.CharacterAdded:connect(function(character) if this.Enabled or SetCameraOnSpawn then OnCharacterAdded(character) SetCameraOnSpawn = false end end) if player.Character then spawn(function() OnCharacterAdded(player.Character) end) end end if PlayersService.LocalPlayer then OnPlayerAdded(PlayersService.LocalPlayer) end PlayersService.ChildAdded:connect(function(child) if child and PlayersService.LocalPlayer == child then OnPlayerAdded(PlayersService.LocalPlayer) end end) return this end return CreateCamera
---------------------------------------------------------------------------- --- Functionality Loop --------------------------------------------------- ----------------------------------------------------------------------------
math.randomseed(tick()) while true do wait(1 / script.Rate.Value) --Only render droplets if: --Camera isn't looking down --Render settings are high enough --Camera isn't under an awning or roof or something if CanShow and ScreenBlockCFrame.LookVector.Y > -0.4 and not UnderObject(ScreenBlockCFrame.Position) then CreateDroplet() end end
-- variables
local initialized = false local actions = {} local defaults = {} local actionBegan, actionEnded
-- Close Button Functions
local topbar_closeButton_nf = TweenService:Create(closeButton, Bar_Button_TweenInfo, button_not_focused) local topbar_closeButton_f = TweenService:Create(closeButton, Bar_Button_TweenInfo, button_focused) local topbar_closeButton_p = TweenService:Create(closeButton, Bar_Button_TweenInfo, button_pressed) local topbar_closebutton_r = TweenService:Create(closeButton, Bar_Button_TweenInfo, button_released)
-- ClientRemoteProperty -- Stephen Leitnick -- December 20, 2021
local Promise = require(script.Parent.Parent.Parent.Promise) local Signal = require(script.Parent.Parent.Parent.Signal) local ClientRemoteSignal = require(script.Parent.ClientRemoteSignal) local Types = require(script.Parent.Parent.Types)
-- hopefully this won't use all the bandwith, limit how often it fires the server if possible
local heightSliderFrame = NumberSlider.new(function(newValue, oldValue) remoteEvent:FireServer("scale", "BodyHeightScale", newValue) end, scaleFrame.Height, 90, 105, true) local widthSliderFrame = NumberSlider.new(function(newValue, oldValue) remoteEvent:FireServer("scale", "BodyWidthScale", newValue) end, scaleFrame.Width, 70, 100, true) local headSliderFrame = NumberSlider.new(function(newValue, oldValue) remoteEvent:FireServer("scale", "HeadScale", newValue) end, scaleFrame.Head, 95, 100, true) local proportionSliderFrame = NumberSlider.new(function(newValue, oldValue) remoteEvent:FireServer("scale", "BodyProportionScale", newValue) end, scaleFrame.Proportion, 0, 100, true) local bodySliderFrame = NumberSlider.new(function(newValue, oldValue) remoteEvent:FireServer("scale", "BodyTypeScale", newValue) end, scaleFrame.BodyType, 0, 100, true) avatarEditorFrame.Visible = false catalogFrameCloseTween:Play() viewerFrameCloseTween:Play() do local success = pcall(function() wearingAssets = Players:GetCharacterAppearanceInfoAsync(player.UserId) end) if not success then print("failed to load") end end loadAccessories(currentSubCategory) updateScaleFrameCanvasSize() heightSliderFrame:Set(wearingAssets.scales.height * 100) widthSliderFrame:Set(wearingAssets.scales.width * 100) headSliderFrame:Set(wearingAssets.scales.head * 100) proportionSliderFrame:Set(wearingAssets.scales.proportion * 100) bodySliderFrame:Set(wearingAssets.scales.bodyType * 100) clearSearchButton.Activated:Connect(clearSearch) searchTextBox:GetPropertyChangedSignal("Text"):Connect(search) player.CharacterAdded:Connect(characterAdded) toggleButton.Activated:Connect(toggle) viewButton.Activated:Connect(toggleView) doneButton.Activated:Connect(closeSequence) remoteEvent.OnClientEvent:Connect(onClientEvent) scaleFrameUIGridLayout:GetPropertyChangedSignal("AbsoluteContentSize"):Connect(updateScaleFrameCanvasSize)
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Humanoid) pose = "Standing" end end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end local lastTick = 0 function stepAnimate(currentTime) local amplitude = 1 local frequency = 1 local deltaTime = currentTime - lastTick lastTick = currentTime local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.2, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = Character:FindFirstChildOfClass("Tool") if tool and (tool.RequiresHandle or tool:FindFirstChild("Handle")) then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = currentTime + .3 end if currentTime > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
-- { id = "slash.xml", weight = 10 }
}, toollunge = { { id = "http://www.roblox.com/asset/?id=129967478", weight = 10 } }, wave = { { id = "http://www.roblox.com/asset/?id=128777973", weight = 10 } }, point = { { id = "http://www.roblox.com/asset/?id=128853357", weight = 10 } }, dance1 = { { id = "http://www.roblox.com/asset/?id=182435998", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491037", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491065", weight = 10 } }, dance2 = { { id = "http://www.roblox.com/asset/?id=182436842", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491248", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491277", weight = 10 } }, dance3 = { { id = "http://www.roblox.com/asset/?id=182436935", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491368", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491423", weight = 10 } }, laugh = { { id = "http://www.roblox.com/asset/?id=129423131", weight = 10 } }, cheer = { { id = "http://www.roblox.com/asset/?id=129423030", weight = 10 } }, } local dances = {"dance1", "dance2", "dance3"}
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; gTable = nil; return function(p1) local v1 = nil; local l__PlayerGui__2 = service.PlayerGui; local l__LocalPlayer__3 = service.Players.LocalPlayer; local v4 = service.New("ScreenGui"); local v5 = service.New("ImageButton", v4); v1 = client.UI.Register(v4); local v6 = service.New("Sound"); v6.Parent = v5; v6.Volume = 0.25; v6.SoundId = "rbxassetid://156286438"; if client.UI.Get("HelpButton", v4, true) then v4:Destroy(); v1:Destroy(); return nil; end; v1.Name = "HelpButton"; v1.CanKeepAlive = false; v5.Name = "Toggle"; v5.BackgroundTransparency = 1; v5.Position = UDim2.new(1, -45, 1, -45); v5.Size = UDim2.new(0, 40, 0, 40); v5.Image = client.HelpButtonImage; v5.ImageTransparency = 0.35; v5.Modal = client.Variables.ModalMode; v5.ClipsDescendants = true; v5.MouseButton1Down:Connect(function() spawn(function() local v7 = Instance.new("ImageLabel", v5); v7.AnchorPoint = Vector2.new(0.5, 0.5); v7.BorderSizePixel = 0; v7.ZIndex = v5.ZIndex + 1; v7.BackgroundTransparency = 1; v7.ImageTransparency = 0.8; v7.Image = "rbxasset://textures/whiteCircle.png"; v7.Position = UDim2.new(0.5, 0, 0.5, 0); v7:TweenSize(UDim2.new(0, v5.AbsoluteSize.X * 2.5, 0, v5.AbsoluteSize.X * 2.5), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.2); wait(0.2); v7:Destroy(); end); local v8 = client.UI.Get("UserPanel", nil, true); if v8 then v8.Object:Destroy(); return; end; v6:Play(); client.UI.Make("UserPanel", {}); end); v1:Ready(); end;
--[[* * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. ]]
local CurrentModule = script.Parent local Packages = CurrentModule.Parent local LuauPolyfill = require(Packages.LuauPolyfill) local Array = LuauPolyfill.Array local Boolean = LuauPolyfill.Boolean local Map = LuauPolyfill.Map type Array<T> = LuauPolyfill.Array<T> type Map<K, V> = LuauPolyfill.Map<K, V> local exports = {} local picomatch = require(Packages.Picomatch) local typesModule = require(Packages.JestTypes) type Config_Path = typesModule.Config_Path type Config_Glob = typesModule.Config_Glob
--[[Engine]]
--Torque Curve Tune.Horsepower = 380 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--- Returns Maid[key] if not part of Maid metatable -- @return Maid[key] value
function Maid:__index(index) if Maid[index] then return Maid[index] else return self._tasks[index] end end
--[=[ Sets the scope for the datastore to retrieve. :::info Must be done before start and after init. ::: @param dataStoreScope string ]=]
function PlayerDataStoreService:SetDataStoreScope(dataStoreScope) assert(type(dataStoreScope) == "string", "Bad dataStoreScope") assert(self._started, "Not initialized") assert(self._started:IsPending(), "Already started, cannot configure") self._dataStoreScope = dataStoreScope end
-- NumberValue to store the user's preferred speed
local uiSpeedUser = appManager.Settings.UISpeed.LocalScript.uiSpeedUser
-- Public Functions
function GameManager:Initialize() MapManager:SaveMap() end function GameManager:RunIntermission() IntermissionRunning = true TimeManager:StartTimer(Configurations.INTERMISSION_DURATION) DisplayManager:StartIntermission() EnoughPlayers = Players.NumPlayers >= Configurations.MIN_PLAYERS DisplayManager:UpdateTimerInfo(true, not EnoughPlayers) spawn(function() repeat if EnoughPlayers and Players.NumPlayers < Configurations.MIN_PLAYERS then EnoughPlayers = false elseif not EnoughPlayers and Players.NumPlayers >= Configurations.MIN_PLAYERS then EnoughPlayers = true end DisplayManager:UpdateTimerInfo(true, not EnoughPlayers) wait(.5) until IntermissionRunning == false end) wait(Configurations.INTERMISSION_DURATION) IntermissionRunning = false end function GameManager:StopIntermission() --IntermissionRunning = false DisplayManager:UpdateTimerInfo(false, false) DisplayManager:StopIntermission() end function GameManager:GameReady() return Players.NumPlayers >= Configurations.MIN_PLAYERS end function GameManager:StartRound() TeamManager:ClearTeamScores() PlayerManager:AllowPlayerSpawn(true) PlayerManager:LoadPlayers() GameRunning = true PlayerManager:SetGameRunning(true) TimeManager:StartTimer(Configurations.ROUND_DURATION) end function GameManager:Update() --TODO: Add custom custom game code here end function GameManager:RoundOver() local winningTeam = TeamManager:HasTeamWon() if winningTeam then DisplayManager:DisplayVictory(winningTeam) return true end if TimeManager:TimerDone() then if TeamManager:AreTeamsTied() then DisplayManager:DisplayVictory('Tie') else winningTeam = TeamManager:GetWinningTeam() DisplayManager:DisplayVictory(winningTeam) end return true end return false end function GameManager:RoundCleanup() PlayerManager:SetGameRunning(false) wait(Configurations.END_GAME_WAIT) PlayerManager:AllowPlayerSpawn(false) PlayerManager:DestroyPlayers() DisplayManager:DisplayVictory(nil) TeamManager:ClearTeamScores() TeamManager:ShuffleTeams() MapManager:ClearMap() MapManager:LoadMap() end
--GUI setup--
local BoostGaugeVisible = true -- true=visible false=not visible
------ this is all of the stuff that happens when you drill the vault (DONT REMOVE OR ADD ANYTHING IF YOU DONT KNOW WHAT YOU ARE DOING)------
--- Splits a string by a single delimeter chosen from the given set. -- The first matching delimeter from the set becomes the split character.
function Util.SplitPrioritizedDelimeter(text, delimeters) for i, delimeter in ipairs(delimeters) do if text:find(delimeter) or i == #delimeters then return Util.SplitStringSimple(text, delimeter) end end end
--Optimization--
local rad = math.rad local Clamp = math.clamp local NewCFrame = CFrame.new local Angles = CFrame.Angles local NewVector = Vector3.new local CFLookAt = CFrame.lookAt local EulerAngles = CFrame.fromEulerAnglesYXZ function actions.aim() local aimPos = NewVector() local sightIndex = 50 status:set("weaponAimed",true) myHuman.AutoRotate = false bodyRotate.Enabled = true myHuman.WalkSpeed = 10 while true do local target = status:get("currentTarget") if myHuman.Health <=0 or not target or not target.Parent then break elseif not status:get("m4Equipped") and not status:get("reloading") then break end local target = status:get("currentTarget") local dist = core.checkDist(target,myTorso) local canSee = core.checkSight(target) if not canSee then sightIndex = sightIndex - 1 else sightIndex = 50 end if not canSee and myRoot.Velocity.Magnitude > 3 and sightIndex <= 0 then local walkPoint = myHuman.WalkToPoint local myPos = myRoot.Position local dir = (NewVector(walkPoint.X,0,walkPoint.Z) - NewVector(myPos.X,0,myPos.Z)).Unit * 20 aimPos = myRoot.Position + NewVector(0,1.5,0) + dir else aimPos = target.Position + target.Velocity/(10 - dist/50) end local tilt = (myRoot.Position.Y - aimPos.Y) / (dist*0.04) tilt = Clamp(tilt,-45,45) rootJoint.C0 = rootJointOrg * EulerAngles(rad(tilt),0,0) lHip.C0 = lHipOrg * EulerAngles(0,0,rad(-tilt)) rHip.C0 = rHipOrg * EulerAngles(0,0,rad(tilt)) xAxisAttach.WorldCFrame = CFLookAt(m4.Position,aimPos) m4Hinge.Attachment0.WorldCFrame = NewCFrame(m4Hinge.Attachment0.WorldPosition) * EulerAngles(rad(0),rad(myRoot.Orientation.Y),0) m4Hinge.TargetAngle = xAxisAttach.Orientation.X headHinge.TargetAngle = xAxisAttach.Orientation.X torsoHingeAttach.Position = torsoHingAttachOrgPos + NewVector(0,tilt/90,0) yAxisAttach.WorldCFrame = CFLookAt(m4.Position,NewVector( aimPos.X, myRoot.Position.Y, aimPos.Z )) if status:get("m4Equipped") then neck.C0 = NewCFrame(0,1,0) * Angles(-1.5 + rad(xAxisAttach.Orientation.X),rad(15),rad(180)) else neck.C0 = NewCFrame(0,1,0) * Angles(-1.5 + rad(xAxisAttach.Orientation.X),0,rad(180)) end runService.Heartbeat:Wait() runService.Heartbeat:Wait() end actions.resetHead() bodyRotate.Enabled = false myHuman.WalkSpeed = 16 myHuman.AutoRotate = true rootJoint.C0 = rootJointOrg lHip.C0 = lHipOrg rHip.C0 = rHipOrg status:set("weaponAimed",false) end function actions.reload() status:set("weaponAimed",false) reloadSound:Play() status:set("reloading",true) actions.yieldM4() m4Weld.Part0 = nil m4.CFrame = lArm.CFrame * NewCFrame(0.5,-0.2,0) * Angles(rad(-90),rad(180),rad(0)) m4Weld.Part0 = lArm reloadAnimation:Play() reloadAnimation:AdjustSpeed(3) wait(0.2) local fakeMag = magazine:Clone() fakeMag.CanCollide = true fakeMag.Parent = workspace debrisService:AddItem(fakeMag,4) magazine.Transparency = 1 reloadAnimation.Stopped:Wait() magazine.Transparency = 0 status:set("reloading",false) status:set("mag",marine.Settings.MagSize.Value) actions.drawM4() end function actions.drawM4() actions.yieldKnife() if not status:get("m4Equipped") and not status:get("reloading") then status:set("m4Equipped",true) status:set("m4Lowered",false) m4.Equip:Play() xAxisAttach.CFrame = myTorso.CFrame --M4 Setup m4Weld.Part0 = nil m4.CFrame = myRoot.CFrame * NewCFrame(0.3,0.85,1.75) * Angles(rad(-180),rad(180),rad(0)) m4HingeAttach.WorldPosition = torsoHingeAttach.WorldPosition m4Hinge.Enabled = true --Right Arm Setup rShoulder.Part1 = nil rArmWeld.Part1 = nil --x 1.25 rArmWeld.Enabled = false rArm.CFrame = m4.CFrame * NewCFrame(-0.6,-0.5,-0.5) * Angles(rad(-80),rad(-180),rad(-15)) rArmWeld.Part1 = rArm rArmWeld.Enabled = true --Left Arm Setup lShoulder.Part1 = nil lArmWeld.Part1 = nil lArm.CFrame = m4.CFrame * NewCFrame(0.7,-0.3,0) * Angles(rad(-90),rad(183),rad(28)) --x84 lArmWeld.Part1 = lArm wait(0.5) end end function actions.yieldM4() if status:get("m4Equipped") or status:get("m4Lowered") then status:set("m4Equipped",false) status:set("weaponAimed",false) status:set("m4Lowered",false) m4.Equip:Play() --Right Arm setup rArmWeld.Part1 = nil rShoulder.Part1 = rArm --Left Arm Setup lArmWeld.Part1 = nil lShoulder.Part1 = lArm --M4 Setup m4Weld.Part0 = nil m4Hinge.Enabled = false m4.CFrame = myTorso.CFrame * NewCFrame(0,0,0.7) * Angles(rad(-90),rad(-135),rad(270)) m4Weld.Part0 = myTorso end end function actions.lowerM4() if not status:get("m4Lowered") and status:get("m4Equipped") and not status:get("reloading") then status:set("m4Equipped",false) status:set("m4Lowered",true) m4.Equip:Play() --M4 Setup m4Hinge.Enabled = false m4Weld.Part0 = nil m4.CFrame = myTorso.CFrame * NewCFrame(-0.2,-1,-1) * Angles(rad(75),rad(55),rad(-75)) -- z 35 x 0 m4Weld.Part0 = myTorso --Right Arm Setup rShoulder.Part1 = nil rArmWeld.Part1 = nil rArm.CFrame = myRoot.CFrame * NewCFrame(1.3,-0.2,-0.3) * Angles(rad(30),rad(14),rad(-25)) rArmWeld.Part1 = rArm --Left Arm Setup lShoulder.Part1 = nil lArmWeld.Part1 = nil lArm.CFrame = myRoot.CFrame * NewCFrame(-1.3,-0.1,-0.3) * Angles(rad(40),rad(-3),rad(10)) --x84 lArmWeld.Part1 = lArm wait(0.5) end end local knife = marine.Knife function actions.drawKnife() if not status:get("knifeEquipped") then actions.yieldM4() knife.Equip:Play() status:set("knifeEquipped",true) knife.Weld.Part0 = nil knife.CFrame = rArm.CFrame * NewCFrame(0,-1,-1) * Angles(rad(90),rad(180),rad(180)) knife.Weld.Part0 = rArm end end function actions.yieldKnife() if status:get("knifeEquipped") then status:set("knifeEquipped",false) knife.Weld.Part0 = nil knife.CFrame = myTorso.CFrame * NewCFrame(-1,-1,0.5) * Angles(rad(-65),0,rad(180)) knife.Weld.Part0 = myTorso end end function actions.yieldWeapons() actions.yieldKnife() actions.yieldM4() end function actions.resetHead() tweenService:Create(neck,TweenInfo.new(0.5),{C0 = NewCFrame(0,1,0) * Angles(rad(-90),0,rad(180))}):Play() end local faces = myHead.Faces function actions.updateFace(newStatus,recovered) if status:get("mood") ~= "Dead" then if status:get("mood") ~= "Hurt" or recovered or newStatus == "Dead" then local currentFace = status:get("currentFace") currentFace.Parent = faces status:set("currentFace",faces["face"..newStatus]) status:get("currentFace").Parent = myHead end status:set("mood",newStatus) end end return actions
