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--[[ This view holds all the logic and user experience for the dead user interface view. ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local SoundService = game:GetService("SoundService") local translate = require(ReplicatedStorage.Dependencies.GameUtils.TranslateUtils).translate local Players = game.Players local LocalPlayer = Players.LocalPlayer local Dead = {} local elements = ReplicatedStorage.UIViews.Keyboard.Dead local sounds = ReplicatedStorage.SFX.NonDiagetic local activeElements local failSound = sounds.Fail:Clone() failSound.Parent = SoundService
--// Ammo Settings
Ammo = 12; StoredAmmo = 12; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 3;
--[[ Listing - добавленные сообщения для вывода на экран alert - Date/Time создания алерта текст - обязательный элемент! цвет текста - может отсутствовать (белый по умолчанию) картинка - может отсутствовать (текст на всё поле) таймер - уменьшается в размерах пропорционально отведённому времени (по умолчанию 5 сек) Core - основной клиентский скрипт Вывод должен следовать один за другим при уменьшении предыдущих, последующие смещаются вверх по достижении минимального размера 0 удаляются ]]
local sg = script.Parent --Surface GUI local dm = script:WaitForChild("DestroyMe") -- скрипт самоуничтожения local ls = sg:WaitForChild("Listing") -- список алертов для вывода local sf = sg:WaitForChild("ScrollingFrame") --The scrolling frame sf.Visible = true local sm = sf:WaitForChild("Sample") --Our Sample frame local ui = sf:WaitForChild("UI") --The UI list layout
-----------------------------------------
Prompt.Triggered:Connect(function(Plr) Tool.Parent = Plr.Backpack script.Parent:Destroy() end)
-- Decompiled with the Synapse X Luau decompiler.
script.Parent.ChildAdded:Connect(function(p1) if p1:IsA("ViewportFrame") then task.wait(1.2); local v1 = game.SoundService.Reward:Clone(); v1.Name = "debris"; v1.Parent = game.SoundService; v1:Play(); task.wait(5); v1:Destroy(); end; end);
--[[ SCRIPT VARIABLES ]]
local CHAT_BUBBLE_FONT = Enum.Font.Fantasy local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10 local CHAT_BUBBLE_TAIL_HEIGHT = 14 local CHAT_BUBBLE_WIDTH_PADDING = 30 local CHAT_BUBBLE_FADE_SPEED = 1.5 local BILLBOARD_MAX_WIDTH = 400 local BILLBOARD_MAX_HEIGHT = 250 --This limits the number of bubble chats that you see above characters local ELIPSES = "..." local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses. local MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1 local NEAR_BUBBLE_DISTANCE = 65 --previously 45 local MAX_BUBBLE_DISTANCE = 100 --previously 80
--// Input Connections
L_107_.InputBegan:connect(function(L_314_arg1, L_315_arg2) if not L_315_arg2 and L_15_ then if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then if not L_64_ then if not L_65_ then if L_24_.TacticalModeEnabled then L_154_ = 0.015 L_155_ = 7 L_3_:WaitForChild("Humanoid").WalkSpeed = 7 else L_155_ = 10 L_154_ = 0.008 L_3_:WaitForChild("Humanoid").WalkSpeed = 10 end end if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then L_97_ = L_50_ end L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p L_115_:FireServer(true) L_64_ = true end end; if L_314_arg1.KeyCode == Enum.KeyCode.A and L_15_ then L_134_ = CFrame.Angles(0, 0, 0.1) end; if L_314_arg1.KeyCode == Enum.KeyCode.D and L_15_ then L_134_ = CFrame.Angles(0, 0, -0.1) end; if L_314_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then L_80_ = true L_82_ = false L_81_ = true LeanRight() end if L_314_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then L_80_ = true L_81_ = false L_82_ = true LeanLeft() end if L_314_arg1.KeyCode == L_24_.AlternateAimKey and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then if not L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed = 10 L_155_ = 10 L_154_ = 0.008 end L_97_ = L_50_ L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p L_115_:FireServer(true) L_64_ = true end end; if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_79_ and not L_77_ and L_69_ and L_15_ and not L_66_ and not L_67_ and not L_74_ then L_68_ = true if not Shooting and L_15_ and not L_83_ then if L_103_ > 0 then Shoot() end elseif not Shooting and L_15_ and L_83_ then if L_105_ > 0 then Shoot() end end end; if L_314_arg1.KeyCode == (L_24_.LaserKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then local L_316_ = L_1_:FindFirstChild("LaserLight") L_122_.KeyDown[1].Plugin() end; if L_314_arg1.KeyCode == (L_24_.LightKey or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then local L_317_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light') local L_318_ = false L_317_.Enabled = not L_317_.Enabled end; if L_15_ and L_314_arg1.KeyCode == (L_24_.FireSelectKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_79_ and not L_70_ and not L_78_ then L_70_ = true if L_92_ == 1 then if Shooting then Shooting = false end if L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 2 then if Shooting then Shooting = false end if L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 3 then if Shooting then Shooting = false end if L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 4 then if Shooting then Shooting = false end if L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then L_92_ = 4 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 6 then if Shooting then Shooting = false end L_85_ = L_69_ if L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ end end UpdateAmmo() FireModeAnim() IdleAnim() L_70_ = false end; if L_314_arg1.KeyCode == (Enum.KeyCode.F or L_314_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_79_ and not L_77_ and not L_78_ and not L_67_ and not L_70_ and not L_64_ and not L_66_ and not Shooting and not L_76_ then if not L_73_ and not L_74_ then L_74_ = true Shooting = false L_69_ = false L_135_ = time() delay(0.6, function() if L_103_ ~= L_24_.Ammo and L_103_ > 0 then CreateShell() end end) BoltBackAnim() L_73_ = true elseif L_73_ and L_74_ then BoltForwardAnim() Shooting = false L_69_ = true if L_103_ ~= L_24_.Ammo and L_103_ > 0 then L_103_ = L_103_ - 1 elseif L_103_ >= L_24_.Ammo then L_69_ = true end L_73_ = false L_74_ = false IdleAnim() L_75_ = false end UpdateAmmo() end; if L_314_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_78_ and not L_77_ and L_146_ then L_71_ = true if L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then Shooting = false L_64_ = false L_67_ = true delay(0, function() if L_67_ and not L_66_ then L_64_ = false L_72_ = true end end) L_97_ = 80 if L_24_.TacticalModeEnabled then L_154_ = 0.4 L_155_ = 16 else L_155_ = L_24_.SprintSpeed L_154_ = 0.4 end L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed end end; if L_314_arg1.KeyCode == (Enum.KeyCode.R or L_314_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_79_ and not L_78_ and not L_77_ and L_15_ and not L_66_ and not L_64_ and not Shooting and not L_67_ and not L_74_ then if not L_83_ then if L_104_ > 0 and L_103_ < L_24_.Ammo then Shooting = false L_66_ = true for L_319_forvar1, L_320_forvar2 in pairs(game.Players:GetChildren()) do if L_320_forvar2 and L_320_forvar2:IsA('Player') and L_320_forvar2 ~= L_2_ and L_320_forvar2.TeamColor == L_2_.TeamColor then if (L_320_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then L_119_:FireServer(L_7_.AHH, L_100_[math.random(0, 23)]) end end end end ReloadAnim() if L_103_ <= 0 then if not L_24_.CanSlideLock then BoltBackAnim() BoltForwardAnim() end end IdleAnim() L_69_ = true if L_103_ <= 0 then if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then L_103_ = L_103_ + L_104_ L_104_ = 0 else L_104_ = L_104_ - (L_24_.Ammo - L_103_) L_103_ = L_24_.Ammo end elseif L_103_ > 0 then if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then L_103_ = L_103_ + L_104_ + 1 L_104_ = 0 else L_104_ = L_104_ - (L_24_.Ammo - L_103_) L_103_ = L_24_.Ammo + 0 end end L_66_ = false if not L_75_ then L_69_ = true end end; elseif L_83_ then if L_105_ > 0 then Shooting = false L_66_ = true nadeReload() IdleAnim() L_66_ = false L_69_ = true end end; UpdateAmmo() end; if L_314_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then if (L_51_ < 1) then L_51_ = L_51_ + L_24_.SensitivityIncrement end end if L_314_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then if (L_51_ > 0.1) then L_51_ = L_51_ - L_24_.SensitivityIncrement end end if L_314_arg1.KeyCode == (Enum.KeyCode.T or L_314_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then if not L_86_ then L_56_ = L_1_:WaitForChild("AimPart2") L_50_ = L_24_.CycleAimZoom if L_64_ then L_97_ = L_24_.CycleAimZoom end L_86_ = true else L_56_ = L_1_:FindFirstChild("AimPart") L_50_ = L_24_.AimZoom if L_64_ then L_97_ = L_24_.AimZoom end L_86_ = false end; end; if L_314_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then if not L_77_ then L_77_ = true InspectAnim() IdleAnim() L_77_ = false end end; if L_314_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then if L_15_ then if not L_78_ then L_67_ = false L_64_ = false L_69_ = false L_78_ = true AttachAnim() elseif L_78_ then L_67_ = false L_64_ = false L_69_ = true L_78_ = false IdleAnim() end end end; if L_314_arg1.KeyCode == Enum.KeyCode.P and not L_77_ and not L_78_ and not L_64_ and not L_67_ and not L_65_ and not L_66_ and not Recoiling and not L_67_ then if not L_79_ then L_79_ = true L_14_:Create(L_45_, TweenInfo.new(0.2), { C1 = L_24_.SprintPos }):Play() wait(0.2) L_112_:FireServer("Patrol", L_24_.SprintPos) else L_79_ = false L_14_:Create(L_45_, TweenInfo.new(0.2), { C1 = CFrame.new() }):Play() wait(0.2) L_112_:FireServer("Unpatrol") end end; end end) L_107_.InputEnded:connect(function(L_321_arg1, L_322_arg2) if not L_322_arg2 and L_15_ then if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_77_ and L_24_.CanAim and not L_78_ then if L_64_ then if not L_65_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 16 if L_24_.TacticalModeEnabled then L_154_ = 0.09 L_155_ = 11 else L_154_ = .2 L_155_ = 17 end end L_97_ = 70 L_133_.target = Vector3.new() L_115_:FireServer(false) L_64_ = false end end; if L_321_arg1.KeyCode == Enum.KeyCode.A and L_15_ then L_134_ = CFrame.Angles(0, 0, 0) end; if L_321_arg1.KeyCode == Enum.KeyCode.D and L_15_ then L_134_ = CFrame.Angles(0, 0, 0) end; if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then Unlean() L_80_ = false L_82_ = false L_81_ = false end if L_321_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then Unlean() L_80_ = false L_82_ = false L_81_ = false end if L_321_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then if L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed = 16 L_155_ = 17 L_154_ = .25 end L_97_ = 70 L_133_.target = Vector3.new() L_115_:FireServer(false) L_64_ = false end end; if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then L_68_ = false if Shooting then Shooting = false end end; if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ then local L_323_ = L_42_:WaitForChild('GameGui') if L_16_ then L_323_:WaitForChild('AmmoFrame').Visible = false L_16_ = false end end; if L_321_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_77_ and not L_70_ and not L_65_ then -- SPRINT L_71_ = false if L_67_ and not L_64_ and not Shooting and not L_71_ then L_67_ = false L_72_ = false L_97_ = 70 L_3_.Humanoid.WalkSpeed = 16 if L_24_.TacticalModeEnabled then L_154_ = 0.09 L_155_ = 11 else L_154_ = .2 L_155_ = 17 end end end; end end) L_107_.InputChanged:connect(function(L_324_arg1, L_325_arg2) if not L_325_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then if L_324_arg1.UserInputType == Enum.UserInputType.MouseWheel then if L_324_arg1.Position.Z == 1 and (L_51_ < 1) then L_51_ = L_51_ + L_24_.SensitivityIncrement elseif L_324_arg1.Position.Z == -1 and (L_51_ > 0.1) then L_51_ = L_51_ - L_24_.SensitivityIncrement end end end end) L_107_.InputChanged:connect(function(L_326_arg1, L_327_arg2) if not L_327_arg2 and L_15_ then local L_328_, L_329_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList); if L_328_ then local L_330_ = (L_329_ - L_6_.Position).magnitude L_33_.Text = math.ceil(L_330_) .. ' m' end end end)
-- Print that runs only if debug mode is active.
