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function warpPlayer(player, location) local HRP = player:WaitForChild("HumanoidRootPart") HRP.Position = Vector3.new(location.X, location.Y + 3, location.Z) end pad1.Touched:Connect(function(hit) if hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0 and bounce then bounce = false pad2.PointLight.Enabled = true warpPlayer(hit.Parent, pad2.Position) task.wait(2) bounce = true pad2.PointLight.Enabled = false end end) pad2.Touched:Connect(function(hit) if hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0 and bounce and padIsOneDirectional.Value == false then bounce = false pad1.PointLight.Enabled = true warpPlayer(hit.Parent, pad1.Position) task.wait(2) bounce = true pad1.PointLight.Enabled = false end end)
--[=[ Sets the ray data to write @param data table ]=]
function DataStoreWriter:SetRawData(data) self._rawSetData = Table.deepCopy(data) end
--------------------[ ADS FUNCTIONS ]-------------------------------------------------
function AimGun() if (Camera.CoordinateFrame.p - Camera.Focus.p).magnitude > 1 or Reloading or Knifing or ThrowingGrenade then return end local Scope = Gui_Clone:WaitForChild("Scope"):WaitForChild("Img") local Steady = Gui_Clone:WaitForChild("Scope"):WaitForChild("Steady") Aimed = true Aiming = true CurrentRecoil = S.Recoil.Aimed CurrentSpread = S.Spread.Aimed Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(), UDim2.new(), Enum.EasingDirection.Out, Enum.EasingStyle.Sine, S.AimAnimation and S.AimSpeed or 0, true ) if S.AimAnimation then local CurrentFOV = Camera.FieldOfView local CurrentCameraOffset = Humanoid.CameraOffset local CurrentTrans = Scope.BackgroundTransparency TweenJoint(LWeld, ArmC0[1], S.ArmC1_Aimed.Left, Sine, S.AimSpeed) TweenJoint(RWeld, ArmC0[2], S.ArmC1_Aimed.Right, Sine, S.AimSpeed) TweenJoint(AnimWeld, CF(0, 1, 0), CF(), Sine, S.AimSpeed) TweenJoint(Grip, Grip.C0, Aimed_GripCF, Sine, S.AimSpeed) TweenJoint(LWeld2, CF(), CF(), Sine, S.AimSpeed) TweenJoint(RWeld2, CF(), CF(), Sine, S.AimSpeed) local X = 0 while true do local NewX = X + 1.5 / S.AimSpeed X = (NewX > 90 and 90 or NewX) if (not Aimed) then break end if (not Selected) then break end local Alpha = 1 - COS(RAD(X)) Camera.FieldOfView = NumLerp(CurrentFOV, S.MaxZoom, Alpha) if S.GuiScope then Scope.BackgroundTransparency = NumLerp(CurrentTrans, 0, Alpha) end if X == 90 then break end RS:wait() end else LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_Aimed.Left RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_Aimed.Right AnimWeld.C0 = CF(0, 1, 0) Grip.C1 = Aimed_GripCF LWeld2.C1, RWeld2.C1 = CF(), CF() Camera.FieldOfView = S.MaxZoom end Aiming = (not Aimed) if (not Aiming) and S.GuiScope then spawn(function() Steady.Visible = true Scope.BackgroundTransparency = 1 Scope.ImageTransparency = 0 local Gun_Model = Instance.new("Model") Gun_Model.Name = "Gun_Model" for _, Obj in pairs(Gun:GetChildren()) do if Obj:IsA("BasePart") then local ObjClone = Obj:Clone() ObjClone.Parent = Gun_Model local W = Instance.new("Weld") W.Part0 = ObjClone W.Part1 = Obj W.Parent = ObjClone local PrevTrans = Instance.new("NumberValue") PrevTrans.Name = "PrevTrans" PrevTrans.Value = Obj.Transparency PrevTrans.Parent = Obj Obj.Transparency = 1 end end Gun_Model.Parent = Character end) spawn(function() while Aimed do local Ang = (CameraSteady and 0 or (Idleing and AnimAng[2] or AnimAng[4])) if CameraSway ~= 0 then local OffsetX, OffsetY = 0, 0 if Idleing then OffsetX = (RAD(COS(Ang * 5 * (CameraSway ^ 0.4))) / 40) * (CameraSway ^ 1.2) * StanceSway * S.ScopeSway OffsetY = (RAD(COS(Ang * 2 * (CameraSway ^ 0.4))) / 40) * (CameraSway ^ 1.2) * StanceSway * S.ScopeSway else OffsetX = (RAD(COS(Ang * 3/2 * (CameraSway ^ 0.4))) / 25) * (CameraSway ^ 1.2) * StanceSway * S.ScopeSway OffsetY = (RAD(COS(Ang * 3/5 * (CameraSway ^ 0.4))) / 25) * (CameraSway ^ 1.2) * StanceSway * S.ScopeSway end RotCamera(OffsetX, OffsetY) end RS:wait() end end) end end function UnAimGun(Exception) local Scope = Gui_Clone:WaitForChild("Scope"):WaitForChild("Img") local Steady = Gui_Clone:WaitForChild("Scope"):WaitForChild("Steady") if (not Exception) then if (not Aimed) then return end if (Reloading and Exception) or Knifing and (not ThrowingGrenade) then return end CurrentRecoil = S.Recoil.Hipfire CurrentSpread = ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) if Walking and Aimed then Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 150, 0, 150), UDim2.new(0, -75, 0, -75), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, S.AimAnimation and S.AimSpeed or 0, true ) elseif Idleing then Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 70, 0, 70), UDim2.new(0, -35, 0, -35), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, S.AimAnimation and S.AimSpeed or 0, true ) end Aimed = false Aiming = true if S.GuiScope then spawn(function() local Gun_Model = Character:FindFirstChild("Gun_Model") if Gun_Model then Gun_Model:Destroy() end for _, Obj in pairs(Gun:GetChildren()) do if Obj:IsA("BasePart") then local PrevTrans = Obj:FindFirstChild("PrevTrans") Obj.Transparency = PrevTrans.Value PrevTrans:Destroy() end end end) end if S.AimAnimation then local CurrentFOV = Camera.FieldOfView local CurrentCameraOffset = Humanoid.CameraOffset local CurrentTrans = (Scope.BackgroundTransparency == 1 and (S.GuiScope and 0 or 1) or Scope.BackgroundTransparency) Scope.ImageTransparency = 1 Steady.Visible = false TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, S.AimSpeed) TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, S.AimSpeed) TweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, S.AimSpeed) if S.PlayerAnimations then TweenJoint(LWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, S.AimSpeed) TweenJoint(RWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, S.AimSpeed) end local X = 0 while true do local NewX = X + 1.5 / S.AimSpeed X = (NewX > 90 and 90 or NewX) if Aimed then break end if (not Selected) then break end local Alpha = 1 - COS(RAD(X)) Camera.FieldOfView = NumLerp(CurrentFOV, 90, Alpha) Scope.BackgroundTransparency = NumLerp(CurrentTrans, 1, Alpha) if X == 90 then break end RS:wait() end else Scope.BackgroundTransparency = 1 Scope.ImageTransparency = 1 Steady.Visible = false LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_UnAimed.Left RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_UnAimed.Right Grip.C1 = CFANG(0, RAD(20), 0) LWeld2.C1, RWeld2.C1 = CFANG(0, RAD(ArmTilt), 0), CFANG(0, RAD(ArmTilt), 0) Camera.FieldOfView = 90 end Aiming = Aimed else if S.GuiScope then spawn(function() local Gun_Model = Character:FindFirstChild("Gun_Model") if Gun_Model then Gun_Model:Destroy() end for _, Obj in pairs(Gun:GetChildren()) do if Obj:IsA("BasePart") then local PrevTrans = Obj:FindFirstChild("PrevTrans") Obj.Transparency = PrevTrans.Value PrevTrans:Destroy() end end end) end spawn(function() Aimed = false Aiming = false CurrentRecoil = S.Recoil.Hipfire CurrentSpread = ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) if (not Walking) then Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 70, 0, 70), UDim2.new(0, -35, 0, -35), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, S.AimAnimation and S.AimSpeed or 0, true ) else Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 150, 0, 150), UDim2.new(0, -75, 0, -75), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, S.AimAnimation and S.AimSpeed or 0, true ) end local CurrentFOV = Camera.FieldOfView local CurrentCameraOffset = Humanoid.CameraOffset local CurrentTrans = (Scope.BackgroundTransparency == 1 and (S.GuiScope and 0 or 1) or Scope.BackgroundTransparency) Scope.ImageTransparency = 1 Steady.Visible = false if LWeld:FindFirstChild("TweenCode") then LWeld.TweenCode:Destroy() end if RWeld:FindFirstChild("TweenCode") then RWeld.TweenCode:Destroy() end if Grip:FindFirstChild("TweenCode") then Grip.TweenCode:Destroy() end if LWeld2:FindFirstChild("TweenCode") then LWeld2.TweenCode:Destroy() end if RWeld2:FindFirstChild("TweenCode") then RWeld2.TweenCode:Destroy() end if S.AimAnimation then local X = 0 while true do local NewX = X + 1.5 / S.AimSpeed X = (NewX > 90 and 90 or NewX) if Aimed then break end if (not Selected) then break end local Alpha = 1 - COS(RAD(X)) Camera.FieldOfView = NumLerp(CurrentFOV, 90, Alpha) Scope.BackgroundTransparency = NumLerp(CurrentTrans, 1, Alpha) if X == 90 then break end RS:wait() end else Scope.BackgroundTransparency = 1 Scope.ImageTransparency = 1 Steady.Visible = false Camera.FieldOfView = 90 end end) end end
-- PopperCam Version 16 -- OnlyTwentyCharacters
local PopperCam = {} -- Guarantees your players won't see outside the bounds of your map!
--[=[ Ensures only the last brio survives. @return (source Observable<Brio<T>>) -> Observable<Brio<T>> ]=]
function RxBrioUtils.onlyLastBrioSurvives() return function(source) return Observable.new(function(sub) local maid = Maid.new() maid:GiveTask(source:Subscribe(function(brio) if not Brio.isBrio(brio) then warn(("[RxBrioUtils.onlyLastBrioSurvives] - Not a brio, %q"):format(tostring(brio))) maid._lastBrio = nil sub:Fail("Not a brio") return end local wrapperBrio = BrioUtils.clone(brio) maid._lastBrio = wrapperBrio sub:Fire(wrapperBrio) end, sub:GetFailComplete())) return maid end) end end
------------------------------------
modelname="Imperial Army" -- Put the EXACT name of the team here
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false} math.randomseed(tick()) function findExistingAnimationInSet(set, anim) if set == nil or anim == nil then return 0 end for idx = 1, set.count, 1 do if set[idx].anim.AnimationId == anim.AnimationId then return idx end end return 0 end local function destroyWalkAnimations() for _,v in pairs(strafingLocomotionMap) do if v.track then v.track:Stop() v.track:Destroy() v.track = nil end end for _,v in pairs(fallbackLocomotionMap) do if v.track then v.track:Stop() v.track:Destroy() v.track = nil end end cachedRunningSpeed = 0 end local maxVeloX, minVeloX, maxVeloY, minVeloY local function resetVelocityBounds(velo) minVeloX = 0 maxVeloX = 0 minVeloY = 0 maxVeloY = 0 end local function updateVelocityBounds(velo) if velo then if velo.x > maxVeloX then maxVeloX = velo.x end if velo.y > maxVeloY then maxVeloY = velo.y end if velo.x < minVeloX then minVeloX = velo.x end if velo.y < minVeloY then minVeloY = velo.y end end end local function checkStrafingEnabled(velo) if maxVeloX == 0 or minVeloX == 0 or maxVeloY == 0 or minVeloY == 0 then if locomotionMap == strafingLocomotionMap then warn("Strafe blending disabled. Not all quadrants of motion represented.") end locomotionMap = fallbackLocomotionMap elseif not strafingLocomotionMap["run"] or not strafingLocomotionMap["walk"] then if locomotionMap == strafingLocomotionMap then warn("Strafe blending disabled. Run and walk must be strafing-friendly.") end locomotionMap = fallbackLocomotionMap else if locomotionMap ~= strafingLocomotionMap then locomotionMap = strafingLocomotionMap warn("Strafing reenabled") end end end local function setupWalkAnimations() resetVelocityBounds() -- check to see if we need to blend a walk/run animation for n,v in pairs(strafingLocomotionMap) do updateVelocityBounds(v.lv) end checkStrafingEnabled() for n,v in pairs(locomotionMap) do v.track = Humanoid:LoadAnimation(animTable[n][1].anim) v.track.Priority = Enum.AnimationPriority.Core end end local function replaceLocomotionTrack(name, lv) local restartWalks = false if currentAnim == "walk" and locomotionMap[name] then -- Need to tear down and startup locomotion destroyWalkAnimations() restartWalks = true end if lv then strafingLocomotionMap[name] = {lv=lv, speed = lv.Magnitude} else strafingLocomotionMap[name] = nil end if name == "run" or name == "walk" then if lv then fallbackLocomotionMap[name] = strafingLocomotionMap[name] else local speed = name == "run" and RUN_SPEED or WALK_SPEED fallbackLocomotionMap[name] = {lv=Vector2.new(0.0, speed), speed = speed} strafingLocomotionMap[name] = nil end end if restartWalks then setupWalkAnimations() lastBlendTime = 0 end end function configureAnimationSet(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {} -- check for config values local config = script:FindFirstChild(name) if (config ~= nil) then table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 0 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then local newWeight = 1 local weightObject = childPart:FindFirstChild("Weight") if (weightObject ~= nil) then newWeight = weightObject.Value end animTable[name].count = animTable[name].count + 1 idx = animTable[name].count animTable[name][idx] = {} animTable[name][idx].anim = childPart animTable[name][idx].weight = newWeight animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end)) local lv = childPart:GetAttribute("LinearVelocity") replaceLocomotionTrack(name, lv) end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight end end -- preload anims for i, animType in pairs(animTable) do for idx = 1, animType.count, 1 do if PreloadedAnims[animType[idx].anim.AnimationId] == nil then Humanoid:LoadAnimation(animType[idx].anim) PreloadedAnims[animType[idx].anim.AnimationId] = true end end end end
--// Recoil Settings
gunrecoil = -0.32; -- How much the gun recoils backwards when not aiming camrecoil = 0.056; -- How much the camera flicks when not aiming AimGunRecoil = -0.14; -- How much the gun recoils backwards when aiming AimCamRecoil = 0.023; -- How much the camera flicks when aiming Kickback = 0.10; -- Upward gun rotation when not aiming AimKickback = 0.10; -- Upward gun rotation when aiming
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 300 -- Spring Dampening Tune.FSusStiffness = 4000 -- Spring Force Tune.FSusLength = 2.5 -- Suspension length (in studs) Tune.FSusMaxExt = .5 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .5 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 8 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.5 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 300 -- Spring Dampening Tune.RSusStiffness = 4000 -- Spring Force Tune.RSusLength = 2.5 -- Suspension length (in studs) Tune.RSusMaxExt = .5 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .5 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 8 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.5 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- Connections
game.Players.PlayerAdded:Connect(onPlayerJoin)
-- ATTENTION -- When adding new symbols to this file, -- Please consider also adding to 'react-devtools-shared/src/backend/ReactSymbols'
-- Simulate a raycast by one tick.
