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-- { id = "slash.xml", weight = 10 }
}, toollunge = { { id = "http://www.roblox.com/asset/?id=129967478", weight = 10 } }, wave = { { id = "http://www.roblox.com/asset/?id=128777973", weight = 10 } }, point = { { id = "http://www.roblox.com/asset/?id=128853357", weight = 10 } }, dance = { { id = "http://www.roblox.com/asset/?id=182435998", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491037", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491065", weight = 10 } }, dance2 = { { id = "http://www.roblox.com/asset/?id=182436842", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491248", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491277", weight = 10 } }, dance3 = { { id = "http://www.roblox.com/asset/?id=182436935", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491368", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491423", weight = 10 } }, laugh = { { id = "http://www.roblox.com/asset/?id=129423131", weight = 10 } }, cheer = { { id = "http://www.roblox.com/asset/?id=129423030", weight = 10 } }, }
--[=[ Destroys the RemoteSignal object. ]=]
function RemoteSignal:Destroy() self._re:Destroy() if self._signal then self._signal:Destroy() end end
--F.reverseLights = function(Tog) -- for i,v in pairs(script.Parent.Parent.Parent:getChildren()) do -- if v:FindFirstChild('Reverse') then -- v.Braking.Enabled = (carSeat.Ignition.Value == 1 and Tog or false) -- v.Lights.Enabled = (carSeat.Ignition.Value == 1 and Tog or false) -- end -- end --end
-- Etc
local DESTROY_ON_DEATH = getValueFromConfig("DestroyOnDeath") local RAGDOLL_ENABLED = getValueFromConfig("RagdollEnabled") local DEATH_DESTROY_DELAY = 1 local PATROL_WALKSPEED = 16 local MIN_REPOSITION_TIME = 1 local MAX_REPOSITION_TIME = 5 local MAX_PARTS_PER_HEARTBEAT = 50 local ATTACK_STAND_TIME = 1 local HITBOX_SIZE = Vector3.new(5, 3, 5) local SEARCH_DELAY = 1 local ATTACK_RANGE = 5 local ATTACK_DELAY = 1 local ATTACK_MIN_WALKSPEED = 16 local ATTACK_MAX_WALKSPEED = 36
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames: { [string]: boolean } = { } function configureAnimationSet(name: string, fileList: { { id: string, weight: number } }) if animTable[name] ~= nil then for _, connection in ipairs(animTable[name].connections) do connection:Disconnect() end end animTable[name] = {} :: any animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {} -- check for config values local config = script:FindFirstChild(name) if config ~= nil then -- print("Loading anims " .. name) table.insert( animTable[name].connections, config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList) end) ) table.insert( animTable[name].connections, config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList) end) ) local idx = 1 for _, childPart in ipairs(config:GetChildren()) do if childPart:IsA("Animation") then table.insert( animTable[name].connections, childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList) end) ) animTable[name][idx] = {} :: any animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if weightObject == nil then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight -- print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")") idx = idx + 1 end end end -- fallback to defaults if animTable[name].count <= 0 then for idx, anim in ipairs(fileList) do animTable[name][idx] = {} :: any animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight -- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")") end end end
-- string stm_string(Stream S, int len) -- @S - Stream object to read from -- @len - Length of string being read
local function stm_string(S, len) local pos = S.index + len local str = string.sub(S.source, S.index, pos - 1) S.index = pos return str end
--followPath(destination) ------------------------------------------------------------------- ------------------------------------------------------------------- -------------------------------------------------------------------
function AI() if Mode == 0 then --waypoint = nil --print("Patrol mode") wait(math.random(5,15)/10) followPath(hroot.Position + Vector3.new(math.random(-MaxInc, MaxInc), 0, math.random(-MaxInc, MaxInc))) --human:MoveTo(zombie.Torso.Position + Vector3.new(math.random(-MaxInc, MaxInc), 0, math.random(-MaxInc, MaxInc)), CurrentPart) elseif Mode == 1 then target = findNearestTorso(hroot.Position) if target ~= nil then if CanSee == true and (hroot.Position - target.Position).Magnitude <= MinDistance then waypoint = nil else path:ComputeAsync(hroot.Position, target.Position) waypoint = path:GetWaypoints() local connection; local function checkw(t) local ci = 3 if ci > #t then ci = 3 end if t[ci] == nil and ci < #t then repeat ci = ci + 1 wait() until t[ci] ~= nil return Vector3.new(1,0,0) + t[ci] else ci = 3 return t[ci] end end if path.Status == Enum.PathStatus.Success then --print("Chasing "..target.Parent.Name) human.WalkToPart = nil if waypoint or checkw(waypoint) then if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then human:MoveTo( checkw(waypoint).Position) end if connection then connection:Disconnect() end else for i = 3, #waypoint do human:MoveTo( waypoint[i].Position ) end end else --print("No Path,Patrolling") wait(math.random(5,15)/10) followPath(hroot.Position + Vector3.new(math.random(-MaxInc, MaxInc), 0, math.random(-MaxInc, MaxInc))) end end end elseif Mode == 2 then target = findNearestTorso(hroot.Position) if target ~= nil then if CanSee == true and (hroot.Position - target.Position).Magnitude <= MinDistance then waypoint = {} waypoint = nil else path:ComputeAsync(hroot.Position, target.Position) waypoint = path:GetWaypoints() local connection; local function checkw(t) local ci = 3 if ci > #t then ci = 3 end if t[ci] == nil and ci < #t then repeat ci = ci + 1 wait() until t[ci] ~= nil return Vector3.new(1,0,0) + t[ci] else ci = 3 return t[ci] end end if path.Status == Enum.PathStatus.Success and Memory > 0 then --print("Chasing "..target.Parent.Name) human.WalkToPart = nil if waypoint or checkw(waypoint) then if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then human:MoveTo( checkw(waypoint).Position ) end if connection then connection:Disconnect() end else for i = 3, #waypoint do human:MoveTo( waypoint[i].Position ) end end else waypoint = nil --print("No Path,Patrolling") wait(math.random(5,15)/10) followPath(hroot.Position + Vector3.new(math.random(-MaxInc, MaxInc), 0, math.random(-MaxInc, MaxInc))) end end end elseif Mode == 3 then -- print("Guarding") end end
--[=[ Saves all stored data. @return Promise ]=]
function DataStore:Save() if self:DidLoadFail() then warn("[DataStore] - Not saving, failed to load") return Promise.rejected("Load not successful, not saving") end if DEBUG_WRITING then print("[DataStore.Save] - Starting save routine") end -- Avoid constructing promises for every callback down the datastore -- upon save. return (self:_promiseInvokeSavingCallbacks() or Promise.resolved()) :Then(function() if not self:HasWritableData() then -- Nothing to save, don't update anything if DEBUG_WRITING then print("[DataStore.Save] - Not saving, nothing staged") end return nil else return self:_saveData(self:GetNewWriter()) end end) end
--[[-------------------------------------------------------------------- -- Notes: -- * some unused C code that were not converted are kept as comments -- * LUA_COMPAT_VARARG option changed into a comment block -- * for value/size specific code added, look for 'NOTE: ' -- -- Not implemented: -- * luaX_newstring not needed by this Lua implementation -- * luaG_checkcode() in assert is not currently implemented -- -- Added: -- * some constants added from various header files -- * luaY.LUA_QS used in error_expected, check_match (from luaconf.h) -- * luaY:LUA_QL needed for error messages (from luaconf.h) -- * luaY:growvector (from lmem.h) -- skeleton only, limit checking -- * luaY.SHRT_MAX (from <limits.h>) for registerlocalvar -- * luaY:newproto (from lfunc.c) -- * luaY:int2fb (from lobject.c) -- * NOTE: HASARG_MASK, for implementing a VARARG_HASARG bit operation -- * NOTE: value-specific code for VARARG_NEEDSARG to replace a bitop -- -- Changed in 5.1.x: -- * various code changes are not detailed... -- * names of constants may have changed, e.g. added a LUAI_ prefix -- * struct expkind: added VKNUM, VVARARG; VCALL's info changed? -- * struct expdesc: added nval -- * struct FuncState: upvalues data type changed to upvaldesc -- * macro hasmultret is new -- * function checklimit moved to parser from lexer -- * functions anchor_token, errorlimit, checknext are new -- * checknext is new, equivalent to 5.0.x's check, see check too -- * luaY:next and luaY:lookahead moved to lexer -- * break keyword no longer skipped in luaY:breakstat -- * function new_localvarstr replaced by new_localvarliteral -- * registerlocalvar limits local variables to SHRT_MAX -- * create_local deleted, new_localvarliteral used instead -- * constant LUAI_MAXUPVALUES increased to 60 -- * constants MAXPARAMS, LUA_MAXPARSERLEVEL, MAXSTACK removed -- * function interface changed: singlevaraux, singlevar -- * enterlevel and leavelevel uses nCcalls to track call depth -- * added a name argument to main entry function, luaY:parser -- * function luaY_index changed to yindex -- * luaY:int2fb()'s table size encoding format has been changed -- * luaY:log2() no longer needed for table constructors -- * function code_params deleted, functionality folded in parlist -- * vararg flags handling (is_vararg) changes; also see VARARG_* -- * LUA_COMPATUPSYNTAX section for old-style upvalues removed -- * repeatstat() calls chunk() instead of block() -- * function interface changed: cond, test_then_block -- * while statement implementation considerably simplified; MAXEXPWHILE -- and EXTRAEXP no longer required, no limits to the complexity of a -- while condition -- * repeat, forbody statement implementation has major changes, -- mostly due to new scoping behaviour of local variables -- * OPR_MULT renamed to OPR_MUL ----------------------------------------------------------------------]]
--if i.KeyCode == Enum.KeyCode.G then REvent:FireServer("G",true) end
end end) UIS.InputEnded:connect(function(i,GP) if not GP then if i.KeyCode == Enum.KeyCode.H then REvent:FireServer("H",false) end end end)
--[[ ROBLOX deviation START chalk_supportsColor: chalk.supportsColor isn't defined so we'll assume it supports colors unless it is explicitly set to false ]]