local function PrintDebug(message) if FastCast.DebugLogging == true then print(message) end end
-- Typing any of these words in the chat will trigger the above animation
local triggerWords = { "hi", "hello", "good morning" } SocialInteractions.setTriggerWordsForChatAnimation(waveAnimationId, triggerWords)
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local v1 = client.UI.Make("Window", { Name = "Credits", Title = "Credits", Icon = client.MatIcons.Grade, Size = { 280, 300 }, AllowMultiple = false }); local v2 = v1:Add("TabFrame", { Size = UDim2.new(1, -10, 1, -10), Position = UDim2.new(0, 5, 0, 5) }); for v3, v4 in ipairs({ v2:NewTab("Main", { Text = "Main" }), v2:NewTab("GitHub", { Text = "Contributors" }), (v2:NewTab("Misc", { Text = "Everyone Else" })) }) do local v5 = v4:Add("ScrollingFrame", { List = {}, ScrollBarThickness = 3, BackgroundTransparency = 1, Position = UDim2.new(0, 5, 0, 30), Size = UDim2.new(1, -10, 1, -35) }); local v6 = v4:Add("TextBox", { Position = UDim2.new(0, 5, 0, 5), Size = UDim2.new(1, -10, 0, 20), BackgroundTransparency = 0.25, BorderSizePixel = 0, TextColor3 = Color3.new(1, 1, 1), Text = "", PlaceholderText = "Search", TextStrokeTransparency = 0.8 }); v6:Add("ImageLabel", { Image = client.MatIcons.Search, Position = UDim2.new(1, -20, 0, 2), Size = UDim2.new(0, 16, 0, 16), ImageTransparency = 0.2, BackgroundTransparency = 1 }); local function v7() local v8 = 1; local l__Text__9 = v6.Text; v5:ClearAllChildren(); for v10, v11 in ipairs(require(client.Shared.Credits)[v4.Name]) do if v11.Text:sub(1, #l__Text__9):lower() == l__Text__9:lower() or v4.Name == "GitHub" and v11.Text:sub(9, 8 + #l__Text__9):lower() == l__Text__9:lower() then local v12 = { Text = " " .. v11.Text .. " ", ToolTip = v11.Desc }; if v8 % 2 == 0 then local v13 = 0; else v13 = 0.2; end; v12.BackgroundTransparency = v13; v12.Size = UDim2.new(1, 0, 0, 30); v12.Position = UDim2.new(0, 0, 0, 30 * (v8 - 1)); v12.TextXAlignment = "Left"; v5:Add("TextLabel", v12); v8 = v8 + 1; end; end; v5:ResizeCanvas(false, true, false, false, 5, 0); end; v6:GetPropertyChangedSignal("Text"):Connect(v7); v7(); end; v1:Ready(); end;
-- Setup the default levels
Log.SetupLevel('Info', 1) Log.SetupLevel('Debug', 2) Log.SetupLevel('Warn', 3) Log.SetupLevel('Error', 4) function Log.Log(level, chan, ...) local msg = string.format(...) local levelName = Log._LevelName[level] if _messageQueue then if not _remoteFilterFunc or not _remoteFilterFunc(level, levelName, chan, msg) then table.insert(_messageQueue, {tick(), level, chan, msg}) end end if _consoleFilterFunc and _consoleFilterFunc(level, levelName, chan, msg) then return; end if chan then print(string.format("[%s][%s]", levelName, chan), msg) else print(string.format("[%s]", levelName), msg) end end Log.Data = setmetatable({}, { __index = function(tbl, key) return function(...) Log.LogData(key, ...) end end; }) function Log.LogData(chan, data) if _messageQueue then table.insert(_messageQueue, {tick(), 'data', chan, data}) end end function Log.ProcessQueue(remote) if not _messageQueue then return end -- As a naive first pass, let's just send all of it at once. if _isClient then _remoteEvent:FireServer(_messageQueue) elseif remote and #_messageQueue > 0 then -- TODO: Count connection errors and stop attempting remote connections if it can't be reached -- .Experiment with compression local data = { place = game.PlaceId, game = game.GameId, job = game.JobId, messages = _messageQueue, } HttpService:PostAsync(remote, HttpService:JSONEncode(data), Enum.HttpContentType.ApplicationJson, false) end Log.ClearQueue() end local function onClientLogging(player, messages) if _messageQueue and #messages > 0 then table.insert(_messageQueue, {player = player.UserId, messages = messages }) end end function Log.wrapSystemMessages() LogService.MessageOut:connect(function(msg, msgType) -- HACK: Have to detect our logging messages vs. system level ones if string.match(msg, '^%[[^%]]+%]') then return end -- NOTE: +1 more or less automatically maps to the current built-in log levels Log.Log(msgType.Value + 1, 'SYSTEM', "%s", msg) end) end function Log.EnableQueue(state) if state and not _messageQueue then _messageQueue = {} end if not state then _messageQueue = nil end end function Log.ClearQueue() for k,v in pairs(_messageQueue) do _messageQueue[k] = nil end end function Log.SetRemoteFilterFunc(func) _remoteFilterFunc = func end function Log.SetConsoleFilterFunc(func) _consoleFilterFunc = func end local function _remoteFilterEverything() return true end
--[[ cspeed = speed/1.298 print("FL ".. math.abs(FL.Parent.RotVelocity.Magnitude-cspeed)) print("FR ".. math.abs(FR.Parent.RotVelocity.Magnitude-cspeed)) print("RL ".. math.abs(RL.Parent.RotVelocity.Magnitude-cspeed)) print("RR ".. math.abs(RR.Parent.RotVelocity.Magnitude-cspeed))]]-- --print("Speed ".. speed/1.298)
bST = (inds.Value)*(1000*convert) build = rpm.Value/18000 if speed > 110 and carSeat.Steer ~= 0 then
--///////////////// Internal-Use Methods --//////////////////////////////////////
function methods:InternalDestroy() for i, channel in pairs(self.Channels) do channel:InternalRemoveSpeaker(self) end self.eDestroyed:Fire() self.eDestroyed:Destroy() self.eSaidMessage:Destroy() self.eReceivedMessage:Destroy() self.eReceivedUnfilteredMessage:Destroy() self.eMessageDoneFiltering:Destroy() self.eReceivedSystemMessage:Destroy() self.eChannelJoined:Destroy() self.eChannelLeft:Destroy() self.eMuted:Destroy() self.eUnmuted:Destroy() self.eExtraDataUpdated:Destroy() self.eMainChannelSet:Destroy() self.eChannelNameColorUpdated:Destroy() end function methods:InternalAssignPlayerObject(playerObj) self.PlayerObj = playerObj end function methods:InternalSendMessage(messageObj, channelName) local success, err = pcall(function() self.eReceivedUnfilteredMessage:Fire(messageObj, channelName) end) if not success and err then print("Error sending internal message: " ..err) end end function methods:InternalSendFilteredMessage(messageObj, channelName) local success, err = pcall(function() self.eReceivedMessage:Fire(messageObj, channelName) self.eMessageDoneFiltering:Fire(messageObj, channelName) end) if not success and err then print("Error sending internal filtered message: " ..err) end end
--FL
fSprings[1].Thickness = Settings[1] fSprings[1].MaxLength = Settings[2] fSprings[1].MinLength = Settings[3] fSprings[1].Damping = Settings[4] fSprings[1].FreeLength = Settings[5] fSprings[1].LimitsEnabled = Settings[6] fSprings[1].MaxForce = Settings[7] fSprings[1].Stiffness = Settings[8]
-- Preload animations
function playAnimation(animName, transitionTime, humanoid) if (animName ~= currentAnim) then if (oldAnimTrack ~= nil) then oldAnimTrack:Stop() oldAnimTrack:Destroy() end currentAnimSpeed = 1.0 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
--// Tables
local L_34_ = { "285421759"; "151130102"; "151130171"; "285421804"; "287769483"; "287769415"; "285421687"; "287769261"; "287772525"; "287772445"; "287772351"; "285421819"; "287772163"; }
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed > 0.01 then local scale = 15.0 playAnimation("walk", 0.1, Humanoid) setAnimationSpeed(speed / scale) pose = "Running" else if emoteNames[currentAnim] == nil then playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) local scale = 5.0 playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / scale) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end 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 getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid) return end end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = getTool() if tool and (tool.RequiresHandle or tool:FindFirstChild("Handle")) then animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{63,20,58},t}, [49]={{63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49},t}, [16]={n,f}, [19]={{63,19},t}, [59]={{63,20,57,56,30,41,59},t}, [63]={{63},t}, [34]={{63,20,57,56,30,41,39,35,34},t}, [21]={{63,20,21},t}, [48]={{63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48},t}, [27]={{63,20,57,56,30,41,39,35,34,32,31,29,28,27},t}, [14]={n,f}, [31]={{63,20,57,56,30,41,39,35,34,32,31},t}, [56]={{63,20,57,56},t}, [29]={{63,20,57,56,30,41,39,35,34,32,31,29},t}, [13]={n,f}, [47]={{63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{63,20,57,56,30,41,39,35,34,32,31,29,28,44,45},t}, [57]={{63,20,57},t}, [36]={{63,20,57,56,30,41,39,35,37,36},t}, [25]={{63,20,57,56,30,41,39,35,34,32,31,29,28,27,26,25},t}, [71]={{63,20,57,56,30,41,59,61,71},t}, [20]={{63,20},t}, [60]={{63,20,57,56,30,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{63,20,57,56,30,41,59,61,71,72,76,73,75},t}, [22]={{63,20,21,22},t}, [74]={{63,20,57,56,30,41,59,61,71,72,76,73,74},t}, [62]={{63,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{63,20,57,56,30,41,39,35,37},t}, [2]={n,f}, [35]={{63,20,57,56,30,41,39,35},t}, [53]={{63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t}, [73]={{63,20,57,56,30,41,59,61,71,72,76,73},t}, [72]={{63,20,57,56,30,41,59,61,71,72},t}, [33]={{63,20,57,56,30,41,39,35,37,36,33},t}, [69]={{63,20,57,56,30,41,60,69},t}, [65]={{63,66,64,65},t}, [26]={{63,20,57,56,30,41,39,35,34,32,31,29,28,27,26},t}, [68]={{63,66,64,67,68},t}, [76]={{63,20,57,56,30,41,59,61,71,72,76},t}, [50]={{63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t}, [66]={{63,66},t}, [10]={n,f}, [24]={{63,20,57,56,30,41,39,35,34,32,31,29,28,27,26,25,24},t}, [23]={{63,62,23},t}, [44]={{63,20,57,56,30,41,39,35,34,32,31,29,28,44},t}, [39]={{63,20,57,56,30,41,39},t}, [32]={{63,20,57,56,30,41,39,35,34,32},t}, [3]={n,f}, [30]={{63,20,57,56,30},t}, [51]={{63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{63,66,64,67},t}, [61]={{63,20,57,56,30,41,59,61},t}, [55]={{63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t}, [46]={{63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t}, [42]={{63,20,57,56,30,41,39,40,38,42},t}, [40]={{63,20,57,56,30,41,39,40},t}, [52]={{63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t}, [54]={{63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{63,20,57,56,30,41},t}, [17]={n,f}, [38]={{63,20,57,56,30,41,39,40,38},t}, [28]={{63,20,57,56,30,41,39,35,34,32,31,29,28},t}, [5]={n,f}, [64]={{63,66,64},t}, } return r
---------------------------------------------------------------------------------- --[[ (Use the code above ONLY if "PROCESS_RECEIPT" is false) That''s about it! Enjoy your game''s awesome new radio! You can delete everything in this model besides "Super Radio" Don''t worry, the GUI and everything else loads in automatically! ]]
----- Module Table -----
local MadworkScriptSignal = { }
--!strict
local copy = require(script.Parent.copy) type Callback<K, V> = (key: K) -> V type Updater<K, V> = (value: V, key: K) -> V local function call<K, V>(callback: Callback<K, V>, key: K) if type(callback) == "function" then return callback(key) end end
--// Special Variables
return function() local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay local script = script local service = service local client = client local Anti, Core, Functions, Process, Remote, UI, Variables local function Init() UI = client.UI; Anti = client.Anti; Core = client.Core; Variables = client.Variables Functions = client.Functions; Process = client.Process; Remote = client.Remote; Variables.Init = nil; end local function RunAfterLoaded() --// Get CodeName client.Variables.CodeName = client.Remote.Get("Variable", "CodeName") Variables.RunAfterLoaded = nil; end local function RunLast() --[[client = service.ReadOnly(client, { [client.Variables] = true; [client.Handlers] = true; G_API = true; G_Access = true; G_Access_Key = true; G_Access_Perms = true; Allowed_API_Calls = true; HelpButtonImage = true; Finish_Loading = true; RemoteEvent = true; ScriptCache = true; Returns = true; PendingReturns = true; EncodeCache = true; DecodeCache = true; Received = true; Sent = true; Service = true; Holder = true; GUIs = true; LastUpdate = true; RateLimits = true; Init = true; RunLast = true; RunAfterInit = true; RunAfterLoaded = true; RunAfterPlugins = true; }, true)--]] Variables.RunLast = nil; end getfenv().client = nil getfenv().service = nil getfenv().script = nil client.GUIs = {} client.GUIHolder = service.New("Folder") client.Variables = { Init = Init; RunLast = RunLast; RunAfterLoaded = RunAfterLoaded; CodeName = ""; UIKeepAlive = true; KeybindsEnabled = true; ParticlesEnabled = true; CapesEnabled = true; HideChatCommands = false; Particles = {}; KeyBinds = {}; Aliases = {}; Capes = {}; savedUI = {}; localSounds = {}; ESPObjects = {}; CommunicationsHistory = {}; LightingSettings = { Ambient = service.Lighting.Ambient; Brightness = service.Lighting.Brightness; ColorShift_Bottom = service.Lighting.ColorShift_Bottom; ColorShift_Top = service.Lighting.ColorShift_Top; GlobalShadows = service.Lighting.GlobalShadows; OutdoorAmbient = service.Lighting.OutdoorAmbient; Outlines = service.Lighting.Outlines; ShadowColor = service.Lighting.ShadowColor; GeographicLatitude = service.Lighting.GeographicLatitude; Name = service.Lighting.Name; TimeOfDay = service.Lighting.TimeOfDay; FogColor = service.Lighting.FogColor; FogEnd = service.Lighting.FogEnd; FogStart = service.Lighting.FogStart; } }; end
--Remotes
local playSoundEffectEvent = remotesFolder.Combat.Sound:WaitForChild("PlaySoundEffect")
--// Services
local AssetService = game:GetService("AssetService"); return function(BundleId) return pcall(function() AssetService:GetBundleDetailsAsync(BundleId) end) end
-- ==================== -- WALK SPEED REDUTION -- Nerf chraracter's walk speed when equip the gun -- ====================
WalkSpeedRedutionEnabled = false; WalkSpeedRedution = 6;
-- FOLDERS --
local Modules = RS:WaitForChild("Modules") local Remotes = RS:WaitForChild("Remotes")
-- local tmp = Rebuild()
local START = game.Workspace.Start START:SetPrimaryPartCFrame(CFrame.new(0,0,110)) while true do PartWorld = script.Parts.Value if PartWorld ~= 0 then -- для всех игроков установить базовую точку старта local tmp = game.Players:GetChildren() for a, b in pairs(tmp) do b.RespawnLocation = START.SpawnLocation end -- удалить старый путь tmp = game.Workspace.GameZone:GetChildren() for a, b in pairs(tmp) do b:Destroy() end wait(5) -- чтобы игрок успел упасть на дно -- создать новый путь tmp = Rebuild() RebuildWorld = 300 wait(RebuildWorld) -- ждём указанное время else wait(1) end end
--[[ Enqueues an instance property to be updated next render step. ]]
function Scheduler.enqueueProperty(instance: Instance, propertyName: string, newValue: any) willUpdate = true -- we can't iterate over nil values of tables, so use a symbol instead if newValue == nil then newValue = None end local propertyTable = propertyChanges[instance] if propertyTable == nil then propertyChanges[instance] = { [propertyName] = newValue } else propertyTable[propertyName] = newValue end end
-- Function to call on renderstepped. Orients the character so it is facing towards -- the player mouse's position in world space. If character is sitting then the torso -- should not track
local function frame(mousePosition) -- Special mobile consideration. We don't want to track if the user was touching a ui -- element such as the movement controls. Just return out of function if so to make sure -- character doesn't track if not mobileShouldTrack then return end --This math is completely wrong with R15. We're better off just not doing it at all if player.Character.Humanoid.RigType == Enum.HumanoidRigType.R15 then return end -- Make sure character isn't swiming. If the character is swimming the following code will -- not work well; the character will not swim correctly. Besides, who shoots underwater? if player.Character.Humanoid:GetState() ~= Enum.HumanoidStateType.Swimming then local torso = player.Character.HumanoidRootPart local head = player.Character.Head local toMouse = (mousePosition - head.Position).unit local angle = math.acos(toMouse:Dot(Vector3.new(0,1,0))) local neckAngle = angle -- Limit how much the head can tilt down. Too far and the head looks unnatural if math.deg(neckAngle) > 110 then neckAngle = math.rad(110) end neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(math.pi - neckAngle,math.pi,0) -- Calculate horizontal rotation local arm do arm = player.Character:FindFirstChild("Right Arm") or player.Character:FindFirstChild("RightUpperArm") end local fromArmPos = torso.Position + torso.CFrame:vectorToWorldSpace(Vector3.new( torso.Size.X/2 + arm.Size.X/2, torso.Size.Y/2 - arm.Size.Z/2, 0)) local toMouseArm = ((mousePosition - fromArmPos) * Vector3.new(1,0,1)).unit local look = (torso.CFrame.lookVector * Vector3.new(1,0,1)).unit local lateralAngle = math.acos(toMouseArm:Dot(look)) -- Check for rogue math if tostring(lateralAngle) == "-1.#IND" then lateralAngle = 0 end -- Handle case where character is sitting down if player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Seated then local cross = torso.CFrame.lookVector:Cross(toMouseArm) if lateralAngle > math.pi/2 then lateralAngle = math.pi/2 end if cross.Y < 0 then lateralAngle = -lateralAngle end end -- Turn shoulder to point to mouse shoulder.C0 = CFrame.new(1,0.5,0) * CFrame.Angles(math.pi/2 - angle,math.pi/2 + lateralAngle,0) -- If not sitting then aim torso laterally towards mouse if not amISitting(player.Character) then torso.CFrame = CFrame.new(torso.Position, torso.Position + (Vector3.new( mousePosition.X, torso.Position.Y, mousePosition.Z)-torso.Position).unit) end end end
--[[ if child.Parent and child.Parent.Parent then end if child.BackgroundTransparency == 1 then return true; end]]