local function SimulateCast(cast: ActiveCast, delta: number, expectingShortCall: boolean) assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) PrintDebug("Casting for frame.") local latestTrajectory = cast.StateInfo.Trajectories[#cast.StateInfo.Trajectories] local origin = latestTrajectory.Origin local totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime local initialVelocity = latestTrajectory.InitialVelocity local acceleration = latestTrajectory.Acceleration local lastPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration) local lastVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) local lastDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime cast.StateInfo.TotalRuntime += delta -- Recalculate this. totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime local currentTarget = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration) local segmentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) local totalDisplacement = currentTarget - lastPoint -- This is the displacement from where the ray was on the last from to where the ray is now. local rayDir = totalDisplacement.Unit * segmentVelocity.Magnitude * delta local targetWorldRoot = cast.RayInfo.WorldRoot local resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, cast.RayInfo.Parameters) local point = currentTarget local part: Instance? = nil local material = Enum.Material.Air local normal = Vector3.new() if (resultOfCast ~= nil) then point = resultOfCast.Position part = resultOfCast.Instance material = resultOfCast.Material normal = resultOfCast.Normal end local rayDisplacement = (point - lastPoint).Magnitude -- For clarity -- totalDisplacement is how far the ray would have traveled if it hit nothing, -- and rayDisplacement is how far the ray really traveled (which will be identical to totalDisplacement if it did indeed hit nothing) SendLengthChanged(cast, lastPoint, rayDir.Unit, rayDisplacement, segmentVelocity, cast.RayInfo.CosmeticBulletObject) cast.StateInfo.DistanceCovered += rayDisplacement local rayVisualization: ConeHandleAdornment? = nil if (delta > 0) then rayVisualization = DbgVisualizeSegment(CFrame.new(lastPoint, lastPoint + rayDir), rayDisplacement) end -- HIT DETECTED. Handle all that garbage, and also handle behaviors 1 and 2 (default behavior, go high res when hit) if applicable. -- CAST BEHAVIOR 2 IS HANDLED IN THE CODE THAT CALLS THIS FUNCTION. if part and part ~= cast.RayInfo.CosmeticBulletObject then local start = tick() PrintDebug("Hit something, testing now.") -- SANITY CHECK: Don't allow the user to yield or run otherwise extensive code that takes longer than one frame/heartbeat to execute. if (cast.RayInfo.CanPierceCallback ~= nil) then if expectingShortCall == false then if (cast.StateInfo.IsActivelySimulatingPierce) then cast:Terminate() error("ERROR: The latest call to CanPierceCallback took too long to complete! This cast is going to suffer desyncs which WILL cause unexpected behavior and errors. Please fix your performance problems, or remove statements that yield (e.g. wait() calls)") -- Use error. This should absolutely abort the cast. end end -- expectingShortCall is used to determine if we are doing a forced resolution increase, in which case this will be called several times in a single frame, which throws this error. cast.StateInfo.IsActivelySimulatingPierce = true end ------------------------------ if cast.RayInfo.CanPierceCallback == nil or (cast.RayInfo.CanPierceCallback ~= nil and cast.RayInfo.CanPierceCallback(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false) then PrintDebug("Piercing function is nil or it returned FALSE to not pierce this hit.") cast.StateInfo.IsActivelySimulatingPierce = false if (cast.StateInfo.HighFidelityBehavior == 2 and latestTrajectory.Acceleration ~= Vector3.new() and cast.StateInfo.HighFidelitySegmentSize ~= 0) then cast.StateInfo.CancelHighResCast = false -- Reset this here. if cast.StateInfo.IsActivelyResimulating then cast:Terminate() error("Cascading cast lag encountered! The caster attempted to perform a high fidelity cast before the previous one completed, resulting in exponential cast lag. Consider increasing HighFidelitySegmentSize.") end cast.StateInfo.IsActivelyResimulating = true -- This is a physics based cast and it needs to be recalculated. PrintDebug("Hit was registered, but recalculation is on for physics based casts. Recalculating to verify a real hit...") -- Split this ray segment into smaller segments of a given size. -- In 99% of cases, it won't divide evently (e.g. I have a distance of 1.25 and I want to divide into 0.1 -- that won't work) -- To fix this, the segments need to be stretched slightly to fill the space (rather than having a single shorter segment at the end) local numSegmentsDecimal = rayDisplacement / cast.StateInfo.HighFidelitySegmentSize -- say rayDisplacement is 5.1, segment size is 0.5 -- 10.2 segments local numSegmentsReal = math.floor(numSegmentsDecimal) -- 10 segments + 0.2 extra segments local realSegmentLength = rayDisplacement / numSegmentsReal -- this spits out 0.51, which isn't exact to the defined 0.5, but it's close -- Now the real hard part is converting this to time. local timeIncrement = delta / numSegmentsReal for segmentIndex = 1, numSegmentsReal do if cast.StateInfo.CancelHighResCast then cast.StateInfo.CancelHighResCast = false break end local subPosition = GetPositionAtTime(lastDelta + (timeIncrement * segmentIndex), origin, initialVelocity, acceleration) local subVelocity = GetVelocityAtTime(lastDelta + (timeIncrement * segmentIndex), initialVelocity, acceleration) local subRayDir = subVelocity * delta local subResult = targetWorldRoot:Raycast(subPosition, subRayDir, cast.RayInfo.Parameters) local subDisplacement = (subPosition - (subPosition + subVelocity)).Magnitude if (subResult ~= nil) then local subDisplacement = (subPosition - subResult.Position).Magnitude local dbgSeg = DbgVisualizeSegment(CFrame.new(subPosition, subPosition + subVelocity), subDisplacement) if (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.286275, 0.329412, 0.247059) end if cast.RayInfo.CanPierceCallback == nil or (cast.RayInfo.CanPierceCallback ~= nil and cast.RayInfo.CanPierceCallback(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) == false) then -- Still hit even at high res cast.StateInfo.IsActivelyResimulating = false SendRayHit(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) cast:Terminate() local vis = DbgVisualizeHit(CFrame.new(point), false) if (vis ~= nil) then vis.Color3 = Color3.new(0.0588235, 0.87451, 1) end return else -- Recalculating hit something pierceable instead. SendRayPierced(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) -- This may result in CancelHighResCast being set to true. local vis = DbgVisualizeHit(CFrame.new(point), true) if (vis ~= nil) then vis.Color3 = Color3.new(1, 0.113725, 0.588235) end if (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.305882, 0.243137, 0.329412) end end else local dbgSeg = DbgVisualizeSegment(CFrame.new(subPosition, subPosition + subVelocity), subDisplacement) if (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.286275, 0.329412, 0.247059) end end end -- If the script makes it here, then it wasn't a real hit (higher resolution revealed that the low-res hit was faulty) -- Just let it keep going. cast.StateInfo.IsActivelyResimulating = false elseif (cast.StateInfo.HighFidelityBehavior ~= 1 and cast.StateInfo.HighFidelityBehavior ~= 3) then cast:Terminate() error("Invalid value " .. (cast.StateInfo.HighFidelityBehavior) .. " for HighFidelityBehavior.") else -- This is not a physics cast, or recalculation is off. PrintDebug("Hit was successful. Terminating.") SendRayHit(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) cast:Terminate() DbgVisualizeHit(CFrame.new(point), false) return end else PrintDebug("Piercing function returned TRUE to pierce this part.") if rayVisualization ~= nil then rayVisualization.Color3 = Color3.new(0.4, 0.05, 0.05) -- Turn it red to signify that the cast was scrapped. end DbgVisualizeHit(CFrame.new(point), true) local params = cast.RayInfo.Parameters local alteredParts = {} local currentPierceTestCount = 0 local originalFilter = params.FilterDescendantsInstances local brokeFromSolidObject = false while true do -- So now what I need to do is redo this entire cast, just with the new filter list -- Catch case: Is it terrain? if resultOfCast.Instance:IsA("Terrain") then if material == Enum.Material.Water then -- Special case: Pierced on water? cast:Terminate() error("Do not add Water as a piercable material. If you need to pierce water, set cast.RayInfo.Parameters.IgnoreWater = true instead", 0) end warn("WARNING: The pierce callback for this cast returned TRUE on Terrain! This can cause severely adverse effects.") end if params.FilterType == Enum.RaycastFilterType.Blacklist then -- blacklist -- DO NOT DIRECTLY TABLE.INSERT ON THE PROPERTY local filter = params.FilterDescendantsInstances table.insert(filter, resultOfCast.Instance) table.insert(alteredParts, resultOfCast.Instance) params.FilterDescendantsInstances = filter else -- whitelist -- method implemeneted by custom table system -- DO NOT DIRECTLY TABLE.REMOVEOBJECT ON THE PROPERTY local filter = params.FilterDescendantsInstances table.removeObject(filter, resultOfCast.Instance) table.insert(alteredParts, resultOfCast.Instance) params.FilterDescendantsInstances = filter end SendRayPierced(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) -- List has been updated, so let's cast again. resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, params) -- No hit? No simulation. Break. if resultOfCast == nil then break end if currentPierceTestCount >= MAX_PIERCE_TEST_COUNT then warn("WARNING: Exceeded maximum pierce test budget for a single ray segment (attempted to test the same segment " .. MAX_PIERCE_TEST_COUNT .. " times!)") break end currentPierceTestCount = currentPierceTestCount + 1; if cast.RayInfo.CanPierceCallback(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false then brokeFromSolidObject = true break end end -- Restore the filter to its default state. cast.RayInfo.Parameters.FilterDescendantsInstances = originalFilter cast.StateInfo.IsActivelySimulatingPierce = false if brokeFromSolidObject then -- We actually hit something while testing. PrintDebug("Broke because the ray hit something solid (" .. tostring(resultOfCast.Instance) .. ") while testing for a pierce. Terminating the cast.") SendRayHit(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) cast:Terminate() DbgVisualizeHit(CFrame.new(resultOfCast.Position), false) return end -- And exit the function here too. end end if (cast.StateInfo.DistanceCovered >= cast.RayInfo.MaxDistance) then -- SendRayHit(cast, nil, segmentVelocity, cast.RayInfo.CosmeticBulletObject) cast:Terminate() DbgVisualizeHit(CFrame.new(currentTarget), false) end end
-------------------------------------------
local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(0.5,0.495,1.25) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0) arms[2].Name = "Right Leg" arms[2].CanCollide = true welds[2] = weld2
--[=[ @within TableUtil @function Shuffle @param tbl table @param rngOverride Random? @return table Shuffles the table. ```lua local t = {1, 2, 3, 4, 5, 6, 7, 8, 9} local shuffled = TableUtil.Shuffle(t) print(shuffled) --> e.g. {9, 4, 6, 7, 3, 1, 5, 8, 2} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=]
local function Shuffle(tbl: Table, rngOverride: Random?): Table assert(type(tbl) == "table", "First argument must be a table") local shuffled = Copy(tbl) local random = if typeof(rngOverride) == "Random" then rngOverride else rng for i = #tbl, 2, -1 do local j = random:NextInteger(1, i) shuffled[i], shuffled[j] = shuffled[j], shuffled[i] end return shuffled end
----------------------------------------------------
local humanoid = hit.Parent:findFirstChild("Humanoid") if humanoid~=nil then tagHumanoid(humanoid) humanoid.Health = humanoid.Health - damage wait(0.00000001) untagHumanoid(humanoid) connection:disconnect() else damage = damage / 2 if damage < 2 then connection:disconnect() ball.Parent = nil end end if math.random(1,1) == 1 then explosion = Instance.new("Explosion") explosion.BlastRadius = Radius explosion.BlastPressure = Force -- these are really wussy units explosion.Position = script.Parent.Position explosion.Parent = game.Workspace connection:disconnect() ball.Parent = nil cancollide = true end end function tagHumanoid(humanoid) -- todo: make tag expire local tag = ball:findFirstChild("creator") if tag ~= nil then local new_tag = tag:clone() new_tag.Parent = humanoid end end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end connection = ball.Touched:connect(onTouched) r = game:service("RunService") t, s = r.Stepped:wait() d = t + 5.0 - s while t < d do t = r.Stepped:wait() end ball.Parent = nil
-- tween the sound to the speed
local tween = game:GetService("TweenService"):Create(waterSound,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.In),{["Volume"] = math.clamp(speed/maxSpeed,0,1)}) -- end of tweencreate tween:Play() if speed > 0.01 and not swim.IsPlaying then print("play swim") swim:Play() elseif speed <0.01 and swim.IsPlaying then print("stop swim") swim:Stop() end end
-- Listen to current and all future characters of our player
Player.CharacterAdded:Connect(OnCharacterAdded) if Player.Character then OnCharacterAdded(Player.Character) end do -- Hotkey stuff -- Listen to key down UserInputService.InputBegan:Connect(OnInputBegan) -- Listen to ANY TextBox gaining or losing focus, for disabling all hotkeys UserInputService.TextBoxFocused:Connect(function() TextBoxFocused = true end) UserInputService.TextBoxFocusReleased:Connect(function() TextBoxFocused = false end) -- Manual unequip for HopperBins on drop button pressed HotkeyFns[DROP_HOTKEY_VALUE] = function() --NOTE: HopperBin UnequipAllTools() end -- Listen to keyboard status, for showing/hiding hotkey labels UserInputService.Changed:Connect(OnUISChanged) OnUISChanged('KeyboardEnabled') -- Listen to gamepad status, for allowing gamepad style selection/equip if UserInputService:GetGamepadConnected(Enum.UserInputType.Gamepad1) then gamepadConnected() end UserInputService.GamepadConnected:Connect(function(gamepadEnum) if gamepadEnum == Enum.UserInputType.Gamepad1 then gamepadConnected() end end) UserInputService.GamepadDisconnected:Connect(function(gamepadEnum) if gamepadEnum == Enum.UserInputType.Gamepad1 then gamepadDisconnected() end end) end function BackpackScript:SetBackpackEnabled(Enabled) BackpackEnabled = Enabled end function BackpackScript:IsOpened() return BackpackScript.IsOpen end function BackpackScript:GetBackpackEnabled() return BackpackEnabled end function BackpackScript:GetStateChangedEvent() return Backpack.StateChanged end RunService.Heartbeat:Connect(function() OnIconChanged(BackpackEnabled) end) return BackpackScript
--Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill --Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill --Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill --Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill
--[ Constants ]:
local Cam = Wrks.CurrentCamera; local Plr = Plrs.LocalPlayer; local Mouse = Plr:GetMouse(); local Body = Wrks:WaitForChild(Plr.Name); local Head = Body:WaitForChild("Head"); local Hum = Body:WaitForChild("Humanoid"); local Core = Body:WaitForChild("HumanoidRootPart"); local IsR6 = (Hum.RigType.Value==0); --[ Checking if the player is using the new Rig or the original. ] local Trso = (IsR6 and Body:WaitForChild("Torso")) or Body:WaitForChild("UpperTorso"); local Neck = (IsR6 and Trso:WaitForChild("Neck")) or Head:WaitForChild("Neck"); --[ Once we know the Rig, we know what to find. ] local MseGuide = false; --[ Useful with tools if true; camera tracking runs smoother however. ] local Fctor = 1; --[ 0: Negates tracking, 1: Relatively normal tracking, 2: Looks a little weird, just sayin'. ] local OrgnC0 = Neck.C0; --[ Get the base C0 to manipulate off of. ]
--[[Brakes]]
Tune.ABSEnabled = false -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 2500 -- Front brake force Tune.RBrakeForce = 2000 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
-- RCM Settings V
self.WeaponWeight = 0 -- Weapon weight must be enabled in the Config module self.ShellEjectionMod = true self.Holster = true self.HolsterPoint = "Right Leg" self.HolsterCFrame = CFrame.new(0.65,0.8,0.2) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)) self.FlashChance = 3 -- 0 = no muzzle flash, 10 = Always muzzle flash self.ADSEnabled = { -- Ignore this setting if not using an ADS Mesh true, -- Enabled for primary sight false} -- Enabled for secondary sight (T) self.ExplosiveAmmo = false -- Enables explosive ammo self.ExplosionRadius = 70 -- Radius of explosion damage in studs self.ExplosionType = "Default" -- Which explosion effect is used from the HITFX Explosion folder self.IsLauncher = true -- For RPG style rocket launchers self.EjectionOverride = nil -- Don't touch unless you know what you're doing with Vector3s return self
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 1/125 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.5 -- Wait this long between each regeneration step.