local FAIL = if chalk.supportsColor == nil or chalk.supportsColor == true then chalk.reset(chalk.inverse(chalk.bold(chalk.red(string.format(" %s ", FAIL_TEXT))))) else FAIL_TEXT local PASS = if chalk.supportsColor == nil or chalk.supportsColor == true then chalk.reset(chalk.inverse(chalk.bold(chalk.green(string.format(" %s ", PASS_TEXT))))) else PASS_TEXT
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(106) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.Lighting.flashcurrent.Value = "11"
--[=[ Returns the packed values from table.pack() format @since 3.6.0 @return { n: number, ... T } ]=]
function Brio:GetPackedValues() assert(self._values, "Brio is dead") return self._values end
--[=[ @param msg string @return value: any Unwraps the value in the option, otherwise throws an error with `msg` as the error message. ```lua local opt = Option.Some(10) print(opt:Expect("No number")) -> 10 print(Option.None:Expect("No number")) -- Throws an error "No number" ``` ]=]
function Option:Expect(msg) assert(self:IsSome(), msg) return self._v end
--[[ MessageCreator:DisplayFullScreenMessage(Message) Displays a message on the center of the screen --]]
local MessageCreator = {} local LogoURL = "http://www.roblox.com/asset/?id=1499731139" local MessageHeightRelative = 0.15 local MessageDisplayTime = 3 function MessageCreator:DisplayFullScreenMessage(Message) local ScreenGui = Instance.new("ScreenGui") ScreenGui.Parent = game:GetService("Players").LocalPlayer:WaitForChild("PlayerGui") local Logo = Instance.new("ImageLabel") Logo.SizeConstraint = "RelativeYY" Logo.Position = UDim2.new(0.5,0,0.5,0) Logo.AnchorPoint = Vector2.new(0.5,0.5) Logo.BackgroundTransparency = 1 Logo.Size = UDim2.new(0,0,0,0) Logo.Image = LogoURL Logo.Parent = ScreenGui local TextClips = Instance.new("Frame") TextClips.Size = UDim2.new(0,0,MessageHeightRelative,0) TextClips.Position = UDim2.new(0.5,0,0.8,0) TextClips.AnchorPoint = Vector2.new(0.5,0) TextClips.BackgroundTransparency = 1 TextClips.ClipsDescendants = true TextClips.Parent = Logo local Text = Instance.new("TextLabel") Text.Size = UDim2.new(14 * (0.1 / MessageHeightRelative),0,1,0) Text.Position = UDim2.new(0.5,0,0,0) Text.AnchorPoint = Vector2.new(0.5,0) Text.SizeConstraint = "RelativeYY" Text.BackgroundTransparency = 1 Text.Font = "SourceSansBold" Text.TextColor3 = Color3.new(1,1,1) Text.TextStrokeColor3 = Color3.new(0,0,0) Text.TextStrokeTransparency = 0 Text.TextScaled = true Text.Text = Message Text.Parent = TextClips Logo:TweenSize(UDim2.new(0.6,0,0.6,0),"InOut","Quad",0.5,true,function() TextClips:TweenSize(UDim2.new(1.4,0,MessageHeightRelative,0),"InOut","Quad",0.5,true,function() wait(MessageDisplayTime) TextClips:TweenSize(UDim2.new(0,0,MessageHeightRelative,0),"InOut","Quad",0.5,true,function() Logo:TweenSize(UDim2.new(0,0,0,0),"InOut","Quad",0.5,true,function() ScreenGui:Destroy() end) end) end) end) end return MessageCreator
--[[Drivetrain]]
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 50 -- 1 - 100% Tune.RDiffLockThres = 50 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 10 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
-- Initialize move tool
local MoveTool = require(CoreTools:WaitForChild 'Move'); Core.AssignHotkey('Z', Core.Support.Call(Core.EquipTool, MoveTool)); Core.Dock.AddToolButton(Core.Assets.MoveIcon, 'Z', MoveTool, 'MoveInfo');
----- Initialize -----
if IsStudio == true then IsLiveCheckActive = true coroutine.wrap(function() local status, message = pcall(function() -- This will error if current instance has no Studio API access: DataStoreService:GetDataStore("____PS"):SetAsync("____PS", os.time()) end) local no_internet_access = status == false and string.find(message, "ConnectFail", 1, true) ~= nil if no_internet_access == true then warn("[ProfileService]: No internet access - check your network connection") end if status == false and (string.find(message, "403", 1, true) ~= nil or -- Cannot write to DataStore from studio if API access is not enabled string.find(message, "must publish", 1, true) ~= nil or -- Game must be published to access live keys no_internet_access == true) then -- No internet access UseMockDataStore = true ProfileService._use_mock_data_store = true print("[ProfileService]: Roblox API services unavailable - data will not be saved") else print("[ProfileService]: Roblox API services available - data will be saved") end IsLiveCheckActive = false end)() end
-- Sound variables
local RunSoundVol = 0.5 local RunSoundPitchLimit = 1.25
-- This has to be done so that camera occlusion ignores the vehcile.
local function updateCameraSubject() local humanoid = getLocalHumanoid() if humanoid and humanoid.SeatPart then Workspace.CurrentCamera.CameraSubject = humanoid.SeatPart end end updateCameraSubject() ProximityPromptService.Enabled = false
-- поиск себя
function waitForChild(parent, childName) local child = parent:findFirstChild(childName) if child then return child end while true do print(childName) child = parent.ChildAdded:wait() if child.Name==childName then return child end end end
--[[ if not service.UserInputService.KeyboardEnabled then warn("User is on mobile :: CustomChat Disabled") chatenabled = true drag.Visible = false service.StarterGui:SetCoreGuiEnabled('Chat',true) end --]]
client.Handlers.RemoveCustomChat = function() local chat = gui if chat then chat:Destroy() client.Variables.ChatEnabled = true service.StarterGui:SetCoreGuiEnabled('Chat', true) end end client.Handlers.ChatHandler = function(plr, message, mode) if not message then return end if string.sub(message, 1, 2) == '/e' then return end if gui then local player if plr and type(plr) == "userdata" then player = plr else player = { Name = tostring(plr or "System"), TeamColor = BrickColor.White() } end if #message > 150 then message = `{string.sub(message, 1, 150)}...` end if mode then if mode == "Private" or mode == "System" then table.insert(storedChats, { Color = player.TeamColor or BrickColor.White(), Player = player.Name, Message = message, Mode = "Global", Private = true }) table.insert(storedChats, { Color = player.TeamColor or BrickColor.White(), Player = player.Name, Message = message, Mode = "Team", Private = true }) table.insert(storedChats, { Color = player.TeamColor or BrickColor.White(), Player = player.Name, Message = message, Mode = "Local", Private = true }) table.insert(storedChats, { Color = player.TeamColor or BrickColor.White(), Player = player.Name, Message = message, Mode = "Admins", Private = true }) table.insert(storedChats, { Color = player.TeamColor or BrickColor.White(), Player = player.Name, Message = message, Mode = "Cross", Private = true }) else local plr = player.Name table.insert(storedChats, { Color = player.TeamColor or BrickColor.White(), Player = plr, Message = message, Mode = mode }) end else local plr = player.Name table.insert(storedChats, { Color = player.TeamColor or BrickColor.White(), Player = plr, Message = message, Mode = "Global" }) end if mode == "Local" then if not localTab.Visible then localb.Text = "Local*" end elseif mode == "Team" then if not teamTab.Visible then team.Text = "Team*" end elseif mode == "Admins" then if not adminsTab.Visible then admins.Text = "Admins*" end elseif mode == "Cross" then if not crossTab.Visible then cross.Text = "Cross*" end else if not globalTab.Visible then global.Text = "Global*" end end if #storedChats >= 50 then table.remove(storedChats, 1) end UpdateChat() if not nohide then if player and type(player) == "userdata" then local char = player.Character local head = char:FindFirstChild("Head") if head then local cont = service.LocalContainer():FindFirstChild(`{player.Name}Bubbles`) if not cont then cont = Instance.new("BillboardGui", service.LocalContainer()) cont.Name = `{player.Name}Bubbles` cont.StudsOffset = Vector3.new(0, 2, 0) cont.SizeOffset = Vector2.new(0, 0.5) cont.Size = UDim2.new(0, 200, 0, 150) end cont.Adornee = head local clone = bubble:Clone() clone.TextLabel.Text = message clone.Parent = cont local xsize = clone.TextLabel.TextBounds.X + 40 if xsize > 400 then xsize = 400 end clone.Size = UDim2.new(0, xsize, 0, 50) if #cont:GetChildren() > 3 then cont:GetChildren()[1]:Destroy() end for i, v in cont:GetChildren() do local xsize = v.TextLabel.TextBounds.X + 40 if xsize > 400 then xsize = 400 end v.Position = UDim2.new(0.5, -xsize / 2, 1, -(math.abs((i - 1) - #cont:GetChildren()) * 50)) end local cam = workspace.CurrentCamera local char = player.Character local head = char:FindFirstChild("Head") Routine(function() repeat if not head then break end local dist = (head.Position - cam.CFrame.p).Magnitude if dist <= 50 then clone.Visible = true else clone.Visible = false end task.wait(0.1) until not clone.Parent or not clone or not head or not head.Parent or not char end) task.wait(10) if clone then clone:Destroy() end end end end end end local textbox = service.UserInputService:GetFocusedTextBox() if textbox then textbox:ReleaseFocus() end end
--!nonstrict
local Slider = { Sliders = {} } local RunService = game:GetService("RunService") if not RunService:IsClient() then error("Slider module can only be used on the Client!", 2) return nil end local UserInputService = game:GetService("UserInputService") local TweenService = game:GetService("TweenService") local Clamp = math.clamp local Floor = math.floor local Min = math.min local Max = math.max local Round = math.round local Lower = string.lower local Upper = string.upper local Sub = string.sub local Format = string.format local Signal = require(script.Parent.Signal) Slider.