--[=[ A class which holds data and methods for ScriptSignals. @class ScriptSignal ]=]
local ScriptSignal = {} ScriptSignal.__index = ScriptSignal
--[[ Flush all pending actions since the last change event was dispatched. ]]
function Store:flush() if not self._mutatedSinceFlush then return end self._mutatedSinceFlush = false -- On self.changed:fire(), further actions may be immediately dispatched, in -- which case self._lastState will be set to the most recent self._state, -- unless we cache this value first local state = self._state -- If a changed listener yields, *very* surprising bugs can ensue. -- Because of that, changed listeners cannot yield. NoYield(function() self.changed:fire(state, self._lastState) end) self._lastState = state end return Store
--Miscellaneous Settings:
HANDBRAKE_ANG = 17 --Angle of handbrake when active in degrees PADDLE_ANG = 15 --Angle of paddle shifter PADDLE_INVERTED = false --Sets right paddle to shift down and vice versa PEDAL_ANGLE = 55 --Angle of pedals when active in degrees PED_INVERTED = true --Inverts the pedal angle (for top mounted pedals) SHIFTER_TYPE = "H" --"H" for H-Pattern, "Seq" for sequential shifter SEQ_INVERTED = false --Inverts the sequential shifter motion SHIFT_TIME = 0.15 --Time it takes to shift between all parts (Clutch pedal, Paddle shifter, Shifter VERTICAL_ANG = 10 --Vertical shifter movement angle in degrees HORIZONTAL_ANG = 10.0 --Horizontal shifter increments in degrees (H-Pattern only) STEER_MULT = 7.0 --Steering multiplier angle (Arbitrary)
-- Player specific convenience variables
local MyPlayer = nil local MyCharacter = nil local MyHumanoid = nil local MyTorso = nil local MyMouse = nil local RecoilAnim local RecoilTrack = nil local ReloadAnim local ReloadTrack = nil local IconURL = Tool.TextureId local DebrisService = game:GetService('Debris') local PlayersService = game:GetService('Players') local FireSound local OnFireConnection = nil local OnReloadConnection = nil local DecreasedAimLastShot = false local LastSpreadUpdate = time() local flare = script.Parent:WaitForChild("Flare")
---It's a while wait() because of how badly it interacts with framerate changes
while wait(0.2) do ---Activating/Dezactivating the mobile controls if script.Parent.Parent.Parent:FindFirstChild("TouchGui") then script.Parent.Parent.Parent["TouchGui"].Enabled = false script.Parent.Parent.MobileControls.Visible = true script.Parent.Parent.PCHandbrake.Visible = false else script.Parent.Parent.MobileControls.Visible = false script.Parent.Parent.PCHandbrake.Visible = true end if Humanoid.SeatPart ~= nil and Humanoid.SeatPart.Parent:FindFirstChild("Stats") then local Cached_Magnitude = Char.Head.Velocity.magnitude ---Camera shake on collision --if Old_Magnitude ~= nil then -- print(Cached_Magnitude) -- print(Old_Magnitude) -- print(Cached_Magnitude - Old_Magnitude) -- print("__") --end if Old_Magnitude ~= nil and Cached_Magnitude - Old_Magnitude < -70 then --print("Collision") --Sound --game.SoundService.CrashSound:Play(0.1) -- Explosion shake: --camShake:Shake(CameraShaker.Presets.Explosion) end Old_Magnitude = Cached_Magnitude end end
--------------------[ GUI SETUP FUNCTION ]--------------------------------------------
function convertKey(Key) if Key == string.char(8) then return "BKSPCE" elseif Key == string.char(9) then return "TAB" elseif Key == string.char(13) then return "ENTER" elseif Key == string.char(17) then return "UP" elseif Key == string.char(18) then return "DOWN" elseif Key == string.char(19) then return "RIGHT" elseif Key == string.char(20) then return "LEFT" elseif Key == string.char(22) then return "HOME" elseif Key == string.char(23) then return "END" elseif Key == string.char(27) then return "F2" elseif Key == string.char(29) then return "F4" elseif Key == string.char(30) then return "F5" elseif Key == string.char(32) or Key == " " then return "F7" elseif Key == string.char(33) or Key == "!" then return "F8" elseif Key == string.char(34) or Key == '"' then return "F9" elseif Key == string.char(35) or Key == "#" then return "F10" elseif Key == string.char(37) or Key == "%" then return "F12" elseif Key == string.char(47) or Key == "/" then return "R-SHIFT" elseif Key == string.char(48) or Key == "0" then return "L-SHIFT" elseif Key == string.char(49) or Key == "1" then return "R-CTRL" elseif Key == string.char(50) or Key == "2" then return "L-CTRL" elseif Key == string.char(51) or Key == "3" then return "R-ALT" elseif Key == string.char(52) or Key == "4" then return "L-ALT" else return string.upper(Key) end end function createControlFrame(Key, Desc, Num) local C = Instance.new("Frame") C.BackgroundTransparency = ((Num % 2) == 1 and 0.7 or 1) C.BorderSizePixel = 0 C.Name = "C"..Num C.Position = UDim2.new(0, 0, 0, Num * 20) C.Size = UDim2.new(1, 0, 0, 20) C.ZIndex = 10 local K = Instance.new("TextLabel") K.BackgroundTransparency = 1 K.Name = "Key" K.Size = UDim2.new(0, 45, 1, 0) K.ZIndex = 10 K.Font = Enum.Font.ArialBold K.FontSize = Enum.FontSize.Size14 K.Text = Key K.TextColor3 = Color3.new(1, 1, 1) K.TextScaled = (string.len(Key) > 5) K.TextWrapped = (string.len(Key) > 5) K.Parent = C local D = Instance.new("TextLabel") D.BackgroundTransparency = 1 D.Name = "Desc" D.Position = UDim2.new(0, 50, 0, 0) D.Size = UDim2.new(1, -50, 1, 0) D.ZIndex = 10 D.Font = Enum.Font.SourceSansBold D.FontSize = Enum.FontSize.Size14 D.Text = "- "..Desc D.TextColor3 = Color3.new(1, 1, 1) D.TextXAlignment = Enum.TextXAlignment.Left D.Parent = C C.Parent = Controls end function createModes() numModes = 0 for i, v in pairs(S.selectFireSettings.Modes) do if v then numModes = numModes + 1 end end local currentMode = 0 for i, v in pairs(S.selectFireSettings.Modes) do if v then local Frame = Instance.new("Frame") Frame.BackgroundTransparency = 1 Frame.Name = currentMode Frame.Position = UDim2.new() Frame.Size = UDim2.new() Frame.Parent = fireModes local modeLabel = Instance.new("TextLabel") modeLabel.BackgroundTransparency = 1 modeLabel.Name = "Label" modeLabel.Position = UDim2.new(0, -20, 0, 0) modeLabel.Size = UDim2.new(0, 40, 0, 20) modeLabel.Font = Enum.Font.SourceSansBold modeLabel.FontSize = Enum.FontSize.Size18 modeLabel.Text = string.upper(i) modeLabel.TextColor3 = Color3.new(1, 1, 1) modeLabel.TextScaled = true modeLabel.TextStrokeTransparency = 0 modeLabel.TextTransparency = 0.5 modeLabel.TextWrapped = true modeLabel.Parent = Frame table.insert(Modes, string.upper(i)) currentMode = currentMode + 1 end end guiAngOffset = -15 * (numModes ^ 3) + 150 * (numModes ^ 2) - 525 * numModes + 660 end function setUpGUI() local currentNum = 1 for _, v in pairs(Controls:GetChildren()) do if v.Name ~= "Title" then v:Destroy() end end for _, PTable in pairs(Plugins.KeyDown) do createControlFrame(convertKey(PTable.Key), PTable.Description, currentNum) currentNum = currentNum + 1 end if S.canChangeStance then local Dive = (S.dolphinDive and " / Dive" or "") createControlFrame(convertKey(S.Keys.lowerStance), "Lower Stance"..Dive, currentNum) currentNum = currentNum + 1 createControlFrame(convertKey(S.Keys.raiseStance), "Raise Stance", currentNum) currentNum = currentNum + 1 end if S.selectFire then createControlFrame(convertKey(S.Keys.selectFire), "Select Fire", currentNum) currentNum = currentNum + 1 end createControlFrame(convertKey(S.Keys.Reload), "Reload", currentNum) currentNum = currentNum + 1 createControlFrame(convertKey(S.Keys.Sprint), "Sprint", currentNum) currentNum = currentNum + 1 if S.canADS then local Hold = (S.aimSettings.holdToADS and "HOLD " or "") if S.Keys.ADS ~= "" then createControlFrame(Hold..convertKey(S.Keys.ADS).." OR R-MOUSE", "Aim Down Sights", currentNum) else createControlFrame(Hold.." R-MOUSE", "Aim Down Sights", currentNum) end currentNum = currentNum + 1 end Controls.Size = UDim2.new(1, 0, 0, currentNum * 20) Controls.Position = UDim2.new(0, 0, 0, -(currentNum * 20) - 80) if S.guiScope then scopeSteady.Text = "Hold "..convertKey(S.Keys.scopeSteady).." to Steady" end if mainGUI:FindFirstChild("Co") then mainGUI.Co:Destroy() end local Co = Instance.new("TextLabel") Co.BackgroundTransparency = 1 Co.Name = "Co" Co.Visible = true Co.Position = UDim2.new(0, 0, 0, 0) Co.Size = UDim2.new(1, 0, 0, 20) Co.Font = Enum.Font.ArialBold Co.FontSize = Enum.FontSize.Size14 Co.Text = ("~ soidutS s'tEhYuM morf srepoleved yb ekameR // tik nug noisuFobruT ~"):reverse() Co.TextColor3 = Color3.new(1, 1, 1) Co.TextStrokeColor3 = Color3.new(1, 1, 1) Co.TextStrokeTransparency = 0.9 Co.TextTransparency = 0.9 Co.TextXAlignment = Enum.TextXAlignment.Center Co.Parent = mainGUI gunNameTitle.Text = Gun.Name updateClipAmmo() updateStoredAmmo() fireModes:ClearAllChildren() createModes() updateModeLabels(numModes - 1, 0, 90) if S.selectFire then modeGUI.Text = Modes[((rawFireMode - 1) % numModes) + 1] else modeGUI.Text = ( S.gunType.Semi and "SEMI" or S.gunType.Auto and "AUTO" or S.gunType.Burst and "BURST" or "SAFETY" ) end end
-- wait for local player PlayerGui
local LocalPlayer = Players.LocalPlayer local playerGui = LocalPlayer:WaitForChild("PlayerGui")
--Original script by Luckymaxer
Model = script.Parent local SoundLoop local Whinny sound = false Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") Humanoid = Model:WaitForChild("Humanoid") Humanoid.Health = Humanoid.MaxHealth Seat = Model:WaitForChild("Seat") Torso = Model:WaitForChild("Torso") InteractiveControl = script:WaitForChild("InteractiveControl") Animations = { Walk = {Animation = script:WaitForChild("Walk"), FadeTime = nil, Weight = nil, Speed = 0.5}, Idle = {Animation = script:WaitForChild("Idle"), FadeTime = nil, Weight = nil, Speed = 1}, Ride = {Animation = script:WaitForChild("Ride"), FadeTime = 0.25, Weight = nil, Speed = nil}, Rear = {Animation = script:WaitForChild("Rearing"), FadeTime = 0.25, Weight = nil, Speed = 2}, Jump = {Animation = script:WaitForChild("Jump"), FadeTime = nil, Weight = nil, Speed = 1}, } Walking = false Rider = nil AngularVelocity = (Torso:FindFirstChild("BodyAngularVelocity") or Instance.new("BodyAngularVelocity")) AngularVelocity.Name = "BodyAngularVelocity" AngularVelocity.P = 1250 AngularVelocity.AngularVelocity = Vector3.new(0, 0, 0) AngularVelocity.maxTorque = Vector3.new(0, math.huge, 0) AngularVelocity.Parent = Torso Velocity = (Torso:FindFirstChild("BodyVelocity") or Instance.new("BodyVelocity")) Velocity.Name = "BodyVelocity" Velocity.maxForce = Vector3.new(math.huge, 0, math.huge) Velocity.Parent = Torso WalkTrack = Humanoid:LoadAnimation(Animations.Walk.Animation) IdleTrack = Humanoid:LoadAnimation(Animations.Idle.Animation) RearTrack = Humanoid:LoadAnimation(Animations.Rear.Animation) JumpTrack = Humanoid:LoadAnimation(Animations.Jump.Animation) Remotes = script:WaitForChild("Remotes") Remotes:ClearAllChildren() LastJump = 0 Disabled = false ServerControl = (Remotes:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Remotes ClientControl = (Remotes:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Remotes function OnServerInvoke(player, Mode, Value) if player ~= Rider or not Mode then return end if Mode == "Jump" then local Now = tick() if (Now - LastJump) >= 1 then LastJump = Now Humanoid.Jump = true local Animation = Animations.Jump JumpTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed) end elseif Mode == "Dismount" then Dismount() end end ServerControl.OnServerInvoke = OnServerInvoke Humanoid.Changed:connect(function(Property) if Property == "Sit" and Humanoid.Sit then Humanoid.Sit = false end end) Humanoid.Died:connect(function() Disabled = true Debris:AddItem(Model, 3) Model:BreakJoints() end) function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Rider, Mode, Value) end) return ClientReturn end function Audio(ID, Location, Looped, Volume, Duration) local Sound = Instance.new("Sound", Location) Sound.SoundId = "http://www.roblox.com/asset/?id=" .. ID Sound.Volume = Volume Sound.Looped = Looped if Duration then game:GetService("Debris"):AddItem(Sound, Duration) end return Sound -- use as Audio(134973578, FrontTorso, true, 2) end function Animate(Time) if Humanoid.Health == 0 or Disabled then return end --Walking if not Walking and Torso.Velocity.magnitude > 1 then IdleTrack:Stop() local Animation = Animations.Walk WalkTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed) Walking = true end if Walking and Torso.Velocity.magnitude < 1 then WalkTrack:Stop() local Animation = Animations.Idle IdleTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed) Walking = false end --Motion if Seat.Throttle ~= 10 then Velocity.velocity = (Torso.CFrame.lookVector * Seat.Throttle * Humanoid.WalkSpeed*1) AngularVelocity.AngularVelocity = Vector3.new(3, (2 * -Seat.Steer), 0)--steer speed else Velocity.velocity = Vector3.new(0,0, 0) --Erase for moonwalk Whinny = Audio(178645076, Torso, false, 3) if sound==false then sound = true local Animation = Animations.Rear RearTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed) Whinny:Play() Whinny.Volume = 10 Whinny.Pitch = 1 wait(2) sound = false end end --Sound if not SoundLoop then SoundLoop = Audio(134973578, Torso, true, 0) elseif Torso.Velocity.magnitude > 1 then if not SoundLoop.IsPlaying then SoundLoop:Play() end SoundLoop.Volume = 10 SoundLoop.Pitch = ((1.2 - .55) * (Torso.Velocity.Magnitude / script.Parent.MaxSpeed.Value)) + .55 else SoundLoop:Stop() end if JumpTrack.IsPlaying then SoundLoop:Stop() end end function Dismount() if Rider and Rider.Parent then local Character = Rider.Character if Character then local Humanoid = nil for i, v in pairs(Character:GetChildren()) do if v:IsA("Humanoid") then Humanoid = v break end end Humanoid:ChangeState(Enum.HumanoidStateType.Jumping) Humanoid.Jump = true end end end function PlayerSeated(Child) local function BreakWeld() Debris:AddItem(Child, 0.5) if Child and Child.Parent then Child:Destroy() end end if not Child:IsA("Weld") or not Child.Name == "SeatWeld" then return end if Child.Part0 ~= Seat or not Child.Part1 or not Child.Part1.Parent then return end Child.C1 = (Child.C1 * CFrame.new(0, 0.5, 0.375)) local character = Child.Part1.Parent local humanoid = character:FindFirstChild("Humanoid") if humanoid then local Animation = Animations.Ride RideTrack = humanoid:LoadAnimation(Animation.Animation) RideTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed) end local Player = Players:GetPlayerFromCharacter(character) if not Player then BreakWeld() return end local PlayerGui = Player:FindFirstChild("PlayerGui") if not PlayerGui then BreakWeld() return end InteractiveControlCopy = InteractiveControl:Clone() local ServerCommunication = Instance.new("ObjectValue") ServerCommunication.Name = "ServerControl" ServerCommunication.Value = ServerControl ServerCommunication.Parent = InteractiveControlCopy InteractiveControlCopy.Disabled = false InteractiveControlCopy.Parent = PlayerGui Rider = Player end function PlayerDismounted(Child) if not Child:IsA("Weld") or not Child.Name == "SeatWeld" then return end if not Child.Part1 or not Child.Part1.Parent then return end local Player = Players:GetPlayerFromCharacter(Child.Part1.Parent) if not Player or Player ~= Rider then return end if InteractiveControlCopy and InteractiveControlCopy.Parent then InteractiveControlCopy:Destroy() end if RideTrack then RideTrack:Stop() end Rider = nil end RunService.Heartbeat:connect(Animate) Seat.ChildAdded:connect(PlayerSeated) Seat.ChildRemoved:connect(PlayerDismounted)