--[[Engine]]
--Torque Curve Tune.Horsepower = 641 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- Door parts flashing function
function Flash(Colour) if Colour == nil then return end for i = 1,2 do wait(0.3) DoorLogo.BrickColor = BrickColor.new(Colour) wait(0.3) DoorLogo.BrickColor = BrickColor.new("Medium stone grey") end end
--!strict
local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> local indexOf = require(script.Parent.indexOf) return function<T>(array: Array<T>, searchElement: T, fromIndex: number?): boolean return indexOf(array, searchElement, fromIndex) ~= -1 end
--Left Leg
MakeWeld(car.Misc.Anims.R15.LeftLeg.Foot.Y,car.DriveSeat,"Motor6D").Name="M" MakeWeld(car.Misc.Anims.R15.LeftLeg.Foot.Z,car.Misc.Anims.R15.LeftLeg.Foot.Y,"Motor6D").Name="M" MakeWeld(car.Misc.Anims.R15.LeftLeg.Foot.X,car.Misc.Anims.R15.LeftLeg.Foot.Z,"Motor6D").Name="M" ModelWeld(car.Misc.Anims.R15.LeftLeg.Foot.Parts,car.Misc.Anims.R15.LeftLeg.Foot.X) MakeWeld(car.Misc.Anims.R15.LeftLeg.LowerLeg.X,car.Misc.Anims.R15.LeftLeg.Foot.X,"Motor6D").Name="M" ModelWeld(car.Misc.Anims.R15.LeftLeg.LowerLeg.Parts,car.Misc.Anims.R15.LeftLeg.LowerLeg.X) MakeWeld(car.Misc.Anims.R15.LeftLeg.UpperLeg.X,car.Misc.Anims.R15.LeftLeg.LowerLeg.X,"Motor6D").Name="M" ModelWeld(car.Misc.Anims.R15.LeftLeg.UpperLeg.Parts,car.Misc.Anims.R15.LeftLeg.UpperLeg.X) function animPose(seat,pose) local C local S=seat local WS={} local HW={} local seatOffset = CFrame.new(0,0,0) S.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then for i,v in pairs(WS) do if v~=0 then if v[4]~=nil then v[4]:Destroy() v[1].Part1=v[5] else if v[2]~=nil then v[1].C0=v[2] v[1].C1=v[3] else v[1]:Destroy() end end end end for i,v in pairs(HW) do v[1]:Destroy() v[2]:Destroy() v[3].Transparency=0 end C=nil WS = {} HW = {} end end) S.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then C = child.Part1.Parent S.SeatWeld.C0 = seatOffset S.SeatWeld.C1 = CFrame.new() local pkTor = false for i,v in pairs(C:GetChildren()) do if v:IsA("CharacterMesh") and v.BodyPart == Enum.BodyPart.Torso then pkTor=true break end end local function MW(x,y) local WW=Instance.new("Weld",x) WW.Part0=x WW.Part1=y return WW end if C:FindFirstChild("HumanoidRootPart")~=nil and C:FindFirstChild("Torso")~=nil then S.SeatWeld.C0=seatOffset S.SeatWeld.C1=CFrame.new() C.HumanoidRootPart.RootJoint.Part1=nil table.insert(WS,{C.HumanoidRootPart.RootJoint,C.HumanoidRootPart.RootJoint.C0,C.HumanoidRootPart.RootJoint.C1,MW(C.HumanoidRootPart,C.Torso),C.Torso}) if C.Torso:FindFirstChild("Neck")~=nil then local H=C.Head:Clone() H.Name="Part" H.Parent=C local WH=MW(C.Torso,H) WH.C0=C.Torso.Neck.C0 WH.C1=C.Torso.Neck.C0 C.Head.Transparency=1 table.insert(HW,{H,WH,C.Head}) table.insert(WS,{WH,nil,nil,nil,nil}) for i,v in pairs(C.Head:GetChildren()) do if v:IsA("Weld") then local pp=v.Part1:Clone() pp.Parent=C v.Part1.Transparency=1 local ww=MW(H,pp) ww.C0=v.C0 ww.C1=v.C1 table.insert(HW,{pp,ww,v.Part1}) end end else table.insert(WS,0) end if C.Torso:FindFirstChild("Left Shoulder")~=nil then C.Torso:FindFirstChild("Left Shoulder").Part1=nil table.insert(WS,{C.Torso:FindFirstChild("Left Shoulder"),C.Torso:FindFirstChild("Left Shoulder").C0,C.Torso:FindFirstChild("Left Shoulder").C1,MW(C.Torso,C:FindFirstChild("Left Arm")),C:FindFirstChild("Left Arm")}) else table.insert(WS,0) end if C.Torso:FindFirstChild("Right Shoulder")~=nil then C.Torso:FindFirstChild("Right Shoulder").Part1=nil table.insert(WS,{C.Torso:FindFirstChild("Right Shoulder"),C.Torso:FindFirstChild("Right Shoulder").C0,C.Torso:FindFirstChild("Right Shoulder").C1,MW(C.Torso,C:FindFirstChild("Right Arm")),C:FindFirstChild("Right Arm")}) else table.insert(WS,0) end if C.Torso:FindFirstChild("Left Hip")~=nil then C.Torso:FindFirstChild("Left Hip").Part1=nil table.insert(WS,{C.Torso:FindFirstChild("Left Hip"),C.Torso:FindFirstChild("Left Hip").C0,C.Torso:FindFirstChild("Left Hip").C1,MW(C.Torso,C:FindFirstChild("Left Leg")),C:FindFirstChild("Left Leg")}) else table.insert(WS,0) end if C.Torso:FindFirstChild("Right Hip")~=nil then C.Torso:FindFirstChild("Right Hip").Part1=nil table.insert(WS,{C.Torso:FindFirstChild("Right Hip"),C.Torso:FindFirstChild("Right Hip").C0,C.Torso:FindFirstChild("Right Hip").C1,MW(C.Torso,C:FindFirstChild("Right Leg")),C:FindFirstChild("Right Leg")}) else table.insert(WS,0) end end for i,v in pairs(WS) do local cfp = pose[i] if i==3 then for i,v in pairs(C:GetChildren()) do if v:IsA("CharacterMesh") and v.BodyPart == Enum.BodyPart.LeftArm then cfp = pose[7] break end end elseif i==4 then for i,v in pairs(C:GetChildren()) do if v:IsA("CharacterMesh") and v.BodyPart == Enum.BodyPart.RightArm then cfp = pose[8] break end end end if v[4]~=nil then v[4].C0=cfp v[4].C1=CFrame.new() else v[1].C0=cfp v[1].C1=CFrame.new() end end end end) end local Passenger={ CFrame.new(0.00701141357, 1.09911013, 0.0404243469, 1, 3.80970855e-09, -4.35450502e-08, 0, 0.996194661, 0.087155968, 4.37113883e-08, -0.087155968, 0.996194661), --Torso CFrame.new(0, 1.50000381, 0, 1, 0, 0, 0, 0.996194661, -0.087155968, 0, 0.087155968, 0.996194661), --Head CFrame.new(-0.876424789, -0.214377403, -0.478406906, 0.819151819, -0.573576868, 7.37368282e-07, 0.519837081, 0.742402971, -0.422619611, 0.242404267, 0.346189946, 0.906307161), --Larm CFrame.new(0.876424789, -0.214377403, -0.478406906, 0.819151819, 0.573576868, -7.37368282e-07, -0.519837081, 0.742402971, -0.422619611, -0.242404267, 0.346189946, 0.906307161), --Rarm CFrame.new(-1.27365112, -1.25288582, -1.13527107, 0.98480773, -0.173648179, 0, 0.171010077, 0.969846308, 0.173647881, -0.0301536396, -0.171009779, 0.984807789), --Lleg CFrame.new(1.27365112, -1.25288582, -1.13527298, 0.98480773, 0.173648179, 0, -0.171010077, 0.969846308, 0.173647881, 0.0301536396, -0.171009779, 0.984807789) --Rleg }
-- // Functions
if rootPart:FindFirstChild("Running") then rootPart.Running.Volume = 0 end
--/////////////////////////////////////////////////////////--
local dZIndex = 2 local dScrollBar = 4 local dBackground = Color3.new(31/255, 31/255, 31/255) local dSecondaryBackground = dBackground:lerp(Color3.new(1,1,1), 0.1); local dTransparency = 0 local dPixelSize = 0 local dBorder = Color3.new(27/255,42/255,53/255) local dPosition = UDim2.new(0,5,0,5) local dCanvasSize = UDim2.new(0, 0, 0, 0) local dScrollImage = "http://roblox.com/asset?id=158348114" local dTextColor = Color3.new(1,1,1) local dSize = UDim2.new(1,-10,1,-10) local dFont = "SourceSans" local dTextSize = 16 local dPlaceholderColor = Color3.fromRGB(178, 178, 178) local MouseIcons = { Horizontal = "rbxassetid://1243146213"; Vertical = "rbxassetid://1243145985"; LeftCorner = "rbxassetid://1243145459"; RightCorner = "rbxassetid://1243145350"; TopRight = "rbxassetid://1243145459"; TopLeft = "rbxassetid://1243145350"; }
--Tune
OverheatSpeed = .5 --How fast the car will overheat CoolingEfficiency = .2 --How fast the car will cool down RunningTemp = 60 --In degrees Fan = false --Cooling fan FanTemp = 110 --At what temperature the cooling fan will activate FanTempAlpha = 130 --At what temperature the cooling fan will deactivate FanSpeed = .08 --How fast the car will cool down FanVolume = .5 --Sound volume BlowupTemp = 130 --At what temperature the engine will blow up GUI = true --GUI temperature gauge
--// Wrap
log("Wrap") local service_Wrap = service.Wrap local service_UnWrap = service.UnWrap for i, val in service do if type(val) == "userdata" then service[i] = service_Wrap(val, true) end end
-- if Input.KeyCode == Enum.KeyCode.Z then -- if Holding.Value == "Z" then -- isHolding = false -- SkillsHandler:FireServer("Skill", "Release", "Z", Mouse:GetHit().Position, Char.HumanoidRootPart.CFrame) -- Animations.Z:AdjustSpeed(1) -- end -- end --end)
--[[ Server init file ]]
local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") local PlayerManager = require(ServerStorage.Source.Managers.PlayerManager) local ServerStateMachine = require(ServerStorage.Source.GameStates.ServerStateMachine) local Constants = require(ReplicatedStorage.Source.Common.Constants) local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger) local ProfessorController = require(ServerStorage.Source.Controllers.ProfessorController) local SetupLobby = require(ServerStorage.Source.SetupLobby) Logger.setCutoff(Constants.LoggerLevel.Warn) PlayerManager.init() ServerStateMachine.init() ProfessorController.init() SetupLobby()
---Settings---
local Time_Before_Disappearing = 3.4 local Fade_Out_Enabled = true---fade out effect local Fade_Out_Smoothness = 0.1----smaller number = smoother it fades
--//# Terrain Setup
function SetupTerrain() local Terrain = game.Workspace.Terrain; Terrain.WaterTransparency = 1 Terrain.WaterReflectance = 1 end if Enabled then if TerrainPlusEnabled then SetupTerrain() warn("Loaded Better Terrain") end if BetterLightingEnabled then SetupLighting_() warn("Loaded Lighting+") end elseif not Enabled then error("Script Disabled.") return false end
---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---- Explorer panel
Create(explorerPanel,{ BackgroundColor3 = GuiColor.Field; BorderColor3 = GuiColor.Border; Active = true; }) local SettingsRemote = explorerPanel.Parent:WaitForChild("SettingsPanel"):WaitForChild("GetSetting") local GetApiRemote = explorerPanel.Parent:WaitForChild("PropertiesFrame"):WaitForChild("GetApi") local GetAwaitRemote = explorerPanel.Parent:WaitForChild("PropertiesFrame"):WaitForChild("GetAwaiting") local bindSetAwaiting = explorerPanel.Parent:WaitForChild("PropertiesFrame"):WaitForChild("SetAwaiting") local CautionWindow = explorerPanel.Parent:WaitForChild("Caution") local TableCautionWindow = explorerPanel.Parent:WaitForChild("TableCaution") local RemoteWindow = explorerPanel.Parent:WaitForChild("CallRemote") local CurrentRemoteWindow local lastSelectedNode local listFrame = Create('Frame',{ Name = "List"; BackgroundTransparency = 1; ClipsDescendants = true; Position = UDim2_new(0,0,0,HEADER_SIZE); Size = UDim2_new(1,-GUI_SIZE,1,-HEADER_SIZE); Parent = explorerPanel; }) local scrollBar = ScrollBar(false) scrollBar.PageIncrement = 1 Create(scrollBar.GUI,{ Position = UDim2_new(1,-GUI_SIZE,0,HEADER_SIZE); Size = UDim2_new(0,GUI_SIZE,1,-HEADER_SIZE); Parent = explorerPanel; }) local scrollBarH = ScrollBar(true) scrollBarH.PageIncrement = GUI_SIZE Create(scrollBarH.GUI,{ Position = UDim2_new(0,0,1,-GUI_SIZE); Size = UDim2_new(1,-GUI_SIZE,0,GUI_SIZE); Visible = false; Parent = explorerPanel; }) local headerFrame = Create('Frame',{ Name = "Header"; BackgroundColor3 = GuiColor.Background; BorderSizePixel = 0; Position = UDim2_new(0,0,0,0); Size = UDim2_new(1,0,0,HEADER_SIZE); Parent = explorerPanel; Create('TextLabel',{ Text = "Explorer"; BackgroundTransparency = 1; TextColor3 = GuiColor.Text; TextXAlignment = 'Left'; Font = FONT; FontSize = FONT_SIZE; Position = UDim2_new(0,4,0,0); Size = UDim2_new(1,-4,0.5,0); }); }) local explorerFilter = Create('TextBox',{ PlaceholderText = "Filter workspace..."; PlaceholderColor3 = Color3_fromRGB(153, 153, 153); Text = ""; BackgroundTransparency = 0.8; TextColor3 = GuiColor.Text; TextXAlignment = 'Left'; Font = FONT; FontSize = FONT_SIZE; Position = UDim2_new(0,4,0.5,0); Size = UDim2_new(1,-8,0.5,-2); Create('UIPadding',{ PaddingLeft = UDim.new(0, 4) }) }); explorerFilter.Parent = headerFrame SetZIndexOnChanged(explorerPanel) local function CreateColor3(r, g, b) return Color3_new(r/255,g/255,b/255) end local Styles = { Font = Enum.Font.Arial, Margin = 5, Black = Color3_fromRGB(0,0,5), Black2 = Color3_fromRGB(24, 24, 29), White = Color3_fromRGB(244,244,249), WhiteOver = Color3_fromRGB(200,200,205), Hover = Color3_fromRGB(2, 128, 149), Hover2 = Color3_fromRGB(5, 102, 146) } local Row = { Font = Styles.Font, FontSize = Enum.FontSize.Size14, TextXAlignment = Enum.TextXAlignment.Left, TextColor = Styles.White, TextColorOver = Styles.WhiteOver, TextLockedColor = Color3_fromRGB(155,155,160), Height = 24, BorderColor = Color3_fromRGB(54,54,55), BackgroundColor = Styles.Black2, BackgroundColorAlternate = Color3_fromRGB(32, 32, 37), BackgroundColorMouseover = Color3_fromRGB(40, 40, 45), TitleMarginLeft = 15 } local DropDown = { Font = Styles.Font, FontSize = Enum.FontSize.Size14, TextColor = Color3_fromRGB(255,255,260), TextColorOver = Row.TextColorOver, TextXAlignment = Enum.TextXAlignment.Left, Height = 20, BackColor = Styles.Black2, BackColorOver = Styles.Hover2, BorderColor = Color3_fromRGB(45,45,50), BorderSizePixel = 0, ArrowColor = Color3_fromRGB(80,80,83), ArrowColorOver = Styles.Hover } local BrickColors = { BoxSize = 13, BorderSizePixel = 0, BorderColor = Color3_fromRGB(53,53,55), FrameColor = Color3_fromRGB(53,53,55), Size = 20, Padding = 4, ColorsPerRow = 8, OuterBorder = 1, OuterBorderColor = Styles.Black } local currentRightClickMenu local CurrentInsertObjectWindow local CurrentFunctionCallerWindow local RbxApi function ClassCanCreate(IName) local success,err = pcall(function() Instance_new(IName) end) if err then return false else return true end end function GetClasses() if RbxApi == nil then return {} end local classTable = {} for i,v in pairs(RbxApi.Classes) do if ClassCanCreate(v.Name) then table.insert(classTable,v.Name) end end return classTable end local function sortAlphabetic(t, property) table.sort(t, function(x,y) return x[property] < y[property] end) end local function FunctionIsHidden(functionData) local tags = functionData["Tags"] if tags then for _,name in pairs(tags) do if name == "Deprecated" or name == "Hidden" or name == "ReadOnly" or name == "NotScriptable" then return true end end end return false end local function GetAllFunctions(className) local class = RbxApi.Classes[className] local functions = {} if not class then return functions end while class do if class.Name == "Instance" then break end for _,nextFunction in pairs(class.Members) do if nextFunction.MemberType == "Function" and not FunctionIsHidden(nextFunction) then table.insert(functions, nextFunction) end end class = RbxApi.Classes[class.Superclass] end sortAlphabetic(functions, "Name") return functions end function GetFunctions() if RbxApi == nil then return {} end local List = SelectionVar():Get() if #List == 0 then return end local MyObject = List[1] local functionTable = {} for i,v in pairs(GetAllFunctions(MyObject.ClassName)) do table.insert(functionTable,v) end return functionTable end function CreateInsertObjectMenu(choices, currentChoice, readOnly, onClick) local mouse = game:GetService("Players").LocalPlayer:GetMouse() local totalSize = explorerPanel.Parent.AbsoluteSize.y if #choices == 0 then return end table.sort(choices, function(a,b) return a < b end) local frame = Instance_new("Frame") frame.Name = "InsertObject" frame.Size = UDim2_new(0, 