__index = function(object, indexed) local deprecated = { {".OnChange", ".Changed", object.Changed} } for _, tbl in ipairs(deprecated) do local deprecatedStr = Sub(tbl[1], 2) if deprecatedStr == indexed then warn(Format("%s is deprecated, please use %s instead", tbl[1], tbl[2])) return tbl[3] end end return Slider[indexed] end export type sliderConfigDictionary = {[string]: number} function snapToScale(val, step) return Clamp(Floor(val / step) * step, 0, 1) end function lerp(start, finish, percent) return (1 - percent) * start + percent * finish end function map(value, start, stop, newStart, newEnd, constrain) local newVal = lerp(newStart, newEnd, getAlphaBetween(start, stop, value)) if not constrain then return newVal end if newStart < newEnd then newStart, newEnd = newEnd, newStart end return Max(Min(newVal, newStart), newEnd) end function getNewPosition(self, percent) local absoluteSize = self._button.AbsoluteSize[self._axis] local holderSize = self._holder.AbsoluteSize[self._axis] local anchorPoint = self._button.AnchorPoint[self._axis] local paddingScale = (self._padding / holderSize) local minScale = ( (anchorPoint * absoluteSize) / holderSize + paddingScale ) local decrement = ((2 * absoluteSize) * anchorPoint) - absoluteSize local maxScale = (1 - minScale) + (decrement / holderSize) local newPercent = map(percent or self._percent, 0, 1, minScale, maxScale, true) if self._axis == "X" then return UDim2.new(newPercent, self._button.Position.X.Offset, self._button.Position.Y.Scale, self._button.Position.Y.Offset) elseif self._axis == "Y" then return UDim2.fromScale(self._button.Position.X.Scale, newPercent) end end function getScaleIncrement(self) return 1 / ((self._config.End - self._config.Start) / self._config.Increment) end function getAlphaBetween(a, b, c) return (c - a) / (b - a) end function getNewValue(self) local newValue = lerp(self._config.Start, self._config.End, self._percent) local incrementScale = (1 / self._config.Increment) newValue = Floor(newValue * incrementScale) / incrementScale return newValue end function Slider.new(holder: any, configuration: sliderConfigDictionary, moveTweenInfo: TweenInfo, axis: string, padding: number) assert(pcall(function() return holder.AbsoluteSize, holder.AbsolutePosition end), "Holder argument does not have an AbsoluteSize/AbsolutePosition") local sliderBtn = holder:FindFirstChild("Slider") assert(sliderBtn ~= nil, "Failed to find slider button.") assert(sliderBtn:IsA("GuiButton"), "Slider is not a GuiButton") local duplicate = false for _, slider in ipairs(Slider.Sliders) do if slider._holder == holder then duplicate = true break end end assert(not duplicate, "Cannot set two sliders with same frame!") assert(configuration.Increment ~= nil, "Failed to find Increment in configuration table") assert(configuration.Start ~= nil, "Failed to find Start in configuration table") assert(configuration.End ~= nil, "Failed to find End in configuration table") assert(configuration.Increment > 0, "Increment must be greater than 0") assert(configuration.End > configuration.Start, `Config.End must be greater than Config.Start ({configuration.End} <= {configuration.Start})`) axis = axis or "x" axis = Lower(axis) assert(axis == "x" or axis == "y", "Axis must be X or Y!") assert(typeof(moveTweenInfo) == "TweenInfo", "MoveTweenInfo must be a TweenInfo object!") padding = padding or 5 assert(type(padding) == "number", "Padding variable must be a number!") local self = setmetatable({}, Slider) self._holder = holder self._button = sliderBtn self._config = configuration self._axis = Upper(axis) self._padding = padding self.IsHeld = false self._mainConnection = nil self._buttonConnections = {} self._inputPos = nil self._percent = 0 if configuration.DefaultValue then configuration.DefaultValue = Clamp(configuration.DefaultValue, configuration.Start, configuration.End) self._percent = getAlphaBetween(configuration.Start, configuration.End, configuration.DefaultValue) end self._percent = Clamp(self._percent, 0, 1) self._value = getNewValue(self) self._scaleIncrement = getScaleIncrement(self) self._currentTween = nil self._tweenInfo = moveTweenInfo or TweenInfo.new(1) self.Changed = Signal.new() self.Dragged = Signal.new() self.Released = Signal.new() self:Move() table.insert(Slider.Sliders, self) return self end function Slider:Track() for _, connection in ipairs(self._buttonConnections) do connection:Disconnect() end table.insert(self._buttonConnections, self._button.MouseButton1Down:Connect(function() self.IsHeld = true end)) table.insert(self._buttonConnections, self._button.MouseButton1Up:Connect(function() if self.IsHeld then self.Released:Fire(self._value) end self.IsHeld = false end)) if self.Changed then self.Changed:Fire(self._value) end if self._mainConnection then self._mainConnection:Disconnect() end self._mainConnection = UserInputService.InputChanged:Connect(function(inputObject, gameProcessed) if inputObject.UserInputType == Enum.UserInputType.MouseMovement or inputObject.UserInputType == Enum.UserInputType.Touch then self._inputPos = inputObject.Position self:Update() end end) end function Slider:Update() if self.IsHeld and self._inputPos then local mousePos = self._inputPos[self._axis] local sliderSize = self._holder.AbsoluteSize[self._axis] local sliderPos = self._holder.AbsolutePosition[self._axis] local newPos = snapToScale((mousePos - sliderPos) / sliderSize, self._scaleIncrement) local percent = Clamp(newPos, 0, 1) self._percent = percent self:Move() self.Dragged:Fire(self._value) end end function Slider:Untrack() for _, connection in ipairs(self._buttonConnections) do connection:Disconnect() end if self._mainConnection then self._mainConnection:Disconnect() end self.IsHeld = false end function Slider:Reset() for _, connection in ipairs(self._buttonConnections) do connection:Disconnect() end if self._mainConnection then self._mainConnection:Disconnect() end self.IsHeld = false self._percent = 0 if self._config.DefaultValue then self._percent = getAlphaBetween(self._config.Start, self._config.End, self._config.DefaultValue) end self._percent = Clamp(self._percent, 0, 1) self:Move() end function Slider:OverrideValue(newValue: number) self.IsHeld = false self._percent = getAlphaBetween(self._config.Start, self._config.End, newValue) self._percent = Clamp(self._percent, 0, 1) self._percent = snapToScale(self._percent, self._scaleIncrement) self:Move() end function Slider:Move() self._value = getNewValue(self) if self._currentTween then self._currentTween:Cancel() end self._currentTween = TweenService:Create(self._button, self._tweenInfo, { Position = getNewPosition(self) }) self._currentTween:Play() self.Changed:Fire(self._value) end function Slider:OverrideVisualValue(newValue: number) if self.IsHeld then return false end local percent = getAlphaBetween(self._config.Start, self._config.End, newValue) percent = Clamp(percent, 0, 1) percent = snapToScale(percent, self._scaleIncrement) if self._currentTween then self._currentTween:Cancel() end self._currentTween = TweenService:Create(self._button, self._tweenInfo, { Position = getNewPosition(self, percent) }) self._currentTween:Play() end function Slider:OverrideIncrement(newIncrement: number) self._config.Increment = newIncrement self._scaleIncrement = getScaleIncrement(self) self._percent = Clamp(self._percent, 0, 1) self._percent = snapToScale(self._percent, self._scaleIncrement) self:Move() end function Slider:GetValue() return self._value end function Slider:GetIncrement() return self._increment end function Slider:Destroy() for _, connection in ipairs(self._buttonConnections) do connection:Disconnect() end if self._mainConnection then self._mainConnection:Disconnect() end self.Changed:Destroy() self.Dragged:Destroy() self.Released:Destroy() for index = 1, #Slider.Sliders do if Slider.Sliders[index] == self then table.remove(Slider.Sliders, index) end end setmetatable(self, nil) self = nil end UserInputService.InputEnded:Connect(function(inputObject, internallyProcessed) if inputObject.UserInputType == Enum.UserInputType.MouseButton1 or inputObject.UserInputType == Enum.UserInputType.Touch then for _, slider in ipairs(Slider.Sliders) do if slider.IsHeld then slider.Released:Fire(slider._value) end slider.IsHeld = false end end end) return Slider
-------------------------
function onClicked() R.Function1.Disabled = true FX.ROLL.BrickColor = BrickColor.new("CGA brown") FX.ROLL.loop.Disabled = true FX.REVERB.BrickColor = BrickColor.new("CGA brown") FX.REVERB.loop.Disabled = true FX.GATE.BrickColor = BrickColor.new("CGA brown") FX.GATE.loop.Disabled = true FX.PHASER.BrickColor = BrickColor.new("CGA brown") FX.PHASER.loop.Disabled = true FX.ECHO.BrickColor = BrickColor.new("CGA brown") FX.ECHO.loop.Disabled = true FX.FILTER.BrickColor = BrickColor.new("CGA brown") FX.FILTER.loop.Disabled = true FX.SENDRETURN.BrickColor = BrickColor.new("Really red") FX.SENDRETURN.loop.Disabled = true FX.TRANS.BrickColor = BrickColor.new("CGA brown") FX.TRANS.loop.Disabled = true FX.MultiTapDelay.BrickColor = BrickColor.new("CGA brown") FX.MultiTapDelay.loop.Disabled = true FX.DELAY.BrickColor = BrickColor.new("CGA brown") FX.DELAY.loop.Disabled = true FX.REVROLL.BrickColor = BrickColor.new("CGA brown") FX.REVROLL.loop.Disabled = true R.loop.Disabled = false R.Function2.Disabled = false end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[Steering]]
Tune.SteerInner = 21 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 19 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .12 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 1 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 20000 -- Steering Aggressiveness
--Tune
local WheelieButton = "T" local DeadZone = 70
-- definetly not a good idea loading thousands of items at once; use infinite scrolling methods if possible
local function loadAccessories(category) local list = Catalog[currentCategory][category] if list then currentSubCategory = category for i, v in ipairs(list) do if v ~= nil then local button = makeButton(v) activeButtons[i] = button end end updateScrollingFrameCanvasSize() end end local function loadWearing() currentSubCategory = nil resetScrollingFrame() scrollingFrame.Visible = true for i, asset in ipairs(wearingAssets.assets) do local v = {Id = asset.id, Name = asset.name} local button = makeButton(v) activeButtons[i] = button end updateScrollingFrameCanvasSize() end local function loadSkinTones() local list = Catalog.Appearance.SkinTone if list then for name, color in next, list do local button; button = Button.new({ Name = name, Icon = "rbxasset://textures/whiteCircle.png", ActivatedCallback = function(inputObject) remoteEvent:FireServer("skintone", name) end, }) button.guiButton.Icon.ImageColor3 = color button:Parent(scrollingFrame) activeButtons[name] = button end updateScrollingFrameCanvasSize() end end local function loadScales() -- uhh? i forgot what I wanted to do here. end local function getCameraOffsetCFrame() local ViewSizeX = ScreenSpace.ViewSizeX() local ViewSizeY = ScreenSpace.ViewSizeY() local offset = ScreenSpace.ScreenToWorld(numberValue.Value * ViewSizeX, ViewSizeY/2, -DEPTH) local cameraCFrame = rootPart.CFrame * offset local lookCFrame = rootPart.CFrame * Vector3.new(offset.X, offset.Y, DEPTH) return CFrame.new(cameraCFrame, lookCFrame) end local function updateCamera(delta) camera.CFrame = getCameraOffsetCFrame() end local function openSequence() controlModule:Disable() avatarEditorFrame.Visible = true catalogFrameOpenTween:Play() viewerFrameOpenTween:Play() --cameraModule:ActivateOcclusionModule(Enum.DevCameraOcclusionMode.Invisicam) originalCamCFrame = camera.CFrame