--[[Wheel Configuration]]
--Store Reference Orientation Function function getParts(model,t,a) for i,v in pairs(model:GetChildren()) do if v:IsA("BasePart") then table.insert(t,{v,a.CFrame:toObjectSpace(v.CFrame)}) elseif v:IsA("Model") then getParts(v,t,a) end end end --PGS/Legacy local fDensity = _Tune.FWheelDensity local rDensity = _Tune.RWheelDensity if not PGS_ON then fDensity = _Tune.FWLgcyDensity rDensity = _Tune.RWLgcyDensity end local fDistX=_Tune.FWsBoneLen*math.cos(math.rad(_Tune.FWsBoneAngle)) local fDistY=_Tune.FWsBoneLen*math.sin(math.rad(_Tune.FWsBoneAngle)) local rDistX=_Tune.RWsBoneLen*math.cos(math.rad(_Tune.RWsBoneAngle)) local rDistY=_Tune.RWsBoneLen*math.sin(math.rad(_Tune.RWsBoneAngle)) local fSLX=_Tune.FSusLength*math.cos(math.rad(_Tune.FSusAngle)) local fSLY=_Tune.FSusLength*math.sin(math.rad(_Tune.FSusAngle)) local rSLX=_Tune.RSusLength*math.cos(math.rad(_Tune.RSusAngle)) local rSLY=_Tune.RSusLength*math.sin(math.rad(_Tune.RSusAngle)) for _,v in pairs(Drive) do --Apply Wheel Density if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then if v:IsA("BasePart") then if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end v.CustomPhysicalProperties = PhysicalProperties.new( fDensity, v.CustomPhysicalProperties.Friction, v.CustomPhysicalProperties.Elasticity, v.CustomPhysicalProperties.FrictionWeight, v.CustomPhysicalProperties.ElasticityWeight ) end else if v:IsA("BasePart") then if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end v.CustomPhysicalProperties = PhysicalProperties.new( rDensity, v.CustomPhysicalProperties.Friction, v.CustomPhysicalProperties.Elasticity, v.CustomPhysicalProperties.FrictionWeight, v.CustomPhysicalProperties.ElasticityWeight ) end end --Resurface Wheels for _,a in pairs({"Top","Bottom","Left","Right","Front","Back"}) do v[a.."Surface"]=Enum.SurfaceType.SmoothNoOutlines end --Store Axle-Anchored/Suspension-Anchored Part Orientation local WParts = {} local tPos = v.Position-car.DriveSeat.Position if v.Name=="FL" or v.Name=="RL" then v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90)) else v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90)) end v.CFrame = v.CFrame+tPos if v:FindFirstChild("Parts")~=nil then getParts(v.Parts,WParts,v) end if v:FindFirstChild("Fixed")~=nil then getParts(v.Fixed,WParts,v) end --Align Wheels if v.Name=="FL" or v.Name=="FR" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),0,0) if v.Name=="FL" then v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.FCaster),0) end if v.Name=="FR" then v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.FCaster),0) end if v.Name=="FL" then v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.FToe)) else v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.FToe)) end elseif v.Name=="RL" or v.Name=="RR" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),0,0) if v.Name=="RL" then v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.RToe)) else v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.RToe)) end end --Re-orient Axle-Anchored/Suspension-Anchored Parts for _,a in pairs(WParts) do a[1].CFrame=v.CFrame:toWorldSpace(a[2]) end
-- Data Type Handling
local function ToString(value, type) if type == "float" then return tostring(Round(value,2)) elseif type == "Content" then if string.find(value,"/asset") then local match = string.find(value, "=") + 1 local id = string.sub(value, match) return id else return tostring(value) end elseif type == "Vector2" then local x = value.x local y = value.y return string.format("%g, %g", x,y) elseif type == "Vector3" then local x = value.x local y = value.y local z = value.z return string.format("%g, %g, %g", x,y,z) elseif type == "Color3" then local r = value.r local g = value.g local b = value.b return string.format("%d, %d, %d", r*255,g*255,b*255) elseif type == "UDim2" then local xScale = value.X.Scale local xOffset = value.X.Offset local yScale = value.Y.Scale local yOffset = value.Y.Offset return string.format("{%d, %d}, {%d, %d}", xScale, xOffset, yScale, yOffset) else return tostring(value) end end local function ToValue(value,type) if type == "Vector2" then local list = Split(value,",") if #list < 2 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 return Vector2_new(x,y) elseif type == "Vector3" then local list = Split(value,",") if #list < 3 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 local z = tonumber(list[3]) or 0 return Vector3_new(x,y,z) elseif type == "Color3" then local list = Split(value,",") if #list < 3 then return nil end local r = tonumber(list[1]) or 0 local g = tonumber(list[2]) or 0 local b = tonumber(list[3]) or 0 return Color3_new(r/255,g/255, b/255) elseif type == "UDim2" then local list = Split(string.gsub(string.gsub(value, "{", ""),"}",""),",") if #list < 4 then return nil end local xScale = tonumber(list[1]) or 0 local xOffset = tonumber(list[2]) or 0 local yScale = tonumber(list[3]) or 0 local yOffset = tonumber(list[4]) or 0 return UDim2_new(xScale, xOffset, yScale, yOffset) elseif type == "Content" then if tonumber(value) ~= nil then value = ContentUrl .. value end return value elseif type == "float" or type == "int" or type == "double" then return tonumber(value) elseif type == "string" then return value elseif type == "NumberRange" then local list = Split(value,",") if #list == 1 then if tonumber(list[1]) == nil then return nil end local newVal = tonumber(list[1]) or 0 return NumberRange.new(newVal) end if #list < 2 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 return NumberRange.new(x,y) elseif type == "UserName" then return Players:FindFirstChild(value) else return nil end end
--welds
RW, LW = Instance.new("Weld"), Instance.new("Weld")
--[=[ Returns the magnitude of the linear value. @return number -- The magnitude of the linear value. ]=]
function LinearValue:GetMagnitude() local dot = 0 for i=1, #self._values do local value = self._values[i] dot = dot + value*value end return math.sqrt(dot) end
--[[Steering]]
Tune.SteerInner = 45 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 45 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 1000 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 1000 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 1 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 20000 -- Steering Aggressiveness
-- functions
local function wait(t) local start = tick() repeat RunService.Stepped:Wait() until tick() - start >= t end local function Raycast(position, direction, ignore) local ray = Ray.new(position, direction) local success = false local h, p, n, humanoid table.insert(ignore, Workspace.Effects) repeat h, p, n = Workspace:FindPartOnRayWithIgnoreList(ray, ignore) if h then humanoid = h.Parent:FindFirstChildOfClass("Humanoid") if humanoid and humanoid.Health <= 0 then humanoid = nil end if humanoid then success = true else if h.CanCollide and h.Transparency < 1 then success = true else table.insert(ignore, h) success = false end end else success = true end until success return h, p, n, humanoid end
-- Main Work --
myaccbtn.MouseButton1Click:Connect(function() myaccpage:TweenPosition(openState, 'Out', 'Sine', '1') deppage:TweenPosition(closeState, 'Out', 'Sine', '1') wthpage:TweenPosition(closeState, 'Out', 'Sine', '1') trnpage:TweenPosition(closeState, 'Out', 'Sine', '1') cshpage:TweenPosition(closeState, 'Out', 'Sine', '1') end) depbtn.MouseButton1Click:Connect(function() myaccpage:TweenPosition(closeState, 'Out', 'Sine', '1') deppage:TweenPosition(openState, 'Out', 'Sine', '1') wthpage:TweenPosition(closeState, 'Out', 'Sine', '1') trnpage:TweenPosition(closeState, 'Out', 'Sine', '1') cshpage:TweenPosition(closeState, 'Out', 'Sine', '1') end) wthbtn.MouseButton1Click:Connect(function() myaccpage:TweenPosition(closeState, 'Out', 'Sine', '1') deppage:TweenPosition(closeState, 'Out', 'Sine', '1') wthpage:TweenPosition(openState, 'Out', 'Sine', '1') trnpage:TweenPosition(closeState, 'Out', 'Sine', '1') cshpage:TweenPosition(closeState, 'Out', 'Sine', '1') end) trnbtn.MouseButton1Click:Connect(function() myaccpage:TweenPosition(closeState, 'Out', 'Sine', '1') deppage:TweenPosition(closeState, 'Out', 'Sine', '1') wthpage:TweenPosition(closeState, 'Out', 'Sine', '1') trnpage:TweenPosition(openState, 'Out', 'Sine', '1') cshpage:TweenPosition(closeState, 'Out', 'Sine', '1') end) cshbtn.MouseButton1Click:Connect(function() myaccpage:TweenPosition(closeState, 'Out', 'Sine', '1') deppage:TweenPosition(closeState, 'Out', 'Sine', '1') wthpage:TweenPosition(closeState, 'Out', 'Sine', '1') trnpage:TweenPosition(closeState, 'Out', 'Sine', '1') cshpage:TweenPosition(openState, 'Out', 'Sine', '1') end)
--------------------------------------------------------------------------
local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = true , --Friction and Wear FWearSpeed = .1 , FTargetFriction = .75 , FMinFriction = .1 , RWearSpeed = .1 , RTargetFriction = .75 , RMinFriction = .1 , --Tire Slip TCSOffRatio = 1 , WheelLockRatio = 1/4 , --SS6 Default = 1/4 WheelspinRatio = 1/1.2 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 1 , --SS6 Default = 1 RFrictionWeight = 1 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = .5 , --SS6 Default = .5 RElasticity = .5 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 1 , --SS6 Default = 1 RElastWeight = 1 , --SS6 Default = 1 FLgcyElWeight = 10 , RLgcyElWeight = 10 , --Wear Regen RegenSpeed = 3.6 --SS6 Default = 3.6 }
--Brake.InputChanged:Connect(TouchBrake)
local function TouchHandbrake(input, GPE) if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end end Handbrake.InputBegan:Connect(TouchHandbrake) Handbrake.InputEnded:Connect(TouchHandbrake)
------------------------------------------------------------------------------
while true do wait(3) --UpdateEveryone() commented out by David. OtherStats isn't currently being used anywhere end
-- Moves a tree node to a new parent. Called when an existing object's parent -- changes.
local function moveObject(object,parent) local objectNode = NodeLookup[object] if not objectNode then return end local parentNode = NodeLookup[parent] if not parentNode then return end local visible = nodeIsVisible(objectNode) remove(objectNode.Parent,objectNode.Index) objectNode.Parent = parentNode objectNode.Depth = depth(object) local function r(node,d) for i = 1,#node do node[i].Depth = d r(node[i],d+1) end end r(objectNode,objectNode.Depth+1) insert(parentNode,#parentNode+1,objectNode) if visible or nodeIsVisible(objectNode) then updateList() elseif nodeIsVisible(objectNode.Parent) then updateScroll() end end
--// Animations
local L_171_ function IdleAnim(L_342_arg1) L_24_.IdleAnim(L_3_, L_171_, { L_45_, L_46_, L_47_ }); end; function EquipAnim(L_343_arg1) L_24_.EquipAnim(L_3_, L_171_, { L_45_ }); end; function UnequipAnim(L_344_arg1) L_24_.UnequipAnim(L_3_, L_171_, { L_45_ }); end; function FireModeAnim(L_345_arg1) L_24_.FireModeAnim(L_3_, L_171_, { L_45_, L_47_, L_46_, L_58_ }); end function ReloadAnim(L_346_arg1) L_24_.ReloadAnim(L_3_, L_171_, { L_45_, L_46_, L_47_, L_61_, L_3_:WaitForChild('Left Arm'), L_58_, L_49_, L_3_:WaitForChild('Right Arm'), L_43_ }); end; function BoltingBackAnim(L_347_arg1) L_24_.BoltingBackAnim(L_3_, L_171_, { L_49_ }); end function BoltingForwardAnim(L_348_arg1) L_24_.BoltingForwardAnim(L_3_, L_171_, { L_49_ }); end function BoltingForwardAnim(L_349_arg1) L_24_.BoltingForwardAnim(L_3_, L_171_, { L_49_ }); end function BoltBackAnim(L_350_arg1) L_24_.BoltBackAnim(L_3_, L_171_, { L_49_, L_47_, L_46_, L_45_, L_62_ }); end function BoltForwardAnim(L_351_arg1) L_24_.BoltForwardAnim(L_3_, L_171_, { L_49_, L_47_, L_46_, L_45_, L_62_ }); end function InspectAnim(L_352_arg1) L_24_.InspectAnim(L_3_, L_171_, { L_47_, L_46_ }); end function nadeReload(L_353_arg1) L_24_.nadeReload(L_3_, L_171_, { L_46_, L_47_ }); end function AttachAnim(L_354_arg1) L_24_.AttachAnim(L_3_, L_171_, { L_46_, L_47_ }); end function PatrolAnim(L_355_arg1) L_24_.PatrolAnim(L_3_, L_171_, { L_46_, L_47_ }); end
-- Decompiled with Visenya | https://targaryentech.com
local car = script.Parent.Car.Value local cam = workspace.CurrentCamera local RS = game:GetService("RunService") car.DriveSeat.ChildRemoved:connect(function(child) if child.Name == "SeatWeld" then RS:UnbindFromRenderStep("MCam") cam.CameraType = Enum.CameraType.Custom end end) script.Parent.Values.MouseSteerOn.Changed:connect(function(property) if script.Parent.Values.MouseSteerOn.Value then RS:BindToRenderStep("MCam", Enum.RenderPriority.Camera.Value, function() cam.CameraType = Enum.CameraType.Scriptable local pspeed = math.min(1, car.DriveSeat.Velocity.Magnitude / 500) local cc = car.DriveSeat.Position + Vector3.new(0, 8 + pspeed * 2, 0) - car.DriveSeat.CFrame.lookVector * 17 + car.DriveSeat.Velocity.Unit * -7 * pspeed cam.CoordinateFrame = CFrame.new(cc, car.DriveSeat.Position) end) else RS:UnbindFromRenderStep("MCam") cam.CameraType = Enum.CameraType.Custom end end)
--[[ Adds a Spring to be updated every render step. ]]
function SpringScheduler.add(spring: Spring) local damping = spring._damping local speed = spring._speed local dampingBucket = springBuckets[damping] if dampingBucket == nil then springBuckets[damping] = { [speed] = setmetatable({[spring] = true}, WEAK_KEYS_METATABLE) } return end local speedBucket = dampingBucket[speed] if speedBucket == nil then dampingBucket[speed] = setmetatable({[spring] = true}, WEAK_KEYS_METATABLE) return end speedBucket[spring] = true end
--[[ automatically assings an ID for the user --]]
game.Players.PlayerAdded:Connect(function(plr) Network:assign_id(plr) end)
-- Decompiled with the Synapse X Luau decompiler.