200, 1, 0) frame.BackgroundTransparency = 1 frame.Active = true local menu = nil local arrow = nil local expanded = false local margin = DropDown.BorderSizePixel; --[[ local button = Instance_new("TextButton") button.Font = Row.Font button.FontSize = Row.FontSize button.TextXAlignment = Row.TextXAlignment button.BackgroundTransparency = 1 button.TextColor3 = Row.TextColor if readOnly then button.TextColor3 = Row.TextLockedColor end button.Text = currentChoice button.Size = UDim2_new(1, -2 * Styles.Margin, 1, 0) button.Position = UDim2_new(0, Styles.Margin, 0, 0) button.Parent = frame --]] local function hideMenu() expanded = false --showArrow(DropDown.ArrowColor) if frame then --frame:Destroy() CurrentInsertObjectWindow.Visible = false end end local function showMenu() expanded = true menu = Instance_new("ScrollingFrame") menu.Size = UDim2_new(0,200,1,0) menu.CanvasSize = UDim2_new(0, 200, 0, #choices * DropDown.Height) menu.Position = UDim2_new(0, margin, 0, 0) menu.BackgroundTransparency = 0 menu.BackgroundColor3 = DropDown.BackColor menu.BorderColor3 = DropDown.BorderColor menu.BorderSizePixel = DropDown.BorderSizePixel menu.TopImage = "rbxasset://textures/blackBkg_square.png" menu.MidImage = "rbxasset://textures/blackBkg_square.png" menu.BottomImage = "rbxasset://textures/blackBkg_square.png" menu.Active = true menu.ZIndex = 5 menu.Parent = frame --local parentFrameHeight = script.Parent.List.Size.Y.Offset --local rowHeight = mouse.Y --if (rowHeight + menu.Size.Y.Offset) > parentFrameHeight then -- menu.Position = UDim2_new(0, margin, 0, -1 * (#choices * DropDown.Height) - margin) --end local function choice(name) onClick(name) hideMenu() end for i,name in pairs(choices) do local option = CreateRightClickMenuItem(name, function() choice(name) end,1) option.Size = UDim2_new(1, 0, 0, 20) option.Position = UDim2_new(0, 0, 0, (i - 1) * DropDown.Height) option.ZIndex = menu.ZIndex option.Parent = menu end end showMenu() return frame end function CreateFunctionCallerMenu(choices, currentChoice, readOnly, onClick) local mouse = game:GetService("Players").LocalPlayer:GetMouse() local totalSize = explorerPanel.Parent.AbsoluteSize.y if #choices == 0 then return end table.sort(choices, function(a,b) return a.Name < b.Name end) local frame = Instance_new("Frame") frame.Name = "InsertObject" frame.Size = UDim2_new(0, 200, 1, 0) frame.BackgroundTransparency = 1 frame.Active = true local menu = nil local arrow = nil local expanded = false local margin = DropDown.BorderSizePixel; local function hideMenu() expanded = false --showArrow(DropDown.ArrowColor) if frame then --frame:Destroy() CurrentInsertObjectWindow.Visible = false end end local function showMenu() expanded = true menu = Instance_new("ScrollingFrame") menu.Size = UDim2_new(0,300,1,0) menu.CanvasSize = UDim2_new(0, 300, 0, #choices * DropDown.Height) menu.Position = UDim2_new(0, margin, 0, 0) menu.BackgroundTransparency = 0 menu.BackgroundColor3 = DropDown.BackColor menu.BorderColor3 = DropDown.BorderColor menu.BorderSizePixel = DropDown.BorderSizePixel menu.TopImage = "rbxasset://textures/blackBkg_square.png" menu.MidImage = "rbxasset://textures/blackBkg_square.png" menu.BottomImage = "rbxasset://textures/blackBkg_square.png" menu.Active = true menu.ZIndex = 5 menu.Parent = frame --local parentFrameHeight = script.Parent.List.Size.Y.Offset --local rowHeight = mouse.Y --if (rowHeight + menu.Size.Y.Offset) > parentFrameHeight then -- menu.Position = UDim2_new(0, margin, 0, -1 * (#choices * DropDown.Height) - margin) --end local function GetParameters(functionData) local paraString = "" paraString = paraString.."(" for i,v in pairs(functionData.Parameters) do paraString = paraString..v.Type.Name.." "..v.Name if i < #functionData.Parameters then paraString = paraString..", " end end paraString = paraString..")" return paraString end local function choice(name) onClick(name) hideMenu() end for i,name in pairs(choices) do local option = CreateRightClickMenuItem(name.ReturnType.Name.." "..name.Name..GetParameters(name), function() choice(name) end,2) option.Size = UDim2_new(1, 0, 0, 20) option.Position = UDim2_new(0, 0, 0, (i - 1) * DropDown.Height) option.ZIndex = menu.ZIndex option.Parent = menu end end showMenu() return frame end function CreateInsertObject() if not CurrentInsertObjectWindow then return end CurrentInsertObjectWindow.Visible = true if currentRightClickMenu and CurrentInsertObjectWindow.Visible then CurrentInsertObjectWindow.Position = UDim2_new(0,currentRightClickMenu.Position.X.Offset-currentRightClickMenu.Size.X.Offset,0,0) end if CurrentInsertObjectWindow.Visible then CurrentInsertObjectWindow.Parent = explorerPanel.Parent end end function CreateFunctionCaller(oh) if CurrentFunctionCallerWindow then CurrentFunctionCallerWindow:Destroy() CurrentFunctionCallerWindow = nil end CurrentFunctionCallerWindow = CreateFunctionCallerMenu( GetFunctions(), "", false, function(option) CurrentFunctionCallerWindow:Destroy() CurrentFunctionCallerWindow = nil local list = SelectionVar():Get() for i,v in pairs(list) do local rets = RemoteEvent:InvokeServer("CallFunction",v,option.Name) print(rets) pcall(function() print("Function", option.Name, "on", v, ":", unpack(rets)) end) end DestroyRightClick() end ) if currentRightClickMenu and CurrentFunctionCallerWindow then CurrentFunctionCallerWindow.Position = UDim2_new(0,currentRightClickMenu.Position.X.Offset-currentRightClickMenu.Size.X.Offset*1.5,0,0) end if CurrentFunctionCallerWindow then CurrentFunctionCallerWindow.Parent = explorerPanel.Parent end end function CreateRightClickMenuItem(text, onClick, insObj) local button = Instance_new("TextButton") button.Font = DropDown.Font button.FontSize = DropDown.FontSize button.TextColor3 = DropDown.TextColor button.BackgroundColor3 = DropDown.BackColor button.AutoButtonColor = false button.BorderSizePixel = 0 button.TextTransparency = 1 button.Active = true if text then local label = Instance_new("TextLabel") label.Size = UDim2_new(1, 0, 1, 0) label.Font = DropDown.Font label.FontSize = Enum.FontSize.Size11 label.TextColor3 = DropDown.TextColor label.TextXAlignment = DropDown.TextXAlignment label.BackgroundTransparency = 1 label.BorderSizePixel = 0 label.ZIndex = 5 label.Text = text button.Text = text label.Parent = button if insObj == 2 then label.FontSize = Enum.FontSize.Size11 label.Size = UDim2_new(1, -16, 1, 0) label.Position = UDim2_new(0, 16, 0, 0) else if insObj == 1 or ExplorerIndex[text] then if ExplorerIndex[text] then local newIcon = Icon(nil,ExplorerIndex[text] or 0) newIcon.Position = UDim2_new(0,2,0,2) newIcon.Size = UDim2_new(0,16,0,16) newIcon.IconMap.ZIndex = 5 newIcon.Parent = button else local newIcon = ClassIcon(nil,ClassIndex[text] or 0) newIcon.Position = UDim2_new(0,2,0,2) newIcon.Size = UDim2_new(0,16,0,16) newIcon.IconMap.ZIndex = 5 newIcon.Parent = button end end label.Size = UDim2_new(1, -32, 1, 0) label.Position = UDim2_new(0, 32, 0, 0) end button.MouseEnter:connect(function() button.TextColor3 = DropDown.TextColorOver button.BackgroundColor3 = DropDown.BackColorOver if not insObj and CurrentInsertObjectWindow then if CurrentInsertObjectWindow.Visible == false and button.Text == "Insert Object" then CreateInsertObject() elseif CurrentInsertObjectWindow.Visible and button.Text ~= "Insert Object" then CurrentInsertObjectWindow.Visible = false end end if not insObj then if CurrentFunctionCallerWindow and button.Text ~= "Call Function" then CurrentFunctionCallerWindow:Destroy() CurrentFunctionCallerWindow = nil elseif button.Text == "Call Function" then CreateFunctionCaller() end end end) button.MouseLeave:connect(function() button.TextColor3 = DropDown.TextColor button.BackgroundColor3 = DropDown.BackColor end) button.MouseButton1Click:connect(function() button.TextColor3 = DropDown.TextColor button.BackgroundColor3 = DropDown.BackColor onClick(text) end) else local sep = Instance_new("Frame", button) sep.Size = UDim2_new(1, -20, 0, 1) sep.Position = UDim2_new(0, 16, 0, 2) sep.BackgroundColor3 = DropDown.BorderColor sep.BorderSizePixel = 0 sep.ZIndex = 5 end return button end function CreateRightClickMenu(choices, currentChoice, readOnly, onClick) local mouse = game:GetService("Players").LocalPlayer:GetMouse() local frame = Instance_new("TextButton") frame.Name = "DropDown" frame.Size = UDim2_new(0, 200, 0, 0) frame.BackgroundTransparency = 1 frame.AutoButtonColor = false frame.Active = false local menu = nil local arrow = nil local expanded = false local margin = DropDown.BorderSizePixel; local function hideMenu() expanded = false if frame then frame:Destroy() DestroyRightClick() end end local function showMenu() expanded = true menu = Instance_new("Frame") menu.Size = UDim2_new(0, 200, 0, 0) for i,name in pairs(choices) do if name then menu.Size = menu.Size + UDim2_new(0, 0, 0, 20) else menu.Size = menu.Size + UDim2_new(0, 0, 0, 7) end end frame.Size = menu.Size + UDim2_new(0, 0, 0, 6) menu.Position = UDim2_new(0, 0, 0, 0) menu.BackgroundTransparency = 0 menu.BackgroundColor3 = DropDown.BackColor menu.BorderColor3 = DropDown.BorderColor menu.BorderSizePixel = DropDown.BorderSizePixel menu.Active = true menu.ZIndex = 5 menu.Parent = frame local function choice(name) onClick(name) hideMenu() end local previous for i,name in pairs(choices) do local option = CreateRightClickMenuItem(name, function() choice(name) end) if name then option.Size = UDim2_new(1, 0, 0, 20) else option.Size = UDim2_new(1, 0, 0, 7) end if previous then option.Position = UDim2_new(0, 0, 0, previous.Position.Height.Offset + previous.Size.Height.Offset) end option.ZIndex = menu.ZIndex option.Parent = menu previous = option end end showMenu() return frame end function checkMouseInGui(gui) if gui == nil then return false end local plrMouse = game:GetService("Players").LocalPlayer:GetMouse() local guiPosition = gui.AbsolutePosition local guiSize = gui.AbsoluteSize if plrMouse.X >= guiPosition.x and plrMouse.X <= guiPosition.x + guiSize.x and plrMouse.Y >= guiPosition.y and plrMouse.Y <= guiPosition.y + guiSize.y then return true else return false end end local clipboard = {} local function delete(o) o.Parent = nil RemoteEvent:InvokeServer("Delete", o) end local getTextWidth do local text = Create('TextLabel',{ Name = "TextWidth"; TextXAlignment = 'Left'; TextYAlignment = 'Center'; Font = FONT; FontSize = FONT_SIZE; Text = ""; Position = UDim2_new(0,0,0,0); Size = UDim2_new(1,0,1,0); Visible = false; Parent = explorerPanel; }) function getTextWidth(s) text.Text = s return text.TextBounds.x end end local nameScanned = false
--[[ Removes a Tween from the scheduler. ]]
function TweenScheduler.remove(tween: Tween) allTweens[tween] = nil end
---------------------------------------------------------------------------------------------------- --------------------=[ CFRAME ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,EnableHolster = false ,HolsterTo = 'Torso' -- Put the name of the body part you wanna holster to ,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)) ,RightArmPos = CFrame.new(-0.85, -0.2, -1.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Server ,LeftArmPos = CFrame.new(1.05,1,-1.4) * CFrame.Angles(math.rad(-100),math.rad(25),math.rad(-20)) --server ,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) ,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) ,RightPos = CFrame.new(-.65, -0.2, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Client ,LeftPos = CFrame.new(1.2,0.15,-1.6) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-20)) --Client } return Config
-- register what control scripts we are using
do local PlayerScripts = LocalPlayer:WaitForChild("PlayerScripts") local canRegisterControls = pcall(function() PlayerScripts:RegisterTouchMovementMode(Enum.TouchMovementMode.Default) end) if canRegisterControls then PlayerScripts:RegisterTouchMovementMode(Enum.TouchMovementMode.Thumbstick) PlayerScripts:RegisterTouchMovementMode(Enum.TouchMovementMode.DPad) PlayerScripts:RegisterTouchMovementMode(Enum.TouchMovementMode.Thumbpad) PlayerScripts:RegisterTouchMovementMode(Enum.TouchMovementMode.ClickToMove) PlayerScripts:RegisterTouchMovementMode(Enum.TouchMovementMode.DynamicThumbstick) PlayerScripts:RegisterComputerMovementMode(Enum.ComputerMovementMode.Default) PlayerScripts:RegisterComputerMovementMode(Enum.ComputerMovementMode.KeyboardMouse) PlayerScripts:RegisterComputerMovementMode(Enum.ComputerMovementMode.ClickToMove) end end local DynamicThumbstickAvailable = pcall(function() return Enum.DevTouchMovementMode.DynamicThumbstick and Enum.TouchMovementMode.DynamicThumbstick end) local ControlState = {} ControlState.Current = nil function ControlState:SwitchTo(newControl) if ControlState.Current == newControl then return end if ControlState.Current then ControlState.Current:Disable() end ControlState.Current = newControl if ControlState.Current then ControlState.Current:Enable() end end function ControlState:IsTouchJumpModuleUsed() return isJumpEnabled end