local cameraCFrame = getCameraOffsetCFrame() local cameraTween = Tween:Create(camera, tweenInfo, {CFrame = cameraCFrame}) activeConnections[CAMERA_BIND] = cameraTween.Completed:Connect(function(playbackState) if playbackState == Enum.PlaybackState.Completed then Run:BindToRenderStep(CAMERA_BIND, Enum.RenderPriority.Camera.Value, updateCamera) end end) cameraTween:Play() isOpen = true end local function closeSequence() Run:UnbindFromRenderStep(CAMERA_BIND) catalogFrameCloseTween:Play() viewerFrameCloseTween:Play() local cameraTween = Tween:Create(camera, tweenInfo, {CFrame = originalCamCFrame}) activeConnections[CAMERA_BIND] = cameraTween.Completed:Connect(function(playbackState) if playbackState == Enum.PlaybackState.Completed then avatarEditorFrame.Visible = false camera.CameraSubject = humanoid --cameraModule:ActivateOcclusionModule(Enum.DevCameraOcclusionMode.Zoom) controlModule:Enable() end end) cameraTween:Play() numberValue.Value = CAMERA_OFFSET fullView = false isOpen = false end local function toggle() if isOpen then closeSequence() else openSequence() end end local function toggleView() if fullView then catalogFrameOpenTween:Play() viewerFrameOpenTween:Play() fullViewCloseTween:Play() else catalogFrameCloseTween:Play() viewFramePartialOpenTween:Play() fullViewOpenTween:Play() end fullView = not fullView end local function onClientEvent(characterAppearanceInfo) wearingAssets = characterAppearanceInfo updateSelected() --TableUtil.Print(wearingAssets, "avatar", true) end for i, button in ipairs(categoryButtons) do local function activated(inputObject) local subCategoryTabFrame = subCategoryTabsFrame:FindFirstChild(button.Name) if subCategoryTabFrame then hideAllSubCategoryFrames() currentCategory = button.Name setSelectedCategory(button) subCategoryTabFrame.Visible = true elseif button.Name == "Wearing" then hideAllSubCategoryFrames() currentCategory = button.Name setSelectedCategory(button) loadWearing() setSelectedSubCategory(nil) scaleFrame.Visible = false end end local categoryButton = Button.new({ guiButton = button, ActivatedCallback = activated, }) categoryButton:SetSelected(button.Name == currentCategory) activeCategoryButtons[button] = categoryButton end for i, frame in ipairs(subCategoryFrames) do local subCategoryButtons = TableUtil.Filter(frame:GetChildren(), function(item) return item:IsA("GuiButton") end) for ii, button in ipairs(subCategoryButtons) do local function activated(inputObject) resetScrollingFrame() setSelectedSubCategory(button) if button.Name == "SkinTone" then loadSkinTones() scrollingFrame.Visible = true scaleFrame.Visible = false searchFrame.Visible = true elseif button.Name == "Scale" then loadScales() scrollingFrame.Visible = false scaleFrame.Visible = true searchFrame.Visible = false else loadAccessories(button.Name) scrollingFrame.Visible = true scaleFrame.Visible = false searchFrame.Visible = true end end local subCategoryButton = Button.new({ guiButton = button, ActivatedCallback = activated, }) subCategoryButton:SetSelected(button.Name == currentSubCategory) activeSubCategoryButtons[button] = subCategoryButton end end
---
local Livery = true script.Parent.MouseButton1Click:connect(function() Livery = not Livery if Livery == true then script.Parent.BackgroundColor3 = car.Colors.YES.Value script.Parent.Parent.Livery1.BackgroundColor3 = car.Colors.NO.Value script.Parent.Parent.Livery2.BackgroundColor3 = car.Colors.NO.Value script.Parent.Parent.Livery3.BackgroundColor3 = car.Colors.NO.Value script.Parent.Parent.Livery4.BackgroundColor3 = car.Colors.NO.Value end handler:FireServer("None",Livery) end)
--- Sets whether or not the console is enabled
function Cmdr:SetEnabled (enabled: boolean) self.Enabled = enabled end
--!nonstrict
local ContextActionService = game:GetService("ContextActionService") local UserInputService = game:GetService("UserInputService") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local UserGameSettings = UserSettings():GetService("UserGameSettings") local VRService = game:GetService("VRService") local StarterGui = game:GetService("StarterGui") local player = Players.LocalPlayer local CAMERA_INPUT_PRIORITY = Enum.ContextActionPriority.Medium.Value local MB_TAP_LENGTH = 0.3 -- (s) length of time for a short mouse button tap to be registered local ROTATION_SPEED_KEYS = math.rad(120) -- (rad/s) local ROTATION_SPEED_MOUSE = Vector2.new(1, 0.77)*math.rad(0.5) -- (rad/s) local ROTATION_SPEED_POINTERACTION = Vector2.new(1, 0.77)*math.rad(7) -- (rad/s) local ROTATION_SPEED_TOUCH = Vector2.new(1, 0.66)*math.rad(1) -- (rad/s) local ROTATION_SPEED_GAMEPAD = Vector2.new(1, 0.77)*math.rad(4) -- (rad/s) local ZOOM_SPEED_MOUSE = 1 -- (scaled studs/wheel click) local ZOOM_SPEED_KEYS = 0.1 -- (studs/s) local ZOOM_SPEED_TOUCH = 0.04 -- (scaled studs/DIP %) local MIN_TOUCH_SENSITIVITY_FRACTION = 0.25 -- 25% sensitivity at 90° local FFlagUserResetTouchStateOnMenuOpen do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserResetTouchStateOnMenuOpen") end) FFlagUserResetTouchStateOnMenuOpen = success and result end
--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.
--[[** ensures value is a number where value < max @param max The maximum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberMaxExclusive(max) return function(value) local success = t.number(value) if not success then return false end if value < max then return true else return false end end end
--[[Run]]
local build=require(bike.Tuner.README) local ver=script.Parent.Version.Value --Runtime Loops -- ~60 c/s game["Run Service"].Heartbeat:connect(function(dt) _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value --Steering Steering(dt) --Gear Gear() --Power Engine(dt) --Update External Values script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Boost.Value = ((_TBoost/2)*_TPsi)+((_SBoost/2)*_SPsi) script.Parent.Values.BoostTurbo.Value = (_TBoost/2)*_TPsi script.Parent.Values.BoostSuper.Value = (_SBoost/2)*_SPsi script.Parent.Values.HpNatural.Value = _NH script.Parent.Values.HpElectric.Value = _EH script.Parent.Values.HpTurbo.Value = _TH script.Parent.Values.HpSuper.Value = _SH script.Parent.Values.HpBoosted.Value = _BH script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.TqNatural.Value = _NT/_Tune.Ratios[_CGear+1]/fFD/hpScaling script.Parent.Values.TqElectric.Value = _ET/_Tune.Ratios[_CGear+1]/fFD/hpScaling script.Parent.Values.TqTurbo.Value = _TT/_Tune.Ratios[_CGear+1]/fFD/hpScaling script.Parent.Values.TqSuper.Value = _ST/_Tune.Ratios[_CGear+1]/fFD/hpScaling script.Parent.Values.TqBoosted.Value = script.Parent.Values.TqTurbo.Value+script.Parent.Values.TqSuper.Value script.Parent.Values.Torque.Value = script.Parent.Values.TqNatural.Value+script.Parent.Values.TqElectric.Value+script.Parent.Values.TqBoosted.Value script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake if script.Parent.Values.AutoClutch.Value then script.Parent.Values.Clutch.Value = _Clutch end script.Parent.Values.SteerC.Value = _GSteerC script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.TCSAmt.Value = 1-_TCSAmt script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _fABSActive or _rABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = bike.DriveSeat.Velocity end) while wait(.0667) do if _TMode == "Auto" then Auto() end end
--// Loccalllsssss
local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay, spawn, task, tick, assert = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, table.unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, task.wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, task.delay, task.defer, task, tick, function(cond, errMsg) return cond or error(errMsg or "assertion failed!", 2) end; local ServicesWeUse = { "Workspace"; "Players"; "Lighting"; "ReplicatedStorage"; "ReplicatedFirst"; "ScriptContext"; "JointsService"; "LogService"; "Teams"; "SoundService"; "StarterGui"; "StarterPack"; "StarterPlayer"; "GroupService"; "MarketplaceService"; "HttpService"; "TestService"; "RunService"; "NetworkClient"; };
-- Length of an input to be considered a tap
local SINGLE_TAP_THRESHOLD = 0.2 local VehicleGui = {} VehicleGui.__index = VehicleGui local MAX_SPEED = 130 function VehicleGui.new(car, seat) local self = setmetatable({}, VehicleGui) self.connections = {} self.car = car self.localSeatModule = require(ScriptsFolder.LocalVehicleSeating) self.chassis = car:WaitForChild("Chassis") self.seat = self.chassis:WaitForChild("VehicleSeat") self.gui = Gui:Clone() self.gui.Name = "ActiveGui" self.gui.Parent = script self.touchFrame = self.gui:WaitForChild("TouchControlFrame") self.accelButton = self.touchFrame:WaitForChild("AccelerateButton") self.brakeButton = self.touchFrame:WaitForChild("BrakeButton") self.exitButton = self.touchFrame:WaitForChild("ExitButton") self.speedoFrame = self.gui:WaitForChild("SpeedoFrame") self.speedoFrameOff = self.speedoFrame:WaitForChild("OffFrame") self.speedoOff = self.speedoFrameOff:WaitForChild("Speedo") self.speedoFrameOn = self.speedoFrame:WaitForChild("OnFrame") self.speedoOn = self.speedoFrameOn:WaitForChild("Speedo") self.speedText = self.speedoFrame:WaitForChild("SpeedText") self.unitText = self.speedoFrame:WaitForChild("UnitText") return self end
------------------------------------------------
UIS.InputBegan:Connect(function(input, processed) if not processed then if input.KeyCode == Enum.KeyCode.P then if UIS:IsKeyDown(Enum.KeyCode.LeftShift) then if freeCamEnabled then ExitFreecam() else EnterFreecam() end end elseif input.KeyCode == Enum.KeyCode.L and freeCamEnabled and UIS:IsKeyDown(Enum.KeyCode.LeftShift) then letterBoxEnabled = not letterBoxEnabled letterbox.Enabled = letterBoxEnabled end end end)
-- returns the ascendant ScreenGui of an object
function GetScreen(screen) if screen == nil then return nil end while not screen:IsA("ScreenGui") do screen = screen.Parent if screen == nil then return nil end end return screen end do local ZIndexLock = {} -- Sets the ZIndex of an object and its descendants. Objects are locked so -- that SetZIndexOnChanged doesn't spawn multiple threads that set the -- ZIndex of the same object. function SetZIndex(object,z) if not ZIndexLock[object] then ZIndexLock[object] = true if object:IsA'GuiObject' then object.ZIndex = z end local children = object:GetChildren() for i = 1,#children do SetZIndex(children[i],z) end ZIndexLock[object] = nil end end function SetZIndexOnChanged(object) return object.Changed:connect(function(p) if p == "ZIndex" then SetZIndex(object,object.ZIndex) end end) end end
--Creates a display Gui for the soft shutdown.