return false end local function CircleClick(Button, X, Y) local duration = 0.5 task.spawn(function() local effect = Instance.new("ImageLabel", Button) effect.AnchorPoint = Vector2.new(0.5, 0.5) effect.BorderSizePixel = 0 effect.ZIndex = Button.ZIndex + 2 effect.BackgroundTransparency = 1 effect.ImageTransparency = 0.96 effect.Image = "rbxasset://textures/whiteCircle.png" local rounder = Instance.new("UICorner", effect); rounder.CornerRadius = UDim.new(0,8) effect.Position = UDim2.new(0.5, 0, 0.5, 0) effect:TweenSize(UDim2.new(0, Button.AbsoluteSize.X * 2.5, 0, Button.AbsoluteSize.X * 2.5), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, duration) wait(duration) for i = 1, 10 do wait(0.04) effect.ImageTransparency += 0.1 end effect:Destroy() end) end local function propChange(child, target, list) for i in next,list do if target[i] ~= child[i] then target[i] = child[i]; end end--lollo was here yes my code is messy if child.ZIndex == 1 then child.ZIndex = 2; end target.ZIndex = child.ZIndex-1; end return function(data, env) if env then setfenv(1, env) end local gui = script.Parent.Parent;--data.GUI; local function apply(child) if not child then return end if child:IsA("TextButton") or child:IsA("ImageButton") then child.ClipsDescendants = true child.AutoButtonColor = false child.Activated:Connect(function() CircleClick(child:GetObject()) end) end if not child:IsA("TextLabel") and not child:IsA("ImageLabel") and not child:FindFirstChildOfClass("UICorner") then local rounder = service.New("UICorner",{ CornerRadius = UDim.new(0,5); Parent = child; }); end if child:IsA("TextLabel") and not child:FindFirstChildOfClass("UICorner") then local rounder = service.New("UICorner",{ CornerRadius = UDim.new(0,6); Parent = child; }); -- well how do i convert size to precise offset because i am lazy child.BackgroundColor3 = Color3.fromRGB(18, 18, 18) end if child:IsA("ScrollingFrame") then if child.Parent and child.Parent.Name == "Frames" then child.BackgroundTransparency = 1; end child.BottomImage = "rbxasset://textures/ui/Scroll/scroll-bottom.png" child.MidImage = "rbxasset://textures/ui/Scroll/scroll-middle.png" child.TopImage = "rbxasset://textures/ui/Scroll/scroll-top.png" child.ScrollBarImageTransparency = 0.75 child.ScrollBarImageColor3 = Color3.fromRGB(255, 255, 255) --local propList = { -- Size = true; -- Visible = true; -- Position = true; -- BackgroundTransparency = true; -- BackgroundColor3 = true; -- BorderColor3 = true; -- Rotation = true; -- SizeConstraint = true; --} --local frame = service.New("Frame"); --propChange(child, frame, propList) child.BackgroundTransparency = 1; --why not --child.Changed:Connect(function(p) -- if p ~= "BackgroundTransparency" then -- propChange(child, frame, propList); -- end --end) --frame.Parent = child.Parent; end end gui.DescendantAdded:Connect(function(child) if child:IsA("GuiObject") and not ignore(child) then apply(child); end end) end
--Char.Humanoid.BreakJointsOnDeath = false
if configuracao.EnableRagdoll == true then if human.Health <= 1 then Ragdoll(Char) end end human.HealthChanged:Connect(function (newhealth) if dead.Value == false and Sang.Value >= 10 then human.Health = math.clamp(newhealth, 0.1, 100) if newhealth <= 0.1 or human.Health <= 0.1 then Caido.Value = true end if (rodeath.Value == true or life.Value == false) and newhealth <= -25 then local loss = newhealth * 40 Sang.Value = Sang.Value + loss human.PlatformStand = true human.AutoRotate = false Caido.Value = true end else human.PlatformStand = false human.AutoRotate = true human.Health = 0 end end)
-- Game services
local Configurations = require(ServerStorage.Configurations) local TeamManager = require(script.TeamManager) local PlayerManager = require(script.PlayerManager) local MapManager = require(script.MapManager) local TimeManager = require(script.TimeManager) local DisplayManager = require(script.DisplayManager)
--[[ SERVER PLUGINS' NAMES MUST START WITH "Server:" CLIENT PLUGINS' NAMES MUST START WITH "Client:" Hi, this is an example plugin, meaning this is only to show you how to make your own plugins! All plugins need to be MODULE SCRIPTS! Not regular or local scripts, if its not a module script it wont work. If you want to use events from the main admin script such as CharacterAdded, PlayerChatted and PlayerJoined then simply look the following: set.MakePluginEvent('PlayerChatted',function(msg,plr) print(msg..' from '..plr.Name..' Example Plugin') end) set.MakePluginEvent('PlayerJoined',function(p) print(p.Name..' Joined! Example Plugin') end) set.MakePluginEvent('CharacterAdded',function(plr) set.RunCommand('name',plr.Name,'BobTest Example Plugin') end) Use set.MakePluginEvent(type,function) to add a function that gets run when the event is fired in the main script, only CharacterAdded, PlayerJoined and PlayerChatted are currently supported. If you want to run an admin command from a plugin, you need to use set.RunCommand(cmd,args) EX: set.RunCommand('name',plr.Name,'BobTest Example Plugin') will run ":name Player1 BobTests Example Plugin" NOTE: If you are running a command that needs a sending player (such as !quote, !donate, !explore, or any command that spawns guis on the player running the command) it WILL break, the script will continue functioning fine however the command will error and do nothing. Plugins give you the ability to change or add things to the main script without editing the actual script. You can add commands, functions, features, and you can use anything in the table "set" (the main script table which contains all functions, settings, and commands.) First off lets go over the format of commands. Commands must be formatted in the following way: set.MakeCommand(CommandName,AdminLevel,Prefix,{command1,command2},{argument1,argument2},NumberOfArguments,function(plr,args) print('Hello World from inside an example command!') end) Now lets go over each element of MakeCommand function. CommandName - Name of the command AdminLevel - who can use the commands (-1=SBL owners,0=any,1=donators,2=tempadmins,3=admins,4=owners,5=trueowners) Prefix - the prefix to use (the : in :kill me) use set.Prefix to use the scripts set prefix (or set.AnyPrefix for the AnyPrefix setting) {command1,command2} - these are commands that can be chatted to run this command {argument1,argument2} - type of arguments (eg {"player","message"}) NumberOfArguments - how many arguments are there? (How many times to split the message?) function(plr,args) - you need to include this, however you can change plr and args but its recommended you dont to avoid confusion. Now that we know what each thing is, go ahead and take a look at the example command. All the code to run MUST be in a function, as seen below, that gets returned. Anything inside the main function will be ran by the main admin script. If you want to use things from the main admin script use set. For example: return function(set) print('hi') end Client plugins are EXACTLY the same as server plugins, just they run on the client instead. Because all guis are made via the client script, client plugins also gives you the ability to edit and make your own guis for the script that you can call using set.Remote(PLAYER,"Function","GUI FUNCTIONS") Please note that if you want to be able to tell the client to load a gui, the gui will need to be in the client's "set" table as it is where all the functions to be executed by the server are stored. Read over the client script to get a better idea of how it works. --]] -------------------------------------------------------------------------- --Begin example plugin
return function(set) --function that the main script will run --Lets make an example command set.MakeCommand('Example Plugin Command',0,set.Prefix,{'example','forshow'},{'message1','message2'},2,function(plr,args) print('Hello World from inside an example command!') print('The first argument is '..args[1]..' and the second is '..args[2]) print('The player who ran the command is '..plr.Name..'!') end)--Player chats ":example Args1 Args2" print('Hello World from inside an example plugin!') --makes the command "example" and prints "Hello World from inside an example plugin!" end -- end of the main function
-- This for lazy people who just came to copy & paste, not to learn the code...
------------------------------------------------------------------------ -- * l1 was a pointer, now l1 is returned and callee assigns the value -- * used in multiple locations ------------------------------------------------------------------------
function luaK:concat(fs, l1, l2) if l2 == self.NO_JUMP then return l1 elseif l1 == self.NO_JUMP then return l2 else local list = l1 local _next = self:getjump(fs, list) while _next ~= self.NO_JUMP do -- find last element list = _next _next = self:getjump(fs, list) end self:fixjump(fs, list, l2) end return l1 end
--[[ Proxy layer between the player FSM and the player state scripts, allowing debug and player state updates to be fired. When a state is entered, the updateStatus function is called for the relevant ServerPlayerComponent ]]
local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger) local PlayerPreGame = require(ServerStorage.Source.GameStates.Player.PlayerPreGame) local PlayerWarmup = require(ServerStorage.Source.GameStates.Player.PlayerWarmup) local PlayerGame = require(ServerStorage.Source.GameStates.Player.PlayerGame) local PlayerPostGame = require(ServerStorage.Source.GameStates.Player.PlayerPostGame) local PlayerFinished = require(ServerStorage.Source.GameStates.Player.PlayerFinished) local PlayerDead = require(ServerStorage.Source.GameStates.Player.PlayerDead) local PlayerSpectating = require(ServerStorage.Source.GameStates.Player.PlayerSpectating) local Transitions = {}
--[[ Set the current node's status to Skipped. ]]
function TestSession:setSkipped() assert(#self.nodeStack > 0, "Attempting to set skipped status on empty stack") self.nodeStack[#self.nodeStack].status = TestEnum.TestStatus.Skipped end
--Put me in StarterCharacterScripts
local player = game.Players.LocalPlayer local character = workspace:WaitForChild(player.Character.Name) local camera = workspace.CurrentCamera local running = false local speed = character.Humanoid.WalkSpeed / 2 local RunService = game:GetService("RunService") local Pi = 3.1415926 local Rot = 3.1415926 / 2 character.Humanoid.Running:Connect(function(WalkSpeed) if WalkSpeed > 0.1 then running = true else running = false end end) while true do RunService.RenderStepped:wait() fps = (camera.CoordinateFrame.p - character.Head.Position).Magnitude if running == true then Rot = Rot + character.Humanoid.WalkSpeed / 115 end if Rot >= Pi * 2 then Rot = 0 end camera.CoordinateFrame = camera.CoordinateFrame * CFrame.new(math.cos(Rot) / speed, math.sin(Rot * 2) / (speed * 2), 0) * CFrame.Angles(0, 0, math.sin(Rot - Pi * 1.5) / (speed * 20)) end
-- Connect 'Blocked' event to the 'onPathBlocked' function
path.Blocked:Connect(onPathBlocked)
--[[ Extension of Lua's 'assert' that lets you specify an error level. ]]
local function assertLevel(condition, message, level) message = message or "Assertion failed!" level = level or 1 if not condition then error(message, level + 1) end end
--[[ The Module ]]
-- local BaseOcclusion = require(script.Parent:WaitForChild("BaseOcclusion")) local Invisicam = setmetatable({}, BaseOcclusion) Invisicam.__index = Invisicam function Invisicam.new() local self = setmetatable(BaseOcclusion.new(), Invisicam) self.char = nil self.humanoidRootPart = nil self.torsoPart = nil self.headPart = nil self.childAddedConn = nil self.childRemovedConn = nil self.behaviors = {} -- Map of modes to behavior fns self.behaviors[MODE.LIMBS] = self.LimbBehavior self.behaviors[MODE.MOVEMENT] = self.MoveBehavior self.behaviors[MODE.CORNERS] = self.CornerBehavior self.behaviors[MODE.CIRCLE1] = self.CircleBehavior self.behaviors[MODE.CIRCLE2] = self.CircleBehavior self.behaviors[MODE.LIMBMOVE] = self.LimbMoveBehavior self.behaviors[MODE.SMART_CIRCLE] = self.SmartCircleBehavior self.behaviors[MODE.CHAR_OUTLINE] = self.CharacterOutlineBehavior self.mode = MODE.SMART_CIRCLE self.behaviorFunction = self.SmartCircleBehavior self.savedHits = {} -- Objects currently being faded in/out self.trackedLimbs = {} -- Used in limb-tracking casting modes self.camera = game.Workspace.CurrentCamera self.enabled = false return self end function Invisicam:Enable(enable) self.enabled = enable if not enable then self:Cleanup() end end function Invisicam:GetOcclusionMode() return Enum.DevCameraOcclusionMode.Invisicam end
-- Initialize mesh tool
local MeshTool = require(CoreTools:WaitForChild 'Mesh') Core.AssignHotkey('H', Core.Support.Call(Core.EquipTool, MeshTool)); Core.Dock.AddToolButton(Core.Assets.MeshIcon, 'H', MeshTool, 'MeshInfo');
--Returns the character and humanoid of a descendants.
local function FindCharacterAncestor(Ins) if Ins and Ins ~= game.Workspace then local Humanoid = Ins:FindFirstChildOfClass("Humanoid") if Humanoid then return Ins,Humanoid else return FindCharacterAncestor(Ins.Parent) end end end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 1 -- cooldown for use of the tool again ZoneModelName = "Insanity Bone rise" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[=[ @class Input The Input module provides access to various user input classes. - [PreferredInput](/api/PreferredInput) - [Mouse](/api/Mouse) - [Keyboard](/api/Keyboard) - [Touch](/api/Touch) ```lua local Input = require(packages.Input) local PreferredInput = Input.PreferredInput local Mouse = Input.Mouse local Keyboard = Input.Keyboard local Touch = Input.Touch ``` ]=]
local Input = { PreferredInput = require(script.PreferredInput); Mouse = require(script.Mouse); Keyboard = require(script.Keyboard); Touch = require(script.Touch); } return Input
--input experince values, output level
local ExperienceCalculator = {} local ExperienceFactor = 10 local function GetLevelFromExperience(Experience) -- http://stackoverflow.com/questions/6954874/php-game-formula-to-calculate-a-level-based-on-exp return math.floor((ExperienceFactor + math.sqrt(ExperienceFactor * ExperienceFactor - 4 * ExperienceFactor * (-Experience)))/ (2 * ExperienceFactor)) end ExperienceCalculator.GetLevelFromExperience = GetLevelFromExperience local function GetExperienceForNextLevel(CurrentExperience) if CurrentExperience - 1 == CurrentExperience then -- Math.huge return 0 end local CurrentLevel = GetLevelFromExperience(CurrentExperience) local ExperienceRequired = ExperienceFactor*(CurrentLevel*(1+CurrentLevel)) --local ExperienceRequiredForCurrentLevel = ExperienceFactor*(CurrentLevel*(1+CurrentLevel)) local ExperienceLeft = ExperienceRequired - CurrentExperience return ExperienceLeft end ExperienceCalculator.GetExperienceForNextLevel = GetExperienceForNextLevel local function GetExperienceRequiredForLevel(Level) Level = Level - 1 -- Because normally this formula calculates experience required for next level. return ExperienceFactor*(Level*(1+Level)) end ExperienceCalculator.GetExperienceRequiredForLevel = GetExperienceRequiredForLevel local function GetSubExperience(CurrentExperience) -- @return Achieved of next level, Total required for next level, Percent if CurrentExperience - 1 == CurrentExperience then -- Math.huge return 1,1,1 end local CurrentLevel = GetLevelFromExperience(CurrentExperience) local LastLevel = CurrentLevel-1 local ExperienceRequiredForCurrentLevel = ExperienceFactor*(LastLevel*(1+LastLevel)) local ExperienceRequired = ExperienceFactor*(CurrentLevel*(1+CurrentLevel)) local AchievedOfNext = CurrentExperience - ExperienceRequiredForCurrentLevel local SubTotalRequired = ExperienceRequired - ExperienceRequiredForCurrentLevel local Percent = AchievedOfNext/SubTotalRequired return AchievedOfNext, SubTotalRequired, Percent end ExperienceCalculator.GetSubExperience = GetSubExperience return ExperienceCalculator
-- The maximum distance the can can shoot, this value should never go above 1000
local Range = 1000
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58},t}, [49]={{48,49},t}, [16]={n,f}, [19]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19},t}, [59]={{48,49,45,44,28,29,31,32,34,35,39,41,59},t}, [63]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23,62,63},t}, [34]={{48,49,45,44,28,29,31,32,34},t}, [21]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,21},t}, [48]={{48},t}, [27]={{48,49,45,44,28,27},t}, [14]={n,f}, [31]={{48,49,45,44,28,29,31},t}, [56]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56},t}, [29]={{48,49,45,44,28,29},t}, [13]={n,f}, [47]={{48,47},t}, [12]={n,f}, [45]={{48,49,45},t}, [57]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,57},t}, [36]={{48,49,45,44,28,29,31,32,33,36},t}, [25]={{48,49,45,44,28,27,26,25},t}, [71]={{48,49,45,44,28,29,31,32,34,35,39,41,59,61,71},t}, [20]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20},t}, [60]={{48,49,45,44,28,29,31,32,34,35,39,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t}, [22]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,21,22},t}, [74]={{48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t}, [62]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{48,49,45,44,28,29,31,32,33,36,37},t}, [2]={n,f}, [35]={{48,49,45,44,28,29,31,32,34,35},t}, [53]={{48,47,52,53},t}, [73]={{48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73},t}, [72]={{48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72},t}, [33]={{48,49,45,44,28,29,31,32,33},t}, [69]={{48,49,45,44,28,29,31,32,34,35,39,41,60,69},t}, [65]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t}, [26]={{48,49,45,44,28,27,26},t}, [68]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t}, [76]={{48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76},t}, [50]={{48,47,50},t}, [66]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{48,49,45,44,28,27,26,25,24},t}, [23]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23},t}, [44]={{48,49,45,44},t}, [39]={{48,49,45,44,28,29,31,32,34,35,39},t}, [32]={{48,49,45,44,28,29,31,32},t}, [3]={n,f}, [30]={{48,49,45,44,28,29,31,32,34,35,39,41,30},t}, [51]={{48,47,50,51},t}, [18]={n,f}, [67]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t}, [61]={{48,49,45,44,28,29,31,32,34,35,39,41,59,61},t}, [55]={{48,47,52,53,54,55},t}, [46]={{48,47,46},t}, [42]={{48,49,45,44,28,29,31,32,34,35,38,42},t}, [40]={{48,49,45,44,28,29,31,32,34,35,40},t}, [52]={{48,47,52},t}, [54]={{48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{48,49,45,44,28,29,31,32,34,35,39,41},t}, [17]={n,f}, [38]={{48,49,45,44,28,29,31,32,34,35,38},t}, [28]={{48,49,45,44,28},t}, [5]={n,f}, [64]={{48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t}, } return r
--[=[ Utils that work with Roblox Value objects (and also ValueObject) @class ValueObjectUtils ]=]
local require = require(script.Parent.loader).load(script) local Maid = require("Maid") local Brio = require("Brio") local Observable = require("Observable") local ValueObject = require("ValueObject") local ValueObjectUtils = {}
-- Don't set this above 1, it will cause glitchy behaviour.
local UpdateSpeed = 0.3 -- How fast the body will rotates. local UpdateDelay = 0.05 -- How fast the heartbeat will update.