local l__Character__1 = game.Players.LocalPlayer.Character; local l__Humanoid__2 = l__Character__1:WaitForChild("Humanoid"); local l__StarterGui__3 = game:GetService("StarterGui"); local l__HumanoidRootPart__4 = l__Character__1:WaitForChild("HumanoidRootPart"); l__StarterGui__3:SetCore("ResetButtonCallback", true); l__HumanoidRootPart__4:GetPropertyChangedSignal("Anchored"):Connect(function() print("god"); if l__HumanoidRootPart__4.Anchored == true then print("lol"); l__StarterGui__3:SetCore("ResetButtonCallback", false); return; end; if l__HumanoidRootPart__4.Anchored == false then l__StarterGui__3:SetCore("ResetButtonCallback", true); end; end);
--If not admin, delete admin panel
if not table.find(admins, plrId) then panel:Destroy()
--[[ = DigitalSwirl = Source: CommonModules/Switch.lua Purpose: Switch case implementation Author(s): Regan "CD/TheGreenDeveloper" Green --]]
return function(v, a, cases) if cases[v] ~= nil then return cases[v](unpack(a)) end end
--------RIGHT DOOR --------
game.Workspace.doorright.l31.BrickColor = BrickColor.new(1) game.Workspace.doorright.l32.BrickColor = BrickColor.new(21) game.Workspace.doorright.l33.BrickColor = BrickColor.new(1) game.Workspace.doorright.l61.BrickColor = BrickColor.new(21) game.Workspace.doorright.l62.BrickColor = BrickColor.new(1) game.Workspace.doorright.l63.BrickColor = BrickColor.new(21)
--[[Remotes.Main1.OnServerEvent:Connect(function(plr,firingtype) end)]]
--- Creates a listable type from a singlular type
function Util.MakeListableType(type, override) local listableType = { Listable = true, Transform = type.Transform, Validate = type.Validate, ValidateOnce = type.ValidateOnce, Autocomplete = type.Autocomplete, Default = type.Default, Parse = function(...) return {type.Parse(...)} end } if override then for key, value in pairs(override) do listableType[key] = value end end return listableType end local function encodeCommandEscape(text) return (text:gsub("\\%$", "___!CMDR_DOLLAR!___")) end local function decodeCommandEscape(text) return (text:gsub("___!CMDR_DOLLAR!___", "$")) end function Util.RunCommandString(dispatcher, commandString) commandString = Util.ParseEscapeSequences(commandString) commandString = Util.EncodeEscapedOperators(commandString) local commands = commandString:split("&&") local output = "" for i, command in ipairs(commands) do local outputEncoded = output:gsub("%$", "\\x24"):gsub("%%","%%%%") command = command:gsub("||", output:find("%s") and ("%q"):format(outputEncoded) or outputEncoded) output = tostring( dispatcher:EvaluateAndRun( ( Util.RunEmbeddedCommands(dispatcher, command) ) ) ) if i == #commands then return output end end end
--// Holstering
HolsteringEnabled = false; HolsterPos = CFrame.new(0.340751064, 0.1, 0.616261482, -4.10752676e-08, -0.342020065, 0.939692616, -1.49501727e-08, 0.939692557, 0.342020094, -0.99999994, 0, -4.37113847e-08);
--local url = "https://40-percent-updates.smktd.repl.co/get_updates" --local current_version = script.Parent.Connector:InvokeServer(url) --local main = script.Parent.Parent.Parent --local version = main.Properties.Version --local update_notifier = main.Popups.UpdateNotifier
-- ROBLOX Services
local Players = game.Players local Debris = game.Debris
--Controls
Tune.Peripherals = { MSteerWidth = 67 , -- 0 - 100% of screen width MSteerDZone = 20 , -- 0 - 100% ControlLDZone = 5 , -- 0 - 100% ControlRDZone = 5 , -- 0 - 100% } Tune.Controls = { ToggleTCS = Enum.KeyCode.T , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , PBrake = Enum.KeyCode.P , MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , 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.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , } return Tune
-- -- -- -- -- -- -- --DIRECTION SCROLL-- -- -- -- -- -- -- --
while true do wait() if Elevator:WaitForChild("Direction").Value ~= 0 then for S=0,7 do wait(0.4) if Elevator:WaitForChild("Direction").Value == 0 then break end SetDisplay(1,(Elevator:WaitForChild("Direction").Value == 1 and "U" or "D")..S) end else SetDisplay(1,"NIL") end end
--------STAGE LIGHTS--------
game.Workspace.sb1.BrickColor = BrickColor.new(194) game.Workspace.sb2.BrickColor = BrickColor.new(194) game.Workspace.sb3.BrickColor = BrickColor.new(194) game.Workspace.sb4.BrickColor = BrickColor.new(194) game.Workspace.sb5.BrickColor = BrickColor.new(194) game.Workspace.sb6.BrickColor = BrickColor.new(194) game.Workspace.post1.Light.BrickColor = BrickColor.new(194) game.Workspace.post2.Light.BrickColor = BrickColor.new(194) game.Workspace.post3.Light.BrickColor = BrickColor.new(194) game.Workspace.post4.Light.BrickColor = BrickColor.new(194)
-- Other
local CurrentOccupant = nil local Vector3New,CFrameNew,CFrameAngles,MathRad,MathAbs = Vector3.new,CFrame.new,CFrame.Angles,math.rad,math.abs
-- [[ VR Support Section ]] --
function BaseCamera:ApplyVRTransform() if not VRService.VREnabled then return end --we only want this to happen in first person VR local rootJoint = self.humanoidRootPart and self.humanoidRootPart:FindFirstChild("RootJoint") if not rootJoint then return end local cameraSubject = game.Workspace.CurrentCamera.CameraSubject local isInVehicle = cameraSubject and cameraSubject:IsA("VehicleSeat") if self.inFirstPerson and not isInVehicle then local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head) local vrRotation = vrFrame - vrFrame.p rootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) else rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) end end function BaseCamera:IsInFirstPerson() return self.inFirstPerson end function BaseCamera:ShouldUseVRRotation() if not VRService.VREnabled then return false end if not self.VRRotationIntensityAvailable and tick() - self.lastVRRotationIntensityCheckTime < 1 then return false end local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end) self.VRRotationIntensityAvailable = success and vrRotationIntensity ~= nil self.lastVRRotationIntensityCheckTime = tick() self.shouldUseVRRotation = success and vrRotationIntensity ~= nil and vrRotationIntensity ~= "Smooth" return self.shouldUseVRRotation end function BaseCamera:GetVRRotationInput() local vrRotateSum = ZERO_VECTOR2 local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end) if not success then return end local vrGamepadRotation = self.GamepadPanningCamera or ZERO_VECTOR2 local delayExpired = (tick() - self.lastVRRotationTime) >= self:GetRepeatDelayValue(vrRotationIntensity) if math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then if (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then local sign = 1 if vrGamepadRotation.x < 0 then sign = -1 end vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true end elseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil end if self.turningLeft then if delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Left] then vrRotateSum = vrRotateSum - self:GetRotateAmountValue(vrRotationIntensity) self.vrRotateKeyCooldown[Enum.KeyCode.Left] = true end else self.vrRotateKeyCooldown[Enum.KeyCode.Left] = nil end if self.turningRight then if (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Right]) then vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) self.vrRotateKeyCooldown[Enum.KeyCode.Right] = true end else self.vrRotateKeyCooldown[Enum.KeyCode.Right] = nil end if vrRotateSum ~= ZERO_VECTOR2 then self.lastVRRotationTime = tick() end return vrRotateSum end function BaseCamera:CancelCameraFreeze(keepConstraints) if not keepConstraints then self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 1, self.cameraTranslationConstraints.z) end if self.cameraFrozen then self.trackingHumanoid = nil self.cameraFrozen = false end end function BaseCamera:StartCameraFreeze(subjectPosition, humanoidToTrack) if not self.cameraFrozen then self.humanoidJumpOrigin = subjectPosition self.trackingHumanoid = humanoidToTrack self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 0, self.cameraTranslationConstraints.z) self.cameraFrozen = true end end function BaseCamera:OnNewCameraSubject() if self.subjectStateChangedConn then self.subjectStateChangedConn:Disconnect() self.subjectStateChangedConn = nil end local humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject if self.trackingHumanoid ~= humanoid then self:CancelCameraFreeze() end if humanoid and humanoid:IsA("Humanoid") then self.subjectStateChangedConn = humanoid.StateChanged:Connect(function(oldState, newState) if VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not self.inFirstPerson then self:StartCameraFreeze(self:GetSubjectPosition(), humanoid) elseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then self:CancelCameraFreeze(true) end end) end end function BaseCamera:GetVRFocus(subjectPosition, timeDelta) local lastFocus = self.LastCameraFocus or subjectPosition if not self.cameraFrozen then self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, math.min(1, self.cameraTranslationConstraints.y + 0.42 * timeDelta), self.cameraTranslationConstraints.z) end local newFocus if self.cameraFrozen and self.humanoidJumpOrigin and self.humanoidJumpOrigin.y > lastFocus.y then newFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(self.humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z)) else newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, self.cameraTranslationConstraints.y)) end if self.cameraFrozen then -- No longer in 3rd person if self.inFirstPerson then -- not VRService.VREnabled self:CancelCameraFreeze() end -- This case you jumped off a cliff and want to keep your character in view -- 0.5 is to fix floating point error when not jumping off cliffs if self.humanoidJumpOrigin and subjectPosition.y < (self.humanoidJumpOrigin.y - 0.5) then self:CancelCameraFreeze() end end return newFocus end function BaseCamera:GetRotateAmountValue(vrRotationIntensity) vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity") if vrRotationIntensity then if vrRotationIntensity == "Low" then return VR_LOW_INTENSITY_ROTATION elseif vrRotationIntensity == "High" then return VR_HIGH_INTENSITY_ROTATION end end return ZERO_VECTOR2 end function BaseCamera:GetRepeatDelayValue(vrRotationIntensity) vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity") if vrRotationIntensity then if vrRotationIntensity == "Low" then return VR_LOW_INTENSITY_REPEAT elseif vrRotationIntensity == "High" then return VR_HIGH_INTENSITY_REPEAT end end return 0 end function BaseCamera:Update(dt) error("BaseCamera:Update() This is a virtual function that should never be getting called.", 2) end return BaseCamera
-- Create a loop that updates the timer
while true do wait(1) updateTimerLabel() end
-- Disable the backpack
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
--[[Weight and CG]]
Tune.Weight = 1800 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 8.2 , --[[Height]] 3.6 , --[[Length]] 50 } Tune.WeightDist = 0 -- 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 = 0.2 -- 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
-- Decompiled with the Synapse X Luau decompiler.
return { Name = "resolve", Aliases = {}, Description = "Resolves Argument Value Operators into lists. E.g., resolve players * gives you a list of all players.", Group = "DefaultUtil", AutoExec = { "alias \"me|Displays your username\" resolve players ." }, Args = { { Type = "type", Name = "Type", Description = "The type for which to resolve" }, function(p1) if p1:GetArgument(1):Validate() == false then return; end; return { Type = p1:GetArgument(1):GetValue(), Name = "Argument Value Operator", Description = "The value operator to resolve. One of: * ** . ? ?N", Optional = true }; end }, Run = function(p2) return table.concat(p2:GetArgument(2).RawSegments, ","); end };
--[[Steering]]
Tune.SteeringType = 'New' -- New = Precise steering calculations based on real life steering assembly (LuaInt) -- Old = Previous steering calculations -- New Options Tune.SteerRatio = 15/1 -- Steering ratio of your steering rack, google it for your car Tune.LockToLock = 2.6 -- Number of turns of the steering wheel lock to lock, google it for your car Tune.Ackerman = .9 -- If you don't know what it is don't touch it, ranges from .7 to 1.2 -- Old Options Tune.SteerInner = 45 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 38 -- Outer wheel steering angle (in degrees) -- General Steering Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 330 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree -- Steer Gyro Tuning, avoid changing these Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness --Four Wheel Steering (LuaInt) Tune.FWSteer = 'None' -- Static, Speed, Both, or None Tune.RSteerOuter = 10 -- Outer rear wheel steering angle (in degrees) Tune.RSteerInner = 10 -- Inner rear wheel steering angle (in degrees) Tune.RSteerSpeed = 60 -- Speed at which 4WS fully activates (Speed), deactivates (Static), or transition begins (Both) (SPS) Tune.RSteerDecay = 330 -- Speed of gradient cutoff (in SPS) -- Rear Steer Gyro Tuning, avoid changing these Tune.RSteerD = 1000 -- Steering Dampening Tune.RSteerMaxTorque = 50000 -- Steering Force Tune.RSteerP = 100000 -- Steering Aggressiveness
-- R6 only!