--[[ <<DO NOT DELETE THIS MODULE>> ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ Build 6T, Version 6.72 SecondLogic @ Inspare Avxnturador @ Novena RikOne2 @ Enjin Special thanks to Zyori and JustinianCode for some included things. >>Manual Basically, everything you can and would ever want to touch is in the tuning module. EVERYTHING Torque Curve Tune Visualizer (Boost Included): https://www.desmos.com/calculator/nap6stpjqf Basic Tips: --Installation >Everything is built-in (assembly, welding, suspension, gyros), so all you have to worry about is placing the wheels and the seat. >Body parts go in the "Body" section. >Wheel parts such as 3D rims and brake disks go in the "Parts" section of the wheel. >Suspension-Anchored parts such as suspension wishbones and linkages go in the "SuspensionFixed" section. >Axle-Anchored parts such as calipers go in the "WheelFixed" section. >You can add or remove wheels. To add a wheel, simply copy one of the wheels and make sure it's named one of the following: "F","FL","FR","R","RL","RR". >Wheels need to be aligned with the axes of the seat. Don't rotate the seat relative to the wheels as it may cause welding problems. >All wheel offsets are applied in the tuning module. Do NOT manually add offset to the wheels. Steering axis is centered on the wheel part by default. >Seat offset can be adjusted in the "MiscWeld" module under "Initialize". >Use the "Misc" section for scripted/moving parts and apply welding using the "MiscWeld" module under "Initialize". --Tuning >Reduce weight(density) if setup is lacking torque. Increase density if setup has too much torque. >Add downforce manually if setup is lacking grip or use a downforce plugin. >Dialing in ratios used in real cars is an easy way to have a realisticly tuned transmission. >Modifying the "Drive" script may affect the integrity of the system. >Custom scripts should be put in the "Plugins" folder. Using plugins made by other users is encouraged. >When writing custom plugins, you can reference the values within the "Values" folder inside the A-Chassis Interface. >It is a good practice to make plugins compatible with any setup and providing a usage manual if a plugin is released. >You can remove/change the default plugins that come with the kit. The drive system will still work perfectly with or without them. --Updates >To update, simply just replace the entire "A-Chassis Tune" module of an existing car with a newer version of the module if the car already has AC6T installed. Otherwise it's preferred you copy the new values over. >You may want to copy the tune values and plugins from the old module, but dont simply overwrite the tune module as new values may be added. >>AC6 T Changelog [05/05/18 : A-Chassis T Build 6.72] - The Final Bugfixes [Tune Changes] -"RAntiRoll" is fixed and an actual value, beforehand it only had 2 FAntiRolls and no RAntiRolls. [Transmission Changes] -Automatic transmission has been properly fixed and works flawlessly. [Thanks] -Thanks for using this chassis, I'll see ya in the bike chassis. -Avxnturador Install by changing the Drive script, and by changing "FAntiRoll" in line 70 to "RAntiRoll" in the Tune. [04/11/18 : A-Chassis T Build 6.7] - The Final Update [IMPORTANT] -A whole re-write of the chassis has been done. Taking AC6.52S2 and re-writing everything, most bugs from other versions should be removed [Drive Changes] -Curve caching is mandatory and always on, CurveCache and CacheInc is removed -Wheel RPM is now fixed and gets the rotation velocity from ALL driven wheels [Boost Changes] -The turbo properly spools up and keeps its spool once changing gears or engaging and disengaging the clutch [Transmission Changes] -Disabled the wait time in Manual transmission mode -Shifting between Reverse, Neutral and Drive is possible in Automatic transmission mode, credit to JustinianCode for this [New Values] -FCaster, only in the front, credit to Zyori for this [Thanks] -Thanks for using this chassis, I'll see ya in the next ones to come. -Avxnturador -Credits to RikOne2, Zyori, and JustinianCode for helping me out with special features. Install by changing the initialize, A-Chassis Interface, and by adding "FCaster" in the tune. [03/25/18 : A-Chassis T Build 6.62] - The Small Bugfixing Update [Fixes] -Turbo stays spooled up while shifting -If you throttle up while shifting, power will stay instead of staying at 0. Install by changing the Drive script. [02/15/18 : A-Chassis T Build 6.6] - The Realism Update [Curves] -Curves are now fixed due to a re-write of the Horsepower and Torque curves. -Instead of the HP and Torque being insanely off, it's now perfected. -Example: A naturally aspirated car with the horsepower at 180 will have its max HP be 180, not 360. [New Car Values] -TCSAmt (The amount of cutoff TCS has on the throttle) [New Tune Values] [EDITABLE] -ShiftTime (The time delay in which you initiate a shift and the car changes gear) [STANDARDIZED] (Highly recommended you don't touch these in the tune) -CurveCache (The time delay in which you initiate a shift and the car changes gear) -CacheInc (The time delay in which you initiate a shift and the car changes gear) [12/2/17 : A-Chassis T Build 6.5] - The Turbocharged Update [Turbocharger] -Utilizing IMeanBiz's turbo scripts, the car now has turbo. [New Car Values] -HpNatural (Horsepower made by the engine naturally aspirated) -TqNatural (Torque made by the engine naturally aspirated) -HpBoosted (Horsepower made by the turbocharger[s], NOT including HpNatural HP) -TqBoosted (Torque made by the turbocharger[s], NOT including TqNatural Torque) -Boost (Total boost [in PSI]) [New Tune Values] -Should all be self explanatory in the tune. [New Plugins] -AC6T Stock Gauges, includes a turbo thing in the middle (when car is turbocharged), can easily be swapped with AC6 default gauges if not wanted. -Turbocharger sounds, which works regularly [Rewritten Values] -Horsepower (Horsepower combined from the engine and turbocharger[s]) -Torque (Torque combined from the engine and turbocharger[s]) --]]
return "6.72"
------------------------------------------------------------------------
for i=1,math.random(100,10000) do wait() local bewl = script.Parent:FindFirstChild("Bool") if bewl then local ignoreList = {} local ray = Ray.new(script.Parent.Part8.Position, missile.CFrame.lookVector * 999) local hit game.Workspace:FindPartOnRayWithIgnoreList(ray, ignoreList, false) local pos = script.Parent.Bool.Position local line = Instance.new("Part") line.Name = "Line" line.FormFactor = "Symmetric" line.Size = Vector3.new(1, 1, 1) line.BrickColor = BrickColor.new("White") line.Transparency = 0 line.CanCollide = false line.Anchored = true line.Locked = true line.TopSurface, line.BottomSurface = 0, 0 line.CFrame = CFrame.new(script.Parent.Part8.Position:lerp(pos, 0.5), pos) local mesh = Instance.new("BlockMesh", line) mesh.Scale = Vector3.new(0.03, 0.03, (script.Parent.Part8.Position - pos).magnitude) game.Debris:AddItem(line,0.08) line.Parent = script.Parent wait(0.001) else print("No bool") break end end
--Fade tween
local fadeInfo = TweenInfo.new(Fade, Enum.EasingStyle.Sine, Enum.EasingDirection.In) local strechInfo = TweenInfo.new(Fade / 1.05, Enum.EasingStyle.Quint, Enum.EasingDirection.In) local fadeGoal = {Transparency = 1} local accumulatedChance = 0
--[[** ensures Roblox UDim type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.UDim = t.typeof("UDim")
--[[Engine]]
--Torque Curve Tune.Horsepower = 900 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 2000 -- Use sliders to manipulate values Tune.Redline = 10000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--// Event Connections
L_14_.OnClientEvent:connect(function(L_22_arg1) if L_22_arg1.TeamColor == L_1_.TeamColor and L_22_arg1.Character and L_22_arg1.Character:FindFirstChild('Head') then if L_22_arg1.Character:WaitForChild("Saude"):WaitForChild("FireTeam").SquadName.Value ~= '' then spawnTag(L_22_arg1.Character, L_22_arg1.Character:WaitForChild("Saude"):WaitForChild("FireTeam").SquadColor.Value) else spawnTag(L_22_arg1.Character, Color3.fromRGB(255,255,255)) end end; if L_22_arg1.TeamColor ~= L_1_.TeamColor then if L_22_arg1.Character and L_22_arg1.Character:FindFirstChild('Head') and L_22_arg1.Character:FindFirstChild('Head'):FindFirstChild('TeamTag') then L_22_arg1.Character:FindFirstChild('Head').TeamTag:Destroy() end end; end)
-- ROBLOX FIXME: can't express void when defined outside of a function type
type void = nil
-- Event Bindings
DisplayVictory.OnClientEvent:connect(OnDisplayVictory) DisplayScore.OnClientEvent:connect(OnScoreChange) ResetMouseIcon.OnClientEvent:connect(OnResetMouseIcon) return NotificationManager
--For Omega Rainbow Katana thumbnail to display a lot of particles.
for i, v in pairs(Handle:GetChildren()) do if v:IsA("ParticleEmitter") then v.Rate = 20 end end Tool.Grip = Grips.Up Tool.Enabled = true function IsTeamMate(Player1, Player2) return false end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Blow(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then return end local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand") if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then return end local character = Hit.Parent if character == Character then return end local humanoid = character:FindFirstChildOfClass("Humanoid") if not humanoid or humanoid.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(5) end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R6 then local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Slash" Anim.Parent = Tool elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then local Anim = Tool:FindFirstChild("R15Slash") if Anim then local Track = Humanoid:LoadAnimation(Anim) Track:Play(0) end end end end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R6 then local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Lunge" Anim.Parent = Tool elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then local Anim = Tool:FindFirstChild("R15Lunge") if Anim then local Track = Humanoid:LoadAnimation(Anim) Track:Play(0) end end end --[[ if CheckIfAlive() then local Force = Instance.new("BodyVelocity") Force.velocity = Vector3.new(0, 10, 0) Force.maxForce = Vector3.new(0, 4000, 0) Debris:AddItem(Force, 0.4) Force.Parent = Torso end ]] wait(0.2) Tool.Grip = Grips.Out wait(0.6) Tool.Grip = Grips.Up Damage = DamageValues.SlashDamage end Tool.Enabled = true LastAttack = 0 function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false local Tick = RunService.Stepped:wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Damage = DamageValues.BaseDamage local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){ Name = "R15Slash", AnimationId = BaseUrl .. Animations.R15Slash, Parent = Tool }) local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){ Name = "R15Lunge", AnimationId = BaseUrl .. Animations.R15Lunge, Parent = Tool }) Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChildOfClass("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart") if not CheckIfAlive() then return end ToolEquipped = true Sounds.Unsheath:Play() end function Unequipped() Tool.Grip = Grips.Up ToolEquipped = false end Tool.Activated:Connect(Activated) Tool.Equipped:Connect(Equipped) Tool.Unequipped:Connect(Unequipped) Connection = Handle.Touched:Connect(Blow)
--The "tele1" brick takes you to "tele2".
debounce = false function onTouched(hit) if debounce then return else debounce = true end if hit.Parent:FindFirstChild("Humanoid") then local player = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent) if player then local gui = Instance.new("ScreenGui", player.PlayerGui) local label = Instance.new("TextLabel", gui) label.Size = UDim2.new(2, 0, 2, 0) label.Position = UDim2.new(-0.5, 0, -0.5, 0) label.BackgroundColor3 = Color3.new(0,0,0) label.BackgroundTransparency = 1 label.Text = "" while gui and label and label.BackgroundTransparency > 0 do wait() label.BackgroundTransparency = label.BackgroundTransparency - 0.1 end if hit then hit.Parent:MoveTo(script.Parent.tele2.Position) end wait (0) while gui and label and label.BackgroundTransparency < 1 do wait() label.BackgroundTransparency = label.BackgroundTransparency + 0.1 end if gui then gui:Remove() end end end debounce = false end script.Parent.tele1.Touched:connect(onTouched)
--[[ -- превращаем блоки в ландшафт game.Workspace.Terrain:FillBlock(game.Workspace.Part1.CFrame, game.Workspace.Part1.Size, Enum.Material.Metal) game.Workspace.Terrain:FillBlock(game.Workspace.Part2.CFrame, game.Workspace.Part2.Size, Enum.Material.Water) game.Workspace.Terrain:FillBlock(game.Workspace.Part3.CFrame, game.Workspace.Part3.Size, Enum.Material.Grass) -- убираем блоки game.Workspace.Part1.Parent=nil game.Workspace.Part2.Parent=nil game.Workspace.Part3.Parent=nil -- производим замену ландшафта local region = Region3.new(Vector3.new(-20,-20,-80), Vector3.new(20,10,-60)) region = region:ExpandToGrid(4) -- чтение local material, occupancy = game.Workspace.Terrain:ReadVoxels(region, 4) local size = material.Size for x = 1, size.X do for y = 1, size.Y do for z = 1, size.Z do print("Material at (", x, y, z, "): ", material[x][y][z]) material[x][y][z] = Enum.Material.Water print("Occupancy at (", x, y, z, "): ", occupancy[x][y][z]) end end end -- запись game.Workspace.Terrain:WriteVoxels(region, 4, material, occupancy) ]]
--
-- DRIVE LOOP ----------------------------------------
while true do -- Input values taken from the VehicleSeat local steerFloat = vehicleSeat.SteerFloat -- Forward and backward direction, between -1 and 1 local throttle = vehicleSeat.ThrottleFloat -- Left and right direction, between -1 and 1 -- Convert "steerFloat" to an angle for the HingeConstraint servos local turnAngle = steerFloat * MAX_TURN_ANGLE wheelHingeR.TargetAngle = turnAngle wheelHingeL.TargetAngle = turnAngle -- Apply torque to the CylindricalConstraint motors depending on our throttle input and the current speed of the car local currentVel = getAverageVelocity() local targetVel = 0 local motorTorque = 0 -- Idling if math.abs(throttle) < 0.1 then motorTorque = 100 -- Accelerating elseif math.abs(throttle * currentVel) > 0 then -- Reduce torque with speed (if torque was constant, there would be a jerk reaching the target velocity) -- This also produces a reduction in speed when turning local r = math.abs(currentVel) / MAX_SPEED -- Torque should be more sensitive to input at low throttle than high, so square the "throttle" value motorTorque = math.exp( - 3 * r * r ) * TORQUE * throttle * throttle targetVel = math.sign(throttle) * 10000 -- Arbitrary large number -- Braking else motorTorque = BRAKING_TORQUE * throttle * throttle end -- Use helper functions to apply torque and target velocity to all motors setMotorTorque(motorTorque) setMotorVelocity(targetVel) wait() end
--[[ This HelpButton Theme displays by default the headshot of the LocalPlayer. Modes: { "HEADSHOT" -- LocalPlayer Headshot Thumb "CUSTOM" -- Loads from Settings } --]]
return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local gui = service.New("ScreenGui") local toggle = service.New("ImageButton", gui) local toggle1 = service.New("Frame", gui) local round = Instance.new("UICorner") round.CornerRadius = UDim.new(0.2, 0) round.Parent = toggle1 local round1 = Instance.new("UICorner") round1.CornerRadius = UDim.new(0.2, 0) round1.Parent = toggle local gTable = client.UI.Register(gui) if client.UI.Get("HelpButton", gui, true) then gui:Destroy() gTable:Destroy() return nil end gTable.Name = "HelpButton" gTable.CanKeepAlive = false toggle.Name = "Toggle" toggle1.Name = "RoundFrame" toggle1.BackgroundColor3 = Color3.fromRGB(17, 17, 17) toggle.BackgroundTransparency = 1 toggle1.Position = UDim2.new(1, -45, 1, -45) toggle.Position = UDim2.new(1, -42, 1, -38) toggle.Size = UDim2.new(0, 33, 0, 33) --33 toggle.ZIndex = 67 toggle1.Size = UDim2.new(0, 40, 0, 40) toggle.Image = "https://www.roblox.com/headshot-thumbnail/image?userId=" .. localplayer.UserId .. "&width=420&height=420&format=png" toggle.ImageTransparency = 0 --if client.UI.Get("Chat") then -- toggle.Position = UDim2.new(1, -(45+40),1, -45) --end toggle.MouseButton1Down:Connect( function() local found = client.UI.Get("UserPanel", nil, true) if found then found.Object:Destroy() else client.UI.Make("UserPanel", {}) end end ) gTable:Ready() end
-- Return empty string if keys is empty.