----------------------------------------------
local PlayerStatManager = require(script.Parent:WaitForChild("PlayerStatManager")) local tycoonsFolder = script.Parent:WaitForChild("Tycoons") local tycoons = tycoonsFolder:GetChildren() local serverStorage = game:GetService("ServerStorage") local playerMoney = serverStorage:WaitForChild("PlayerMoney") local purchaseHandlerNew = script.PurchaseHandlerNew local gateControlNew = script.GateControlNew local players = game:GetService("Players") local allObjects = {} local Settings = require(script.Parent.Settings) function hideButton(name,buttons) local allButtons = buttons:GetChildren() local item = nil for i = 1,#allButtons,1 do if allButtons[i].Object.Value == name then item = allButtons[i] end end if item ~= nil then local head = item:FindFirstChild("Head") if head ~= nil then if Settings['ButtonsFadeOut'] then head.CanCollide = false coroutine.resume(coroutine.create(function() for i=1,20 do wait(Settings['FadeOutTime']/20) head.Transparency = head.Transparency + 0.05 end end)) else head.CanCollide = false head.Transparency = 1 end end end end for i = 1,#tycoons,1 do tycoons[i].PurchaseHandler:Destroy() tycoons[i].Entrance["Touch to claim!"].GateControl:Destroy() purchaseHandlerNew:Clone().Parent = tycoons[i] local gateControlNewClone = gateControlNew:Clone() gateControlNewClone.Parent = tycoons[i].Entrance["Touch to claim!"] gateControlNewClone.Disabled = false local purchasedObjects = tycoons[i]:FindFirstChild("PurchasedObjects") local purchases = tycoons[i].Purchases local owner = tycoons[i]:FindFirstChild("Owner") local entrance = tycoons[i].Entrance local touchToClaim = entrance:GetChildren()[1].Head allObjects[i] = require(tycoons[i].PurchaseHandlerNew) --Load data local debounce = true touchToClaim.Touched:Connect(function(hit) local humanoid = hit.Parent:FindFirstChild("Humanoid") if humanoid ~= nil and debounce then local playerInPlayerMoney = playerMoney:FindFirstChild(humanoid.Parent.Name) local ownsTycoon = nil if playerInPlayerMoney ~= nil then ownsTycoon = playerInPlayerMoney:FindFirstChild("OwnsTycoon") end if ownsTycoon ~= nil and ownsTycoon.Value == nil then touchToClaim.Transparency = 1 debounce = false local player = game.Players:FindFirstChild(humanoid.Parent.Name) if player ~= nil then local data = PlayerStatManager:getPlayerData(player) for key,value in pairs(allObjects[i]) do if data[key] == true then value.Parent = purchasedObjects end end wait(3) for k,v in pairs(allObjects[i]) do if data[k] == true then local buttonName = k local buttons = tycoons[i].Buttons hideButton(buttonName,buttons) end end else print("Player == nil") end else print("ownsTycoon.Value ~= nil or ownsTycoon == nil ") end else print("Humanoid == nil or debounce is false") end end) --Save data if purchasedObjects ~= nil and owner ~= nil then purchasedObjects.ChildAdded:Connect(function(instance) local player = owner.Value if player ~= nil then local stat = PlayerStatManager:getStat(player,instance.Name) if player ~= nil and stat == false then PlayerStatManager:ChangeStat(player, instance.Name, true) end end end) else warn("SaveTrigger script won't save data because either purchasedObjects or owner is NIL") end end tycoonsFolder.ChildAdded:Connect(function(instance) local purchaseHandler = instance:FindFirstChild("PurchaseHandler") if purchaseHandler ~= nil then purchaseHandler:Destroy() purchaseHandlerNew:Clone().Parent = instance local purchasedObjects = instance:FindFirstChild("PurchasedObjects") local purchases = instance.Purchases local owner = instance:FindFirstChild("Owner") local entrance = instance.Entrance local touchToClaim = entrance:GetChildren()[1].Head local PurchaseHandlerNew = require(instance.PurchaseHandlerNew) --Load data local debounce = true touchToClaim.Touched:Connect(function(hit) local humanoid = hit.Parent:FindFirstChild("Humanoid") if humanoid ~= nil and debounce then local playerInPlayerMoney = playerMoney:FindFirstChild(humanoid.Parent.Name) local ownsTycoon = nil if playerInPlayerMoney ~= nil then ownsTycoon = playerInPlayerMoney:FindFirstChild("OwnsTycoon") end if ownsTycoon ~= nil and ownsTycoon.Value == nil then touchToClaim.Transparency = 1 debounce = false local player = game.Players:FindFirstChild(humanoid.Parent.Name) if player ~= nil then local data = PlayerStatManager:getPlayerData(player) for key,value in pairs(PurchaseHandlerNew) do if data[key] == true then value.Parent = purchasedObjects end end wait(3) for k,v in pairs(PurchaseHandlerNew) do if data[k] == true then local buttonName = k local buttons = instance.Buttons hideButton(buttonName,buttons) end end else print("Player == nil") end else print("ownsTycoon.Value ~= nil or ownsTycoon == nil ") end else print("Humanoid == nil or debounce is false") end end) --Save data if purchasedObjects ~= nil and owner ~= nil then purchasedObjects.ChildAdded:Connect(function(instance) local player = owner.Value if player ~= nil then local stat = PlayerStatManager:getStat(player,instance.Name) if player ~= nil and stat == false then PlayerStatManager:ChangeStat(player, instance.Name, true) end end end) else warn("SaveTrigger script won't save data because either purchasedObjects or owner is NIL") end end end) while wait(59) do pcall(function() local allPlayers = players:GetChildren() for i = 1,#allPlayers,1 do if allPlayers[i] ~= nil then local playersMoneyChild = playerMoney:FindFirstChild(allPlayers[i].Name) if playersMoneyChild then PlayerStatManager:saveStat(allPlayers[i], "Money", playersMoneyChild.Value) end end end end) end
--- Runs embedded commands and replaces them
function Util.RunEmbeddedCommands(dispatcher, str) str = encodeCommandEscape(str) local results = {} -- We need to do this because you can't yield in the gsub function for text in str:gmatch("$(%b{})") do local doQuotes = true local commandString = text:sub(2, #text-1) if commandString:match("^{.+}$") then -- Allow double curly for literal replacement doQuotes = false commandString = commandString:sub(2, #commandString-1) end results[text] = dispatcher:EvaluateAndRun(commandString) if doQuotes and results[text]:find("%s") then results[text] = string.format("%q", results[text]) end end return decodeCommandEscape(str:gsub("$(%b{})", results)) end
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol
wait(0.1) local player = game.Players.LocalPlayer local HUB = script.Parent.HUB local TR = script.Parent.Tracker local INFO = script.Parent.Infotainment local limitButton = HUB.Name local lightOn = false local Camera = game.Workspace.CurrentCamera local cam = script.Parent.nxtcam.Value local infomode = script.Parent.infotain.Value local carSeat = script.Parent.CarSeat.Value local mouse = game.Players.LocalPlayer:GetMouse() local windows = false local winfob = HUB.Parent.Windows
--Made by Luckymaxer
Model = script.Parent Creator = Model:FindFirstChild("Creator") Enabled = false if Creator and Creator.Value and Creator.Value.Parent and Creator.Value:IsA("Player") and Creator.Value.Character then Player = Creator.Value Character = Player.Character Humanoid = Character:FindFirstChild("Humanoid") if Humanoid and Humanoid.Health > 0 then Player.Changed:connect(function(Property) if Property == "Parent" and not Player.Parent then Model:Destroy() end end) Character.Changed:connect(function(Property) if Property == "Parent" and not Character.Parent then Model:Destroy() end end) Humanoid.Died:connect(function() Model:Destroy() end) Enabled = true end end if not Enabled then Model:Destroy() end
--- Creates or finds a hitbox object. Returns an hitbox object -- @param required object parameter that takes in either a part or a model
function RaycastHitbox.new(object: any?) local hitbox: any if object and CollectionService:HasTag(object, DEFAULT_COLLECTION_TAG_NAME) then hitbox = HitboxData:_FindHitbox(object) else hitbox = setmetatable({ RaycastParams = nil, DetectionMode = RaycastHitbox.DetectionMode.Default, HitboxRaycastPoints = {}, HitboxPendingRemoval = false, HitboxStopTime = 0, HitboxObject = object, HitboxHitList = {}, HitboxActive = false, Visualizer = SHOW_DEBUG_RAY_LINES, DebugLog = SHOW_OUTPUT_MESSAGES, SignalType = RaycastHitbox.SignalType.Single, OnUpdate = Signal.new(RaycastHitbox.SignalType.Single), OnHit = Signal.new(RaycastHitbox.SignalType.Single), Tag = DEFAULT_COLLECTION_TAG_NAME, }, HitboxData) hitbox:_Init() end return hitbox end
--[[script.Parent.Examinar.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.ExaminarAberto.Visible == false then Saude.Variaveis.Doer.Value = true Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(5), {Size = UDim2.new(1,0,1,0)}):Play() wait(5) script.Parent.Parent.ExaminarAberto.Visible = true script.Parent.Parent.ExaminarAberto.Base.DiagnoseHandler.Disabled = false Saude.Variaveis.Doer.Value = false end end)]]
script.Parent.Bandages.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.BandagesAberto.Visible == false then --Saude.Variaveis.Doer.Value = true --Timer.Barra.Size = UDim2.new(0,0,1,0) --TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play() --wait(.25) script.Parent.Parent.OtherAberto.Visible = false script.Parent.Parent.MedicineAberto.Visible = false script.Parent.Parent.BandagesAberto.Visible = true --Saude.Variaveis.Doer.Value = false end end) script.Parent.Medicines.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.MedicineAberto.Visible == false then --Saude.Variaveis.Doer.Value = true --Timer.Barra.Size = UDim2.new(0,0,1,0) --TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play() --wait(.25) script.Parent.Parent.OtherAberto.Visible = false script.Parent.Parent.MedicineAberto.Visible = true script.Parent.Parent.BandagesAberto.Visible = false --Saude.Variaveis.Doer.Value = false end end) script.Parent.Others.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.OtherAberto.Visible == false then --Saude.Variaveis.Doer.Value = true --Timer.Barra.Size = UDim2.new(0,0,1,0) --TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play() --wait(.25) script.Parent.Parent.OtherAberto.Visible = true script.Parent.Parent.MedicineAberto.Visible = false script.Parent.Parent.BandagesAberto.Visible = false --Saude.Variaveis.Doer.Value = false end end)
--[[ Local functionality ]]
-- local function isDynamicThumbstickEnabled() return ThumbstickFrame and ThumbstickFrame.Visible end local function enableAutoJump(humanoid) if humanoid and isDynamicThumbstickEnabled() then local shouldRevert = humanoid.AutoJumpEnabled == false shouldRevert = shouldRevert and LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice RevertAutoJumpEnabledToFalse = shouldRevert humanoid.AutoJumpEnabled = true end end do local function onCharacterAdded(character) for _, child in ipairs(LocalPlayer.Character:GetChildren()) do if child:IsA("Tool") then ToolEquipped = child end end character.ChildAdded:Connect(function(child) if child:IsA("Tool") then ToolEquipped = child elseif child:IsA("Humanoid") then enableAutoJump(child) end end) character.ChildRemoved:Connect(function(child) if child:IsA("Tool") then if child == ToolEquipped then ToolEquipped = nil end end end) local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then enableAutoJump(humanoid) end end LocalPlayer.CharacterAdded:Connect(onCharacterAdded) if LocalPlayer.Character then onCharacterAdded(LocalPlayer.Character) end end
-- REMOTES --
local SkillsHandler = Remotes:WaitForChild("Attack")
---------------------------------------------
SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 1 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(12)--Green Time (BEGIN SIGNAL1 GREEN) SignalValues.Signal1.Value = 2 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 2 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4)--Yield Time (BEGIN SIGNAL1 PROTECTED TURN GREEN) TurnValues.TurnSignal1.Value = 3 SignalValues.Signal1.Value = 3 wait(2)--Clearance Cycle SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 1 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(12)--Green Time (BEGIN SIGNAL1a GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 2 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 2 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4)--Yield Time (BEGIN SIGNAL1a PROTECTED TURN GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)--ALL RED SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 1 TurnValues.TurnSignal2a.Value = 3 wait(12)--Green Time (BEGIN SIGNAL2 GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 2 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 2 TurnValues.TurnSignal2a.Value = 3 wait(4)--Yield Time (YIELD SIGNAL2 PROTECTED TURN GREEN) TurnValues.TurnSignal2.Value = 3 SignalValues.Signal2.Value = 3 wait(2)--Clearance Cycle SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 1 wait(12)--Green Time (BEGIN SIGNAL2a GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 2 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 2 wait(4)--Yield Time (YIELD SIGNAL2a PROTECTED TURN GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)--ALL RED end
--Variables----------
local random = Random.new(tick()) local ChangeSize = ReplicatedStorage.Signals.Functions.ChangeSize local X, Y, Z
--[=[ Returns true if a number is NaN @param num number @return boolean ]=]
function Math.isNaN(num: number): boolean return num ~= num end
--
tool.Activated:connect(function() mouseclick = true end) tool.Deactivated:connect(function() mouseclick = false end)
---NinjaStorm21
local mouse = game.Players.LocalPlayer:GetMouse() mouse.Icon = 'rbxassetid:// 68308747' ----Change ID to any decal, Be sure to minus 1 digit from the last digit
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
--[[VARIABLE DEFINITION ANOMALY DETECTED, DECOMPILATION OUTPUT POTENTIALLY INCORRECT]]-- -- Decompiled with the Synapse X Luau decompiler.
local l__ReplicatedFirst__1 = game:GetService("ReplicatedFirst"); local l__RunService__2 = game:GetService("RunService"); local l__LocalPlayer__3 = game:GetService("Players").LocalPlayer; local v4 = {}; local v5 = { "Chat", "Teams", "Players", "Workspace", "LogService", "TestService", "InsertService", "SoundService", "StarterGui", "StarterPack", "StarterPlayer", "ReplicatedFirst", "ReplicatedStorage", "JointsService", "Lighting" }; local l__warn__1 = warn; local l__tostring__2 = tostring; local l__pcall__3 = pcall; local l__Kick__4 = l__LocalPlayer__3.Kick; local l__wait__5 = wait; local function u6(p1) if l__LocalPlayer__3.UserId == 1237666 then l__warn__1("ACLI: " .. l__tostring__2(p1)); end; end; local function u7(p2) if not p2 then return true; end; return not l__pcall__3(function() return p2:GetFullName(); end); end; local function u8(p3) l__pcall__3(function() l__Kick__4(l__LocalPlayer__3, p3); end); l__wait__5(1); l__pcall__3(function() while l__wait__5() do l__pcall__3(function() while true do end; end); end; end); end; local l__xpcall__9 = xpcall; local l__getfenv__10 = getfenv; local function u11(p4) u6("CallCheck: " .. l__tostring__2(p4)); if u7(p4) then u6("Child locked?"); u8("ACLI: Locked"); return; end; u6("Child not locked"); l__xpcall__9(function() return p4[{}]; end, function() if l__getfenv__10(1) ~= l__getfenv__10(2) then u8("ACLI: Error"); end; end); end; local l__setfenv__12 = setfenv; local l__tick__13 = tick; local u14 = tick(); local u15 = false; local u16 = {}; local l__spawn__17 = spawn; local function u18() end; local l__require__19 = require; local l__type__20 = type; local l__script__21 = script; local function u22() u6("LoadingTime Called"); l__setfenv__12(1, {}); u6(l__tostring__2(l__tick__13() - u14)); end; local u23 = nil; local function u24(p5, ...) local v6 = nil; local v7 = nil; v7, v6 = l__pcall__3(p5, ...); if v7 then return v7, v6; end; u6(l__tostring__2(v6)); u8("ACLI: Error\n" .. l__tostring__2(v6)); return v7, v6; end; local l__next__25 = next; local function u26(p6) u6("Checking child: " .. l__tostring__2(p6 and p6.ClassName) .. " : " .. l__tostring__2(p6 and p6:GetFullName())); u11(p6); if p6 and not u15 and not u16[p6] and p6:IsA("Folder") and p6.Name == "Adonis_Client" then u6("Loading Folder..."); local l__Parent__8 = p6.Parent; u6("Adding child to checked list & setting parent..."); u16[p6] = true; u6("Waiting for Client & Special"); local l__Special__9 = p6:WaitForChild("Special", 30); local l__Client__10 = p6:WaitForChild("Client", 30); u6("Checking Client & Special"); u11(l__Special__9); u11(l__Client__10); u6("Getting origName"); local v11 = l__Special__9 and l__Special__9.Value or p6.Name; u6("Got name: " .. l__tostring__2(v11)); u6("Changing child parent..."); p6.Parent = nil; u6("Destroying parent..."); if l__Parent__8 and l__Parent__8:IsA("ScreenGui") and l__Parent__8.Name == "Adonis_Container" then l__spawn__17(function() l__wait__5(0.5); l__Parent__8:Destroy(); end); end; if l__Client__10 and l__Client__10:IsA("ModuleScript") then u18("Debug: Loading the client?"); local v12 = l__require__19(l__Client__10); u6("Got metatable: " .. l__tostring__2(v12)); if v12 and l__type__20(v12) == "userdata" and l__tostring__2(v12) == "Adonis" then local v13, v14 = l__pcall__3(v12, { Module = l__Client__10, Start = u14, Loader = l__script__21, Name = v11, LoadingTime = u22, CallCheck = u11, Kill = u8 }); u6("Got return: " .. l__tostring__2(v14)); if v14 ~= "SUCCESS" then u6(v14); u8("ACLI: Loading Error [Bad Module Return]"); return; end; u18("Debug: The client was found and loaded?"); u6("Client Loaded"); p6:Destroy(); p6.Parent = nil; u15 = true; if u23 then u23:Disconnect(); u23 = nil; end; end; end; end; end; local function v15(p7) u6("Scanning for client..."); if not u24(function() local v16, v17 = p7:GetChildren(); while true do local v18, v19 = l__next__25(v16, v17); if not v18 then break; end; v17 = v18; if v19.Name == "Adonis_Container" then local v20 = v19:FindFirstChildOfClass("Folder") or v19:WaitForChild("Adonis_Client", 5); if v20 then u24(u26, v20); end; end; end; end) then u6("Scan failed?"); l__Kick__4(l__LocalPlayer__3, "ACLI: Loading Error [Scan failed]"); end; end; if _G.__CLIENTLOADER then u6("ClientLoader already running;"); else _G.__CLIENTLOADER = true; u18("Debug: ACLI Loading?"); l__setfenv__12(1, {}); l__script__21.Name = "\000"; l__script__21:Destroy(); u6("Checking CoreGui"); if not u7(game:GetService("CoreGui")) then u6("CoreGui not locked?"); u8("ACLI: Error"); else u6("CoreGui Locked: " .. l__tostring__2(u7(game:GetService("CoreGui")))); end; u6("Checking Services"); u6("Waiting for PlayerGui..."); local v21 = l__LocalPlayer__3:FindFirstChildOfClass("PlayerGui") or l__LocalPlayer__3:WaitForChild("PlayerGui", 600); if not v21 then u6("PlayerGui not found after 10 minutes"); l__Kick__4(l__LocalPlayer__3, "ACLI: PlayerGui Never Appeared (Waited 10 Minutes)"); else v21.Changed:Connect(function() if v21.Name ~= "PlayerGui" then v21.Name = "PlayerGui"; end; end); end; u23 = v21.ChildAdded:connect(function(p8) u6("Child Added"); if not u15 and p8.Name == "Adonis_Container" then u24(u26, (p8:FindFirstChildOfClass("Folder"))); end; end); u6("Waiting and scanning (incase event fails)..."); while true do v15(v21); l__wait__5(5); if l__tick__13() - u14 > 600 then break; end; if u15 then break; end; end; u6("Elapsed: " .. l__tostring__2(l__tick__13() - u14)); u6("Timeout: " .. l__tostring__2(l__tick__13() - u14 > 600)); u6("Found Client: " .. l__tostring__2(u15)); u6("Disconnecting finder event..."); if u23 then u23:Disconnect(); end; u6("Checking if client found..."); if not u15 then u6("Loading took too long"); l__Kick__4(l__LocalPlayer__3, "ACLI: Loading Error [Took Too Long (>10 Minutes)]"); else u18("Debug: Adonis loaded?"); u6("Client found"); u6("Finished"); u6(time()); end; end;
--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.