repeat game:GetService("RunService").Stepped:Wait() until game.Players.LocalPlayer local player = script.Parent.Parent local mouse = player:GetMouse() local selecting = false local valve local enabled = false mouse.Button1Up:Connect(function() if selecting == true then valve = mouse.Target if valve.Name == 'paper' then if enabled == false then script.Parent.Image.image.ImageLabel.Image = valve.Decal.Texture enabled = true elseif enabled == true then enabled = false end script.Parent.Image.Enabled = enabled end end end) mouse.Button1Up:Connect(function() if enabled == true then enabled = false script.Parent.Image.Enabled = enabled end end) while wait() do if mouse.Target then if mouse.Target.Name == 'paper' then if not mouse.Target:FindFirstChild('selection') and script.Parent.IsUsingValve.Value == false then box = script.Parent.ValveUI.selection:clone() box.Parent = mouse.Target selecting = true box.Adornee = mouse.Target end else selecting = false if box then box:Destroy() end end end end
--- Constructs a new signal. -- @constructor Signal.new() -- @treturn Signal
function Signal.new() local self = setmetatable({}, Signal) self._bindableEvent = Instance.new("BindableEvent") self._argData = nil self._argCount = nil -- Prevent edge case of :Fire("A", nil) --> "A" instead of "A", nil return self end
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) plrData.Money.Gold.Value = plrData.Money.Gold.Value - 100 -- TODO track for dissertation local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) ClassInformationTable:GetClassFolder(player,"Mage").Fireball.Value = true end
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; gTable = nil; return function(p1) local l__PlayerGui__1 = service.PlayerGui; client.Variables.PlayerListEnabled = false; service.StarterGui:SetCoreGuiEnabled("PlayerList", false); local l__Parent__2 = script.Parent.Parent; local l__Drag__3 = l__Parent__2.Drag; local l__Frame__4 = l__Parent__2.Drag.Frame; gTable:Ready(); local l__mouse__5 = service.Players.LocalPlayer:GetMouse(); local l__X__6 = l__Drag__3.AbsoluteSize.X; local l__Y__7 = l__Frame__4.AbsoluteSize.Y; local l__LocalPlayer__1 = service.Players.LocalPlayer; local u2 = false; local u3 = l__X__6; local u4 = l__X__6; local l__List__5 = l__Parent__2.Drag.Frame.List; local l__FakeDragger__6 = l__Parent__2.Drag.Frame.FakeDragger; local function v8() l__Frame__4.BackgroundTransparency = 0.7; l__List__5.BackgroundTransparency = 1; l__FakeDragger__6.Visible = false; end; local function u7() local l__leaderstats__9 = l__LocalPlayer__1:FindFirstChild("leaderstats"); if l__leaderstats__9 and not u2 then u3 = (#l__leaderstats__9:GetChildren() - 1) * 70 + 210; u4 = u3; l__Drag__3.Size = UDim2.new(0, u3, 0, 30); l__Drag__3.Position = UDim2.new(1, -u3, 0, 0); end; if l__leaderstats__9 then return true; end; return false; end; local u8 = nil; local l__Entry__9 = l__Parent__2.Entry; local u10 = { ["1237666"] = 355277187, ["39958537"] = 116524268, ["66136675"] = 355858707, ["102761590"] = 355858707, ["6087802"] = 355858707, ["33869774"] = 355858707, ["60557514"] = 355858707, ["28606349"] = 99727663, ["64362264"] = 48094325, ["39259729"] = 356709818, ["68591528"] = 397876352 }; local u11 = l__Y__7; local u12 = l__Y__7; local function v10() l__List__5:ClearAllChildren(); u7(); local v11 = { Neutral = { Color = BrickColor.White(), Players = {}, Stats = {}, StatNames = {} } }; local v12 = 0; local v13 = 0; local v14 = {}; local v15 = {}; for v16, v17 in pairs(service.Teams:GetChildren()) do v11[v17.Name] = { Color = v17.TeamColor, Players = {}, Stats = {}, StatNames = {} }; end; local v18, v19, v20 = pairs(service.Players:GetPlayers()); while true do local v21, v22 = v18(v19, v20); if not v21 then break; end; local v23 = false; local v24 = nil; if not v22.Neutral then for v25, v26 in pairs(v11) do if v26.Color == v22.TeamColor then v23 = true; v24 = v26; table.insert(v26.Players, v22); end; end; end; if not v23 then v24 = v11.Neutral; table.insert(v11.Neutral.Players, v22); end; local l__leaderstats__27 = v22:FindFirstChild("leaderstats"); if l__leaderstats__27 then local v28, v29, v30 = pairs(l__leaderstats__27:GetChildren()); while true do local v31, v32 = v28(v29, v30); if not v31 then break; end; if v24.Stats[v32.Name] and tonumber(v24.Stats[v32.Name]) and v32:IsA("IntValue") and tonumber(v32.Value) then v24.Stats[v32.Name] = v24.Stats[v32.Name] + tonumber(v32.Value); elseif not v24.Stats[v32.Name] and v32:IsA("IntValue") then table.insert(v24.Stats, v32.Value); v24.Stats[v32.Name] = v32.Value; else v24.Stats[v32.Name] = ""; end; table.insert(v24.StatNames, v32.Name); if not v15[v32.Name] then table.insert(v14, v32.Name); v15[v32.Name] = true; end; end; end; v12 = v12 + 1; end; if u8 then u8:Destroy(); end; u8 = l__Entry__9:Clone(); u8.Visible = true; u8.Position = UDim2.new(0, 0, 0, 0); local l__Nameb__33 = u8:FindFirstChild("Nameb"); if l__Nameb__33 then l__Nameb__33.Text = l__LocalPlayer__1.Name; end; local l__ImageLabel__34 = u8:FindFirstChild("ImageLabel"); if l__ImageLabel__34 then l__ImageLabel__34.Visible = false; end; local l__Stats__35 = u8:FindFirstChild("Stats"); if l__Stats__35 then l__Stats__35.Visible = true; local l__Stat__36 = u8.Stat; for v37, v38 in pairs(v14) do local v39 = l__Stat__36:Clone(); v39.Visible = true; v39.Parent = l__Stats__35; v39.Text = v38; v39.Position = UDim2.new(0, (v37 - 1) * 70, 0, 0); end; end; u8.Parent = l__Drag__3; if #v11.Neutral.Players == 0 then v11.Neutral = nil; end; local v40, v41, v42 = pairs(v11); while true do local v43, v44 = v40(v41, v42); if not v43 then break; end; if #v11 > 1 then local v45 = l__Entry__9:Clone(); v45.Visible = true; v45.Position = UDim2.new(0, 0, 0, v13 * 25); v45.Nameb.Text = v43; v45.BackgroundTransparency = 0.5; v45.BackgroundColor3 = v44.Color.Color; v45.ImageLabel.Visible = false; v45.Parent = l__List__5; if string.len(v43) > 15 then v45.Nameb.TextScaled = true; end; if #v44.StatNames > 0 then v45.Stats.Visible = true; v45.Stats.Size = UDim2.new(0, 70 * (#v44.Stats - 1), 1, 0); local l__Stat__46 = v45.Stat; for v47, v48 in pairs(v44.StatNames) do local v49 = l__Stat__46:Clone(); v49.Parent = v45.Stats; v49.Visible = true; local v50 = v44.Stats[v48]; if v50 and type(v50) == "number" then v49.Text = v50; else v49.Text = ""; end; v49.Position = UDim2.new(0, (#v45.Stats:GetChildren() - 1) * 70, 0, 0); end; else v45.Stats.Visible = false; end; v13 = v13 + 1; end; local v51, v52, v53 = pairs(v44.Players); while true do local v54, v55 = v51(v52, v53); if not v54 then break; end; local v56 = l__Entry__9:Clone(); v56.Visible = true; v56.Position = UDim2.new(0, 0, 0, v13 * 25); local l__ImageLabel__57 = v56:FindFirstChild("ImageLabel"); local l__Stats__58 = v56:FindFirstChild("Stats"); local l__Nameb__59 = v56:FindFirstChild("Nameb"); local l__Stat__60 = v56:FindFirstChild("Stat"); if l__Nameb__59 then l__Nameb__59.Text = v55.Name; end; v56.Parent = l__List__5; if string.len(v55.Name) > 15 then l__Nameb__59.TextScaled = true; end; local v61 = u10[tostring(v55.UserId)]; if l__ImageLabel__57 then if v61 then l__ImageLabel__57.Image = "http://www.roblox.com/asset/?id=" .. v61; l__ImageLabel__57.Visible = true; elseif v55.UserId == game.CreatorId then l__ImageLabel__57.Image = "rbxasset://textures/ui/icon_placeowner.png"; l__ImageLabel__57.Visible = true; elseif v55:IsInGroup(1200769) then l__ImageLabel__57.Image = "http://www.roblox.com/asset/?id=99727663"; l__ImageLabel__57.Visible = true; elseif l__LocalPlayer__1:IsFriendsWith(v55.UserId) and v55 ~= l__LocalPlayer__1 then l__ImageLabel__57.Image = "http://www.roblox.com/asset/?id=99749771"; l__ImageLabel__57.Visible = true; elseif v55.MembershipType == Enum.MembershipType.BuildersClub then l__ImageLabel__57.Image = "rbxasset://textures/ui/TinyBcIcon.png"; l__ImageLabel__57.Visible = true; elseif v55.MembershipType == Enum.MembershipType.TurboBuildersClub then l__ImageLabel__57.Image = "rbxasset://textures/ui/TinyTbcIcon.png"; l__ImageLabel__57.Visible = true; elseif v55.MembershipType == Enum.MembershipType.OutrageousBuildersClub then l__ImageLabel__57.Image = "rbxasset://textures/ui/TinyObcIcon.png"; l__ImageLabel__57.Visible = true; else l__ImageLabel__57.Visible = false; end; end; local l__leaderstats__62 = v55:FindFirstChild("leaderstats"); if l__leaderstats__62 and l__Stats__58 and l__Stat__60 then l__Stats__58.Visible = true; for v63, v64 in pairs((l__leaderstats__62:GetChildren())) do local v65 = l__Stat__60:Clone(); v65.Visible = true; v65.Parent = l__Stats__58; v65.Text = v64.Value; v65.Position = UDim2.new(0, (#l__Stats__58:GetChildren() - 1) * 70, 0, 0); end; elseif l__Stats__58 then l__Stats__58.Visible = false; end; v13 = v13 + 1; end; end; if not u2 then local v66 = v13; if v66 > 10 then v66 = 10; end; local v67 = v66 * 25 + 30; u11 = v67; u12 = v67; l__Frame__4.Size = UDim2.new(0, u3, 0, v67); end; l__List__5.CanvasSize = UDim2.new(0, 0, 0, v13 * 20); end; l__Drag__3.Position = UDim2.new(1, -u3, 0, 0); v8(); local function u13() l__Frame__4.BackgroundTransparency = 0; l__List__5.BackgroundTransparency = 0; l__FakeDragger__6.Visible = true; end; l__Frame__4.MouseEnter:Connect(function() u13(); end); l__Frame__4.MouseLeave:Connect(function() v8(); end); service.UserInputService.InputBegan:Connect(function(p2) if not service.UserInputService:GetFocusedTextBox() and p2.UserInputType == Enum.UserInputType.Keyboard and p2.KeyCode == Enum.KeyCode.Tab then if l__Drag__3.Visible then l__Drag__3.Visible = false; return; end; l__Drag__3.Visible = true; end; end); local u14 = false; local u15 = nil; local u16 = l__Drag__3.Position.X.Offset; local l__Dragger__17 = l__Parent__2.Drag.Frame.Dragger; l__mouse__5.Move:Connect(function(p3, p4) if u14 then u15 = u16 + l__Dragger__17.Position.X.Offset; u3 = u4 - l__Dragger__17.Position.X.Offset; u11 = u12 + (l__Dragger__17.Position.Y.Offset + 20); if u3 < 100 then u3 = 100; end; if u11 < 50 then u11 = 50; end; l__Frame__4.Size = UDim2.new(1, 0, 0, u11); l__Drag__3.Size = UDim2.new(0, u3, 0, 30); if u3 > 100 then l__Drag__3.Position = UDim2.new(l__Drag__3.Position.X.Scale, u15, l__Drag__3.Position.Y.Scale, l__Drag__3.Position.Y.Offset); end; end; end); l__Dragger__17.DragBegin:Connect(function(p5) u16 = l__Drag__3.Position.X.Offset; u14 = true; u2 = true; end); l__Dragger__17.DragStopped:Connect(function(p6, p7) u14 = false; u3 = l__Drag__3.AbsoluteSize.X; u11 = l__Frame__4.AbsoluteSize.Y; u15 = nil; u4 = u3; u12 = u11; u16 = l__Drag__3.Position.X.Offset; l__Dragger__17.Position = UDim2.new(0, 0, 1, -20); end); while wait(0.5) do v10(); end; end;
--[[ Implementation ]]
local function isAlive() return maid.humanoid.Health > 0 and maid.humanoid:GetState() ~= Enum.HumanoidStateType.Dead end local function destroy() maid:destroy() end local function patrol() while isAlive() do if not attacking then local position = getRandomPointInCircle(startPosition, PATROL_RADIUS) maid.humanoid.WalkSpeed = PATROL_WALKSPEED maid.humanoid:MoveTo(position) end wait(random:NextInteger(MIN_REPOSITION_TIME, MAX_REPOSITION_TIME)) end end local function isInstaceAttackable(targetInstance) local isAttackable = false local targetHumanoid = targetInstance and targetInstance.Parent and targetInstance.Parent:FindFirstChild("Humanoid") if not targetHumanoid then return false end -- Determine if they are attackable, depening on the attack mode local isEnemy = false if ATTACK_MODE == 1 then -- Attack characters with the SoldierEnemy tag if CollectionService:HasTag(targetInstance.Parent, "SoldierEnemy") and not CollectionService:HasTag(targetInstance.Parent, "SoldierFriend") then isEnemy = true end elseif ATTACK_MODE == 2 then -- Attack all humanoids without the SoldierFriend tag if not CollectionService:HasTag(targetInstance.Parent, "SoldierFriend") then isEnemy = true end elseif ATTACK_MODE == 3 then -- Attack all humanoids isEnemy = true end if isEnemy then local distance = (maid.humanoidRootPart.Position - targetInstance.Position).Magnitude if distance <= ATTACK_RADIUS then local ray = Ray.new( maid.humanoidRootPart.Position, (targetInstance.Parent.HumanoidRootPart.Position - maid.humanoidRootPart.Position).Unit * distance ) local part = Workspace:FindPartOnRayWithIgnoreList(ray, { targetInstance.Parent, maid.instance, }, false, true) if targetInstance ~= maid.instance and targetInstance:IsDescendantOf(Workspace) and targetHumanoid.Health > 0 and targetHumanoid:GetState() ~= Enum.HumanoidStateType.Dead and not part then isAttackable = true end end end return isAttackable end local function fireGun() -- Do damage to the target local targetHunanoid = target.Parent:FindFirstChild("Humanoid") targetHunanoid:TakeDamage(ATTACK_DAMAGE) -- Play the firing animation maid.attackAnimation:Play() -- Play the firing sound effect maid.gunFireSound:Play() -- Muzzle flash local firingPositionAttachment = maid.instance.Weapon.Handle.FiringPositionAttachment firingPositionAttachment.FireEffect:Emit(10) firingPositionAttachment.PointLight.Enabled = true wait(0) firingPositionAttachment.PointLight.Enabled = false end local function findTargets() -- Do a new search region if we are not already searching through an existing search region if not searchingForTargets and tick() - timeSearchEnded >= SEARCH_DELAY then searchingForTargets = true -- Create a new region local centerPosition = maid.humanoidRootPart.Position local topCornerPosition = centerPosition + Vector3.new(ATTACK_RADIUS, ATTACK_RADIUS, ATTACK_RADIUS) local bottomCornerPosition = centerPosition + Vector3.new(-ATTACK_RADIUS, -ATTACK_RADIUS, -ATTACK_RADIUS) searchRegion = Region3.new(bottomCornerPosition, topCornerPosition) searchParts = Workspace:FindPartsInRegion3(searchRegion, maid.instance, math.huge) newTarget = nil newTargetDistance = nil -- Reset to defaults searchIndex = 1 end if searchingForTargets then -- Search through our list of parts and find attackable humanoids local checkedParts = 0 while searchingForTargets and searchIndex <= #searchParts and checkedParts < MAX_PARTS_PER_HEARTBEAT do local currentPart = searchParts[searchIndex] if currentPart and isInstaceAttackable(currentPart) then local character = currentPart.Parent local distance = (character.HumanoidRootPart.Position - maid.humanoidRootPart.Position).magnitude -- Determine if the charater is the closest if not newTargetDistance or distance < newTargetDistance then newTarget = character.HumanoidRootPart newTargetDistance = distance end end searchIndex = searchIndex + 1 checkedParts = checkedParts + 1 end if searchIndex >= #searchParts then target = newTarget searchingForTargets = false timeSearchEnded = tick() end end end local function attack() attacking = true local originalWalkSpeed = maid.humanoid.WalkSpeed maid.humanoid.WalkSpeed = 18 maid.attackIdleAnimation:Play() local shotsFired = 0 while attacking and isInstaceAttackable(target) and isAlive() do fireGun() shotsFired = (shotsFired + 1) % CLIP_CAPACITY if shotsFired == CLIP_CAPACITY - 1 then wait(RELOAD_DELAY) else wait() end end maid.humanoid.WalkSpeed = originalWalkSpeed maid.attackIdleAnimation:Stop() attacking = false end
--[[ o2.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Dor = Human.Parent.Saude.Variaveis.Dor local Caido = Human.Parent.Saude.Stances.Caido local Ferido = Human.Parent.Saude.Stances.Ferido local Bandagens = Human.Parent.Saude.Kit.o2 if Human.Parent.Saude.Stances.o2.Value == false then if enabled.Value == false and Sangrando.Value == false and Bandagens.Value > 0 then enabled.Value = true wait(.3) Human.Parent.Saude.Stances.o2.Value = true Bandagens.Value = Bandagens.Value - 1 Human.Health = Human.Health + 50 wait(2) enabled.Value = false end else if enabled.Value == false then enabled.Value = true wait(.3) Human.Parent.Saude.Stances.o2.Value = false Bandagens.Value = Bandagens.Value + 1 wait(2) enabled.Value = false end end end) ]]-- ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------
Compress_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local isdead = Human.Parent.Saude.Stances.rodeath local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local bbleeding = PlHuman.Parent.Saude.Stances.bbleeding local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido local cpr = PlHuman.Parent.Saude.Stances.cpr local isdead = PlHuman.Parent.Saude.Stances.rodeath if enabled.Value == false then if isdead.Value == true and (Sangrando.Value == false or Human.Parent.Saude.Stances.Tourniquet.Value == true) then enabled.Value = true PlHuman.Health = PlHuman.Health + 5 wait(0.5) enabled.Value = false end end end end) Bandage_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.Bandagem local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local bbleeding = PlHuman.Parent.Saude.Stances.bbleeding local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido if enabled.Value == false then if Item.Value >= 1 and Sangrando.Value == true then enabled.Value = true wait(.3) local number = math.random(1, 2) if number == 1 then Sangrando.Value = false end Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end end end) scalpel_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.scalpel local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local cutopen = PlHuman.Parent.Saude.Stances.cutopen local bbleeding = PlHuman.Parent.Saude.Stances.bbleeding local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido local o2 = PlHuman.Parent.Saude.Stances.o2 local caido = PlHuman.Parent.Saude.Stances.Caido if enabled.Value == false and cutopen.Value == false and caido.Value == true and o2.Value == true then if Item.Value >= 1 then enabled.Value = true wait(.3) cutopen.Value = true wait(2) enabled.Value = false end end end end) suction_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.suction local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local npa = PlHuman.Parent.Saude.Stances.npa local etube = PlHuman.Parent.Saude.Stances.etube local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido if PlHuman.Parent.Saude.Stances.cutopen.Value == true and PlHuman.Parent.Saude.Stances.o2.Value == true and PlHuman.Parent.Saude.Stances.Caido.Value == true then if enabled.Value == false then if Item.Value > 0 then --if Item.Value > 0 then enabled.Value = true wait(.1) PlHuman.Parent.Saude.Stances.suction.Value = true wait(3.5) PlHuman.Parent.Saude.Stances.suction.Value = false wait(0.1) enabled.Value = false end end end end end) clamp_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.clamp local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local npa = PlHuman.Parent.Saude.Stances.npa local etube = PlHuman.Parent.Saude.Stances.etube local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido if PlHuman.Parent.Saude.Stances.cutopen.Value == true and PlHuman.Parent.Saude.Stances.o2.Value == true and PlHuman.Parent.Saude.Stances.suction.Value == true and PlHuman.Parent.Saude.Stances.Caido.Value == true then if enabled.Value == false then if Item.Value > 0 then --if Item.Value > 0 then enabled.Value = true wait(.1) PlHuman.Parent.Saude.Stances.clamped.Value = true wait(5.5) PlHuman.Parent.Saude.Stances.clamped.Value = false wait(0.1) enabled.Value = false end end end end end) catheter_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.catheter local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local bbleeding = PlHuman.Parent.Saude.Stances.bbleeding local balloonbleed = PlHuman.Parent.Saude.Stances.balloonbleed local balloon = PlHuman.Parent.Saude.Stances.balloon local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido local cutopen = PlHuman.Parent.Saude.Stances.cutopen local suction = PlHuman.Parent.Saude.Stances.suction if PlHuman.Parent.Saude.Stances.catheter.Value == false and PlHuman.Parent.Saude.Stances.o2.Value == true and cutopen.Value == true and suction.Value == true and PlHuman.Parent.Saude.Stances.Caido.Value == true then if enabled.Value == false then if Item.Value > 0 and (Sangrando.Value == true or bbleeding.Value == true) then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.catheter.Value = true Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end else if enabled.Value == false then if PlHuman.Parent.Saude.Stances.balloon.Value == false then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.catheter.Value = false Item.Value = Item.Value + 1 wait(2) enabled.Value = false end end end end end) balloon_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.catheter local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local bbleeding = PlHuman.Parent.Saude.Stances.bbleeding local balloonbleed = PlHuman.Parent.Saude.Stances.balloonbleed local repaired = PlHuman.Parent.Saude.Stances.repaired local catheter = PlHuman.Parent.Saude.Stances.catheter local o2l = PlHuman.Parent.Saude.Stances.o2 local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido if PlHuman.Parent.Saude.Stances.balloon.Value == false then if enabled.Value == false then if Item.Value > 0 and (Sangrando.Value == true or bbleeding.Value == true) and o2l.Value == true and catheter.Value == true and PlHuman.Parent.Saude.Stances.Caido.Value == true then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.balloon.Value = true Sangrando.Value = false bbleeding.Value = false wait(2) enabled.Value = false end end else if enabled.Value == false then if PlHuman.Parent.Saude.Stances.balloon.Value == true and repaired.Value == true then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.balloon.Value = false wait(2) enabled.Value = false end end end end end) prolene_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.prolene local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local bbleeding = PlHuman.Parent.Saude.Stances.bbleeding local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido local o2l = PlHuman.Parent.Saude.Stances.o2 local balloonbleed = PlHuman.Parent.Saude.Stances.balloonbleed local repaired = PlHuman.Parent.Saude.Stances.repaired local balloon = PlHuman.Parent.Saude.Stances.balloon if enabled.Value == false then if Item.Value > 0 and o2l.Value == true and balloon.Value == true and PlHuman.Parent.Saude.Stances.Caido.Value == true then enabled.Value = true wait(2) Sangrando.Value = false bbleeding.Value = false balloonbleed.Value = false repaired.Value = true Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end end end) prolene5_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.prolene5 local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local bbleeding = PlHuman.Parent.Saude.Stances.bbleeding local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido local o2l = PlHuman.Parent.Saude.Stances.o2 local balloonbleed = PlHuman.Parent.Saude.Stances.balloonbleed local repaired = PlHuman.Parent.Saude.Stances.repaired local balloon = PlHuman.Parent.Saude.Stances.balloon local clamped = PlHuman.Parent.Saude.Stances.clamped local surg2 = PlHuman.Parent.Saude.Stances.surg2 if enabled.Value == false then if Item.Value > 0 and o2l.Value == true and clamped.Value == true and PlHuman.Parent.Saude.Stances.Caido.Value == true then enabled.Value = true wait(2) surg2.Value = false repaired.Value = true Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end end end) nylon_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.nylon local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local bbleeding = PlHuman.Parent.Saude.Stances.bbleeding local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido local o2l = PlHuman.Parent.Saude.Stances.o2 local balloonbleed = PlHuman.Parent.Saude.Stances.balloonbleed local repaired = PlHuman.Parent.Saude.Stances.repaired local balloon = PlHuman.Parent.Saude.Stances.balloon local catheter = PlHuman.Parent.Saude.Stances.catheter local cutopen = PlHuman.Parent.Saude.Stances.cutopen if enabled.Value == false then if Item.Value >= 1 and o2l.Value == true and repaired.Value == true and catheter.Value == false and cutopen.Value == true and PlHuman.Parent.Saude.Stances.Caido.Value == true then enabled.Value = true wait(2) repaired.Value = false cutopen.Value = false wait(2) Item.Value = Item.Value - 1 enabled.Value = false end end end end) defib_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.defib local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local bbleeding = PlHuman.Parent.Saude.Stances.bbleeding local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido local PlCaido = PlHuman.Parent.Saude.Stances.Caido local o2p = PlHuman.Parent.Saude.Stances.o2 local isdead = PlHuman.Parent.Saude.Stances.rodeath local cpr = PlHuman.Parent.Saude.Stances.cpr local life = PlHuman.Parent.Saude.Stances.life if enabled.Value == false then if Item.Value >= 1 and o2p.Value == true and isdead.Value == true then enabled.Value = true wait(1) isdead.Value = false life.Value = true PlHuman.Health = PlHuman.Health + 100 wait(1) enabled.Value = false end end end end) Splint_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.Splint local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido if enabled.Value == false then if Item.Value >= 1 and Ferido.Value == true then enabled.Value = true wait(.3) Ferido.Value = false Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end end end) Tourniquet_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.Tourniquet local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido if PlHuman.Parent.Saude.Stances.Tourniquet.Value == false then if enabled.Value == false then if Item.Value > 0 then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.Tourniquet.Value = true Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end else if enabled.Value == false then if PlHuman.Parent.Saude.Stances.Tourniquet.Value == true then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.Tourniquet.Value = false Item.Value = Item.Value + 1 wait(2) enabled.Value = false end end end end end) skit_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.skit local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido if PlHuman.Parent.Saude.Stances.skit.Value == false then if enabled.Value == false then if Item.Value > 0 then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.skit.Value = true Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end else if enabled.Value == false then if PlHuman.Parent.Saude.Stances.skit.Value == true then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.skit.Value = false wait(2) enabled.Value = false end end end end end) npa_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.npa local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local faido = PlHuman.Parent.Saude.Stances.Caido local o2p = PlHuman.Parent.Saude.Stances.o2 local nrb = PlHuman.Parent.Saude.Stances.nrb local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido if PlHuman.Parent.Saude.Stances.npa.Value == false then if enabled.Value == false then if Item.Value > 0 and faido.Value == false then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.npa.Value = true Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end else if enabled.Value == false then if PlHuman.Parent.Saude.Stances.npa.Value == true and nrb.Value == false then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.npa.Value = false Item.Value = Item.Value + 1 wait(2) enabled.Value = false end end end end end) etube_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.etube local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local faido = PlHuman.Parent.Saude.Stances.Caido local o2p = PlHuman.Parent.Saude.Stances.o2 local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido if PlHuman.Parent.Saude.Stances.etube.Value == false then if enabled.Value == false then if Item.Value > 0 and faido.Value == true then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.etube.Value = true Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end else if enabled.Value == false then if PlHuman.Parent.Saude.Stances.etube.Value == true and o2p.Value == false then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.etube.Value = false Item.Value = Item.Value + 1 wait(2) enabled.Value = false end end end end end) nrb_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.nrb local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local faido = PlHuman.Parent.Saude.Stances.Caido local o2p = PlHuman.Parent.Saude.Stances.o2 local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido if PlHuman.Parent.Saude.Stances.nrb.Value == false and PlHuman.Parent.Saude.Stances.npa.Value == true then if enabled.Value == false then if Item.Value > 0 then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.nrb.Value = true Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end else if enabled.Value == false then if PlHuman.Parent.Saude.Stances.nrb.Value == true and o2p.Value == false then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.nrb.Value = false Item.Value = Item.Value + 1 wait(2) enabled.Value = false end end end end end) o2_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.o2 local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local npa = PlHuman.Parent.Saude.Stances.npa local nrb = PlHuman.Parent.Saude.Stances.nrb local etube = PlHuman.Parent.Saude.Stances.etube local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido if PlHuman.Parent.Saude.Stances.o2.Value == false then if enabled.Value == false then if Item.Value > 0 and (nrb.Value == true or etube.Value == true) then --if Item.Value > 0 then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.o2.Value = true Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end else if enabled.Value == false then if PlHuman.Parent.Saude.Stances.o2.Value == true then enabled.Value = true wait(.3) PlHuman.Parent.Saude.Stances.o2.Value = false Item.Value = Item.Value + 1 wait(2) enabled.Value = false end end end end end) bvm_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.bvm local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local npa = PlHuman.Parent.Saude.Stances.npa local etube = PlHuman.Parent.Saude.Stances.etube local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido if PlHuman.Parent.Saude.Stances.o2.Value == false then if enabled.Value == false then if Item.Value > 0 and (npa.Value == true or etube.Value == true) then --if Item.Value > 0 then enabled.Value = true wait(.2) PlHuman.Parent.Saude.Stances.o2.Value = true wait(4.5) PlHuman.Parent.Saude.Stances.o2.Value = false wait(0.2) enabled.Value = false end end end end end) Epinephrine_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.Epinefrina local bbleeding = Human.Parent.Saude.Stances.bbleeding local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido local PlCaido = PlHuman.Parent.Saude.Stances.Caido local isdead = PlHuman.Parent.Saude.Stances.rodeath local skit = PlHuman.Parent.Saude.Stances.skit if enabled.Value == false then --if enabled.Value == false and bbleeding.Value == false then if Item.Value >= 1 and PlCaido.Value == true and skit.Value == true then enabled.Value = true wait(.3) if Dor.Value > 0 then Dor.Value = Dor.Value + math.random(10,20) end if Sangrando.Value == true then MLs.Value = MLs.Value + math.random(10,35) end isdead.Value = false PlCaido.Value = false PlHuman.PlatformStand = false PlHuman.AutoRotate = true Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end end end) anesthetic_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.anesthetic local bbleeding = Human.Parent.Saude.Stances.bbleeding local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido local PlCaido = PlHuman.Parent.Saude.Stances.Caido local skit = PlHuman.Parent.Saude.Stances.skit if enabled.Value == false then --if enabled.Value == false and bbleeding.Value == false then if Item.Value >= 1 and PlCaido.Value == false and skit.Value == true then enabled.Value = true wait(.3) PlCaido.Value = true PlHuman.PlatformStand = true PlHuman.AutoRotate = false Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end end end) Morphine_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.Morfina local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido local PlCaido = PlHuman.Parent.Saude.Stances.Caido local skit = PlHuman.Parent.Saude.Stances.skit if enabled.Value == false then if Item.Value >= 1 and Dor.Value >= 1 and skit.Value == true then enabled.Value = true wait(.3) Dor.Value = Dor.Value - math.random(100,150) Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end end end) BloodBag_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.SacoDeSangue local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local blood = PlHuman.Parent.Saude.Variaveis.Sangue local Ferido = PlHuman.Parent.Saude.Stances.Ferido local PlCaido = PlHuman.Parent.Saude.Stances.Caido local skit = PlHuman.Parent.Saude.Stances.skit if enabled.Value == false then if Item.Value >= 1 and skit.Value == true then enabled.Value = true wait(.3) blood.Value = blood.Value + 2000 Item.Value = Item.Value - 1 wait(2) enabled.Value = false end end end end) drawblood_Multi.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.SacoDeSangue local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local blood = PlHuman.Parent.Saude.Variaveis.Sangue local Ferido = PlHuman.Parent.Saude.Stances.Ferido local PlCaido = PlHuman.Parent.Saude.Stances.Caido local skit = PlHuman.Parent.Saude.Stances.skit if enabled.Value == false then if Item.Value < 10 and skit.Value == true then enabled.Value = true wait(.3) blood.Value = blood.Value - 2000 Item.Value = Item.Value + 1 wait(2) enabled.Value = false end end end end)
--Body parts
rArm = char:findFirstChild("Right Arm") lArm = char:findFirstChild("Left Arm") rLeg = char:findFirstChild("Right Leg") lLeg = char:findFirstChild("Left Leg") tors = char:findFirstChild("Torso") head = char:findFirstChild("Head")
-- ROBLOX deviation START: chalk doesn't support chaining methods. Using nested calls instead
local FAIL_COLOR = function(...) return chalk.bold(chalk.red(...)) end local SNAPSHOT_ADDED = function(...) return chalk.bold(chalk.green(...)) end local SNAPSHOT_UPDATED = function(...) return chalk.bold(chalk.green(...)) end local SNAPSHOT_OUTDATED = function(...) return chalk.bold(chalk.yellow(...)) end
--TextStuff
local Text = script.Parent local RebirthFormule = game:GetService("ReplicatedStorage").GameProperties.RebirthFormule local MultiplierFormule = game:GetService("ReplicatedStorage").GameProperties.MultiplierFormule local Formula = RebirthLevel.Value + 1 Text.Text = Formula RebirthLevel.Changed:Connect(function() local FormulaUpdate = RebirthLevel.Value + 1 Text.Text = FormulaUpdate end)
--[=[ Attaches an `andThen` handler to this Promise that calls the given callback with the predefined arguments. The resolved value is discarded. ```lua promise:andThenCall(someFunction, "some", "arguments") ``` This is sugar for ```lua promise:andThen(function() return someFunction("some", "arguments") end) ``` @param callback (...: any) -> any @param ...? any -- Additional arguments which will be passed to `callback` @return Promise ]=]
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
-- Let the server know our walkspeed has changed
humanoid:GetPropertyChangedSignal("WalkSpeed"):Connect(function() updateWalkspeedRemote:FireServer(humanoid.WalkSpeed) end)
--[=[ An enum value used to represent the Promise's status. @interface Status @tag enum @within Promise .Started "Started" -- The Promise is executing, and not settled yet. .Resolved "Resolved" -- The Promise finished successfully. .Rejected "Rejected" -- The Promise was rejected. .Cancelled "Cancelled" -- The Promise was cancelled before it finished. ]=] --[=[ @prop Status Status @within Promise @readonly @tag enums A table containing all members of the `Status` enum, e.g., `Promise.Status.Resolved`. ]=] --[=[ A Promise is an object that represents a value that will exist in the future, but doesn't right now. Promises allow you to then attach callbacks that can run once the value becomes available (known as *resolving*), or if an error has occurred (known as *rejecting*). @class Promise @__index prototype ]=]
local Promise = { Error = Error, Status = makeEnum("Promise.Status", {"Started", "Resolved", "Rejected", "Cancelled"}), _getTime = os.clock, _timeEvent = game:GetService("RunService").Heartbeat, } Promise.prototype = {} Promise.__index = Promise.prototype function Promise._new(traceback, callback, parent) if parent ~= nil and not Promise.is(parent) then error("Argument #2 to Promise.new must be a promise or nil", 2) end local self = { -- Used to locate where a promise was created _source = traceback, _status = Promise.Status.Started, -- A table containing a list of all results, whether success or failure. -- Only valid if _status is set to something besides Started _values = nil, -- Lua doesn't like sparse arrays very much, so we explicitly store the -- length of _values to handle middle nils. _valuesLength = -1, -- Tracks if this Promise has no error observers.. _unhandledRejection = true, -- Queues representing functions we should invoke when we update! _queuedResolve = {}, _queuedReject = {}, _queuedFinally = {}, -- The function to run when/if this promise is cancelled. _cancellationHook = nil, -- The "parent" of this promise in a promise chain. Required for -- cancellation propagation upstream. _parent = parent, -- Consumers are Promises that have chained onto this one. -- We track them for cancellation propagation downstream. _consumers = setmetatable({}, MODE_KEY_METATABLE), } if parent and parent._status == Promise.Status.Started then parent._consumers[self] = true end setmetatable(self, Promise) local function resolve(...) self:_resolve(...) end local function reject(...) self:_reject(...) end local function onCancel(cancellationHook) if cancellationHook then if self._status == Promise.Status.Cancelled then cancellationHook() else self._cancellationHook = cancellationHook end end return self._status == Promise.Status.Cancelled end coroutine.wrap(function() local ok, _, result = runExecutor( self._source, callback, resolve, reject, onCancel ) if not ok then reject(result[1]) end end)() return self end
--///////////////// Internal-Use Methods --////////////////////////////////////// --DO NOT REMOVE THIS. Chat must be filtered or your game will face --moderation.