function printProps( keys: Array<string>, props: Record<string, unknown>, config: Config, indentation: string, depth: number, refs: Refs, printer: Printer ): string local indentationNext = indentation .. config.indent -- ROBLOX deviation: adding default value as we don't support colors local colors = config.colors or DEFAULT_COLORS return Array.join( Array.map(keys, function(key: string) local value = props[key] local printed = printer(value, config, indentationNext, depth, refs) if typeof(value) ~= "string" then if string.find(printed, "\n") ~= nil then printed = config.spacingOuter .. indentationNext .. printed .. config.spacingOuter .. indentation end printed = "{" .. printed .. "}" end -- ROBLOX deviation: keys can be of type table. eg. when using ReactRoblox.Change local key_ = if typeof(key) == "table" then (if key.name then key.name else printer(key, config, indentationNext, depth, refs)) else key return config.spacingInner .. indentation .. colors.prop.open .. colors.prop.open .. key_ .. colors.prop.close .. "=" .. colors.value.open .. printed .. colors.value.close .. colors.value.close end), "" ) end exports.printProps = printProps
-- PLAYERSTATES
export type PlayerstatesType = { }
-- ROBLOX deviation: this is a class export upstream, so optional overrides are nil-able, and it's extensible by default
export type React_Component<Props, State = nil> = { -- fields props: Props, state: State, -- action methods setState: ( self: React_Component<Props, State>, partialState: State | ((State, Props) -> State?), callback: (() -> any)? ) -> (), forceUpdate: (callback: ((() -> ())?)) -> (), -- lifecycle methods init: ((props: Props?, context: any?) -> ())?, render: (self: React_Component<Props, State>) -> React_Node, componentWillMount: ((self: React_Component<Props, State>) -> any)?, UNSAFE_componentWillMount: ((self: React_Component<Props, State>) -> any)?, componentDidMount: ((self: React_Component<Props, State>) -> any)?, componentWillReceiveProps: (( self: React_Component<Props, State>, nextProps: Props, nextContext: any ) -> any)?, UNSAFE_componentWillReceiveProps: (( self: React_Component<Props, State>, nextProps: Props, nextContext: any ) -> any)?, shouldComponentUpdate: (( self: React_Component<Props, State>, nextProps: Props, nextState: State, nextContext: any ) -> boolean)?, componentWillUpdate: (( self: React_Component<Props, State>, nextProps: Props, nextState: State, nextContext: any ) -> any)?, UNSAFE_componentWillUpdate: (( self: React_Component<Props, State>, nextProps: Props, nextState: State, nextContext: any ) -> any)?, componentDidUpdate: (( self: React_Component<Props, State>, prevProps: Props, prevState: State, prevContext: any ) -> any)?, componentWillUnmount: ((self: React_Component<Props, State>) -> any)?, componentDidCatch: (( self: React_Component<Props, State>, error: Error, info: { componentStack: string, } ) -> any)?, getDerivedStateFromProps: ((props: Props, state: State) -> any)?, getDerivedStateFromError: ((error: Error) -> any)?, -- long tail of other stuff not modeled very well -- ROBLOX deviation: this field is only used in relation to string refs, which we do not support -- refs: any, -- context: any, getChildContext: (self: React_Component<Props, State>) -> any, -- statics __componentName: string, displayName: string?, childContextTypes: any?, contextTypes: any?, propTypes: any?, -- ROBLOX FIXME: this is a legacy Roact field and should be removed in React 18 Lua validateProps: (Props) -> (boolean, string?)?, -- We don't add a type for `defaultProps` so that its type may be entirely -- inferred when we diff the type for `defaultProps` with `Props`. Otherwise -- the user would need to define a type (which would be redundant) to override -- the type we provide here in the base class. -- ROBLOX deviation: Luau doesn't do the inference above defaultProps: Props?, -- ROBLOX deviation: class export allows assigning additional custom instance fields [string]: any, }
--mobile--
local Buttons = script.Parent:WaitForChild("Buttons") local Left = Buttons:WaitForChild("Left") local Right = Buttons:WaitForChild("Right") local Brake = Buttons:WaitForChild("Brake") local Gas = Buttons:WaitForChild("Gas") local Handbrake = Buttons:WaitForChild("Handbrake") if UserInputService.TouchEnabled and not UserInputService.MouseEnabled then Buttons.Visible = true end local function LeftTurn(Touch, GPE) if Touch.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end end Left.InputBegan:Connect(LeftTurn) Left.InputEnded:Connect(LeftTurn)
--[[ Returns a snapshot of this component given the current props and state. Must be overridden by consumers of Roact and should be a pure function with regards to props and state. TODO (#199): Accept props and state as arguments. ]]
function Component:render() local internalData = self[InternalData] local message = componentMissingRenderMessage:format(tostring(internalData.componentClass)) error(message, 0) end
--/Other
module.EnableLaser = false module.EnableFlashlight = false module.InfraRed = false
-- Touching this Battle Armor doubles you MaxHealth and heals you to full power
local debounce = false function getPlayer(humanoid) -- find the owning player of a humanoid. local players = game.Players:children() for i = 1, #players do if players[i].Character ~= nil then if players[i].Character.Humanoid == humanoid then return players[i] end end end return nil end function putOnArmor(humanoid) local torso = humanoid.Parent.Torso torso.Reflectance = 0 humanoid.MaxHealth = 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999 local player = getPlayer(humanoid) if player ~= nil then local message = Instance.new("Message") message.Text = "You are God" message.Parent = player wait(2) message.Text = "Live Free!" wait(2) message.Parent = nil end end function hasArmor(humanoid) return (humanoid.MaxHealth > 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) end function onTouched(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") if humanoid~=nil and debounce == false then if (hasArmor(humanoid)) then return end debounce = true script.Parent.Parent = nil putOnArmor(humanoid) debounce = false end end script.Parent.Touched:connect(onTouched)
--------| Setting |--------
local blacklist = {"Chat"} local bestResolution = 1200 --- anything below this resolution magnitude will change the slice ratio local maxDownscale = 0.2 --- the lowest 9slices will be downscales to (by mult) local differenceToScan = 200 --- minimum resolution magnitude offset to re-scan and scale (higher = performance)
--// SS3.33T Police Edit originally for 2017 Mercedes-Benz E300 by Itzt and MASERATl, base SS by Inspare
wait(0.1) local player = game.Players.LocalPlayer local HUB = script.Parent.HUB local limitButton = HUB.Name local lightOn = false local Camera = game.Workspace.CurrentCamera local cam = script.Parent.nxtcam.Value local carSeat = script.Parent.CarSeat.Value local mouse = game.Players.LocalPlayer:GetMouse()
--[[ Converts an event into a Promise with an optional predicate ]]
function Promise.fromEvent(event, predicate) predicate = predicate or function() return true end return Promise._new(debug.traceback(nil, 2), function(resolve, reject, onCancel) local connection local shouldDisconnect = false local function disconnect() connection:Disconnect() connection = nil end -- We use shouldDisconnect because if the callback given to Connect is called before -- Connect returns, connection will still be nil. This happens with events that queue up -- events when there's nothing connected, such as RemoteEvents connection = event:Connect(function(...) local callbackValue = predicate(...) if callbackValue == true then resolve(...) if connection then disconnect() else shouldDisconnect = true end elseif type(callbackValue) ~= "boolean" then error("Promise.fromEvent predicate should always return a boolean") end end) if shouldDisconnect and connection then return disconnect() end onCancel(function() disconnect() end) end) end return Promise
--Make the collision group for parts of characters not collide with itself
PhysicsService:CollisionGroupSetCollidable(GroupName, GroupName, false)
--Functions
if not bloodCache then bloodCache = Instance.new("Folder", workspace) bloodCache.Name = "BloodCache" end
-- Confetti Defaults.
local shapes = {script:WaitForChild("CircularConfetti"), script:WaitForChild("SquareConfetti")};
-- services
local MarketplaceService = game:GetService("MarketplaceService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players")
--delay(0,function()
--while sprinting==false or Humanoid.MoveDirection.Magnitude <= 0 do -- --if runninganim ~= nil then -- -- runninganim:Stop() -- --end -- runninganim:Stop() -- wait() --end
--// # key, Priority
mouse.KeyDown:connect(function(key) if key=="g" then if veh.Lightbar.middle.Priority.IsPlaying == true then veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62) veh.Lightbar.WAIL.Transparency = 1 veh.Lightbar.YELP.Transparency = 1 veh.Lightbar.PIER.Transparency = 1 veh.Lightbar.STBY.Transparency = 0 else veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Play() script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(215, 135, 110) script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62) script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62) veh.Lightbar.WAIL.Transparency = 1 veh.Lightbar.YELP.Transparency = 1 veh.Lightbar.PIER.Transparency = 0 veh.Lightbar.STBY.Transparency = 1 end end end)
-- functions
function onRunning(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end
--Apply Power
function Engine() --Get Torque local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then if CacheTorque then local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/HPInc)] _HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000) _OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000) else _HP,_OutTorque = GetCurve(_RPM,_CGear) end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) else _HP,_OutTorque = 0,0 end --Automatic Transmission if _TMode == "Auto" and _IsOn then _ClutchOn = true if _CGear == 0 then _CGear = 1 end if _CGear >= 1 then if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = -1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = 1 end end end --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not script.Parent.IsOn.Value then on=0 end local throt = _GThrot if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end --Apply TCS local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSActive = true end --Update Forces local dir = 1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end if tqABS < 1 then _ABSActive = true end --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
--[[Engine]]
--Torque Curve Tune.Horsepower = 242 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- Put your code down here and don't delete this entire text.
local RunService = game:GetService("RunService") local CollectionService = game:GetService("CollectionService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Network = require(ReplicatedStorage.GameModules.GameMechanicsCore["Network"])
--Services
tweenService = game:GetService("TweenService") repeat wait() until game.Players.LocalPlayer.tempStage game.Players.LocalPlayer.tempStage.Value = game.Players.LocalPlayer.leaderstats.Stage.Value script.Parent.Text = tostring(game.Players.LocalPlayer.tempStage.Value) game.Players.LocalPlayer.leaderstats.Stage.Changed:Connect(function() game.Players.LocalPlayer.tempStage.Value = game.Players.LocalPlayer.leaderstats.Stage.Value script.Parent.Text = tostring(game.Players.LocalPlayer.tempStage.Value) script.Parent.Sound:Play() end) game.Players.LocalPlayer.tempStage.Changed:Connect(function() script.Parent.Text = tostring(game.Players.LocalPlayer.tempStage.Value) end)
-- Basic settings
local COOLDOWN_TIME = 25 local RUNTIME = 10 local plr = game.Players.LocalPlayer local inputService = game:GetService("UserInputService") game.ReplicatedStorage.Interactions.Client.Perks.UseInvisibility.OnClientEvent:connect(function() -- Make sure character is alive if plr.Character ~= nil and plr.Character:FindFirstChild("Humanoid") then -- Show tip plr.PlayerGui.MainGui.Tip.Text = "Press Q to turn invisible" -- Set map object local map = workspace:FindFirstChild("Map") -- Listen for keypress local debounce = false local event local done = false event = inputService.InputBegan:connect(function(inputObj) -- Check if states are correct if inputObj.KeyCode == Enum.KeyCode.Q and not debounce and not done and workspace:FindFirstChild("Map") == map then debounce = true -- Tell server to make invisible game.ReplicatedStorage.Interactions.Server.Perks.MakeInvisible:FireServer() -- Update text to match state for i=1, RUNTIME do if done or workspace:FindFirstChild("Map") == nil then break end plr.PlayerGui.MainGui.Tip.Text = "Invisible for " .. (RUNTIME - i + 1) .. " seconds" wait(1) end if not done and workspace:FindFirstChild("Map") then for i=1, COOLDOWN_TIME do if done or workspace:FindFirstChild("Map") == nil then break end plr.PlayerGui.MainGui.Tip.Text = "Can use again in " .. (COOLDOWN_TIME - i + 1) .. " seconds" wait(1) end if not done and workspace:FindFirstChild("Map") then plr.PlayerGui.MainGui.Tip.Text = "Press Q to turn invisible" end end if done or workspace:FindFirstChild("Map") == nil then if event ~= nil then event:disconnect() event = nil end done = true plr.PlayerGui.MainGui.Tip.Text = "" end debounce = false elseif workspace:FindFirstChild("Map") ~= map then if event ~= nil then event:disconnect() event = nil end done = true plr.PlayerGui.MainGui.Tip.Text = "" end end) -- Connect character death plr.Character.Humanoid.Died:connect(function() if not done then event:disconnect() event = nil done = true plr.PlayerGui.MainGui.Tip.Text = "" end end) end end)
-- From TransparencyController
function CameraUtils.Round(num: number, places: number): number local decimalPivot = 10^places return math.floor(num * decimalPivot + 0.5) / decimalPivot end function CameraUtils.IsFinite(val: number): boolean return val == val and val ~= math.huge and val ~= -math.huge end function CameraUtils.IsFiniteVector3(vec3: Vector3): boolean return CameraUtils.IsFinite(vec3.X) and CameraUtils.IsFinite(vec3.Y) and CameraUtils.IsFinite(vec3.Z) end
--[[ Removes a Spring from the scheduler. ]]
function SpringScheduler.remove(spring: Spring) local damping = spring._damping local speed = spring._speed local dampingBucket = springBuckets[damping] if dampingBucket == nil then return end local speedBucket = dampingBucket[speed] if speedBucket == nil then return end speedBucket[spring] = nil end
--//Jumping
local jumps = 0 local function ToggleFlying() if hum.FloorMaterial == Enum.Material.Air then --Is double jumping if jumps >= settings.ExtraJumps then return end jumps += 1 hum:ChangeState(Enum.HumanoidStateType.Jumping) --Jump event:FireServer() --Tell other players that we are double jumping JumpEffect(char) --Visual Effect end end hum.StateChanged:connect(function(old, new) --Player landed if new == Enum.HumanoidStateType.Landed then jumps = 0 end end)
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed > 0.01 then local scale = 15.0 playAnimation("walk", 0.1, Enemy) setAnimationSpeed(speed / scale) pose = "Running" else playAnimation("idle", 0.1, Enemy) pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Enemy) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) local scale = 5.0 playAnimation("climb", 0.1, Enemy) setAnimationSpeed(speed / scale) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Enemy) 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, Enemy) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Enemy) 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, Enemy) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Enemy) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Enemy) 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, Enemy) elseif (pose == "Seated") then playAnimation("sit", 0.5, Enemy) return elseif (pose == "Running") then playAnimation("walk", 0.1, Enemy) 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 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