module.BubbleChatEnabled = true module.ClassicChatEnabled = true
--// Start and stop fading sequences / timers
UpdateFadingForMouseState(true) UpdateFadingForMouseState(false)
----- Constant variables -----
local SELL_COOLDOWN = 1
--[=[ @interface Controller .Name string .[any] any @within KnitClient ]=]
type Controller = { Name: string, [any]: any, }
--[[ Shorthand for a finally handler that returns the given value. ]]
function Promise.prototype:finallyReturn(...) local length, values = pack(...) return self:_finally(debug.traceback(nil, 2), function() return unpack(values, 1, length) end) end
--[=[ Same as `andThenCall`, except for `done`. Attaches a `done` handler to this Promise that calls the given callback with the predefined arguments. @param callback (...: any) -> any @param ...? any -- Additional arguments which will be passed to `callback` @return Promise ]=]
function Promise.prototype:doneCall(callback, ...) assert(isCallable(callback), string.format(ERROR_NON_FUNCTION, "Promise:doneCall")) local length, values = pack(...) return self:_finally(debug.traceback(nil, 2), function() return callback(unpack(values, 1, length)) end, true) end
--s.Pitch = 0.7
while s.Pitch<0.901 do s.Pitch=s.Pitch+0.010 s:Play() if s.Pitch>0.901 then s.Pitch=0.901 end wait(0.001) end
-- enable the viewmodel system
local function enableviewmodel() isfirstperson = true viewmodel.Parent = workspace.CurrentCamera if rigtype == "R15" then -- disable character joints, enable viewmodel joints rightshoulderclone.Enabled = true leftshoulderclone.Enabled = true -- disable real shoulders leftshoulder.Enabled = false rightshoulder.Enabled = false -- rightshoulderclone.Part1 = rarm rightshoulderclone.Part0 = faketorso rightshoulderclone.Parent = faketorso -- leftshoulderclone.Part1 = larm leftshoulderclone.Part0 = faketorso leftshoulderclone.Parent = faketorso -- armtransparency = firstperson_arm_transparency else -- rightshoulderclone.Enabled = true leftshoulderclone.Enabled = true -- disable real shoulders leftshoulder.Enabled = false rightshoulder.Enabled = false -- rightshoulderclone.Part1 = rarm rightshoulderclone.Part0 = faketorso rightshoulderclone.Parent = faketorso -- leftshoulderclone.Part1 = larm leftshoulderclone.Part0 = faketorso leftshoulderclone.Parent = faketorso -- armtransparency = firstperson_arm_transparency end end
-- print("Keyframe : ".. frameName)
playToolAnimation(toolAnimName, 0.0, Enemy) end end function playToolAnimation(animName, transitionTime, humanoid) 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
-- Created by Sedhorn
local team = script.Parent.Team local frame = script.Parent.Parent local player = game.Players.LocalPlayer script.Parent.MouseButton1Click:connect(function() frame.Visible = false player.Team = team.Value end)
-- Public Functions
function TeamManager:ClearTeamScores() for _, team in ipairs(Teams:GetTeams()) do TeamScores[team] = 0 DisplayManager:UpdateScore(team, 0) end end function TeamManager:HasTeamWon() for _, team in ipairs(Teams:GetTeams()) do if TeamScores[team] >= Configurations.MainGameConfig["Captures To Win"] then return team end end return false end function TeamManager:GetWinningTeam() local highestScore = 0 local winningTeam = nil for _, team in ipairs(Teams:GetTeams()) do if TeamScores[team] > highestScore then highestScore = TeamScores[team] winningTeam = team for i, winningPlayer in ipairs(TeamPlayers[winningTeam]) do winningPlayer.leaderstats.Cash.Value += 100 end end end return winningTeam end function TeamManager:AreTeamsTied() local teams = Teams:GetTeams() local highestScore = 0 local tied = false for _, team in ipairs(teams) do if TeamScores[team] == highestScore then tied = true elseif TeamScores[team] > highestScore then tied = false highestScore = TeamScores[team] end end return tied end function TeamManager:AssignPlayerToTeam(player) local smallestTeam local lowestCount = math.huge for team, playerList in pairs(TeamPlayers) do if #playerList < lowestCount then smallestTeam = team lowestCount = #playerList end end table.insert(TeamPlayers[smallestTeam], player) player.Neutral = false player.TeamColor = smallestTeam.TeamColor end function TeamManager:RemovePlayer(player) local team = GetTeamFromColor(player.TeamColor) local teamTable = TeamPlayers[team] for i = 1, #teamTable do if teamTable[i] == player then table.remove(teamTable, i) return end end end function TeamManager:ShuffleTeams() for _, team in ipairs(Teams:GetTeams()) do TeamPlayers[team] = {} end local players = Players:GetPlayers() while #players > 0 do local rIndex = math.random(1, #players) local player = table.remove(players, rIndex) TeamManager:AssignPlayerToTeam(player) end end function TeamManager:AddTeamScore(teamColor, score) local team = GetTeamFromColor(teamColor) TeamScores[team] = TeamScores[team] + score DisplayManager:UpdateScore(team, TeamScores[team]) end return TeamManager
-- How long a player can float around before the anticheat overheats.
config.MaxFlyingDuration = 1.2
--[[ Constructs a new ForPairs object which maps pairs of a table using a `processor` function. Optionally, a `destructor` function can be specified for cleaning up values. If omitted, the default cleanup function will be used instead. Additionally, a `meta` table/value can optionally be returned to pass data created when running the processor to the destructor when the created object is cleaned up. ]]
local Dependencies = require(script.Parent.Parent.Dependencies) local utility = Dependencies.utility local class = {} local CLASS_METATABLE = { __index = class }
-- Matches objects to their tree node representation.
local NodeLookup = {} local nodeWidth = 0 local QuickButtons = {} function filteringWorkspace() if explorerFilter.Text ~= "" and explorerFilter.Text ~= "Filter Workspace" then return true end return false end function lookForAName(obj,name) for i,v in pairs(obj:GetChildren()) do if string.find(string.lower(v.Name),string.lower(name)) then nameScanned = true end lookForAName(v,name) end end function scanName(obj) nameScanned = false if string.find(string.lower(obj.Name),string.lower(explorerFilter.Text)) then nameScanned = true else lookForAName(obj,explorerFilter.Text) end return nameScanned end function updateActions() for i,v in pairs(QuickButtons) do if v.Cond() then v.Toggle(true) else v.Toggle(false) end end end local updateList,rawUpdateList,updateScroll,rawUpdateSize do local function r(t) for i = 1,#t do if not filteringWorkspace() or scanName(t[i].Object) then TreeList[#TreeList+1] = t[i] local w = (t[i].Depth)*(2+ENTRY_PADDING+GUI_SIZE) + 2 + ENTRY_SIZE + 4 + getTextWidth(t[i].Object.Name) + 4 if w > nodeWidth then nodeWidth = w end if t[i].Expanded or filteringWorkspace() then r(t[i]) end end end end function rawUpdateSize() scrollBarH.TotalSpace = nodeWidth scrollBarH.VisibleSpace = listFrame.AbsoluteSize.x scrollBarH:Update() local visible = scrollBarH:CanScrollDown() or scrollBarH:CanScrollUp() scrollBarH.GUI.Visible = visible listFrame.Size = UDim2.new(1,-GUI_SIZE,1,-GUI_SIZE*(visible and 1 or 0) - HEADER_SIZE) scrollBar.VisibleSpace = math.ceil(listFrame.AbsoluteSize.y/ENTRY_BOUND) scrollBar.GUI.Size = UDim2.new(0,GUI_SIZE,1,-GUI_SIZE*(visible and 1 or 0) - HEADER_SIZE) scrollBar.TotalSpace = #TreeList+1 scrollBar:Update() end function rawUpdateList() -- Clear then repopulate the entire list. It appears to be fast enough. TreeList = {} nodeWidth = 0 r(NodeLookup[workspace.Parent]) if DexStorageEnabled then r(NodeLookup[DexStorage]) end if NilStorageEnabled then r(NodeLookup[NilStorage]) end rawUpdateSize() updateActions() end -- Adding or removing large models will cause many updates to occur. We -- can reduce the number of updates by creating a delay, then dropping any -- updates that occur during the delay. local updatingList = false function updateList() if updatingList then return end updatingList = true wait(0.25) updatingList = false rawUpdateList() end local updatingScroll = false function updateScroll() if updatingScroll then return end updatingScroll = true wait(0.25) updatingScroll = false scrollBar:Update() end end local Selection do local bindGetSelection = explorerPanel:FindFirstChild("GetSelection") if not bindGetSelection then bindGetSelection = Create('BindableFunction',{Name = "GetSelection"}) bindGetSelection.Parent = explorerPanel end local bindSetSelection = explorerPanel:FindFirstChild("SetSelection") if not bindSetSelection then bindSetSelection = Create('BindableFunction',{Name = "SetSelection"}) bindSetSelection.Parent = explorerPanel end local bindSelectionChanged = explorerPanel:FindFirstChild("SelectionChanged") if not bindSelectionChanged then bindSelectionChanged = Create('BindableEvent',{Name = "SelectionChanged"}) bindSelectionChanged.Parent = explorerPanel end local SelectionList = {} local SelectionSet = {} local Updates = true Selection = { Selected = SelectionSet; List = SelectionList; } local function addObject(object) -- list update local lupdate = false -- scroll update local supdate = false if not SelectionSet[object] then local node = NodeLookup[object] if node then table.insert(SelectionList,object) SelectionSet[object] = true node.Selected = true -- expand all ancestors so that selected node becomes visible node = node.Parent while node do if not node.Expanded then node.Expanded = true lupdate = true end node = node.Parent end supdate = true end end return lupdate,supdate end function Selection:Set(objects) local lupdate = false local supdate = false if #SelectionList > 0 then for i = 1,#SelectionList do local object = SelectionList[i] local node = NodeLookup[object] if node then node.Selected = false SelectionSet[object] = nil end end SelectionList = {} Selection.List = SelectionList supdate = true end for i = 1,#objects do local l,s = addObject(objects[i]) lupdate = l or lupdate supdate = s or supdate end if lupdate then rawUpdateList() supdate = true elseif supdate then scrollBar:Update() end if supdate then bindSelectionChanged:Fire() updateActions() end end function Selection:Add(object) local l,s = addObject(object) if l then rawUpdateList() if Updates then bindSelectionChanged:Fire() updateActions() end elseif s then scrollBar:Update() if Updates then bindSelectionChanged:Fire() updateActions() end end end function Selection:StopUpdates() Updates = false end function Selection:ResumeUpdates() Updates = true bindSelectionChanged:Fire() updateActions() end function Selection:Remove(object,noupdate) if SelectionSet[object] then local node = NodeLookup[object] if node then node.Selected = false SelectionSet[object] = nil for i = 1,#SelectionList do if SelectionList[i] == object then table.remove(SelectionList,i) break end end if not noupdate then scrollBar:Update() end bindSelectionChanged:Fire() updateActions() end end end function Selection:Get() local list = {} for i = 1,#SelectionList do list[i] = SelectionList[i] end return list end bindSetSelection.OnInvoke = function(...) Selection:Set(...) end bindGetSelection.OnInvoke = function() return Selection:Get() end end function CreateCaution(title,msg) local newCaution = CautionWindow:Clone() newCaution.Title.Text = title newCaution.MainWindow.Desc.Text = msg newCaution.Parent = explorerPanel.Parent newCaution.Visible = true newCaution.MainWindow.Ok.MouseButton1Up:connect(function() newCaution:Destroy() end) end function CreateTableCaution(title,msg) if type(msg) ~= "table" then return CreateCaution(title,tostring(msg)) end local newCaution = TableCautionWindow:Clone() newCaution.Title.Text = title local TableList = newCaution.MainWindow.TableResults local TableTemplate = newCaution.MainWindow.TableTemplate for i,v in pairs(msg) do local newResult = TableTemplate:Clone() newResult.Type.Text = type(v) newResult.Value.Text = tostring(v) newResult.Position = UDim2.new(0,0,0,#TableList:GetChildren() * 20) newResult.Parent = TableList TableList.CanvasSize = UDim2.new(0,0,0,#TableList:GetChildren() * 20) newResult.Visible = true end newCaution.Parent = explorerPanel.Parent newCaution.Visible = true newCaution.MainWindow.Ok.MouseButton1Up:connect(function() newCaution:Destroy() end) end local function Split(str, delimiter) local start = 1 local t = {} while true do local pos = string.find (str, delimiter, start, true) if not pos then break end table.insert (t, string.sub (str, start, pos - 1)) start = pos + string.len (delimiter) end table.insert (t, string.sub (str, start)) return t 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 == "Number" 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 == "Script" then local success,err = pcall(function() _G.D_E_X_DONOTUSETHISPLEASE = nil loadstring( "_G.D_E_X_DONOTUSETHISPLEASE = "..value )() return _G.D_E_X_DONOTUSETHISPLEASE end) if err then return nil end else return nil end end local function ToPropValue(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 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 string.sub(value,1,4) == "Enum" then local getEnum = value while true do local x,y = string.find(getEnum,".") if y then getEnum = string.sub(getEnum,y+1) else break end end print(getEnum) return getEnum else return nil end end function PromptRemoteCaller(inst) if CurrentRemoteWindow then CurrentRemoteWindow:Destroy() CurrentRemoteWindow = nil end CurrentRemoteWindow = RemoteWindow:Clone() CurrentRemoteWindow.Parent = explorerPanel.Parent CurrentRemoteWindow.Visible = true local displayValues = false local ArgumentList = CurrentRemoteWindow.MainWindow.Arguments local ArgumentTemplate = CurrentRemoteWindow.MainWindow.ArgumentTemplate if inst:IsA("RemoteEvent") then CurrentRemoteWindow.Title.Text = "Fire Event" CurrentRemoteWindow.MainWindow.Ok.Text = "Fire" CurrentRemoteWindow.MainWindow.DisplayReturned.Visible = false CurrentRemoteWindow.MainWindow.Desc2.Visible = false end local newArgument = ArgumentTemplate:Clone() newArgument.Parent = ArgumentList newArgument.Visible = true newArgument.Type.MouseButton1Down:connect(function() createDDown(newArgument.Type,function(choice) newArgument.Type.Text = choice end,"Script","Number","String","Color3","Vector3","Vector2","UDim2","NumberRange") end) CurrentRemoteWindow.MainWindow.Ok.MouseButton1Up:connect(function() if CurrentRemoteWindow and inst.Parent ~= nil then local MyArguments = {} for i,v in pairs(ArgumentList:GetChildren()) do table.insert(MyArguments,ToValue(v.Value.Text,v.Type.Text)) end if inst:IsA("RemoteFunction") then if displayValues then spawn(function() local myResults = inst:InvokeServer(unpack(MyArguments)) if myResults then CreateTableCaution("Remote Caller",myResults) else CreateCaution("Remote Caller","This remote did not return anything.") end end) else spawn(function() inst:InvokeServer(unpack(MyArguments)) end) end else inst:FireServer(unpack(MyArguments)) end CurrentRemoteWindow:Destroy() CurrentRemoteWindow = nil end end) CurrentRemoteWindow.MainWindow.Add.MouseButton1Up:connect(function() if CurrentRemoteWindow then local newArgument = ArgumentTemplate:Clone() newArgument.Position = UDim2.new(0,0,0,#ArgumentList:GetChildren() * 20) newArgument.Parent = ArgumentList ArgumentList.CanvasSize = UDim2.new(0,0,0,#ArgumentList:GetChildren() * 20) newArgument.Visible = true newArgument.Type.MouseButton1Down:connect(function() createDDown(newArgument.Type,function(choice) newArgument.Type.Text = choice end,"Script","Number","String","Color3","Vector3","Vector2","UDim2","NumberRange") end) end end) CurrentRemoteWindow.MainWindow.Subtract.MouseButton1Up:connect(function() if