function methods:InternalApplyRobloxFilter(speakerName, message, toSpeakerName) if (RunService:IsServer() and not RunService:IsStudio()) then local fromSpeaker = self:GetSpeaker(speakerName) local toSpeaker = toSpeakerName and self:GetSpeaker(toSpeakerName) if fromSpeaker == nil then return nil end local fromPlayerObj = fromSpeaker:GetPlayer() local toPlayerObj = toSpeaker and toSpeaker:GetPlayer() if fromPlayerObj == nil then return message end local filterStartTime = tick() local filterRetries = 0 while true do local success, message = pcall(function() if toPlayerObj then return Chat:FilterStringAsync(message, fromPlayerObj, toPlayerObj) else return Chat:FilterStringForBroadcast(message, fromPlayerObj) end end) if success then return message else warn("Error filtering message:", message) end filterRetries = filterRetries + 1 if filterRetries > MAX_FILTER_RETRIES or (tick() - filterStartTime) > MAX_FILTER_DURATION then self:InternalNotifyFilterIssue() return nil end local backoffInterval = FILTER_BACKOFF_INTERVALS[math.min(#FILTER_BACKOFF_INTERVALS, filterRetries)] -- backoffWait = backoffInterval +/- (0 -> backoffInterval) local backoffWait = backoffInterval + ((math.random()*2 - 1) * backoffInterval) wait(backoffWait) end else --// Simulate filtering latency. --// There is only latency the first time the message is filtered, all following calls will be instant. if not StudioMessageFilteredCache[message] then StudioMessageFilteredCache[message] = true wait(0.2) end return message end return nil end function methods:InternalDoMessageFilter(speakerName, messageObj, channel) local filtersIterator = self.FilterMessageFunctions:GetIterator() for funcId, func, priority in filtersIterator do local success, errorMessage = pcall(function() func(speakerName, messageObj, channel) end) if not success then warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage)) end end end function methods:InternalDoProcessCommands(speakerName, message, channel) local commandsIterator = self.ProcessCommandsFunctions:GetIterator() for funcId, func, priority in commandsIterator do local success, returnValue = pcall(function() local ret = func(speakerName, message, channel) if type(ret) ~= "boolean" then error("Process command functions must return a bool") end return ret end) if not success then warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue)) elseif returnValue then return true end end return false end function methods:InternalGetUniqueMessageId() local id = self.MessageIdCounter self.MessageIdCounter = id + 1 return id end function methods:InternalAddSpeakerWithPlayerObject(speakerName, playerObj, fireSpeakerAdded) if (self.Speakers[speakerName:lower()]) then error("Speaker \"" .. speakerName .. "\" already exists!") end local speaker = Speaker.new(self, speakerName) speaker:InternalAssignPlayerObject(playerObj) self.Speakers[speakerName:lower()] = speaker if fireSpeakerAdded then local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error adding speaker: " ..err) end end return speaker end function methods:InternalFireSpeakerAdded(speakerName) local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error firing speaker added: " ..err) end end
--s.Pitch = 0.7 --[[for x = 1, 50 do s.Pitch = s.Pitch + 0.20 1.900 s:play() wait(0.001) end]] --[[Chopper level 5=1.2, Chopper level 4=1.04]]
s.Volume=0 while s.Pitch<1 do s.Pitch=s.Pitch+0.009 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(-9) end while true do for x = 1, 500 do s:play() wait(-9) end end
--////////////////////////////// Methods --//////////////////////////////////////
local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end local methods = {} local lazyEventNames = { eDestroyed = true, eSaidMessage = true, eReceivedMessage = true, eReceivedUnfilteredMessage = true, eMessageDoneFiltering = true, eReceivedSystemMessage = true, eChannelJoined = true, eChannelLeft = true, eMuted = true, eUnmuted = true, eExtraDataUpdated = true, eMainChannelSet = true, eChannelNameColorUpdated = true, } local lazySignalNames = { Destroyed = "eDestroyed", SaidMessage = "eSaidMessage", ReceivedMessage = "eReceivedMessage", ReceivedUnfilteredMessage = "eReceivedUnfilteredMessage", RecievedUnfilteredMessage = "eReceivedUnfilteredMessage", -- legacy mispelling MessageDoneFiltering = "eMessageDoneFiltering", ReceivedSystemMessage = "eReceivedSystemMessage", ChannelJoined = "eChannelJoined", ChannelLeft = "eChannelLeft", Muted = "eMuted", Unmuted = "eUnmuted", ExtraDataUpdated = "eExtraDataUpdated", MainChannelSet = "eMainChannelSet", ChannelNameColorUpdated = "eChannelNameColorUpdated" } methods.__index = function (self, k) local fromMethods = rawget(methods, k) if fromMethods then return fromMethods end if lazyEventNames[k] and not rawget(self, k) then rawset(self, k, Instance.new("BindableEvent")) end local lazySignalEventName = lazySignalNames[k] if lazySignalEventName and not rawget(self, k) then if not rawget(self, lazySignalEventName) then rawset(self, lazySignalEventName, Instance.new("BindableEvent")) end rawset(self, k, rawget(self, lazySignalEventName).Event) end return rawget(self, k) end function methods:LazyFire(eventName, ...) local createdEvent = rawget(self, eventName) if createdEvent then createdEvent:Fire(...) end end function methods:SayMessage(message, channelName, extraData) if (self.ChatService:InternalDoProcessCommands(self.Name, message, channelName)) then return end if (not channelName) then return end local channel = self.Channels[channelName:lower()] if (not channel) then error("Speaker is not in channel \"" .. channelName .. "\"") end local messageObj = channel:InternalPostMessage(self, message, extraData) if (messageObj) then local success, err = pcall(function() self:LazyFire("eSaidMessage", messageObj, channelName) end) if not success and err then print("Error saying message: " ..err) end end return messageObj end function methods:JoinChannel(channelName) if (self.Channels[channelName:lower()]) then warn("Speaker is already in channel \"" .. channelName .. "\"") return end local channel = self.ChatService:GetChannel(channelName) if (not channel) then error("Channel \"" .. channelName .. "\" does not exist!") end self.Channels[channelName:lower()] = channel channel:InternalAddSpeaker(self) local success, err = pcall(function() self.eChannelJoined:Fire(channel.Name, channel:GetWelcomeMessageForSpeaker(self)) end) if not success and err then print("Error joining channel: " ..err) end end function methods:LeaveChannel(channelName) if (not self.Channels[channelName:lower()]) then warn("Speaker is not in channel \"" .. channelName .. "\"") return end local channel = self.Channels[channelName:lower()] self.Channels[channelName:lower()] = nil channel:InternalRemoveSpeaker(self) local success, err = pcall(function() self:LazyFire("eChannelLeft", channel.Name) if self.PlayerObj then self.EventFolder.OnChannelLeft:FireClient(self.PlayerObj, channel.Name) end end) if not success and err then print("Error leaving channel: " ..err) end end function methods:IsInChannel(channelName) return (self.Channels[channelName:lower()] ~= nil) end function methods:GetChannelList() local list = {} for i, channel in pairs(self.Channels) do table.insert(list, channel.Name) end return list end function methods:SendMessage(message, channelName, fromSpeaker, extraData) local channel = self.Channels[channelName:lower()] if (channel) then channel:SendMessageToSpeaker(message, self.Name, fromSpeaker, extraData) else warn(string.format("Speaker '%s' is not in channel '%s' and cannot receive a message in it.", self.Name, channelName)) end end function methods:SendSystemMessage(message, channelName, extraData) local channel = self.Channels[channelName:lower()] if (channel) then channel:SendSystemMessageToSpeaker(message, self.Name, extraData) else warn(string.format("Speaker '%s' is not in channel '%s' and cannot receive a system message in it.", self.Name, channelName)) end end function methods:GetPlayer() return self.PlayerObj end function methods:SetExtraData(key, value) self.ExtraData[key] = value self:LazyFire("eExtraDataUpdated", key, value) end function methods:GetExtraData(key) return self.ExtraData[key] end function methods:SetMainChannel(channelName) local success, err = pcall(function() self:LazyFire("eMainChannelSet", channelName) if self.PlayerObj then self.EventFolder.OnMainChannelSet:FireClient(self.PlayerObj, channelName) end end) if not success and err then print("Error setting main channel: " ..err) end end
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end if currentlyPlayingEmote then oldAnim = "idle" currentlyPlayingEmote = false end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end -- clean up walk if there is one if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end if (runAnimTrack ~= nil) then runAnimTrack:Stop() runAnimTrack:Destroy() runAnimTrack = nil end return oldAnim end function getHeightScale() if Humanoid then if not Humanoid.AutomaticScalingEnabled then return 1 end local scale = Humanoid.HipHeight / HumanoidHipHeight if AnimationSpeedDampeningObject == nil then AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") end if AnimationSpeedDampeningObject ~= nil then scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight end return scale end return 1 end local function rootMotionCompensation(speed) local speedScaled = speed * 1.25 local heightScale = getHeightScale() local runSpeed = speedScaled / heightScale return runSpeed end local smallButNotZero = 0.0001 local function setRunSpeed(speed) local normalizedWalkSpeed = 0.5 -- established empirically using current `913402848` walk animation local normalizedRunSpeed = 1 local runSpeed = rootMotionCompensation(speed) local walkAnimationWeight = smallButNotZero local runAnimationWeight = smallButNotZero local walkAnimationTimewarp = runSpeed/normalizedWalkSpeed local runAnimationTimerwarp = runSpeed/normalizedRunSpeed if runSpeed <= normalizedWalkSpeed then walkAnimationWeight = 1 elseif runSpeed < normalizedRunSpeed then local fadeInRun = (runSpeed - normalizedWalkSpeed)/(normalizedRunSpeed - normalizedWalkSpeed) walkAnimationWeight = 1 - fadeInRun runAnimationWeight = fadeInRun walkAnimationTimewarp = 1 runAnimationTimerwarp = 1 else runAnimationWeight = 1 end currentAnimTrack:AdjustWeight(walkAnimationWeight) runAnimTrack:AdjustWeight(runAnimationWeight) currentAnimTrack:AdjustSpeed(walkAnimationTimewarp) runAnimTrack:AdjustSpeed(runAnimationTimerwarp) end function setAnimationSpeed(speed) if currentAnim == "walk" then setRunSpeed(speed) else if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName) if (frameName == "End") then if currentAnim == "walk" then if userNoUpdateOnLoop == true then if runAnimTrack.Looped ~= true then runAnimTrack.TimePosition = 0.0 end if currentAnimTrack.Looped ~= true then currentAnimTrack.TimePosition = 0.0 end else runAnimTrack.TimePosition = 0.0 currentAnimTrack.TimePosition = 0.0 end else local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end if currentlyPlayingEmote then if currentAnimTrack.Looped then -- Allow the emote to loop return end repeatAnim = "idle" currentlyPlayingEmote = false end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end end end function rollAnimation(animName) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end return idx end local function switchToAnim(anim, animName, transitionTime, humanoid) -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (runAnimTrack ~= nil) then runAnimTrack:Stop(transitionTime) runAnimTrack:Destroy() if userNoUpdateOnLoop == true then runAnimTrack = nil end end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) -- check to see if we need to blend a walk/run animation if animName == "walk" then local runAnimName = "run" local runIdx = rollAnimation(runAnimName) runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim) runAnimTrack.Priority = Enum.AnimationPriority.Core runAnimTrack:Play(transitionTime) if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end end function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim switchToAnim(anim, animName, transitionTime, humanoid) currentlyPlayingEmote = false end function playEmote(emoteAnim, transitionTime, humanoid) switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid) currentlyPlayingEmote = true end
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end script.Parent.Parent:Destroy() end
--Aesthetics
Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .5 -- Suspension Coil Radius Tune.SusThickness = .2 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 7 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .3 -- Wishbone Rod Thickness
--// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name --// Be sure to update the console gui's code if you change stuff
return function(data, env) if env then setfenv(1, env) end local client, cPcall, Pcall, Routine, service, gTable = client, cPcall, Pcall, Routine, service, gTable local gui = script.Parent.Parent local localplayer = service.Player local mouse = localplayer:GetMouse() local playergui = service.PlayerGui local storedChats = client.Variables.StoredChats local desc = gui.Desc local nohide = data.KeepChat local function Expand(ent, point) ent.MouseLeave:Connect(function(x, y) point.Visible = false end) ent.MouseMoved:Connect(function(x, y) point.Text = ent.Desc.Value point.Size = UDim2.new(0, 10000, 0, 10000) local bounds = point.TextBounds.X local rows = math.floor(bounds / 500) rows = rows + 1 if rows < 1 then rows = 1 end local newx = 500 if bounds < 500 then newx = bounds end point.Visible = true point.Size = UDim2.new(0, newx + 10, 0, rows * 20) point.Position = UDim2.new(0, x, 0, y - 40 - (rows * 20)) end) end local function UpdateChat() if gui then local globalTab = gui.Drag.Frame.Frame.Global local teamTab = gui.Drag.Frame.Frame.Team local localTab = gui.Drag.Frame.Frame.Local local adminsTab = gui.Drag.Frame.Frame.Admins local crossTab = gui.Drag.Frame.Frame.Cross local entry = gui.Entry local tester = gui.BoundTest globalTab:ClearAllChildren() teamTab:ClearAllChildren() localTab:ClearAllChildren() adminsTab:ClearAllChildren() crossTab:ClearAllChildren() local globalNum = 0 local teamNum = 0 local localNum = 0 local adminsNum = 0 local crossNum = 0 for i, v in pairs(storedChats) do local clone = entry:Clone() clone.Message.Text = service.MaxLen(v.Message, 100) clone.Desc.Value = v.Message Expand(clone, desc) if not string.match(v.Player, "%S") then clone.Nameb.Text = v.Player else clone.Nameb.Text = `[{v.Player}]: ` end clone.Visible = true clone.Nameb.Font = "SourceSansBold" local color = v.Color or BrickColor.White() clone.Nameb.TextColor3 = color.Color tester.Text = `[{v.Player}]: ` local naml = tester.TextBounds.X + 5 if naml > 100 then naml = 100 end tester.Text = v.Message local mesl = tester.TextBounds.X clone.Message.Position = UDim2.new(0, naml, 0, 0) clone.Message.Size = UDim2.new(1, -(naml + 10), 1, 0) clone.Nameb.Size = UDim2.new(0, naml, 0, 20) clone.Visible = false clone.Parent = globalTab local rows = math.floor((mesl + naml) / clone.AbsoluteSize.X) rows = rows + 1 if rows < 1 then rows = 1 end if rows > 3 then rows = 3 end --rows = rows+1 clone.Parent = nil clone.Visible = true clone.Size = UDim2.new(1, 0, 0, rows * 20) if v.Private then