-- Thourough check to see if a character is sitting
local function amISitting(character) local r = character.HumanoidRootPart for _, part in pairs(r:GetConnectedParts(true)) do if part:IsA("Seat") or part:IsA("VehicleSeat") then return true end end end
-- main program
local RunService = game:GetService("RunService")
--!nolint UnknownGlobal --[[ SERVER PLUGINS' NAMES MUST START WITH "Server:" OR "Server-" CLIENT PLUGINS' NAMES MUST START WITH "Client:" OR "Client-" Plugins have full access to the server/client tables and most variables. You can use the MakePluginEvent to use the script instead of setting up an event. PlayerChatted will get chats from the custom chat and nil players. PlayerJoined will fire after the player finishes initial loading CharacterAdded will also fire after the player is loaded, it does not use the CharacterAdded event. service.HookEvent('PlayerChatted',function(msg,plr) print(msg..' from '..plr.Name..' Example Plugin') end) service.HookEvent('PlayerJoined',function(p) print(p.Name..' Joined! Example Plugin') end) service.HookEvent('CharacterAdded',function(plr) server.RunCommand('name',plr.Name,'BobTest Example Plugin') end) --]]
return function() server.Commands.ExampleCommand = { Prefix = server.Settings.Prefix; -- Prefix to use for command Commands = {"example"}; -- Commands Args = {"arg1"}; -- Command arguments Description = "Example command"; -- Command Description Hidden = true; -- Is it hidden from the command list? Fun = false; -- Is it fun? AdminLevel = "Players"; -- Admin level; If using settings.CustomRanks set this to the custom rank name (eg. "Baristas") Function = function(plr,args) -- Function to run for command print("HELLO WORLD FROM AN EXAMPLE COMMAND :)") print("Player supplied args[1] "..tostring(args[1])) end } end
--- Get signal instance
Signal.Get = function(eventName) --- Variables eventName = string.lower(eventName) -- return GetEvent(eventName) end
--Apply Vehicle Weight
if mass<_Tune.Weight*weightScaling then --Calculate Weight Distribution local center = rWheel.CFrame.p:Lerp(fWheel.CFrame.p, _Tune.WeightDistribution/100) --Create Weight Brick weightB = Instance.new("Part",bike.Body) weightB.Name = "Weight" weightB.Anchored = true weightB.CanCollide = false weightB.BrickColor = BrickColor.new("Really black") weightB.TopSurface = Enum.SurfaceType.Smooth weightB.BottomSurface = Enum.SurfaceType.Smooth if _Tune.WBVisible or _Tune.Debug then weightB.Transparency = .75 else weightB.Transparency = 1 end weightB.Size = Vector3.new(_Tune.WeightBrickSize[1],_Tune.WeightBrickSize[2],_Tune.WeightBrickSize[3]) weightB.CustomPhysicalProperties = PhysicalProperties.new(((_Tune.Weight*weightScaling)-mass)/(weightB.Size.x*weightB.Size.y*weightB.Size.z),0,0,0,0) weightB.CFrame=(bike.DriveSeat.CFrame-bike.DriveSeat.Position+center)*CFrame.new(0,_Tune.CGHeight,0) else --Existing Weight Is Too Massive warn( "\n\t [NCT: M] Mass too high for specified weight." .."\n\t Target Mass:\t"..(math.ceil(_Tune.Weight*weightScaling*100)/100) .."\n\t Current Mass:\t"..(math.ceil(mass*100)/100)) end
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local autoscaling = true --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 230 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 370 , spInc = 40 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 400 , spInc = 40 , -- Increment between labelled notches } }
-- Folders to parse into databases
for _, databaseFolder in ipairs(ReplicatedStorage.Common.Databases:GetChildren()) do Database.ParseFolder(databaseFolder) end
--------------------- TEMPLATE BLADE WEAPON --------------------------- -- Waits for the child of the specified parent
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local SLASH_DAMAGE = 150 local DOWNSTAB_DAMAGE = 150 local THROWING_DAMAGE = 150 local HOLD_TO_THROW_TIME = 0.38 local Damage = 20 local MyHumanoid = nil local MyTorso = nil local MyCharacter = nil local MyPlayer = nil local Tool = script.Parent local Handle = WaitForChild(Tool, 'Handle') local BlowConnection local Button1DownConnection local Button1UpConnection local PlayStabPunch local PlayDownStab local PlayThrow local PlayThrowCharge local IconUrl = Tool.TextureId -- URL to the weapon knife icon asset local DebrisService = Game:GetService('Debris') local PlayersService = Game:GetService('Players') local SlashSound local HitPlayers = {} local LeftButtonDownTime = nil local Attacking = false function Blow(hit) if Attacking then BlowDamage(hit, Damage) end end function BlowDamage(hit, damage) local humanoid = hit.Parent:FindFirstChild('Humanoid') local player = PlayersService:GetPlayerFromCharacter(hit.Parent) if humanoid == nil then Handle.WallHit:Play() wait(0.1) if game.Workspace.Handle == nil then else game.Workspace.Handle:Destroy() end else if humanoid.Health == 0 then else Handle.Ragdoll:clone().Parent = hit.Parent humanoid.Health = 0 Handle.DeadPlayer:Play() Handle.DeadSound:Play() end wait(0.1) if game.Workspace.Handle == nil then else game.Workspace.Handle:Destroy() end end if humanoid ~= nil and MyHumanoid ~= nil and humanoid ~= MyHumanoid then if not MyPlayer.Neutral then -- Ignore teammates hit if player and player ~= MyPlayer and player.TeamColor == MyPlayer.TeamColor then return end end -- final check, make sure weapon is in-hand local rightArm = MyCharacter:FindFirstChild('Right Arm') if (rightArm ~= nil) then -- Check if the weld exists between the hand and the weapon local joint = rightArm:FindFirstChild('RightGrip') if (joint ~= nil and (joint.Part0 == Handle or joint.Part1 == Handle)) then -- Make sure you only hit them once per swing if player and not HitPlayers[player] then TagHumanoid(humanoid, MyPlayer) print("Sending " .. damage) humanoid:TakeDamage(damage) Handle.Splat.Volume = 1 Handle.Splat:Play() HitPlayers[player] = true end end end end end function TagHumanoid(humanoid, player) -- Add more tags here to customize what tags are available. while humanoid:FindFirstChild('creator') do humanoid:FindFirstChild('creator'):Destroy() end local creatorTag = Instance.new('ObjectValue') creatorTag.Value = player creatorTag.Name = 'creator' creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) local weaponIconTag = Instance.new('StringValue') weaponIconTag.Value = IconUrl weaponIconTag.Name = 'icon' weaponIconTag.Parent = creatorTag DebrisService:AddItem(weaponIconTag, 1.5) end function HardAttack() Handle.Attack:Play() if PlayStabPunch then PlayStabPunch.Value = true wait(1.0) PlayStabPunch.Value = false end end function NormalAttack() Damage = DOWNSTAB_DAMAGE KnifeDown() Handle.Attack:Play() if PlayDownStab then PlayDownStab.Value = true wait(1.0) PlayDownStab.Value = false end KnifeUp() end function ThrowAttack() KnifeOut() if PlayThrow then PlayThrow.Value = true wait(0.3) if not Handle then return end local throwingHandle = Handle:Clone() DebrisService:AddItem(throwingHandle, 5) throwingHandle.Parent = Workspace Handle.Throw:Play() if MyCharacter and MyHumanoid then throwingHandle.Velocity = (MyHumanoid.TargetPoint - throwingHandle.CFrame.p).unit * 300 -- set the orientation to the direction it is being thrown in throwingHandle.CFrame = CFrame.new(throwingHandle.CFrame.p, throwingHandle.CFrame.p + throwingHandle.Velocity) * CFrame.Angles(0, 0, math.rad(-90)) local floatingForce = Instance.new('BodyForce', throwingHandle) floatingForce.force = Vector3.new(0, 196.2 * throwingHandle:GetMass() * 0.98, 0) local spin = Instance.new('BodyAngularVelocity', throwingHandle) spin.angularvelocity = throwingHandle.CFrame:vectorToWorldSpace(Vector3.new(0, -400, 0)) end Handle.Transparency = 1 -- Wait so that the knife has left the thrower's general area wait(0.08) if throwingHandle then local touchedConn = throwingHandle.Touched:connect(function(hit) print("hit throw") BlowDamage(hit, THROWING_DAMAGE) end) end -- must check if it still exists since we waited if throwingHandle then throwingHandle.CanCollide = true end wait(0.6) if Handle and PlayThrow then Handle.Transparency = 0 PlayThrow.Value = false end end KnifeUp() end function KnifeUp() Tool.GripForward = Vector3.new(0, 0, -1) Tool.GripRight = Vector3.new(1, 0, 0) Tool.GripUp = Vector3.new(0, 1, 0) end function KnifeDown() Tool.GripForward = Vector3.new(0, 0, -1) Tool.GripRight = Vector3.new(1, 0, 0) Tool.GripUp = Vector3.new(0, -1, 0) end function KnifeOut() Tool.GripForward = Vector3.new(0, 0, -1) Tool.GripRight = Vector3.new(1, 0, 0) Tool.GripUp = Vector3.new(0, 1, 0) end Tool.Enabled = true function OnLeftButtonDown() LeftButtonDownTime = time() end function OnLeftButtonUp() if not Tool.Enabled then return end -- Reset the list of hit players every time we start a new attack HitPlayers = {} if PlayThrowCharge then PlayThrowCharge.Value = false end if Tool.Enabled and MyHumanoid and MyHumanoid.Health > 0 then Tool.Enabled = false local currTime = time() if LeftButtonDownTime and currTime - LeftButtonDownTime > HOLD_TO_THROW_TIME and currTime - LeftButtonDownTime < 1.15 then else Attacking = true if math.random(1, 2) == 1 then HardAttack() else NormalAttack() end Attacking = false end Tool.Enabled = true end end function OnRightButtonDown() RightButtonDownTime = time() if PlayThrowCharge then PlayThrowCharge.Value = true end end function OnRightButtonUp() if not Tool.Enabled then return end -- Reset the list of hit players every time we start a new attack HitPlayers = {} if PlayThrowCharge then PlayThrowCharge.Value = false end if Tool.Enabled and MyHumanoid and MyHumanoid.Health > 0 then Tool.Enabled = false local currTime = time() if RightButtonDownTime and currTime - RightButtonDownTime > HOLD_TO_THROW_TIME and currTime - RightButtonDownTime < 1.15 then ThrowAttack() else Attacking = true if math.random(1, 2) == 1 then else end Attacking = false end Tool.Enabled = true end end function OnEquipped(mouse) PlayStabPunch = WaitForChild(Tool, 'PlayStabPunch') PlayDownStab = WaitForChild(Tool, 'PlayDownStab') PlayThrow = WaitForChild(Tool, 'PlayThrow') PlayThrowCharge = WaitForChild(Tool, 'PlayThrowCharge') Handle.Equip:Play() BlowConnection = Handle.Touched:connect(Blow) MyCharacter = Tool.Parent MyTorso = MyCharacter:FindFirstChild('Torso') MyHumanoid = MyCharacter:FindFirstChild('Humanoid') MyPlayer = PlayersService.LocalPlayer if mouse then Button1DownConnection = mouse.Button1Down:connect(OnLeftButtonDown) Button1UpConnection = mouse.Button1Up:connect(OnLeftButtonUp) Button2DownConnection = mouse.Button2Down:connect(OnRightButtonDown) Button2UpConnection = mouse.Button2Up:connect(OnRightButtonUp) end KnifeUp() end function OnUnequipped() -- Unequip logic here if BlowConnection then BlowConnection:disconnect() BlowConnection = nil end if Button1DownConnection then Button1DownConnection:disconnect() Button1DownConnection = nil end if Button1UpConnection then Button1UpConnection:disconnect() Button1UpConnection = nil end if Button2UpConnection then Button2UpConnection:disconnect() Button2UpConnection = nil end if Button2DownConnection then Button2DownConnection:disconnect() Button2DownConnection = nil end MyHumanoid = nil end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped)
-- waitChildren/EventFolder does not contain all the remote events, because the server version could be older than the client version. -- In that case it would not create the new events. -- These events are accessed directly from DefaultChatSystemChatEvents
local useEvents = {} local FoundAllEventsEvent = Instance.new("BindableEvent") function TryRemoveChildWithVerifyingIsCorrectType(child) if (waitChildren[child.Name] and child:IsA(waitChildren[child.Name])) then waitChildren[child.Name] = nil useEvents[child.Name] = child numChildrenRemaining = numChildrenRemaining - 1 end end for i, child in pairs(EventFolder:GetChildren()) do TryRemoveChildWithVerifyingIsCorrectType(child) end if (numChildrenRemaining > 0) then local con = EventFolder.ChildAdded:connect(function(child) TryRemoveChildWithVerifyingIsCorrectType(child) if (numChildrenRemaining < 1) then FoundAllEventsEvent:Fire() end end) FoundAllEventsEvent.Event:wait() con:disconnect() FoundAllEventsEvent:Destroy() end EventFolder = useEvents
--[[Chassis Assembly]]
--Create Steering Axle local arm=Instance.new("Part",v) arm.Name="Arm" arm.Anchored=true arm.CanCollide=false arm.FormFactor=Enum.FormFactor.Custom arm.Size=Vector3.new(_Tune.AxleSize,_Tune.AxleSize,_Tune.AxleSize) arm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0) arm.CustomPhysicalProperties = PhysicalProperties.new(_Tune.AxleDensity,0,0,0,0) arm.TopSurface=Enum.SurfaceType.Smooth arm.BottomSurface=Enum.SurfaceType.Smooth arm.Transparency=1 if PGS_ON then --PGS Assembly--------------------------------------------------------------------------------------------------------------------------- --Suspension Offsets local fAnchorOffset = Vector3.new(_Tune.FAnchorOffset[1],_Tune.FAnchorOffset[2],_Tune.FAnchorOffset[3]) local rAnchorOffset = Vector3.new(_Tune.RAnchorOffset[1],_Tune.RAnchorOffset[2],_Tune.RAnchorOffset[3]) --Create Wheel Suspsension Anchor local anchor2=arm:Clone() anchor2.Parent=v anchor2.Name="Base" if v.Name == "FL" or v.Name == "FR" or v.Name=="F" then anchor2.CFrame=anchor2.CFrame*CFrame.new(fAnchorOffset) else anchor2.CFrame=anchor2.CFrame*CFrame.new(rAnchorOffset) end --Create Body Suspsension Anchor local anchor1=anchor2:Clone() anchor1.Parent=v anchor1.Name="Anchor" if v.Name == "FL" or v.Name == "FR" or v.Name=="F" then anchor1.CFrame=anchor1.CFrame*CFrame.new(-_Tune.FSusLength*math.cos(math.rad(_Tune.FSusAngle)),_Tune.FSusLength*math.sin(math.rad(_Tune.FSusAngle)),0) else anchor1.CFrame=anchor1.CFrame*CFrame.new(-_Tune.RSusLength*math.cos(math.rad(_Tune.RSusAngle)),_Tune.RSusLength*math.sin(math.rad(_Tune.RSusAngle)),0) end --Create Attachments local s0=Instance.new("Attachment",anchor1) local s1=Instance.new("Attachment",anchor2) local p0=Instance.new("Attachment",anchor1) local r0=Instance.new("Attachment",car.DriveSeat) local h0=Instance.new("Attachment",car.DriveSeat) local a0=Instance.new("Attachment",anchor2) local a1=Instance.new("Attachment",arm) local a2=Instance.new("Attachment",arm) local a3=Instance.new("Attachment",v) s0.Name="S0" s1.Name="S1" p0.Name="P0" r0.Name="R0" h0.Name="H0" a0.Name="A0" a1.Name="A1" a2.Name="A2" a3.Name="A3" --Calculate Wishbone Anchor Point local rAnc0=(arm.CFrame*CFrame.new(fAnchorOffset+Vector3.new(-math.cos(math.rad(_Tune.FWsBoneAngle))*_Tune.FWsBoneLen,math.sin(math.rad(_Tune.FWsBoneAngle))*_Tune.FWsBoneLen,0))).p if v.Name == "RL" or v.Name == "RR" or v.Name=="R" then rAnc0=(arm.CFrame*CFrame.new(rAnchorOffset+Vector3.new(-math.cos(math.rad(_Tune.RWsBoneAngle))*_Tune.RWsBoneLen,math.sin(math.rad(_Tune.RWsBoneAngle))*_Tune.RWsBoneLen,0))).p end --Apply Attachment Alignment p0.Position=anchor1.CFrame:toObjectSpace(CFrame.new(anchor2.Position)).p r0.Position=car.DriveSeat.CFrame:toObjectSpace(CFrame.new(rAnc0)).p h0.Position=car.DriveSeat.CFrame:toObjectSpace(CFrame.new(anchor1.Position)).p a0.Position=anchor2.CFrame:toObjectSpace(CFrame.new(arm.Position)).p if v.Name == "FL" or v.Name == "FR" or v.Name=="F" then p0.Rotation=Vector3.new(0,0,-_Tune.FSusAngle) s1.Rotation=Vector3.new(0,0,-_Tune.FSusAngle) else p0.Rotation=Vector3.new(0,0,-_Tune.RSusAngle) s1.Rotation=Vector3.new(0,0,-_Tune.RSusAngle) end if v.Name=="FL" then s0.Rotation=Vector3.new(0,90+_Tune.FToe,0) elseif v.Name=="FR" then s0.Rotation=Vector3.new(0,90-_Tune.FToe,0) elseif v.Name=="RL" then s0.Rotation=Vector3.new(0,90+_Tune.RToe,0) elseif v.Name=="RR" then s0.Rotation=Vector3.new(0,90-_Tune.RToe,0) end h0.Rotation=Vector3.new(0,-90,0) a0.Rotation=Vector3.new(90,90,0) a1.Rotation=Vector3.new(90,90,0) a2.Rotation=Vector3.new(0,0,0) a3.Rotation=Vector3.new(0,0,90) if