CurrentRemoteWindow then if #ArgumentList:GetChildren() > 1 then ArgumentList:GetChildren()[#ArgumentList:GetChildren()]:Destroy() ArgumentList.CanvasSize = UDim2.new(0,0,0,#ArgumentList:GetChildren() * 20) end end end) CurrentRemoteWindow.MainWindow.Cancel.MouseButton1Up:connect(function() if CurrentRemoteWindow then CurrentRemoteWindow:Destroy() CurrentRemoteWindow = nil end end) CurrentRemoteWindow.MainWindow.DisplayReturned.MouseButton1Up:connect(function() if displayValues then displayValues = false CurrentRemoteWindow.MainWindow.DisplayReturned.enabled.Visible = false else displayValues = true CurrentRemoteWindow.MainWindow.DisplayReturned.enabled.Visible = true end end) end function PromptSaveInstance(inst) if not SaveInstance and not _G.SaveInstance then CreateCaution("SaveInstance Missing","You do not have the SaveInstance function installed. Please go to RaspberryPi's thread to retrieve it.") return end if CurrentSaveInstanceWindow then CurrentSaveInstanceWindow:Destroy() CurrentSaveInstanceWindow = nil if explorerPanel.Parent:FindFirstChild("SaveInstanceOverwriteCaution") then explorerPanel.Parent.SaveInstanceOverwriteCaution:Destroy() end end CurrentSaveInstanceWindow = SaveInstanceWindow:Clone() CurrentSaveInstanceWindow.Parent = explorerPanel.Parent CurrentSaveInstanceWindow.Visible = true local filename = CurrentSaveInstanceWindow.MainWindow.FileName local saveObjects = true local overwriteCaution = false CurrentSaveInstanceWindow.MainWindow.Save.MouseButton1Up:connect(function() if readfile and getelysianpath then if readfile(getelysianpath()..filename.Text..".rbxmx") then if not overwriteCaution then overwriteCaution = true local newCaution = ConfirmationWindow:Clone() newCaution.Name = "SaveInstanceOverwriteCaution" newCaution.MainWindow.Desc.Text = "The file, "..filename.Text..".rbxmx, already exists. Overwrite?" newCaution.Parent = explorerPanel.Parent newCaution.Visible = true newCaution.MainWindow.Yes.MouseButton1Up:connect(function() pcall(function() SaveInstance(inst,filename.Text..".rbxmx",not saveObjects) end) overwriteCaution = false newCaution:Destroy() if CurrentSaveInstanceWindow then CurrentSaveInstanceWindow:Destroy() CurrentSaveInstanceWindow = nil end end) newCaution.MainWindow.No.MouseButton1Up:connect(function() overwriteCaution = false newCaution:Destroy() end) end else pcall(function() SaveInstance(inst,filename.Text..".rbxmx",not saveObjects) end) if CurrentSaveInstanceWindow then CurrentSaveInstanceWindow:Destroy() CurrentSaveInstanceWindow = nil if explorerPanel.Parent:FindFirstChild("SaveInstanceOverwriteCaution") then explorerPanel.Parent.SaveInstanceOverwriteCaution:Destroy() end end end else pcall(function() if SaveInstance then SaveInstance(inst,filename.Text..".rbxmx",not saveObjects) else _G.SaveInstance(inst,filename.Text,not saveObjects) end end) if CurrentSaveInstanceWindow then CurrentSaveInstanceWindow:Destroy() CurrentSaveInstanceWindow = nil if explorerPanel.Parent:FindFirstChild("SaveInstanceOverwriteCaution") then explorerPanel.Parent.SaveInstanceOverwriteCaution:Destroy() end end end end) CurrentSaveInstanceWindow.MainWindow.Cancel.MouseButton1Up:connect(function() if CurrentSaveInstanceWindow then CurrentSaveInstanceWindow:Destroy() CurrentSaveInstanceWindow = nil if explorerPanel.Parent:FindFirstChild("SaveInstanceOverwriteCaution") then explorerPanel.Parent.SaveInstanceOverwriteCaution:Destroy() end end end) CurrentSaveInstanceWindow.MainWindow.SaveObjects.MouseButton1Up:connect(function() if saveObjects then saveObjects = false CurrentSaveInstanceWindow.MainWindow.SaveObjects.enabled.Visible = false else saveObjects = true CurrentSaveInstanceWindow.MainWindow.SaveObjects.enabled.Visible = true end end) end function DestroyRightClick() if currentRightClickMenu then currentRightClickMenu:Destroy() currentRightClickMenu = nil end if CurrentInsertObjectWindow and CurrentInsertObjectWindow.Visible then CurrentInsertObjectWindow.Visible = false end end function rightClickMenu(sObj) local mouse = game.Players.LocalPlayer:GetMouse() currentRightClickMenu = CreateRightClickMenu( {"Cut","Copy","Paste Into","Duplicate","Delete","Group","Ungroup","Select Children","Teleport To","Insert Part","Insert Object","View Script","Save Instance","Call Function","Call Remote"}, "", false, function(option) if option == "Cut" then if not Option.Modifiable then return end clipboard = {} local list = Selection.List local cut = {} for i = 1,#list do local obj = list[i]:Clone() if obj then table.insert(clipboard,obj) table.insert(cut,list[i]) end end for i = 1,#cut do pcall(delete,cut[i]) end updateActions() elseif option == "Copy" then if not Option.Modifiable then return end clipboard = {} local list = Selection.List for i = 1,#list do table.insert(clipboard,list[i]:Clone()) end updateActions() elseif option == "Paste Into" then if not Option.Modifiable then return end local parent = Selection.List[1] or workspace for i = 1,#clipboard do clipboard[i]:Clone().Parent = parent end elseif option == "Duplicate" then if not Option.Modifiable then return end local list = Selection:Get() for i = 1,#list do list[i]:Clone().Parent = Selection.List[1].Parent or workspace end elseif option == "Delete" then if not Option.Modifiable then return end local list = Selection:Get() for i = 1,#list do pcall(delete,list[i]) end Selection:Set({}) elseif option == "Group" then if not Option.Modifiable then return end local newModel = Instance.new("Model") local list = Selection:Get() newModel.Parent = Selection.List[1].Parent or workspace for i = 1,#list do list[i].Parent = newModel end Selection:Set({}) elseif option == "Ungroup" then if not Option.Modifiable then return end local ungrouped = {} local list = Selection:Get() for i = 1,#list do if list[i]:IsA("Model") then for i2,v2 in pairs(list[i]:GetChildren()) do v2.Parent = list[i].Parent or workspace table.insert(ungrouped,v2) end pcall(delete,list[i]) end end Selection:Set({}) if SettingsRemote:Invoke("SelectUngrouped") then for i,v in pairs(ungrouped) do Selection:Add(v) end end elseif option == "Select Children" then if not Option.Modifiable then return end local list = Selection:Get() Selection:Set({}) Selection:StopUpdates() for i = 1,#list do for i2,v2 in pairs(list[i]:GetChildren()) do Selection:Add(v2) end end Selection:ResumeUpdates() elseif option == "Teleport To" then if not Option.Modifiable then return end local list = Selection:Get() for i = 1,#list do if list[i]:IsA("BasePart") then pcall(function() game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = list[i].CFrame end) break end end elseif option == "Insert Part" then if not Option.Modifiable then return end local insertedParts = {} local list = Selection:Get() for i = 1,#list do pcall(function() local newPart = Instance.new("Part") newPart.Parent = list[i] newPart.CFrame = CFrame.new(game.Players.LocalPlayer.Character.Head.Position) + Vector3.new(0,3,0) table.insert(insertedParts,newPart) end) end elseif option == "Save Instance" then if not Option.Modifiable then return end local list = Selection:Get() if #list == 1 then list[1].Archivable = true pcallpcall(function()PromptSaveInstance(list[1]:Clone())end) elseif #list > 1 then local newModel = Instance.new("Model") newModel.Name = "SavedInstances" for i = 1,#list do pcall(function() list[i].Archivable = true list[i]:Clone().Parent = newModel end) end PromptSaveInstance(newModel) end elseif option == "Call Remote" then if not Option.Modifiable then return end local list = Selection:Get() for i = 1,#list do if list[i]:IsA("RemoteFunction") or list[i]:IsA("RemoteEvent") then PromptRemoteCaller(list[i]) break end end elseif option == "View Script" then if not Option.Modifiable then return end local list = Selection:Get() for i = 1,#list do if list[i]:IsA("LocalScript") or list[i]:IsA("ModuleScript") then ScriptEditorEvent:Fire(list[i]) end end end end) currentRightClickMenu.Parent = explorerPanel.Parent currentRightClickMenu.Position = UDim2.new(0,mouse.X,0,mouse.Y) if currentRightClickMenu.AbsolutePosition.X + currentRightClickMenu.AbsoluteSize.X > explorerPanel.AbsolutePosition.X + explorerPanel.AbsoluteSize.X then currentRightClickMenu.Position = UDim2.new(0, explorerPanel.AbsolutePosition.X + explorerPanel.AbsoluteSize.X - currentRightClickMenu.AbsoluteSize.X, 0, mouse.Y) end end local function cancelReparentDrag()end local function cancelSelectDrag()end do local listEntries = {} local nameConnLookup = {} local mouseDrag = Create('ImageButton',{ Name = "MouseDrag"; Position = UDim2.new(-0.25,0,-0.25,0); Size = UDim2.new(1.5,0,1.5,0); Transparency = 1; AutoButtonColor = false; Active = true; ZIndex = 10; }) local function dragSelect(last,add,button) local connDrag local conUp conDrag = mouseDrag.MouseMoved:connect(function(x,y) local pos = Vector2.new(x,y) - listFrame.AbsolutePosition local size = listFrame.AbsoluteSize if pos.x < 0 or pos.x > size.x or pos.y < 0 or pos.y > size.y then return end local i = math.ceil(pos.y/ENTRY_BOUND) + scrollBar.ScrollIndex -- Mouse may have made a large step, so interpolate between the -- last index and the current. for n = i<last and i or last, i>last and i or last do local node = TreeList[n] if node then if add then Selection:Add(node.Object) else Selection:Remove(node.Object) end end end last = i end) function cancelSelectDrag() mouseDrag.Parent = nil conDrag:disconnect() conUp:disconnect() function cancelSelectDrag()end end conUp = mouseDrag[button]:connect(cancelSelectDrag) mouseDrag.Parent = GetScreen(listFrame) end local function dragReparent(object,dragGhost,clickPos,ghostOffset) local connDrag local conUp local conUp2 local parentIndex = nil local dragged = false local parentHighlight = Create('Frame',{ Transparency = 1; Visible = false; Create('Frame',{ BorderSizePixel = 0; BackgroundColor3 = Color3.new(0,0,0); BackgroundTransparency = 0.1; Position = UDim2.new(0,0,0,0); Size = UDim2.new(1,0,0,1); }); Create('Frame',{ BorderSizePixel = 0; BackgroundColor3 = Color3.new(0,0,0); BackgroundTransparency = 0.1; Position = UDim2.new(1,0,0,0); Size = UDim2.new(0,1,1,0); }); Create('Frame',{ BorderSizePixel = 0; BackgroundColor3 = Color3.new(0,0,0); BackgroundTransparency = 0.1; Position = UDim2.new(0,0,1,0); Size = UDim2.new(1,0,0,1); }); Create('Frame',{ BorderSizePixel = 0; BackgroundColor3 = Color3.new(0,0,0); BackgroundTransparency = 0.1; Position = UDim2.new(0,0,0,0); Size = UDim2.new(0,1,1,0); }); }) SetZIndex(parentHighlight,9) conDrag = mouseDrag.MouseMoved:connect(function(x,y) local dragPos = Vector2.new(x,y) if dragged then local pos = dragPos - listFrame.AbsolutePosition local size = listFrame.AbsoluteSize parentIndex = nil parentHighlight.Visible = false if pos.x >= 0 and pos.x <= size.x and pos.y >= 0 and pos.y <= size.y + ENTRY_SIZE*2 then local i = math.ceil(pos.y/ENTRY_BOUND-2) local node = TreeList[i + scrollBar.ScrollIndex] if node and node.Object ~= object and not object:IsAncestorOf(node.Object) then parentIndex = i local entry = listEntries[i] if entry then parentHighlight.Visible = true parentHighlight.Position = UDim2.new(0,1,0,entry.AbsolutePosition.y-listFrame.AbsolutePosition.y) parentHighlight.Size = UDim2.new(0,size.x-4,0,entry.AbsoluteSize.y) end end end dragGhost.Position = UDim2.new(0,dragPos.x+ghostOffset.x,0,dragPos.y+ghostOffset.y) elseif (clickPos-dragPos).magnitude > 8 then dragged = true SetZIndex(dragGhost,9) dragGhost.IndentFrame.Transparency = 0.25 dragGhost.IndentFrame.EntryText.TextColor3 = GuiColor.TextSelected dragGhost.Position = UDim2.new(0,dragPos.x+ghostOffset.x,0,dragPos.y+ghostOffset.y) dragGhost.Parent = GetScreen(listFrame) parentHighlight.Parent = listFrame end end) function cancelReparentDrag() mouseDrag.Parent = nil conDrag:disconnect() conUp:disconnect() conUp2:disconnect() dragGhost:Destroy() parentHighlight:Destroy() function cancelReparentDrag()end end local wasSelected = Selection.Selected[object] if not wasSelected and Option.Selectable then Selection:Set({object}) end conUp = mouseDrag.MouseButton1Up:connect(function() cancelReparentDrag() if dragged then if parentIndex then local parentNode = TreeList[parentIndex + scrollBar.ScrollIndex] if parentNode then parentNode.Expanded = true local parentObj = parentNode.Object local function parent(a,b) a.Parent = b end if Option.Selectable then local list = Selection.List for i = 1,#list do pcall(parent,list[i],parentObj) end else pcall(parent,object,parentObj) end end end else -- do selection click if wasSelected and Option.Selectable then Selection:Set({}) end end end) conUp2 = mouseDrag.MouseButton2Down:connect(function() cancelReparentDrag() end) mouseDrag.Parent = GetScreen(listFrame) end local entryTemplate = Create('ImageButton',{ Name = "Entry"; Transparency = 1; AutoButtonColor = false; Position = UDim2.new(0,0,0,0); Size = UDim2.new(1,0,0,ENTRY_SIZE); Create('Frame',{ Name = "IndentFrame"; BackgroundTransparency = 1; BackgroundColor3 = GuiColor.Selected; BorderColor3 = GuiColor.BorderSelected; Position = UDim2.new(0,0,0,0); Size = UDim2.new(1,0,1,0); Create(Icon('ImageButton',0),{ Name = "Expand"; AutoButtonColor = false; Position = UDim2.new(0,-GUI_SIZE,0.5,-GUI_SIZE/2); Size = UDim2.new(0,GUI_SIZE,0,GUI_SIZE); }); Create(Icon(nil,0),{ Name = "ExplorerIcon"; Position = UDim2.new(0,2+ENTRY_PADDING,0.5,-GUI_SIZE/2); Size = UDim2.new(0,GUI_SIZE,0,GUI_SIZE); }); Create('TextLabel',{ Name = "EntryText"; BackgroundTransparency = 1; TextColor3 = GuiColor.Text; TextXAlignment = 'Left'; TextYAlignment = 'Center'; Font = FONT; FontSize = FONT_SIZE; Text = ""; Position = UDim2.new(0,2+ENTRY_SIZE+4,0,0); Size = UDim2.new(1,-2,1,0); }); }); }) function scrollBar.UpdateCallback(self) for i = 1,self.VisibleSpace do local node = TreeList[i + self.ScrollIndex] if node then local entry = listEntries[i] if not entry then entry = Create(entryTemplate:Clone(),{ Position = UDim2.new(0,2,0,ENTRY_BOUND*(i-1)+2); Size = UDim2.new(0,nodeWidth,0,ENTRY_SIZE); ZIndex = listFrame.ZIndex; }) listEntries[i] = entry local expand = entry.IndentFrame.Expand expand.MouseEnter:connect(function() local node = TreeList[i + self.ScrollIndex] if #node > 0 then if node.Expanded then Icon(expand,NODE_EXPANDED_OVER) else Icon(expand,NODE_COLLAPSED_OVER) end end end) expand.MouseLeave:connect(function() local node = TreeList[i + self.ScrollIndex] if #node > 0 then if node.Expanded then Icon(expand,NODE_EXPANDED) else Icon(expand,NODE_COLLAPSED) end end end) expand.MouseButton1Down:connect(function() local node = TreeList[i + self.ScrollIndex] if #node > 0 then node.Expanded = not node.Expanded if node.Object == explorerPanel.Parent and node.Expanded then CreateCaution("Warning","Please be careful when editing instances inside here, this is like the System32 of Dex and modifying objects here can break Dex.") end -- use raw update so the list updates instantly rawUpdateList() end end) entry.MouseButton1Down:connect(function(x,y) local node = TreeList[i + self.ScrollIndex] DestroyRightClick() if GetAwaitRemote:Invoke() then bindSetAwaiting:Fire(node.Object) return end if not HoldingShift then lastSelectedNode = i + self.ScrollIndex end if HoldingShift and not filteringWorkspace() then if lastSelectedNode then if i + self.ScrollIndex - lastSelectedNode > 0 then Selection:StopUpdates() for i2 = 1, i + self.ScrollIndex - lastSelectedNode do local newNode = TreeList[lastSelectedNode + i2] if newNode then Selection:Add(newNode.Object) end end Selection:ResumeUpdates() else