return function() local ScreenGui = Instance.new("ScreenGui") ScreenGui.Name = "SoftShutdownGui" ScreenGui.DisplayOrder = 100 --Create background to cover behind top bar. local Frame = Instance.new("Frame") Frame.BackgroundColor3 = Color3.new(0.164706, 0.164706, 0.164706) Frame.Position = UDim2.new(-0.5,0,-0.5,0) Frame.Size = UDim2.new(2,0,2,0) Frame.ZIndex = 10 Frame.Parent = ScreenGui local function CreateTextLabel(Size,Position,Text) local TextLabel = Instance.new("TextLabel") TextLabel.BackgroundTransparency = 1 TextLabel.Size = Size TextLabel.Position = Position TextLabel.Text = Text TextLabel.ZIndex = 10 TextLabel.Font = "SourceSansBold" TextLabel.TextScaled = true TextLabel.TextColor3 = Color3.new(1,1,1) TextLabel.TextStrokeColor3 = Color3.new(1, 1, 1) TextLabel.TextStrokeTransparency = 0 TextLabel.Parent = Frame end --Create text. CreateTextLabel(UDim2.new(0.5,0,0.1,0),UDim2.new(0.25,0,0.4,0),"ATTENTION") CreateTextLabel(UDim2.new(0.5,0,0.05,0),UDim2.new(0.25,0,0.475,0),"This server is being updated") CreateTextLabel(UDim2.new(0.5,0,0.03,0),UDim2.new(0.25,0,0.55,0),"Your SCP Site Roleplay Area 46 Team") --Return the ScreenGui and the background. return ScreenGui,Frame end
--[[ Returns a list of indexes of self.props.images to render. This is to support the circular list effect. ]]
modules.getRenderedIndexes = function(self) return function() local res = {} for i = -(2 * #self.props.images + self.state.offset), (2 * #self.props.images + self.state.offset) do local index = self.state.selectedIndex + i -- NOTE: Really dislike this modulo pattern for circular indexes. -- Taken from: https://stackoverflow.com/questions/52103713/alternative-to-modulus-in-lua index = (index + #self.props.images - 1) % #self.props.images + 1 table.insert(res, index) end return res end end
-- how many bullets are fired at a time
local BulletCount = 60
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local v1 = { Name = p1.Name and "Prompt", Title = p1.Title and "Prompt", Size = p1.Size or { 225, 150 }, SizeLocked = true }; local u1 = nil; function v1.OnClose() if not u1 then u1 = p1.DefaultAnswer and ""; end; end; local v2 = client.UI.Make("Window", v1); local v3 = v2:Add("TextLabel", { Text = p1.Question, Font = "SourceSans", TextScaled = true, BackgroundTransparency = 1, TextWrapped = true, Size = UDim2.new(1, -10, 1, -35) }); local v4 = v2:Add("TextBox", { Text = "", TextSize = 18, PlaceholderText = p1.PlaceholderText and "", ClearTextOnFocus = p1.ClearTextOnFocus and false, Size = UDim2.new(1, -40, 0, 25), Position = UDim2.new(0, 5, 1, -30) }); v4.FocusLost:Connect(function(p2) if p2 then u1 = v4.Text; v2:Close(); end; end); local v5 = v2:Add("TextButton", { Text = ">", Font = "Arial", TextSize = 22, Size = UDim2.new(0, 25, 0, 25), Position = UDim2.new(1, -30, 1, -30), OnClick = function() u1 = v4.Text; v2:Close(); end }); local l__gTable__6 = v2.gTable; v2:Ready(); while true do wait(); if u1 then break; end; end; return nil; end;
--> Connections
camPart.Changed:Connect(function(newValue) if newValue ~= nil then MoveCamera(newValue) end end)
--Connections
PointsGiver.Touched:Connect(onTouched)
--[=[ @return ... any @yields Yields the current thread until the signal is fired, and returns the arguments fired from the signal. ```lua task.spawn(function() local msg, num = signal:Wait() print(msg, num) --> "Hello", 32 end) signal:Fire("Hello", 32) ``` ]=]
function Signal:Wait() local waitingCoroutine = coroutine.running() local cn cn = self:Connect(function(...) cn:Disconnect() task.spawn(waitingCoroutine, ...) end) return coroutine.yield() end
-- Return either empty string or one line per indexed result, -- so additional empty line can separate from `Number of returns` which follows.
function printReceivedResults( label: string, expected: any, indexedResults: Array<IndexedResult>, isOnlyCall: boolean, iExpectedCall: number? ) if #indexedResults == 0 then return "" end if isOnlyCall and (iExpectedCall == 1 or iExpectedCall == nil) then return label .. printResult(indexedResults[1][2], expected) .. "\n" end local printAligned = getRightAlignedPrinter(label) -- ROBLOX TODO: the following (label:find(':') or 1) can be changed to label:find(':') if -- roblox-cli eventually won't complain? local colonIndex = label:find(":") or 1 return String.trim(label:sub(1, colonIndex - 1) .. label:sub(colonIndex + 1, #label)) .. "\n" .. Array.reduce(indexedResults, function(printed: string, indexedResult: IndexedResult) local i = indexedResult[1] local result = indexedResult[2] return printed .. printAligned(tostring(i), i == iExpectedCall) .. printResult(result, expected) .. "\n" end, "") end local function createToBeCalledMatcher(matcherName: string): SyncExpectationResult return function(this: MatcherState, received: any, expected: any) local expectedArgument = "" local options: MatcherHintOptions = { isNot = this.isNot, promise = this.promise, } ensureNoExpected(expected, matcherName, options) ensureMockOrSpy(received, matcherName, expectedArgument, options) local receivedIsSpy = isSpy(received) local receivedName if receivedIsSpy then receivedName = "spy" else receivedName = received.getMockName() end local count if receivedIsSpy then count = received.calls.count() else count = #received.mock.calls end local calls if receivedIsSpy then calls = Array.map(received.calls.all(), function(x: any) return x.args end) else calls = received.mock.calls end local pass = count > 0 local message if pass then message = function() return matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected number of calls: %s\n"):format(printExpected(0)) .. ("Received number of calls: %s\n\n"):format(printReceived(count)) .. Array.join( Array.reduce(calls, function(lines: Array<string>, args: any, i: number) if #lines < PRINT_LIMIT then table.insert(lines, ("%s: %s"):format(tostring(i), printReceivedArgs(args))) end return lines end, {}), "\n" ) end else message = function() return matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected number of calls: >= %s\n"):format(printExpected(1)) .. ("Received number of calls: %s"):format(printReceived(count)) end end return { message = message, pass = pass } end end local function createToReturnMatcher(matcherName: string): SyncExpectationResult return function(this: MatcherState, received: any, expected: any) local expectedArgument = "" local options: JestMatcherUtils.MatcherHintOptions = { isNot = this.isNot, promise = this.promise, } ensureNoExpected(expected, matcherName, options) ensureMock(received, matcherName, expectedArgument, options) local receivedName = received.getMockName() -- Count return values that correspond only to calls that returned local count = Array.reduce(received.mock.results, function(n: number, result: any) if result.type == "return" then return n + 1 else return n end end, 0) local pass = count > 0 local message if pass then message = function() local retval = matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected number of returns: %s\n"):format(printExpected(0)) .. ("Received number of returns: %s\n\n"):format(printReceived(count)) .. Array.join( Array.reduce(received.mock.results, function(lines: Array<string>, result: any, i: number) if result.type == "return" and #lines < PRINT_LIMIT then table.insert(lines, ("%s: %s"):format(tostring(i), printReceived(result.value))) end return lines end, {}), "\n" ) if #received.mock.calls ~= count then retval = retval .. "\n\nReceived number of calls: " .. printReceived(#received.mock.calls) end return retval end else message = function() local retval = matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected number of returns: >= %s\n"):format(printExpected(1)) .. ("Received number of returns: %s"):format(printReceived(count)) if #received.mock.calls ~= count then retval = retval .. ("\nReceived number of calls: %s"):format(printReceived(#received.mock.calls)) end return retval end end return { message = message, pass = pass } end end local function createToBeCalledTimesMatcher(matcherName: string): SyncExpectationResult return function(this: MatcherState, received: any, expected: number) local expectedArgument = "expected" local options: JestMatcherUtils.MatcherHintOptions = { isNot = this.isNot, promise = this.promise, } ensureExpectedIsNonNegativeInteger(expected, matcherName, options) ensureMockOrSpy(received, matcherName, expectedArgument, options) local receivedIsSpy = isSpy(received) local receivedName if receivedIsSpy then receivedName = "spy" else receivedName = received.getMockName() end local count if receivedIsSpy then count = received.calls.count() else count = #received.mock.calls end local pass = count == expected local message if pass then message = function() return matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected number of calls: never %s"):format(printExpected(expected)) end else message = function() return matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected number of calls: %s\n"):format(printExpected(expected)) .. ("Received number of calls: %s"):format(printReceived(count)) end end return { message = message, pass = pass } end end local function createToReturnTimesMatcher(matcherName: string): SyncExpectationResult return function(this: MatcherState, received: any, expected: number) local expectedArgument = "expected" local options: JestMatcherUtils.MatcherHintOptions = { isNot = this.isNot, promise = this.promise, } ensureExpectedIsNonNegativeInteger(expected, matcherName, options) ensureMock(received, matcherName, expectedArgument, options) local receivedName = received.getMockName() -- Count return values that correspond only to calls that returned local count = Array.reduce(received.mock.results, function(n: number, result: any) if result.type == "return" then return n + 1 else return n end end, 0) local pass = count == expected local message if pass then message = function() local retval = matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected number of returns: never %s"):format(printExpected(expected)) if #received.mock.calls ~= count then retval = retval .. ("\n\nReceived number of calls: %s"):format(printReceived(#received.mock.calls)) end return retval end else message = function() local retval = matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected number of returns: %s\n"):format(printExpected(expected)) .. ("Received number of returns: %s"):format(printReceived(count)) if #received.mock.calls ~= count then retval = retval .. ("\nReceived number of calls: %s"):format(printReceived(#received.mock.calls)) end return retval end end return { message = message, pass = pass } end end local function createToBeCalledWithMatcher(matcherName: string): SyncExpectationResult return function(this: MatcherState, received: any, ...) local expected = { ... } local expectedLength = select("#", ...) for i = 1, expectedLength do -- ROBLOX deviation: We add this if statement to deal with our internal symbol -- that represents nil if expected[i] == nil then expected[i] = Symbol.for_("$$nil") end end local expectedArgument = "...expected" local options: JestMatcherUtils.MatcherHintOptions = { isNot = this.isNot, promise = this.promise, } ensureMockOrSpy(received, matcherName, expectedArgument, options) local receivedIsSpy = isSpy(received) local receivedName if receivedIsSpy then receivedName = "spy" else receivedName = received.getMockName() end local calls if receivedIsSpy then calls = Array.map(received.calls.all(), function(x: any) return x.args end) else calls = received.mock.calls end local pass = Array.some(calls, function(call) return isEqualCall(expected, call) end) local message if pass then message = function() -- Some examples of calls that are equal to expected value. local indexedCalls: Array<IndexedCall> = {} local i = 1 while i <= #calls and #indexedCalls < PRINT_LIMIT do if isEqualCall(expected, calls[i]) then table.insert(indexedCalls, { i, calls[i] }) end i = i + 1 end local retval = matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected: never %s\n"):format(printExpectedArgs(expected)) if not (#calls == 1 and stringify(calls[1]) == stringify(expected)) then retval = retval .. printReceivedCallsNegative(expected, indexedCalls, #calls == 1) end retval = retval .. ("\nNumber of calls: %s"):format(printReceived(#calls)) return retval end else message = function() -- Some examples of calls that are not equal to expected value. local indexedCalls: Array<IndexedCall> = {} local i = 1 while i <= #calls and #indexedCalls < PRINT_LIMIT do table.insert(indexedCalls, { i, calls[i] }) i = i + 1 end return matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. printExpectedReceivedCallsPositive(expected, indexedCalls, isExpand(this.expand), #calls == 1) .. ("\nNumber of calls: %s"):format(printReceived(#calls)) end end return { message = message, pass = pass } end end local function createToReturnWithMatcher(matcherName: string): SyncExpectationResult return function(this: MatcherState, received: any, expected: any) local expectedArgument = "expected" local options: JestMatcherUtils.MatcherHintOptions = { isNot = this.isNot, promise = this.promise, } ensureMock(received, matcherName, expectedArgument, options) local receivedName = received.getMockName() local receivedMock = received.mock local calls = receivedMock.calls local results = receivedMock.results local pass = Array.some(results, function(result: any) return isEqualReturn(expected, result) end) local message if pass then message = function() -- Some examples of results that are equal to expected value. local indexedResults: Array<IndexedResult> = {} local i = 1 while i <= #results and #indexedResults < PRINT_LIMIT do if isEqualReturn(expected, results[i]) then table.insert(indexedResults, { i, results[i] }) end i = i + 1 end local retval = matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected: never %s\n"):format(printExpected(expected)) if not ( #results == 1 and results[1].type == "return" and stringify(results[1].value) == stringify(expected) ) then retval = retval .. printReceivedResults("Received: ", expected, indexedResults, #results == 1) end retval = retval .. printNumberOfReturns(countReturns(results), #calls) return retval end else message = function() -- Some examples of results that are not equal to expected value. local indexedResults: Array<IndexedResult> = {} local i = 1 while i <= #results and #indexedResults < PRINT_LIMIT do table.insert(indexedResults, { i, results[i] }) i = i + 1 end return matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected: %s\n"):format(printExpected(expected)) .. printReceivedResults("Received: ", expected, indexedResults, #results == 1) .. printNumberOfReturns(countReturns(results), #calls) end end return { message = message, pass = pass } end end local function createLastCalledWithMatcher(matcherName: string): SyncExpectationResult return function(this: MatcherState, received: any, ...) local expected: Array<any> = { ... } local expectedLength = select("#", ...) for i = 1, expectedLength do -- ROBLOX deviation: We add this if statement to deal with our internal symbol -- that represents nil if expected[i] == nil then expected[i] = Symbol.for_("$$nil") end end local expectedArgument = "...expected" local options: JestMatcherUtils.MatcherHintOptions = { isNot = this.isNot, promise = this.promise, } ensureMockOrSpy(received, matcherName, expectedArgument, options) local receivedIsSpy = isSpy(received) local receivedName if receivedIsSpy then receivedName = "spy" else receivedName = received.getMockName() end local calls if receivedIsSpy then calls = Array.map(received.calls.all(), function(x: any) return x.args end) else calls = received.mock.calls end local iLast = #calls local pass = iLast >= 1 and isEqualCall(expected, calls[iLast]) local message if pass then message = function() local indexedCalls: Array<IndexedCall> = {} if iLast > 1 then -- Display preceding call as context. table.insert(indexedCalls, { iLast - 1, calls[iLast - 1] }) end table.insert(indexedCalls, { iLast, calls[iLast] }) local retval = matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected: never %s\n"):format(printExpectedArgs(expected)) if not (#calls == 1 and stringify(calls[1]) == stringify(expected)) then retval = retval .. printReceivedCallsNegative(expected, indexedCalls, #calls == 1, iLast) end retval = retval .. ("\nNumber of calls: %s"):format(printReceived(#calls)) return retval end else message = function() local indexedCalls: Array<IndexedCall> = {} if iLast >= 1 then if iLast > 1 then local i = iLast - 1 -- Is there a preceding call that is equal to expected args? while i >= 1 and not isEqualCall(expected, calls[i]) do i = i - 1 end if i < 1 then i = iLast - 1 -- otherwise, preceding call end table.insert(indexedCalls, { i, calls[i] }) end table.insert(indexedCalls, { iLast, calls[iLast] }) end return matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. printExpectedReceivedCallsPositive( expected, indexedCalls, isExpand(this.expand), #calls == 1, iLast ) .. ("\nNumber of calls: %s"):format(printReceived(#calls)) end end return { message = message, pass = pass } end end local function createLastReturnedMatcher(matcherName: string): SyncExpectationResult return function(this: MatcherState, received: any, expected: any) local expectedArgument = "expected" local options: JestMatcherUtils.MatcherHintOptions = { isNot = this.isNot, promise = this.promise, } ensureMock(received, matcherName, expectedArgument, options) local receivedName = received.getMockName() local receivedMock = received.mock local calls = receivedMock.calls local results = receivedMock.results local iLast = #results local pass = iLast >= 1 and isEqualReturn(expected, results[iLast]) local message if pass then message = function() local indexedResults: Array<IndexedResult> = {} if iLast > 1 then -- Display preceding result as context. table.insert(indexedResults, { iLast - 1, results[iLast - 1] }) end table.insert(indexedResults, { iLast, results[iLast] }) local retval = matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected: never %s\n"):format(printExpected(expected)) if not ( #results == 1 and results[1].type == "return" and stringify(results[1].value) == stringify(expected) ) then retval = retval .. printReceivedResults("Received: ", expected, indexedResults, #results == 1, iLast) end retval = retval .. printNumberOfReturns(countReturns(results), #calls) return retval end else message = function() local indexedResults: Array<IndexedResult> = {} if iLast >= 1 then if iLast > 1 then local i = iLast - 1 -- Is there a preceding result that is equal to expected value? while i >= 1 and not isEqualReturn(expected, results[i]) do i = i - 1 end if i < 1 then i = iLast - 1 -- otherwise, preceding result end table.insert(indexedResults, { i, results[i] }) end table.insert(indexedResults, { iLast, results[iLast] }) end return matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("Expected: %s\n"):format(printExpected(expected)) .. printReceivedResults("Received: ", expected, indexedResults, #results == 1, iLast) .. printNumberOfReturns(countReturns(results), #calls) end end return { message = message, pass = pass } end end local function createNthCalledWithMatcher(matcherName: string): SyncExpectationResult return function(this: MatcherState, received: any, nth: number, ...) local expected = { ... } local expectedLength = select("#", ...) for i = 1, expectedLength do -- ROBLOX deviation: We add this if statement to deal with our internal symbol -- that represents nil if expected[i] == nil then expected[i] = Symbol.for_("$$nil") end end local expectedArgument = "n" local options: JestMatcherUtils.MatcherHintOptions = { expectedColor = function(arg) return arg end, isNot = this.isNot, promise = this.promise, secondArgument = "...expected", } ensureMockOrSpy(received, matcherName, expectedArgument, options) if not Number.isSafeInteger(nth) or nth < 1 then -- ROBLOX deviation: we don't use the Error polyfill because we encounter an error with TestEZ error( Error( matcherErrorMessage( matcherHint(matcherName, nil, expectedArgument, options), ("%s must be a positive integer"):format(expectedArgument), printWithType(expectedArgument, nth, stringify) ) ) ) end local receivedIsSpy = isSpy(received) local receivedName if receivedIsSpy then receivedName = "spy" else receivedName = received.getMockName() end local calls if receivedIsSpy then calls = Array.map(received.calls.all(), function(x: any) return x.args end) else calls = received.mock.calls end local length = #calls local iNth = nth local pass = iNth <= length and isEqualCall(expected, calls[iNth]) local message if pass then message = function() -- Display preceding and following calls, -- in case assertions fails because index is off by one. local indexedCalls: Array<IndexedCall> = {} if iNth - 1 >= 1 then table.insert(indexedCalls, { iNth - 1, calls[iNth - 1] }) end table.insert(indexedCalls, { iNth, calls[iNth] }) if iNth + 1 <= length then table.insert(indexedCalls, { iNth + 1, calls[iNth + 1] }) end local retval = matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("n: %s\n"):format(tostring(nth)) .. ("Expected: never %s\n"):format(printExpectedArgs(expected)) if not (#calls == 1 and stringify(calls[1]) == stringify(expected)) then retval = retval .. printReceivedCallsNegative(expected, indexedCalls, #calls == 1, iNth) end retval = retval .. ("\nNumber of calls: %s"):format(printReceived(#calls)) return retval end else message = function() -- Display preceding and following calls: -- * nearest call that is equal to expected args -- * otherwise, adjacent call -- in case assertions fails because of index, especially off by one. local indexedCalls: Array<IndexedCall> = {} if iNth <= length then if iNth - 1 >= 1 then local i = iNth - 1 -- Is there a preceding call that is equal to expected args? while i >= 1 and not isEqualCall(expected, calls[i]) do i = i - 1 end if i < 1 then i = iNth - 1 -- otherwise, adjacent call end table.insert(indexedCalls, { i, calls[i] }) end table.insert(indexedCalls, { iNth, calls[iNth] }) if iNth + 1 <= length then local i = iNth + 1 -- Is there a following call that is equal to expected args? while i <= length and not isEqualCall(expected, calls[i]) do i = i + 1 end if i >= length then i = iNth + 1 -- otherwise, adjacent call end table.insert(indexedCalls, { i, calls[i] }) end elseif length > 1 then -- Is there a call that is equal to expected args? local i = length - 1 -- Is there a call that is equal to expected args? while i >= 1 and not isEqualCall(expected, calls[i]) do i = i - 1 end if i < 1 then i = length - 1 end table.insert(indexedCalls, { i, calls[i] }) end return matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("n: %s\n"):format(tostring(nth)) .. printExpectedReceivedCallsPositive( expected, indexedCalls, isExpand(this.expand), #calls == 1, iNth ) .. ("\nNumber of calls: %s"):format(printReceived(#calls)) end end return { message = message, pass = pass } end end local function createNthReturnedWithMatcher(matcherName: string): SyncExpectationResult return function(this: MatcherState, received: any, nth: number, expected: any) local expectedArgument = "n" local options: JestMatcherUtils.MatcherHintOptions = { expectedColor = function(arg) return arg end, isNot = this.isNot, promise = this.promise, secondArgument = "expected", } ensureMock(received, matcherName, expectedArgument, options) if not Number.isSafeInteger(nth) or nth < 1 then -- ROBLOX deviation: we don't use the Error polyfill because we encounter an error with TestEZ error( Error( matcherErrorMessage( matcherHint(matcherName, nil, expectedArgument, options), ("%s must be a positive integer"):format(expectedArgument), printWithType(expectedArgument, nth, stringify) ) ) ) end local receivedName = received.getMockName() local receivedMock = received.mock local calls = receivedMock.calls local results = receivedMock.results local length = #results local iNth = nth local pass = iNth <= length and isEqualReturn(expected, results[iNth]) local message if pass then message = function() -- Display preceding and following results, -- in case assertions fails because index is off by one. local indexedResults: Array<IndexedResult> = {} if iNth - 1 >= 1 then table.insert(indexedResults, { iNth - 1, results[iNth - 1] }) end table.insert(indexedResults, { iNth, results[iNth] }) if iNth + 1 <= length then table.insert(indexedResults, { iNth + 1, results[iNth + 1] }) end local retval = matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("n: %s\n"):format(tostring(nth)) .. ("Expected: never %s\n"):format(printExpected(expected)) if not ( #results == 1 and results[1].type == "return" and stringify(results[1].value) == stringify(expected) ) then retval = retval .. printReceivedResults("Received: ", expected, indexedResults, #results == 1, iNth) end retval = retval .. printNumberOfReturns(countReturns(results), #calls) return retval end else message = function() -- Display preceding and following results: -- * nearest result that is equal to expected value -- * otherwise, adjacent result -- in case assertions fails because of index, especially off by one. local indexedResults: Array<IndexedResult> = {} if iNth <= length then if iNth - 1 >= 1 then local i = iNth - 1 -- Is there a preceding result that is equal to expected value? while i >= 1 and not isEqualReturn(expected, results[i]) do i = i - 1 end if i < 1 then i = iNth - 1 end table.insert(indexedResults, { i, results[i] }) end table.insert(indexedResults, { iNth, results[iNth] }) if iNth + 1 <= length then local i = iNth + 1 -- Is there a following result that is equal to expected value? while i <= length and not isEqualReturn(expected, results[i]) do i = i + 1 end if i > length then i = iNth + 1 end table.insert(indexedResults, { i, results[i] }) end elseif length > 0 then -- The number of received calls is fewer than the expected number. local i = length -- Is there a result that is equal to expected value? while i >= 1 and not isEqualReturn(expected, results[i]) do i = i - 1 end if i < 1 then i = length - 1 -- otherwise, last result end table.insert(indexedResults, { i, results[i] }) end return matcherHint(matcherName, receivedName, expectedArgument, options) .. "\n\n" .. ("n: %s\n"):format(tostring(nth)) .. ("Expected: %s\n"):format(printExpected(expected)) .. printReceivedResults("Received: ", expected, indexedResults, #results == 1, iNth) .. printNumberOfReturns(countReturns(results), #calls) end end return { message = message, pass = pass } end end
--The Would-Be Credits --I, Maelstronomer, did not make these scripts, but only took bits and pieces from other scripts and put them together. --I have no idea who were the original makers of these scripts, as everyone seems to have taken credit from them. --So yeah, that's the creditless credits for you. Just don't take this as your own, because, well, it isn't. --If you do, then whatever helps you sleep at night...
permission = {"tryzombie505","theorangeportal","MasterBuilder221","spaggy","Firox11"} function explode(div,str) if (div=='') then return false end local pos,arr = 0,{} -- for each divider found for st,sp in function() return string.find(str,div,pos,true) end do table.insert(arr,string.sub(str,pos,st-1)) -- Attach chars left of current divider pos = sp + 1 -- Jump past current divider end table.insert(arr,string.sub(str,pos)) -- Attach chars right of last divider return arr end function checkIfAdmin(name) for i = 1,#permission do if (string.upper(name) == string.upper(permission[i])) then return true end end return false end function onChatted(msg, recipient, speaker) print("Chatted") source = speaker.Name if (checkIfAdmin(source)) then local c = (explode("/",msg)) if(c[1] == "shout") then print("Shouted") local mess = c[2] local hn = Instance.new("") if c[2] ~= nil then hn.Parent = game.Workspace hn.Text = mess wait(5) hn:remove() end elseif(c[1] == "kill") then print("Killed") local killed = c[2] print(killed) if c[2] ~= nil then if game.Players:findFirstChild(killed) ~= nil then game.Players:findFirstChild(killed).Character.Torso:remove() end end elseif(c[1] == "ban") then print("Banned") local banz0red = c[2] print(banz0red) local reason = c[3] print(reason) if c[2] or c[3] ~= nil then if game.Players:findFirstChild(banz0red) ~= nil then local bm = Instance.new("Message") bm.Parent = game.Workspace bm.Text = "Now banning ".. banz0red .."".. reason wait(0) if bm ~= nil then bm:remove() end if game.Players:findFirstChild(banz0red) ~= nil then game.Players:findFirstChild(banz0red):remove() end end end elseif(c[1] == "teleport") then print("teled") local teled = c[2] local teled2 = c[3] print(teled) print(teled2) if c[2] or c[3] ~= nil then if game.Players:findFirstChild(teled) and game.Players:findFirstChild(teled2) and game.Players:findFirstChild(teled).Character.Torso and game.Players:findFirstChild(teled2).Character.Torso ~= nil then game.Players:findFirstChild(teled).Character.Torso.CFrame = CFrame.new(game.Players:findFirstChild(teled2).Character.Torso.Position.x,game.Players:findFirstChild(teled2).Character.Torso.Position.y + 10, game.Players:findFirstChild(teled2).Character.Torso.Position.z) end end elseif(c[1] == "anchor") then print("anchored") local anchored = c[2] print(anchored) local state = c[3] print(state) if c[2] or c[3] ~= nil then if game.Players:findFirstChild(anchored).Character.Torso ~= nil then if state == "on" then game.Players:findFirstChild(anchored).Character.Torso.Anchored = true elseif state == "off" then game.Players:findFirstChild(anchored).Character.Torso.Anchored = false else return end end end elseif(c[1] == "up") then print("upping") local upped = c[2] print(upped) if c[2] ~= nil then if game.Players:findFirstChild(upped).Character.Torso ~= nil then b=Instance.new("BodyForce") b.Parent = game.Players:findFirstChild(upped).Character.Torso b.force = Vector3.new(0,10000,0) end end elseif(c[1] == "give") then print("giving") local playerg = c[2] print(playerg) local wepg = c[3] print(wepg) if c[2] or c[3] ~= nil then if game.Players:findFirstChild(playerg) and game.Lighting:findFirstChild(wepg) ~= nil then if game.Lighting:findFirstChild(wepg).className == "Tool" or "HopperBin" then g=game.Lighting:findFirstChild(wepg):clone() g.Parent = game.Players:findFirstChild(playerg).Backpack end end end elseif(c[1] == "explode") then print("exploding") local playere = c[2] print(playere) if c[2] ~= nil then if game.Players:findFirstChild(playere) and game.Players:findFirstChild(playere).Character.Torso ~= nil then m=Instance.new("Explosion") m.Position = game.Players:findFirstChild(playere).Character.Torso.Position