v.Name=="FR" or v.Name=="RR" then h0.Rotation=Vector3.new(0,90,0) a2.Rotation=Vector3.new(-180,00,0) end if v.Name == "RL" or v.Name == "RR" or v.Name=="R" then --Lock Rear Steering Axle MakeWeld(anchor2,arm) else --Create Steering Hinge local h2=Instance.new("HingeConstraint",v) h2.Attachment0=a0 h2.Attachment1=a1 end --Create Wheel Spindle local h3=Instance.new("HingeConstraint",v) h3.Attachment0=a2 h3.Attachment1=a3 --Apply Suspension if _Tune.SusEnabled then --Suspension Enabled local h1=Instance.new("HingeConstraint",v) h1.Attachment0=h0 h1.Attachment1=s0 local sus=Instance.new("SpringConstraint",v) sus.Attachment0=s0 sus.Attachment1=s1 sus.Visible=_Tune.SusVisible sus.Radius=_Tune.SusRadius sus.Thickness=_Tune.SusThickness sus.Color=BrickColor.new(_Tune.SusColor) sus.Coils=_Tune.SusCoilCount sus.LimitsEnabled=true if v.Name == "FL" or v.Name == "FR" or v.Name=="F" then sus.MinLength=_Tune.FSusLength-math.abs(_Tune.FSusMaxComp) sus.MaxLength=_Tune.FSusLength+math.abs(_Tune.FSusMaxExt) sus.FreeLength=_Tune.FSusLength+math.abs(_Tune.FSusMaxExt) sus.Damping=_Tune.FSusDamping sus.Stiffness=_Tune.FSusStiffness else sus.MinLength=_Tune.RSusLength-math.abs(_Tune.RSusMaxComp) sus.MaxLength=_Tune.RSusLength+math.abs(_Tune.RSusMaxExt) sus.FreeLength=_Tune.RSusLength+math.abs(_Tune.RSusMaxExt) sus.Damping=_Tune.RSusDamping sus.Stiffness=_Tune.RSusStiffness end local rod=Instance.new("RodConstraint",v) rod.Attachment0=r0 rod.Attachment1=s1 rod.Length=rod.CurrentDistance rod.Visible=_Tune.WsBVisible rod.Color=BrickColor.new(_Tune.WsColor) rod.Thickness=_Tune.WsThickness local prm=Instance.new("PrismaticConstraint",v) prm.Attachment0=p0 prm.Attachment1=s1 else --Suspension Disabled anchor1:Destroy() MakeWeld(car.DriveSeat,anchor2) end --Weld Miscelaneous Parts if v:FindFirstChild("SuspensionFixed")~=nil then ModelWeld(v.SuspensionFixed,anchor2) end if v:FindFirstChild("WheelFixed")~=nil then ModelWeld(v.WheelFixed,arm) end if v:FindFirstChild("Fixed")~=nil then ModelWeld(v.Fixed,arm) end else --Legacy Assembly--------------------------------------------------------------------------------------------------------------------------- --Create Wheel Spindle local base=arm:Clone() base.Parent=v base.Name="Base" base.CFrame=base.CFrame*CFrame.new(0,_Tune.AxleSize,0) base.BottomSurface=Enum.SurfaceType.Hinge --Create Steering Anchor local axle=arm:Clone() axle.Parent=v axle.Name="Axle" axle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0) axle.BackSurface=Enum.SurfaceType.Hinge if v.Name=="F" or v.Name=="R" then local axle2=arm:Clone() axle2.Parent=v axle2.Name="Axle" axle2.CFrame=CFrame.new(v.Position+((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle2.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0) axle2.BackSurface=Enum.SurfaceType.Hinge MakeWeld(arm,axle2) end --Lock Rear Steering Axle if v.Name == "RL" or v.Name == "RR" or v.Name=="R" then MakeWeld(base,axle) end --Weld Assembly MakeWeld(car.DriveSeat,base) if v.Parent.Name == "RL" or v.Parent.Name == "RR" or v.Name=="R" then MakeWeld(car.DriveSeat,arm) end MakeWeld(arm,axle) arm:MakeJoints() axle:MakeJoints() --Weld Miscelaneous Parts if v:FindFirstChild("SuspensionFixed")~=nil then ModelWeld(v.SuspensionFixed,car.DriveSeat) end if v:FindFirstChild("WheelFixed")~=nil then ModelWeld(v.WheelFixed,axle) end if v:FindFirstChild("Fixed")~=nil then ModelWeld(v.Fixed,arm) end end --------------------------------------------------------------------------------------------------------------------------- --Weld Wheel Parts if v:FindFirstChild("Parts")~=nil then ModelWeld(v.Parts,v) end --Add Steering Gyro if v:FindFirstChild("Steer") then v:FindFirstChild("Steer"):Destroy() end if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then local steer=Instance.new("BodyGyro",arm) steer.Name="Steer" steer.P=_Tune.SteerP steer.D=_Tune.SteerD steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0) steer.cframe=v.CFrame*CFrame.Angles(0,-math.pi/2,0) end --Add Stabilization Gyro local gyro=Instance.new("BodyGyro",v) gyro.Name="Stabilizer" gyro.MaxTorque=Vector3.new(1,0,1) gyro.P=0 if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then gyro.D=_Tune.FGyroDamp else gyro.D=_Tune.RGyroDamp end --Add Rotational BodyMover local AV=Instance.new("BodyAngularVelocity",v) AV.Name="#AV" AV.angularvelocity=Vector3.new(0,0,0) AV.maxTorque=Vector3.new(_Tune.PBrakeForce,0,_Tune.PBrakeForce) AV.P=1e9 end
-- Explicit dependencies are dependencies that are are explicitly listed. -- These dependencies are available to this package and ANY dependent packages below
function PackageInfoUtils.fillExplicitPackageDependencySet( explicitDependencySet, packageFolder, packageInfoMap, defaultReplicationType) assert(type(explicitDependencySet) == "table", "Bad explicitDependencySet") assert(typeof(packageFolder) == "Instance", "Bad packageFolder") assert(type(packageInfoMap) == "table", "Bad packageInfoMap") assert(defaultReplicationType, "No defaultReplicationType") for _, item in pairs(packageFolder:GetChildren()) do if item:IsA("Folder") and item.Name == ScriptInfoUtils.DEPENDENCY_FOLDER_NAME then local packageInfoList = PackageInfoUtils.getPackageInfoListFromDependencyFolder( item, packageInfoMap, defaultReplicationType) for _, packageInfo in pairs(packageInfoList) do explicitDependencySet[packageInfo] = true end end end end return PackageInfoUtils
-- New VR System Modules
local VRCamera = require(script:WaitForChild("VRCamera")) local VRVehicleCamera = require(script:WaitForChild("VRVehicleCamera"))
-- Class
local Portal = {} Portal.__index = Portal function Portal.new(humanoid, windowA, windowB, cameraModule) local self = setmetatable({}, Portal) self.Humanoid = humanoid self.HRP = humanoid.RootPart self.LastPosition = self.HRP.Position self.TeleportTick = tick() self.WindowA = windowA self.WindowB = windowB self.World = nil self.WorldLookupA = {} self.WorldLookupB = {} self.CharacterLookups = {} self.Sky = nil self.SkyA = nil self.SkyB = nil self.CameraModule = cameraModule self.LastCameraCFrame = workspace.CurrentCamera.CFrame self.LastCameraFocus = workspace.CurrentCamera.Focus RUNSERVICE:BindToRenderStep("PortalBeforeInput", Enum.RenderPriority.Input.Value - 1, function(dt) workspace.CurrentCamera.CFrame = self.LastCameraCFrame workspace.CurrentCamera.Focus = self.LastCameraFocus end) RUNSERVICE:BindToRenderStep("PortalAfterCamera", Enum.RenderPriority.Camera.Value + 1, function(dt) self:OnAfterCameraStep(dt) end) return self end
--Scripted by DermonDarble
local character = script.Parent.Parent local humanoid = character:WaitForChild("Humanoid") local animations = {} for i, animation in pairs(character:WaitForChild("Animations"):GetChildren()) do animations[animation.Name] = humanoid:LoadAnimation(animation) end local state = "None" local function Grounded() local ray = Ray.new(character.HumanoidRootPart.Position + Vector3.new(0, -4.3, 0), Vector3.new(0, -1, 0)) local hit, position = game.Workspace:FindPartOnRay(ray, character) if hit and hit.CanCollide then return(true) else return(false) end end local function StopAll() for i, animation in pairs(animations) do animation:Stop() end end local function ChangeState(newState) if state ~= newState then StopAll() state = newState if animations[state] then animations[state]:Play() end end end while true do game:GetService("RunService").Stepped:wait() if humanoid.Health > 0 then if Grounded() then local speed = Vector3.new(character.HumanoidRootPart.Velocity.X, 0, character.HumanoidRootPart.Velocity.Z).magnitude if speed > 1 then ChangeState("Walk") else ChangeState("Idle") end else local ySpeed = character.HumanoidRootPart.Velocity.Y if ySpeed > 0 then ChangeState("Jump") else ChangeState("Fall") end end else ChangeState("Dead") end end
-- Initialize paint tool
local PaintTool = require(CoreTools:WaitForChild 'Paint') Core.AssignHotkey('V', Core.Support.Call(Core.EquipTool, PaintTool)); Core.AddToolButton(Core.Assets.PaintIcon, 'V', PaintTool)
--[=[ Returns a promise that returns a remote event @return Promise<RemoteEvent> ]=]
function PromiseRemoteEventMixin:PromiseRemoteEvent() return self._maid:GivePromise(promiseChild(self._obj, self._remoteEventName)) end return PromiseRemoteEventMixin
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
local exist = true local soundplaying local sounds = zombie.Sounds local sr = { sounds.Attacking, --1 sounds.Chasing, --2 sounds.Dying, --3 sounds.Walking --4 }
-- BEHAVIOUR --Controller support
coroutine.wrap(function() -- Create PC 'Enter Controller Mode' Icon runService.Heartbeat:Wait() -- This is required to prevent an infinite recursion local Icon = require(iconModule) local controllerOptionIcon = Icon.new() :setProperty("internalIcon", true) :setName("_TopbarControllerOption") :setOrder(100) :setImage(11162828670) :setRight() :setEnabled(false) :setTip("Controller mode") :setProperty("deselectWhenOtherIconSelected", false) -- This decides what controller widgets and displays to show based upon their connected inputs -- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle -- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode userInputService:GetPropertyChangedSignal("MouseEnabled"):Connect(IconController._determineControllerDisplay) userInputService.GamepadConnected:Connect(IconController._determineControllerDisplay) userInputService.GamepadDisconnected:Connect(IconController._determineControllerDisplay) IconController._determineControllerDisplay() -- Enable/Disable Controller Mode when icon clicked local function iconClicked() local isSelected = controllerOptionIcon.isSelected local iconTip = (isSelected and "Normal mode") or "Controller mode" controllerOptionIcon:setTip(iconTip) IconController._enableControllerMode(isSelected) end controllerOptionIcon.selected:Connect(iconClicked) controllerOptionIcon.deselected:Connect(iconClicked) -- Hide/show topbar when indicator action selected in controller mode userInputService.InputBegan:Connect(function(input,gpe) if not IconController.controllerModeEnabled then return end if input.KeyCode == Enum.KeyCode.DPadDown then if not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then IconController.setTopbarEnabled(true,false) end elseif input.KeyCode == Enum.KeyCode.ButtonB and not IconController.disableButtonB then if IconController.activeButtonBCallbacks == 1 and TopbarPlusGui.Indicator.Image == "rbxassetid://5278151556" then IconController.activeButtonBCallbacks = 0 guiService.SelectedObject = nil end if IconController.activeButtonBCallbacks == 0 then IconController._previousSelectedObject = guiService.SelectedObject IconController._setControllerSelectedObject(nil) IconController.setTopbarEnabled(false,false) end end input:Destroy() end) -- Setup overflow icons for alignment, detail in pairs(alignmentDetails) do if alignment ~= "mid" then local overflowName = "_overflowIcon-"..alignment local overflowIcon = Icon.new() :setProperty("internalIcon", true) :setImage(6069276526) :setName(overflowName) :setEnabled(false) detail.overflowIcon = overflowIcon overflowIcon.accountForWhenDisabled = true if alignment == "left" then overflowIcon:setOrder(math.huge) overflowIcon:setLeft() overflowIcon:set("dropdownAlignment", "right") elseif alignment == "right" then overflowIcon:setOrder(-math.huge) overflowIcon:setRight() overflowIcon:set("dropdownAlignment", "left") end overflowIcon.lockedSettings = { ["iconImage"] = true, ["order"] = true, ["alignment"] = true, } end end -- This checks if voice chat is enabled task.defer(function() local success, enabledForUser while true do success, enabledForUser = pcall(function() return voiceChatService:IsVoiceEnabledForUserIdAsync(localPlayer.UserId) end) if success then break end task.wait(1) end local function checkVoiceChatManuallyEnabled() if IconController.voiceChatEnabled then if success and enabledForUser then voiceChatIsEnabledForUserAndWithinExperience = true IconController.updateTopbar() end end end checkVoiceChatManuallyEnabled() --------------- FEEL FREE TO DELETE THIS IS YOU DO NOT USE VOICE CHAT WITHIN YOUR EXPERIENCE --------------- localPlayer.PlayerGui:WaitForChild("TopbarPlus", 999) task.delay(10, function() checkVoiceChatManuallyEnabled() if IconController.voiceChatEnabled == nil and success and enabledForUser and isStudio then --warn("⚠️TopbarPlus Action Required⚠️ If VoiceChat is enabled within your experience it's vital you set IconController.voiceChatEnabled to true ``require(game.ReplicatedStorage.Icon.IconController).voiceChatEnabled = true`` otherwise the BETA label will not be accounted for within your live servers. This warning will disappear after doing so. Feel free to delete this warning or to set to false if you don't have VoiceChat enabled within your experience.") end end) ------------------------------------------------------------------------------------------------------------ end) if not isStudio then local ownerId = game.CreatorId local groupService = game:GetService("GroupService") if game.CreatorType == Enum.CreatorType.Group then local success, ownerInfo = pcall(function() return groupService:GetGroupInfoAsync(game.CreatorId).Owner end) if success then ownerId = ownerInfo.Id end end local version = require(iconModule.VERSION) if localPlayer.UserId ~= ownerId then local marketplaceService = game:GetService("MarketplaceService") local success, placeInfo = pcall(function() return marketplaceService:GetProductInfo(game.PlaceId) end) if success and placeInfo then -- Required attrbute for using TopbarPlus -- This is not printed within stuido and to the game owner to prevent mixing with debug prints local gameName = placeInfo.Name print(("\n\n\n⚽ %s uses TopbarPlus %s\n🍍 TopbarPlus was developed by ForeverHD and the Nanoblox Team\n🚀 You can learn more and take a free copy by searching for 'TopbarPlus' on the DevForum\n\n"):format(gameName, version)) end end end end)()
-- *** PRIVATE METHODS *** -- -- Initialization
function Input:_init () self:_listenForEvents (); end
--[[Wheel Stabilizer Gyro]]
Tune.FGyroDamp = 200 -- Front Wheel Non-Axial Dampening Tune.RGyroDamp = 200 -- Rear Wheel Non-Axial Dampening
-- Basic settings
local ROTATION_SPEED = 0.1 local tweenService = game:GetService("TweenService") while true do -- Wait local waitTime = wait() -- Tween to rotate local goal = { CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0, ROTATION_SPEED, 0) } tweenService:Create(script.Parent, TweenInfo.new(waitTime, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), goal):Play() end
-- Split a filename into [root, dir, basename]
function Path:_splitPath(filename: string) filename = self:normalizeSeparators(filename) local root = "" if self:isAbsolute(filename) or self:isDriveRelative(filename) then root = self:getRoot(filename) filename = filename:sub(root:len() + 1) end local trailing_slashes = filename:match("[" .. self.sep .. "]*$") if trailing_slashes then filename = filename:sub(1, -trailing_slashes:len() - 1) end local basename = filename:match("[^" .. self.sep .. "]+$") or "" local dir = basename and filename:sub(1, -basename:len() - 1) or filename return root, dir, basename end
-- Main input to buffer.
function ChangeBuffer:align(diff: Diff): () local s = diff[2] if s:match("\n") then local substrings = s:split("\n") -- ROBLOX deviation: 1-indexing local iLast = #substrings for i, substring in ipairs(substrings) do if i < iLast then -- The first substring completes the current change line. -- A middle substring is a change line. self:pushSubstring(substring) self:pushLine() elseif #substring ~= 0 then -- The last substring starts a change line, if it is not empty. -- Important: This non-empty condition also automatically omits -- the newline appended to the end of expected and received strings. self:pushSubstring(substring) end end else -- Append non-multiline string to current change line. self:pushDiff(diff) end end