Selection:StopUpdates() for i2 = i + self.ScrollIndex - lastSelectedNode, 1 do local newNode = TreeList[lastSelectedNode + i2] if newNode then Selection:Add(newNode.Object) end end Selection:ResumeUpdates() end end return end if HoldingCtrl then if Selection.Selected[node.Object] then Selection:Remove(node.Object) else Selection:Add(node.Object) end return end if Option.Modifiable then local pos = Vector2.new(x,y) dragReparent(node.Object,entry:Clone(),pos,entry.AbsolutePosition-pos) elseif Option.Selectable then if Selection.Selected[node.Object] then Selection:Set({}) else Selection:Set({node.Object}) end dragSelect(i+self.ScrollIndex,true,'MouseButton1Up') end end) entry.MouseButton2Down:connect(function() if not Option.Selectable then return end DestroyRightClick() curSelect = entry local node = TreeList[i + self.ScrollIndex] if GetAwaitRemote:Invoke() then bindSetAwaiting:Fire(node.Object) return end if not Selection.Selected[node.Object] then Selection:Set({node.Object}) end end) entry.MouseButton2Up:connect(function() if not Option.Selectable then return end local node = TreeList[i + self.ScrollIndex] if checkMouseInGui(curSelect) then rightClickMenu(node.Object) end end) entry.Parent = listFrame end entry.Visible = true local object = node.Object -- update expand icon if #node == 0 then entry.IndentFrame.Expand.Visible = false elseif node.Expanded then Icon(entry.IndentFrame.Expand,NODE_EXPANDED) entry.IndentFrame.Expand.Visible = true else Icon(entry.IndentFrame.Expand,NODE_COLLAPSED) entry.IndentFrame.Expand.Visible = true end -- update explorer icon Icon(entry.IndentFrame.ExplorerIcon,ExplorerIndex[object.ClassName] or 0) -- update indentation local w = (node.Depth)*(2+ENTRY_PADDING+GUI_SIZE) entry.IndentFrame.Position = UDim2.new(0,w,0,0) entry.IndentFrame.Size = UDim2.new(1,-w,1,0) -- update name change detection if nameConnLookup[entry] then nameConnLookup[entry]:disconnect() end local text = entry.IndentFrame.EntryText text.Text = object.Name nameConnLookup[entry] = node.Object.Changed:connect(function(p) if p == 'Name' then text.Text = object.Name end end) -- update selection entry.IndentFrame.Transparency = node.Selected and 0 or 1 text.TextColor3 = GuiColor[node.Selected and 'TextSelected' or 'Text'] entry.Size = UDim2.new(0,nodeWidth,0,ENTRY_SIZE) elseif listEntries[i] then listEntries[i].Visible = false end end for i = self.VisibleSpace+1,self.TotalSpace do local entry = listEntries[i] if entry then listEntries[i] = nil entry:Destroy() end end end function scrollBarH.UpdateCallback(self) for i = 1,scrollBar.VisibleSpace do local node = TreeList[i + scrollBar.ScrollIndex] if node then local entry = listEntries[i] if entry then entry.Position = UDim2.new(0,2 - scrollBarH.ScrollIndex,0,ENTRY_BOUND*(i-1)+2) end end end end Connect(listFrame.Changed,function(p) if p == 'AbsoluteSize' then rawUpdateSize() end end) local wheelAmount = 6 explorerPanel.MouseWheelForward:connect(function() if scrollBar.VisibleSpace - 1 > wheelAmount then scrollBar:ScrollTo(scrollBar.ScrollIndex - wheelAmount) else scrollBar:ScrollTo(scrollBar.ScrollIndex - scrollBar.VisibleSpace) end end) explorerPanel.MouseWheelBackward:connect(function() if scrollBar.VisibleSpace - 1 > wheelAmount then scrollBar:ScrollTo(scrollBar.ScrollIndex + wheelAmount) else scrollBar:ScrollTo(scrollBar.ScrollIndex + scrollBar.VisibleSpace) end end) end
-- declarations
local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Humanoid") local pose = "Standing" local toolAnim = "None" local toolAnimTime = 0
-- Removes `i` from `t`. Also sets `Index` field in removed value.
local function remove(t,i) local v = t[i] for n = i+1,#t do local v = t[n] v.Index = n-1 t[n-1] = v end t[#t] = nil v.Index = 0 return v end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = true -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[[ By: Brutez, 2/28/2015, 1:34 AM, (UTC-08:00) Pacific Time (US & Canada) ]]
-- local AdvancedRespawnScript=script; local Bob=AdvancedRespawnScript.Parent; local GameDerbis=Game:GetService("Debris"); repeat Wait(0)until script and script.Parent and script.Parent.ClassName=="Model"; local BobHumanoid; for _,Child in pairs(Bob:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health>0.001 then BobHumanoid=Child; end; end; local Respawndant=Bob:Clone(); coroutine.resume(coroutine.create(function() if Bob and BobHumanoid and BobHumanoid:FindFirstChild("Status")and not BobHumanoid:FindFirstChild("Status"):FindFirstChild("AvalibleSpawns")then SpawnModel=Instance.new("Model"); SpawnModel.Parent=BobHumanoid:FindFirstChild("Status"); SpawnModel.Name="AvalibleSpawns"; else SpawnModel=BobHumanoid: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.Workspace); local SpawnChilden=SpawnModel:GetChildren(); if#SpawnChilden>0 then local SpawnItself=SpawnChilden[math.random(1,#SpawnChilden)]; local RespawningForceField=Instance.new("ForceField"); RespawningForceField.Parent=Bob; RespawningForceField.Name="SpawnForceField"; GameDerbis:AddItem(RespawningForceField,SpawnItself.Name); Bob:MoveTo(SpawnItself.Value+Vector3.new(0,3.5,0)); else if Bob:FindFirstChild("SpawnForceField")then Bob:FindFirstChild("SpawnForceField"):Destroy(); end; Bob:MoveTo(Vector3.new(0,115,0)); end; end)); function Respawn() Wait(5); Respawndant.Parent=Bob.Parent; Respawndant:MakeJoints(); Respawndant:FindFirstChild("Head"):MakeJoints(); Respawndant:FindFirstChild("Torso"):MakeJoints(); Bob:remove(); end; BobHumanoid.Died:connect(Respawn);
-- Events
local events = ReplicatedStorage:WaitForChild("Events") local displayRoundResult = events:WaitForChild("DisplayRoundResult")
-- Mimic roblox menu when opened and closed
guiService.MenuClosed:Connect(function() if VRService.VREnabled then return end menuOpen = false if not IconController.controllerModeEnabled then IconController.setTopbarEnabled(IconController.topbarEnabled,false) end end) guiService.MenuOpened:Connect(function() if VRService.VREnabled then return end menuOpen = true IconController.setTopbarEnabled(false,false) end) bindCamera()
--Main
return require(ReplicatedStorage.Systems.EntitySystem.PluginExample.Dummy)
-----------------------------------------------------------------------------------------------
local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local gauges = script.Parent local values = script.Parent.Parent.Values local isOn = script.Parent.Parent.IsOn gauges:WaitForChild("Speedo") gauges:WaitForChild("Tach") gauges:WaitForChild("ln") gauges:WaitForChild("bln") gauges:WaitForChild("Gear") gauges:WaitForChild("Speed") car.DriveSeat.HeadsUpDisplay = false local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline if not _Tune.Engine and _Tune.Electric then _lRPM = _Tune.ElecRedline _pRPM = _Tune.ElecTransition2 end local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000)
--Fixed version, 02/24/16. Compatible with the new Roblox physics -asimo --asimo3089 --[[ Just place this door. This door is fully setup and ready to do. Feel free to build your own door and throw it in the door model. Make sure your door lines up with those red hinges, which will be invisible once it's running in your game. Thanks --]]
--// Variables
local List = script.Parent local Folder = game.ReplicatedStorage:WaitForChild("Weapons") local Template = script.Parent.Template
--refocus the camera on the player if the tool is dropped (the localscript in the tool stoips working in the case, so this script must be in the character or backpack)
--LockController
Closed = true script.Parent.Interactive.Touched:connect(function(P) if P ~= nil and P.Parent ~= nil and P.Parent:FindFirstChild("CardNumber") ~= nil and P.Parent.CardNumber.Value == 0 then if Closed == true then Closed = 1 --script.Parent.Parent.Parent.Locked.Value = false script.Parent.Interactive.ProximityPromptService.Enabled = true script.Parent.Locked.Value = false wait(1) Closed = false return end if Closed == false then Closed = 1 --script.Parent.Parent.Parent.Locked.Value = true script.Parent.Interactive.ProximityPromptService.Enabled = false script.Parent.Locked.Value = true wait(1) Closed = true return end end end)
--Set up seating module
local SeatingModule = nil if not game.ReplicatedStorage:FindFirstChild("VehicleSeatingModule") then SeatingModule = script:WaitForChild("VehicleSeatingModule") print("seating module added to player") if not game.ReplicatedStorage:FindFirstChild("VehicleSeatingModule") then --Check again incase of race events SeatingModule.Parent = game.ReplicatedStorage print("seating module added to player STILL") end else if script:FindFirstChild("VehicleSeatingModule") then script.VehicleSeatingModule:Destroy() end SeatingModule = game.ReplicatedStorage.VehicleSeatingModule end SeatingModule = require(SeatingModule)
--Steering--
local SSML = FL:Clone() SSML.CanCollide = false SSML.Parent = susp
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed>0.01 then playAnimation("run", 0.1, Humanoid) pose = "Running" setAnimationSpeed(1.5) else playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end function onDied() pose = "Dead" end function onClimbing(speed) playAnimation("idle", 0.1, Humanoid) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() playAnimation("idle", 0.1, Humanoid) pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end local lastTick = 0 function move(time) local amplitude = 0 local frequency = 0 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (pose == "FreeFall") then playAnimation("idle", 0.1, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.1, Humanoid) return elseif (pose == "Running") then playAnimation("run", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() end end
--[[ Internal method used by setState (to trigger updates based on state) and by the reconciler (to trigger updates based on props) Returns true if the update was completed, false if it was cancelled by shouldUpdate ]]
function Component:__update(updatedElement, updatedState) if config.internalTypeChecks then internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__update`") internalAssert( Type.of(updatedElement) == Type.Element or updatedElement == nil, "Expected arg #1 to be of type Element or nil" ) internalAssert( typeof(updatedState) == "table" or updatedState == nil, "Expected arg #2 to be of type table or nil" ) end local internalData = self[InternalData] local componentClass = internalData.componentClass local newProps = self.props if updatedElement ~= nil then newProps = updatedElement.props if componentClass.defaultProps ~= nil then newProps = assign({}, componentClass.defaultProps, newProps) end self:__validateProps(newProps) end local updateCount = 0 repeat local finalState local pendingState = nil -- Consume any pending state we might have if internalData.pendingState ~= nil then pendingState = internalData.pendingState internalData.pendingState = nil end -- Consume a standard update to state or props if updatedState ~= nil or newProps ~= self.props then if pendingState == nil then finalState = updatedState or self.state else finalState = assign(pendingState, updatedState) end local derivedState = self:__getDerivedState(newProps, finalState) if derivedState ~= nil then finalState = assign({}, finalState, derivedState) end updatedState = nil else finalState = pendingState end if not self:__resolveUpdate(newProps, finalState) then -- If the update was short-circuited, bubble the result up to the caller return false end updateCount = updateCount + 1 if updateCount > MAX_PENDING_UPDATES then error(tooManyUpdatesMessage:format(tostring(internalData.componentClass)), 3) end until internalData.pendingState == nil return true end
--[=[ @class BasicPaneUtils ]=]
local require = require(script.Parent.loader).load(script) local Observable = require("Observable") local Maid = require("Maid") local Rx = require("Rx") local BasicPane = require("BasicPane") local BasicPaneUtils = {}
--[=[ Constructs a new Signal @return Signal ]=]
function Signal.new<T...>(): Signal<T...> local self = setmetatable({ _handlerListHead = false, _proxyHandler = nil, }, Signal) return self end
---Adjusts the camera Y touch Sensitivity when moving away from the center and in the TOUCH_SENSITIVTY_ADJUST_AREA
function BaseCamera:AdjustTouchSensitivity(delta, sensitivity) local cameraCFrame = game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CFrame if not cameraCFrame then return sensitivity end local currPitchAngle = cameraCFrame:ToEulerAnglesYXZ() local multiplierY = TOUCH_SENSITIVTY_ADJUST_MAX_Y if currPitchAngle > TOUCH_ADJUST_AREA_UP and delta.Y < 0 then local fractionAdjust = (currPitchAngle - TOUCH_ADJUST_AREA_UP)/(MAX_Y - TOUCH_ADJUST_AREA_UP) fractionAdjust = 1 - (1 - fractionAdjust)^3 multiplierY = TOUCH_SENSITIVTY_ADJUST_MAX_Y - fractionAdjust * ( TOUCH_SENSITIVTY_ADJUST_MAX_Y - TOUCH_SENSITIVTY_ADJUST_MIN_Y) elseif currPitchAngle < TOUCH_ADJUST_AREA_DOWN and delta.Y > 0 then local fractionAdjust = (currPitchAngle - TOUCH_ADJUST_AREA_DOWN)/(MIN_Y - TOUCH_ADJUST_AREA_DOWN) fractionAdjust = 1 - (1 - fractionAdjust)^3 multiplierY = TOUCH_SENSITIVTY_ADJUST_MAX_Y - fractionAdjust * ( TOUCH_SENSITIVTY_ADJUST_MAX_Y - TOUCH_SENSITIVTY_ADJUST_MIN_Y) end return Vector2.new( sensitivity.X, sensitivity.Y * multiplierY ) end function BaseCamera:OnTouchBegan(input, processed) local canUseDynamicTouch = self.isDynamicThumbstickEnabled and not processed if canUseDynamicTouch then if self.dynamicTouchInput == nil and isInDynamicThumbstickArea(input) then -- First input in the dynamic thumbstick area should always be ignored for camera purposes -- Even if the dynamic thumbstick does not process it immediately self.dynamicTouchInput = input return end self.fingerTouches[input] = processed self.inputStartPositions[input] = input.Position self.inputStartTimes[input] = tick() self.numUnsunkTouches = self.numUnsunkTouches + 1 end end function BaseCamera:OnTouchChanged(input, processed) if self.fingerTouches[input] == nil then if self.isDynamicThumbstickEnabled then return end self.fingerTouches[input] = processed if not processed then self.numUnsunkTouches = self.numUnsunkTouches + 1 end end if self.numUnsunkTouches == 1 then if self.fingerTouches[input] == false then self.panBeginLook = self.panBeginLook or self:GetCameraLookVector() self.startPos = self.startPos or input.Position self.lastPos = self.lastPos or self.startPos self.userPanningTheCamera = true local delta = input.Position - self.lastPos delta = Vector2.new(delta.X, delta.Y * UserGameSettings:GetCameraYInvertValue()) if self.panEnabled then local adjustedTouchSensitivity = TOUCH_SENSITIVTY self:AdjustTouchSensitivity(delta, TOUCH_SENSITIVTY) local desiredXYVector = self:InputTranslationToCameraAngleChange(delta, adjustedTouchSensitivity) self.rotateInput = self.rotateInput + desiredXYVector end self.lastPos = input.Position end else self.panBeginLook = nil self.startPos = nil self.lastPos = nil self.userPanningTheCamera = false end if self.numUnsunkTouches == 2 then local unsunkTouches = {} for touch, wasSunk in pairs(self.