clone.Nameb.TextColor3 = Color3.new(0.58823529411765, 0.22352941176471, 0.69019607843137) end if v.Mode == "Global" then clone.Position = UDim2.new(0, 0, 0, globalNum * 20) globalNum = globalNum + 1 if rows > 1 then globalNum = globalNum + rows - 1 end clone.Parent = globalTab elseif v.Mode == "Team" then clone.Position = UDim2.new(0, 0, 0, teamNum * 20) teamNum = teamNum + 1 if rows > 1 then teamNum = teamNum + rows - 1 end clone.Parent = teamTab elseif v.Mode == "Local" then clone.Position = UDim2.new(0, 0, 0, localNum * 20) localNum = localNum + 1 if rows > 1 then localNum = localNum + rows - 1 end clone.Parent = localTab elseif v.Mode == "Admins" then clone.Position = UDim2.new(0, 0, 0, adminsNum * 20) adminsNum = adminsNum + 1 if rows > 1 then adminsNum = adminsNum + rows - 1 end clone.Parent = adminsTab elseif v.Mode == "Cross" then clone.Position = UDim2.new(0, 0, 0, crossNum * 20) crossNum = crossNum + 1 if rows > 1 then crossNum = crossNum + rows - 1 end clone.Parent = crossTab end end globalTab.CanvasSize = UDim2.new(0, 0, 0, ((globalNum) * 20)) teamTab.CanvasSize = UDim2.new(0, 0, 0, ((teamNum) * 20)) localTab.CanvasSize = UDim2.new(0, 0, 0, ((localNum) * 20)) adminsTab.CanvasSize = UDim2.new(0, 0, 0, ((adminsNum) * 20)) crossTab.CanvasSize = UDim2.new(0, 0, 0, ((crossNum) * 20)) local glob = (((globalNum) * 20) - globalTab.AbsoluteWindowSize.Y) local tea = (((teamNum) * 20) - teamTab.AbsoluteWindowSize.Y) local loc = (((localNum) * 20) - localTab.AbsoluteWindowSize.Y) local adm = (((adminsNum) * 20) - adminsTab.AbsoluteWindowSize.Y) local cro = (((crossNum) * 20) - crossTab.AbsoluteWindowSize.Y) if glob < 0 then glob = 0 end if tea < 0 then tea = 0 end if loc < 0 then loc = 0 end if adm < 0 then adm = 0 end if cro < 0 then cro = 0 end globalTab.CanvasPosition = Vector2.new(0, glob) teamTab.CanvasPosition = Vector2.new(0, tea) localTab.CanvasPosition = Vector2.new(0, loc) adminsTab.CanvasPosition = Vector2.new(0, adm) crossTab.CanvasPosition = Vector2.new(0, cro) end end if not storedChats then client.Variables.StoredChats = {} storedChats = client.Variables.StoredChats end gTable:Ready() local bubble = gui.Bubble local toggle = gui.Toggle local drag = gui.Drag local frame = gui.Drag.Frame local frame2 = gui.Drag.Frame.Frame local box = gui.Drag.Frame.Chat local globalTab = gui.Drag.Frame.Frame.Global local teamTab = gui.Drag.Frame.Frame.Team local localTab = gui.Drag.Frame.Frame.Local local adminsTab = gui.Drag.Frame.Frame.Admins local crossTab = gui.Drag.Frame.Frame.Cross local global = gui.Drag.Frame.Global local team = gui.Drag.Frame.Team local localb = gui.Drag.Frame.Local local admins = gui.Drag.Frame.Admins local cross = gui.Drag.Frame.Cross if not nohide then client.Variables.CustomChat = true client.Variables.ChatEnabled = false service.StarterGui:SetCoreGuiEnabled('Chat', false) else drag.Position = UDim2.new(0, 10, 1, -180) end local dragger = gui.Drag.Frame.Dragger local fakeDrag = gui.Drag.Frame.FakeDragger local boxFocused = false local mode = "Global" local lastChat = 0 local lastClick = 0 local isAdmin = client.Remote.Get("CheckAdmin") if not isAdmin then admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end if client.UI.Get("HelpButton") then toggle.Position = UDim2.new(1, -90, 1, -45) end local function openGlobal() globalTab.Visible = true teamTab.Visible = false localTab.Visible = false adminsTab.Visible = false crossTab.Visible = false global.Text = "Global" mode = "Global" global.BackgroundTransparency = 0 team.BackgroundTransparency = 0.5 localb.BackgroundTransparency = 0.5 if isAdmin then admins.BackgroundTransparency = 0.5 admins.TextTransparency = 0 cross.BackgroundTransparency = 0.5 cross.TextTransparency = 0 else admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end end local function openTeam() globalTab.Visible = false teamTab.Visible = true localTab.Visible = false adminsTab.Visible = false crossTab.Visible = false team.Text = "Team" mode = "Team" global.BackgroundTransparency = 0.5 team.BackgroundTransparency = 0 localb.BackgroundTransparency = 0.5 admins.BackgroundTransparency = 0.5 if isAdmin then admins.BackgroundTransparency = 0.5 admins.TextTransparency = 0 cross.BackgroundTransparency = 0.5 cross.TextTransparency = 0 else admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end end local function openLocal() globalTab.Visible = false teamTab.Visible = false localTab.Visible = true adminsTab.Visible = false crossTab.Visible = false localb.Text = "Local" mode = "Local" global.BackgroundTransparency = 0.5 team.BackgroundTransparency = 0.5 localb.BackgroundTransparency = 0 admins.BackgroundTransparency = 0.5 if isAdmin then admins.BackgroundTransparency = 0.5 admins.TextTransparency = 0 cross.BackgroundTransparency = 0.5 cross.TextTransparency = 0 else admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end end local function openAdmins() globalTab.Visible = false teamTab.Visible = false localTab.Visible = false adminsTab.Visible = true crossTab.Visible = false admins.Text = "Admins" mode = "Admins" global.BackgroundTransparency = 0.5 team.BackgroundTransparency = 0.5 localb.BackgroundTransparency = 0.5 if isAdmin then admins.BackgroundTransparency = 0 admins.TextTransparency = 0 cross.BackgroundTransparency = 0.5 cross.TextTransparency = 0 else admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end end local function openCross() globalTab.Visible = false teamTab.Visible = false localTab.Visible = false adminsTab.Visible = false crossTab.Visible = true cross.Text = "Cross" mode = "Cross" global.BackgroundTransparency = 0.5 team.BackgroundTransparency = 0.5 localb.BackgroundTransparency = 0.5 if isAdmin then admins.BackgroundTransparency = 0.5 admins.TextTransparency = 0 cross.BackgroundTransparency = 0 cross.TextTransparency = 0 else admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end end local function fadeIn() --[[ frame.BackgroundTransparency = 0.5 frame2.BackgroundTransparency = 0.5 box.BackgroundTransparency = 0.5 for i=0.1,0.5,0.1 do --wait(0.1) frame.BackgroundTransparency = 0.5-i frame2.BackgroundTransparency = 0.5-i box.BackgroundTransparency = 0.5-i end-- Disabled ]] frame.BackgroundTransparency = 0 frame2.BackgroundTransparency = 0 box.BackgroundTransparency = 0 fakeDrag.Visible = true end local function fadeOut() --[[ frame.BackgroundTransparency = 0 frame2.BackgroundTransparency = 0 box.BackgroundTransparency = 0 for i=0.1,0.5,0.1 do --wait(0.1) frame.BackgroundTransparency = i frame2.BackgroundTransparency = i box.BackgroundTransparency = i end-- Disabled ]] frame.BackgroundTransparency = 0.7 frame2.BackgroundTransparency = 1 box.BackgroundTransparency = 1 fakeDrag.Visible = false end fadeOut() frame.MouseEnter:Connect(function() fadeIn() end) frame.MouseLeave:Connect(function() if not boxFocused then fadeOut() end end) toggle.MouseButton1Click:Connect(function() if drag.Visible then drag.Visible = false toggle.Image = "rbxassetid://417301749"--417285299" else drag.Visible = true toggle.Image = "rbxassetid://417301773"--417285351" end end) global.MouseButton1Click:Connect(function() openGlobal() end) team.MouseButton1Click:Connect(function() openTeam() end) localb.MouseButton1Click:Connect(function() openLocal() end) admins.MouseButton1Click:Connect(function() if isAdmin or tick() - lastClick > 5 then isAdmin = client.Remote.Get("CheckAdmin") if isAdmin then openAdmins() else admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 end lastClick = tick() end end) cross.MouseButton1Click:Connect(function() if isAdmin or tick() - lastClick > 5 then isAdmin = client.Remote.Get("CheckAdmin") if isAdmin then openCross() else cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end lastClick = tick() end end) box.FocusLost:Connect(function(enterPressed) boxFocused = false if enterPressed and not client.Variables.Muted then if box.Text ~= '' and ((mode ~= "Cross" and tick() - lastChat >= 0.5) or (mode == "Cross" and tick() - lastChat >= 10)) then if not client.Variables.Muted then client.Remote.Send('ProcessCustomChat', box.Text, mode) lastChat = tick() end elseif not ((mode ~= "Cross" and tick() - lastChat >= 0.5) or (mode == "Cross" and tick() - lastChat >= 10)) then local tim if mode == "Cross" then tim = 10 - (tick() - lastChat) else tim = 0.5 - (tick() - lastChat) end tim = string.sub(tostring(tim), 1, 3) client.Handlers.ChatHandler("SpamBot", `Sending too fast! Please wait {tim} seconds.`, "System") end box.Text = "Click here or press the '/' key to chat" fadeOut() if mode ~= "Cross" then lastChat = tick() end end end) box.Focused:Connect(function() boxFocused = true if box.Text == "Click here or press the '/' key to chat" then box.Text = '' end fadeIn() end) if not nohide then service.UserInputService.InputBegan:Connect(function(InputObject) local textbox = service.UserInputService:GetFocusedTextBox() if not (textbox) and InputObject.UserInputType == Enum.UserInputType.Keyboard and InputObject.KeyCode == Enum.KeyCode.Slash then if box.Text == "Click here or press the '/' key to chat" then box.Text = '' end service.RunService.RenderStepped:Wait() box:CaptureFocus() end end) end local dragging = false local nx, ny = drag.AbsoluteSize.X, frame.AbsoluteSize.Y --450,200 local defx, defy = nx, ny mouse.Move:Connect(function(x, y) if dragging then nx = math.clamp(defx + (dragger.Position.X.Offset + 20), 1, 260) ny = math.clamp(defy + (dragger.Position.Y.Offset + 20), 1, 100) frame.Size = UDim2.new(1, 0, 0, ny) drag.Size = UDim2.new(0, nx, 0, 30) end end) dragger.DragBegin:Connect(function(init) dragging = true end) dragger.DragStopped:Connect(function(x, y) dragging = false defx = nx defy = ny dragger.Position = UDim2.new(1, -20, 1, -20) UpdateChat() end) UpdateChat()
-- Local Variables
local Storage local RocketTemplate local Buffer = {} local Tool = script.Parent local Owner = nil local Configurations = Tool.Configuration
--[[ Creates a new promise that receives the result of this promise. The given callbacks are invoked depending on that result. ]]
function Promise.prototype:_andThen(traceback, successHandler, failureHandler) self._unhandledRejection = false -- Create a new promise to follow this part of the chain return Promise._new(traceback, function(resolve, reject) -- Our default callbacks just pass values onto the next promise. -- This lets success and failure cascade correctly! local successCallback = resolve if successHandler then successCallback = createAdvancer( traceback, successHandler, resolve, reject ) end local failureCallback = reject if failureHandler then failureCallback = createAdvancer( traceback, failureHandler, resolve, reject ) end if self._status == Promise.Status.Started then -- If we haven't resolved yet, put ourselves into the queue table.insert(self._queuedResolve, successCallback) table.insert(self._queuedReject, failureCallback) elseif self._status == Promise.Status.Resolved then -- This promise has already resolved! Trigger success immediately. successCallback(unpack(self._values, 1, self._valuesLength)) elseif self._status == Promise.Status.Rejected then -- This promise died a terrible death! Trigger failure immediately. failureCallback(unpack(self._values, 1, self._valuesLength)) elseif self._status == Promise.Status.Cancelled then -- We don't want to call the success handler or the failure handler, -- we just reject this promise outright. reject(Error.new({ error = "Promise is cancelled", kind = Error.Kind.AlreadyCancelled, context = "Promise created at\n\n" .. traceback, })) end end, self) end function Promise.prototype:andThen(successHandler, failureHandler) assert( successHandler == nil or type(successHandler) == "function", string.format(ERROR_NON_FUNCTION, "Promise:andThen") ) assert( failureHandler == nil or type(failureHandler) == "function", string.format(ERROR_NON_FUNCTION, "Promise:andThen") ) return self:_andThen(debug.traceback(nil, 2), successHandler, failureHandler) end Promise.prototype.AndThen = Promise.prototype.andThen Promise.prototype.Then = Promise.prototype.andThen
-- Returns how deep `o` is in the tree.
local function depth(o) local d = -1 while o do o = o.Parent d = d + 1 end return d end local connLookup = {}
-- Make the chat work when the top bar is off
module.ChatOnWithTopBarOff = true module.ScreenGuiDisplayOrder = 6 -- The DisplayOrder value for the ScreenGui containing the chat. module.ShowFriendJoinNotification = true -- Show a notification in the chat when a players friend joins the game.
--[[ Updates the emote configuration to add default and paid emotes that the user owns to it. Also adds these emotes to the user's HumanoidDescription so that they can be used by the function Humanoid:PlayEmote Parameters: - player - The Player whose HumanoidDescription is being updated - humanoidDescription - The humanoid description to used for getting and setting emotes ]]
function EmoteManager:updateEmotes(player, humanoidDescription) local ownedEmotes = self.playerOwnedEmotes[player.UserId] or {} -- Find emotes set by setEmotes local configuredEmotes = emotes.getValues() local externalEmotes = {} for emoteName, emoteInfo in pairs(configuredEmotes) do -- Filter out default and paid emotes from the configuredEmotes if defaultEmotes[emoteName] and defaultEmotes[emoteName].emote == emoteInfo.emote then continue elseif paidEmotes[emoteName] and paidEmotes[emoteName].emote == emoteInfo.emote then continue end externalEmotes[emoteName] = emoteInfo end local newEmoteConfig if serverConfig.getValues().useDefaultEmotes then -- Combine default emotes, paid emotes, and any emotes set via setEmotes newEmoteConfig = Cryo.Dictionary.join(defaultEmotes, ownedEmotes, externalEmotes) else -- Only send emotes configured by setEmotes newEmoteConfig = externalEmotes end -- Add default and owned emotes to the player's humanoid -- description so that they can be played using the PlayEmote function local humanoidEmotes = {} for emoteName, emote in pairs(newEmoteConfig) do -- Only add Emotes that use emote asset ids. Ignore Emotes that use -- animation asset ids. if emote.emote then humanoidEmotes[emoteName] = { emote.emote } end end humanoidDescription:SetEmotes(humanoidEmotes) self.playerEmoteConfig[player.UserId] = newEmoteConfig self.remotes.sendUpdatedEmotes:FireClient(player, newEmoteConfig) end
------------------------------------------------------------------------ -- -- * used in luaK:infix(), (lparser) luaY:cond() ------------------------------------------------------------------------
function luaK:goiftrue(fs, e) local pc -- pc of last jump self:dischargevars(fs, e) local k = e.k if k == "VK" or k == "VKNUM" or k == "VTRUE" then pc = self.NO_JUMP -- always true; do nothing elseif k == "VFALSE" then pc = self:jump(fs) -- always jump elseif k == "VJMP" then self:invertjump(fs, e) pc = e.info else pc = self:jumponcond(fs, e, false) end e.f = self:concat(fs, e.f, pc) -- insert last jump in `f' list self:patchtohere(fs, e.t) e.t = self.NO_JUMP end
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false} function configureAnimationSet(name, fileList) if (animTable[name] ~= nil) then for _, Connection in pairs(animTable[name].Connections) do Connection:Disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].Connections = {} -- check for config values local config = script:FindFirstChild(name) if (config ~= nil) then