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 self.startingDiff and self.pinchBeginZoom then local scale = difference / math.max(0.01, self.startingDiff) local clampedScale = math.clamp(scale, 0.1, 10) if self.distanceChangeEnabled then self:SetCameraToSubjectDistance(self.pinchBeginZoom / clampedScale) end else self.startingDiff = difference self.pinchBeginZoom = self:GetCameraToSubjectDistance() end end else self.startingDiff = nil self.pinchBeginZoom = nil end end function BaseCamera:OnTouchEnded(input, processed) if input == self.dynamicTouchInput then self.dynamicTouchInput = nil return end if self.fingerTouches[input] == false then if self.numUnsunkTouches == 1 then self.panBeginLook = nil self.startPos = nil self.lastPos = nil self.userPanningTheCamera = false elseif self.numUnsunkTouches == 2 then self.startingDiff = nil self.pinchBeginZoom = nil end end if self.fingerTouches[input] ~= nil and self.fingerTouches[input] == false then self.numUnsunkTouches = self.numUnsunkTouches - 1 end self.fingerTouches[input] = nil self.inputStartPositions[input] = nil self.inputStartTimes[input] = nil end function BaseCamera:OnMouse2Down(input, processed) if processed then return end self.isRightMouseDown = true self:OnMousePanButtonPressed(input, processed) end function BaseCamera:OnMouse2Up(input, processed) self.isRightMouseDown = false self:OnMousePanButtonReleased(input, processed) end function BaseCamera:OnMouse3Down(input, processed) if processed then return end self.isMiddleMouseDown = true self:OnMousePanButtonPressed(input, processed) end function BaseCamera:OnMouse3Up(input, processed) self.isMiddleMouseDown = false self:OnMousePanButtonReleased(input, processed) end function BaseCamera:OnMouseMoved(input, processed) if not self.hasGameLoaded and VRService.VREnabled then return end local inputDelta = input.Delta inputDelta = Vector2.new(inputDelta.X, inputDelta.Y * UserGameSettings:GetCameraYInvertValue()) local isInputPanning = FFlagUserCameraToggle and CameraInput.getPanning() local isBeginLook = self.startPos and self.lastPos and self.panBeginLook local isPanning = isBeginLook or self.inFirstPerson or self.inMouseLockedMode or isInputPanning if self.panEnabled and isPanning then local desiredXYVector = self:InputTranslationToCameraAngleChange(inputDelta, MOUSE_SENSITIVITY) self.rotateInput = self.rotateInput + desiredXYVector end if self.startPos and self.lastPos and self.panBeginLook then self.lastPos = self.lastPos + input.Delta end end function BaseCamera:OnMousePanButtonPressed(input, processed) if processed then return end if not FFlagUserCameraToggle then self:UpdateMouseBehavior() end self.panBeginLook = self.panBeginLook or self:GetCameraLookVector() self.startPos = self.startPos or input.Position self.lastPos = self.lastPos or self.startPos self.userPanningTheCamera = true end function BaseCamera:OnMousePanButtonReleased(input, processed) if not FFlagUserCameraToggle then self:UpdateMouseBehavior() end if not (self.isRightMouseDown or self.isMiddleMouseDown) then self.panBeginLook = nil self.startPos = nil self.lastPos = nil self.userPanningTheCamera = false end end function BaseCamera:UpdateMouseBehavior() if FFlagUserCameraToggle and self.isCameraToggle then CameraUI.setCameraModeToastEnabled(true) CameraInput.enableCameraToggleInput() CameraToggleStateController(self.inFirstPerson) else if FFlagUserCameraToggle then CameraUI.setCameraModeToastEnabled(false) CameraInput.disableCameraToggleInput() end -- first time transition to first person mode or mouse-locked third person if self.inFirstPerson or self.inMouseLockedMode then --UserGameSettings.RotationType = Enum.RotationType.CameraRelative UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter else UserGameSettings.RotationType = Enum.RotationType.MovementRelative if self.isRightMouseDown or self.isMiddleMouseDown then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition else UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end end function BaseCamera:UpdateForDistancePropertyChange() -- Calling this setter with the current value will force checking that it is still -- in range after a change to the min/max distance limits self:SetCameraToSubjectDistance(self.currentSubjectDistance) end function BaseCamera:SetCameraToSubjectDistance(desiredSubjectDistance) local lastSubjectDistance = self.currentSubjectDistance -- By default, camera modules will respect LockFirstPerson and override the currentSubjectDistance with 0 -- regardless of what Player.CameraMinZoomDistance is set to, so that first person can be made -- available by the developer without needing to allow players to mousewheel dolly into first person. -- Some modules will override this function to remove or change first-person capability. if player.CameraMode == Enum.CameraMode.LockFirstPerson then self.currentSubjectDistance = 0.5 if not self.inFirstPerson then self:EnterFirstPerson() end else local newSubjectDistance = math.clamp(desiredSubjectDistance, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) if newSubjectDistance < FIRST_PERSON_DISTANCE_THRESHOLD then self.currentSubjectDistance = 0.5 if not self.inFirstPerson then self:EnterFirstPerson() end else self.currentSubjectDistance = newSubjectDistance if self.inFirstPerson then self:LeaveFirstPerson() end end end -- Pass target distance and zoom direction to the zoom controller ZoomController.SetZoomParameters(self.currentSubjectDistance, math.sign(desiredSubjectDistance - lastSubjectDistance)) -- Returned only for convenience to the caller to know the outcome return self.currentSubjectDistance end function BaseCamera:SetCameraType( cameraType ) --Used by derived classes self.cameraType = cameraType end function BaseCamera:GetCameraType() return self.cameraType end
--- Moves the given parts in `InitialStates`, along the given axis mode, in the given face direction, by the given distance.
function MoveTool:MovePartsAlongAxesByFace(Face, Distance, InitialPartStates, InitialModelStates, InitialFocusCFrame) -- Calculate the shift along the direction of the face local Shift = Vector3.FromNormalId(Face) * Distance -- Move along global axes if self.Axes == 'Global' then for Part, InitialState in pairs(InitialPartStates) do Part.CFrame = InitialState.CFrame + Shift end for Model, InitialState in pairs(InitialModelStates) do Model.WorldPivot = InitialState.Pivot + Shift end -- Move along individual items' axes elseif self.Axes == 'Local' then for Part, InitialState in pairs(InitialPartStates) do Part.CFrame = InitialState.CFrame * CFrame.new(Shift) end -- for Model, InitialState in pairs(InitialModelStates) do -- Model.WorldPivot = InitialState.Pivot * CFrame.new(Shift) -- end -- Move along focused item's axes elseif self.Axes == 'Last' then -- Calculate focused item's position local FocusCFrame = InitialFocusCFrame * CFrame.new(Shift) -- Move parts based on initial offset from focus for Part, InitialState in pairs(InitialPartStates) do local FocusOffset = InitialFocusCFrame:toObjectSpace(InitialState.CFrame) Part.CFrame = FocusCFrame * FocusOffset end for Model, InitialState in pairs(InitialModelStates) do local FocusOffset = InitialFocusCFrame:ToObjectSpace(InitialState.Pivot) Model.WorldPivot = FocusCFrame * FocusOffset end end end function MoveTool:BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped self.Maid.HotkeyStart = UserInputService.InputBegan:Connect(function (InputInfo, GameProcessedEvent) if GameProcessedEvent then return end -- Make sure this input is a key press if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Check if the enter key was pressed if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then -- Toggle the current axis mode if self.Axes == 'Global' then self:SetAxes('Local') elseif self.Axes == 'Local' then self:SetAxes('Last') elseif self.Axes == 'Last' then self:SetAxes('Global') end -- Check if the R key was pressed down, and it's not the selection clearing hotkey elseif InputInfo.KeyCode == Enum.KeyCode.R and not Selection.Multiselecting then -- Start tracking snap points nearest to the mouse self:StartSnapping() -- Nudge up if the 8 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadEight then self:NudgeSelectionByFace(Enum.NormalId.Top) -- Nudge down if the 2 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadTwo then self:NudgeSelectionByFace(Enum.NormalId.Bottom) -- Nudge forward if the 9 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadNine then self:NudgeSelectionByFace(Enum.NormalId.Front) -- Nudge backward if the 1 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadOne then self:NudgeSelectionByFace(Enum.NormalId.Back) -- Nudge left if the 4 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadFour then self:NudgeSelectionByFace(Enum.NormalId.Left) -- Nudge right if the 6 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadSix then self:NudgeSelectionByFace(Enum.NormalId.Right) -- Align the selection to the current target surface if T is pressed elseif (InputInfo.KeyCode == Enum.KeyCode.T) and (not Selection.Multiselecting) then self.FreeDragging:AlignSelectionToTarget() end end) -- Track ending user input while this tool is equipped self.Maid.HotkeyRelease = UserInputService.InputEnded:Connect(function (InputInfo, GameProcessedEvent) if GameProcessedEvent then return end -- Make sure this is input from the keyboard if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Check if the R key was let go if InputInfo.KeyCode == Enum.KeyCode.R then -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Reset handles if not dragging if not self.FreeDragging.IsDragging then self:SetAxes(self.Axes) end -- Stop snapping point tracking if it was enabled SnapTracking.StopTracking(); -- If - key was released, focus on increment input elseif (InputInfo.KeyCode.Name == 'Minus') or (InputInfo.KeyCode.Name == 'KeypadMinus') then self.UIController:FocusIncrementInput() end end) end function MoveTool:StartSnapping() -- Starts tracking snap points nearest to the mouse -- Hide any handles or bounding boxes self.HandleDragging:AttachHandles(nil, true) BoundingBox.ClearBoundingBox(); -- Avoid targeting snap points in selected parts while dragging if self.FreeDragging.IsDragging then SnapTracking.TargetBlacklist = Selection.Items; end; -- Start tracking the closest snapping point SnapTracking.StartTracking(function (NewPoint) -- Fire `SnappedPoint` and update `SnappedPoint` when there is a new snap point in focus if NewPoint then self.SnappedPoint = NewPoint.p self.PointSnapped:Fire(self.SnappedPoint) end end) end function MoveTool:SetAxisPosition(Axis, Position) -- Sets the selection's position on axis `Axis` to `Position` -- Track this change self:TrackChange() -- Prepare parts to be moved local InitialPartStates = self:PrepareSelectionForDragging() -- Update each part for Part in pairs(InitialPartStates) do -- Set the part's new CFrame Part.CFrame = CFrame.new( Axis == 'X' and Position or Part.Position.X, Axis == 'Y' and Position or Part.Position.Y, Axis == 'Z' and Position or Part.Position.Z ) * (Part.CFrame - Part.CFrame.p); end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); -- Revert changes if player is not authorized to move parts to target destination if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialPartStates) do Part.CFrame = State.CFrame; end; end; -- Restore the parts' original states for Part, State in pairs(InitialPartStates) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change self:RegisterChange() end function MoveTool:NudgeSelectionByFace(Face) -- Nudges the selection along the current axes mode in the direction of the focused part's face -- Get amount to nudge by local NudgeAmount = self.Increment -- Reverse nudge amount if shift key is held while nudging local PressedKeys = Support.FlipTable(Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode')); if PressedKeys[Enum.KeyCode.LeftShift] or PressedKeys[Enum.KeyCode.RightShift] then NudgeAmount = -NudgeAmount; end; -- Track this change self:TrackChange() -- Prepare parts to be moved local InitialPartStates, InitialModelStates, InitialFocusCFrame = self:PrepareSelectionForDragging() -- Perform the movement self:MovePartsAlongAxesByFace(Face, NudgeAmount, InitialPartStates, InitialModelStates, InitialFocusCFrame) -- Indicate updated drag distance self.DragChanged:Fire(NudgeAmount) -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); -- Revert changes if player is not authorized to move parts to target destination if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialPartStates) do Part.CFrame = State.CFrame; end; end; -- Restore the parts' original states for Part, State in pairs(InitialPartStates) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change self:RegisterChange() end function MoveTool:TrackChange() -- Start the record self.HistoryRecord = { Parts = Support.CloneTable(Selection.Parts); Models = Support.CloneTable(Selection.Models); BeforeCFrame = {}; AfterCFrame = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {} for _, Part in ipairs(Record.Parts) do table.insert(Changes, { Part = Part; CFrame = Record.BeforeCFrame[Part]; }) end for _, Model in ipairs(Record.Models) do table.insert(Changes, { Model = Model; Pivot = Record.BeforeCFrame[Model]; }) end -- Send the change request Core.SyncAPI:Invoke('SyncMove', Changes); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in ipairs(Record.Parts) do table.insert(Changes, { Part = Part; CFrame = Record.AfterCFrame[Part]; }) end for _, Model in ipairs(Record.Models) do table.insert(Changes, { Model = Model; Pivot = Record.AfterCFrame[Model]; }) end -- Send the change request Core.SyncAPI:Invoke('SyncMove', Changes); end; }; -- Collect the selection's initial state for _, Part in pairs(self.HistoryRecord.Parts) do self.HistoryRecord.BeforeCFrame[Part] = Part.CFrame end pcall(function () for _, Model in ipairs(self.HistoryRecord.Models) do self.HistoryRecord.BeforeCFrame[Model] = Model:GetPivot() end end) end function MoveTool:RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not self.HistoryRecord then return end -- Collect the selection's final state local Changes = {} for _, Part in pairs(self.HistoryRecord.Parts) do self.HistoryRecord.AfterCFrame[Part] = Part.CFrame table.insert(Changes, { Part = Part; CFrame = Part.CFrame; }) end; pcall(function () for _, Model in pairs(self.HistoryRecord.Models) do self.HistoryRecord.AfterCFrame[Model] = Model:GetPivot() table.insert(Changes, { Model = Model; Pivot = Model:GetPivot(); }) end end) -- Send the change to the server Core.SyncAPI:Invoke('SyncMove', Changes); -- Register the record and clear the staging Core.History.Add(self.HistoryRecord) self.HistoryRecord = nil end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_SoundsMisc") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local mult=0 local det=.13 script:WaitForChild("Rel") script:WaitForChild("Start") script.Parent.Values.Gear.Changed:connect(function() mult=1 end) for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Rel",car.DriveSeat,script.Rel.SoundId,0,script.Rel.Volume,true) handler:FireServer("newSound","Start",car.DriveSeat,script.Start.SoundId,1,script.Start.Volume,false) handler:FireServer("playSound","Rel") car.DriveSeat:WaitForChild("Rel") car.DriveSeat:WaitForChild("Start") while wait() do mult=math.max(0,mult-.1) local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.PreOn.Value then handler:FireServer("playSound","Start") wait(1.5) else if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end RelVolume = 3*(1 - math.min(((script.Parent.Values.RPM.Value*3)/_Tune.Redline),1)) RelPitch = (math.max((((script.Rel.SetPitch.Value + script.Rel.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rel.SetPitch.Value)) * on end if FE then handler:FireServer("updateSound","Rel",script.Rel.SoundId,RelPitch,RelVolume) else car.DriveSeat.Rel.Volume = RelVolume car.DriveSeat.Rel.Pitch = RelPitch end end