m.Parent = game.Players:findFirstChild(playere).Character.Torso wait(0.5) m:remove() end end elseif(c[1] == "Control ") then print("merging") local host = c[2] print(host) local hosted = c[3] print(hosted) if c[2] and c[3] ~= nil then if game.Players:findFirstChild(host) and game.Players:findFirstChild(hosted) ~= nil then game.Players:findFirstChild(hosted).Character = game.Players:findFirstChild(host).Character end end if string.match(msg, "2d") then if (string.match(msg, "me")) then if (speaker.Character ~= nil and speaker.Character:findFirstChild("Torso") ~= nil) then if (speaker.Character.Torso:findFirstChild("BodyPosition") == nil) then putInPos(speaker) end speaker.Character.Torso.BodyPosition.position = Vector3.new(0,0,0) speaker.Character.Torso.BodyPosition.maxForce = Vector3.new(0,0,1e+006) end end if (string.match(msg, "all")) then local c = game.Players:GetChildren() for i = 1, #c do if (c[i] ~= speaker and c[i].Character ~= nil and c[i].Character:findFirstChild("Torso") ~= nil) then if (c[i].Character.Torso:findFirstChild("BodyPosition") == nil) then putInPos(c[i]) end c[i].Character.Torso.BodyPosition.position = Vector3.new(0,0,0) c[i].Character.Torso.BodyPosition.maxForce = Vector3.new(0,0,1e+006) end end end local c = game.Players:GetChildren() for i = 1, #c do if (string.match(msg, string.lower(c[i].Name))) then if (c[i].Character ~= nil and c[i].Character:findFirstChild("Torso") ~= nil) then if (c[i].Character.Torso:findFirstChild("BodyPosition") == nil) then putInPos(c[i]) end c[i].Character.Torso.BodyPosition.position = Vector3.new(0,0,0) c[i].Character.Torso.BodyPosition.maxForce = Vector3.new(0,0,1e+006) end end end end if (msg == "gleeg snag zip") then local m = Instance.new("Message") --Change the position of the explosion for mass destruction! m.Text = "Great, we're all gonna die!" m.Parent = game.Workspace wait(4) local ex1 = Instance.new("Explosion") ex1.Position = Vector3.new(0,0,0) ex1.BlastRadius = 100 ex1.Parent = game.Workspace local ex2 = Instance.new("Explosion") ex2.Position = Vector3.new(0,0,150) ex2.BlastRadius = 100 ex2.Parent = game.Workspace local ex3 = Instance.new("Explosion") ex3.Position = Vector3.new(0,0,-150) ex3.BlastRadius = 100 ex3.Parent = game.Workspace local ex4 = Instance.new("Explosion") ex4.Position = Vector3.new(150,0,0) ex4.BlastRadius = 100 ex4.Parent = game.Workspace local ex5 = Instance.new("Explosion") ex5.Position = Vector3.new(-150,0,0) ex5.BlastRadius = 100 ex5.Parent = game.Workspace local ex6 = Instance.new("Explosion") ex6.Position = Vector3.new(150,0,150) ex6.BlastRadius = 100 ex6.Parent = game.Workspace local ex7 = Instance.new("Explosion") ex7.Position = Vector3.new(-150,0,-150) ex7.BlastRadius = 100 ex7.Parent = game.Workspace local ex8 = Instance.new("Explosion") ex8.Position = Vector3.new(-150,0,150) ex8.BlastRadius = 100 ex8.Parent = game.Workspace local ex9 = Instance.new("Explosion") ex9.Position = Vector3.new(150,0,-150) ex9.BlastRadius = 100 ex9.Parent = game.Workspace m.Parent = nil end if string.match(msg, "jumpy") then if (string.match(msg, "me")) then if (speaker.Character ~= nil and speaker.Character:findFirstChild("Torso") ~= nil) then speaker.Character.Torso.Velocity = Vector3.new(0,500,0) end end if (string.match(msg, "all")) then local c = game.Players:GetChildren() for i = 1, #c do if (c[i] ~= speaker and c[i].Character ~= nil and c[i].Character:findFirstChild("Torso") ~= nil) then c[i].Character.Torso.Velocity = Vector3.new(0,500,0) end end end local c = game.Players:GetChildren() for i = 1, #c do if (string.match(msg, string.lower(c[i].Name))) then if (c[i].Character ~= nil and c[i].Character:findFirstChild("Torso") ~= nil) then c[i].Character.Torso.Velocity = Vector3.new(0,500,0) end end end end if string.match(msg, "trip") then if (string.match(msg, "me")) then if (speaker.Character ~= nil and speaker.Character:findFirstChild("Torso") ~= nil) then speaker.Character.Torso.RotVelocity = Vector3.new(100,100,100) end end if (string.match(msg, "all")) then local c = game.Players:GetChildren() for i = 1, #c do if (c[i] ~= speaker and c[i].Character ~= nil and c[i].Character:findFirstChild("Torso") ~= nil) then c[i].Character.Torso.RotVelocity = Vector3.new(100,100,100) end end end local c = game.Players:GetChildren() for i = 1, #c do if (string.match(msg, string.lower(c[i].Name))) then if (c[i].Character ~= nil and c[i].Character:findFirstChild("Torso") ~= nil) then c[i].Character.Torso.RotVelocity = Vector3.new(100,100,100) end end end end if string.match(msg, "kill") then if (string.match(msg, "me")) then if (speaker.Character ~= nil and speaker.Character:findFirstChild("Humanoid") ~= nil) then speaker.Character.Humanoid.Health = 0 end end if (string.match(msg, "all")) then local c = game.Players:GetChildren() for i = 1, #c do if (c[i] ~= speaker and c[i].Character ~= nil and c[i].Character:findFirstChild("Humanoid") ~= nil) then c[i].Character.Humanoid.Health = 0 end end end local c = game.Players:GetChildren() for i = 1, #c do if (string.match(msg, string.lower(c[i].Name))) then if (c[i].Character ~= nil and c[i].Character:findFirstChild("Humanoid") ~= nil) then c[i].Character.Humanoid.Health = 0 end end end end if string.match(msg, "explode") then if (string.match(msg, "me")) then if (speaker.Character ~= nil and speaker.Character:findFirstChild("Torso") ~= nil) then local e = Instance.new("Explosion") e.Position = speaker.Character.Torso.Position e.Parent = game.Workspace end end if (string.match(msg, "all")) then local c = game.Players:GetChildren() for i = 1, #c do if (c[i] ~= speaker and c[i].Character ~= nil and c[i].Character:findFirstChild("Torso") ~= nil) then local e = Instance.new("Explosion") e.Position = c[i].Character.Torso.Position e.Parent = game.Workspace end end end if string.match(msg, "immortal") then if (string.match(msg, "me")) then if (speaker.Character ~= nil) then local f = Instance.new("ForceField") f.Name = "ForceField" f.Parent = speaker.Character if (speaker.Character:findFirstChild("Health") ~= nil) then speaker.Character.Health:remove()end local health = Instance.new("Script") health.Source = [[ function onChanged() script.Parent.Humanoid.Health = script.Parent.Humanoid.MaxHealth end script.Parent.Humanoid.Changed:connect(onChanged) ]] health.Parent = speaker.Character health.Disabled = false end end if (string.match(msg, "all")) then local c = game.Players:GetChildren() for i = 1, #c do if (c[i] ~= speaker and c[i].Character ~= nil) then local f = Instance.new("ForceField") f.Name = "ForceField" f.Parent = c[i].Character if (c[i].Character:findFirstChild("Health") ~= nil) then c[i].Character.Health:remove()end local health = Instance.new("Script") health.Source = [[ function onChanged() script.Parent.Humanoid.Health = script.Parent.Humanoid.MaxHealth end script.Parent.Humanoid.Changed:connect(onChanged) ]] health.Parent = c[i].Character health.Disabled = false end end end local c = game.Players:GetChildren() for i = 1, #c do if (string.match(msg, string.lower(c[i].Name))) then if (c[i].Character ~= nil) then local f = Instance.new("ForceField") f.Name = "ForceField" f.Parent = c[i].Character if (c[i].Character:findFirstChild("Health") ~= nil) then c[i].Character.Health:remove()end local health = Instance.new("Script") health.Source = [[ function onChanged() script.Parent.Humanoid.Health = script.Parent.Humanoid.MaxHealth end script.Parent.Humanoid.Changed:connect(onChanged) ]] health.Parent = c[i].Character health.Disabled = false end end end end elseif(c[1] == "shield") then print("shielding") local target = c[2] print(target) local state = c[3] print(state) if c[2] or c[3] ~= nil then if game.Players:findFirstChild(target) and game.Players:findFirstChild(target).Character ~= nil then if state == "on" then print("FFon") g=Instance.new("ForceField") print("FFmade") g.Name = "FFadmin" print("FFnamed") g.Parent = game.Players:findFirstChild(target).Character print("FFparented") elseif state == "off" then if game.Players:findFirstChild(target) and game.Players:findFirstChild(target).Character.FFadmin ~= nil then game.Players:findFirstChild(target).Character.FFadmin:remove() end end end end end end end function onPlayerEntered(newPlayer) newPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient, newPlayer) end) end game.Players.ChildAdded:connect(onPlayerEntered)
------------------- ---[[Variables]]--- -------------------
local CameraShaker = require(game.ReplicatedStorage.Modules.CameraShaker) local RunService = game:GetService("RunService") local Gui = script.Parent.Parent local Board = script.Parent.Parent.Board local Pointer = Board.Pointer local Player = game.Players.LocalPlayer local camera = workspace.Camera repeat wait(0.1) until Player.Character ~= nil local Char = Player.Character local Humanoid = Char:WaitForChild("Humanoid") local Old_Magnitude = nil local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCf) camera.CFrame = camera.CFrame * shakeCf * CFrame.new(0.2,0.2,0.2) end)
--|| SERVICES ||--
local RunService = game:GetService("RunService") local Players = game:GetService("Players")
--A simple function to check if the car is grounded
local function IsGrounded() local hit, position = Raycast.new((car.Chassis.CFrame * CFrame.new(0, 0, (car.Chassis.Size.Z / 2) - 1)).p, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * (stats.Height.Value + 0.2)) if hit and hit.CanCollide then return(true) end return(false) end local oldCameraType = camera.CameraType camera.CameraType = cameraType spawn(function() while character.Humanoid.SeatPart == car.DriveSeat do game:GetService("RunService").RenderStepped:wait() --Broken gyro input --[[if userInputService.GyroscopeEnabled then local inputObject, cframe = userInputService:GetDeviceRotation() local up = cframe:vectorToWorldSpace(Vector3.new(0, 1, 0)) local angle = (1 - up.Y) * (math.abs(up.X) / up.X) movement = Vector2.new(angle, movement.Y) end]] if IsGrounded() then if movement.Y ~= 0 then local velocity = car.Chassis.CFrame.lookVector * movement.Y * stats.Speed.Value car.Chassis.Velocity = car.Chassis.Velocity:Lerp(velocity, 0.1) bodyVelocity.maxForce = Vector3.new(0, 0, 0) else bodyVelocity.maxForce = Vector3.new(mass / 2, mass / 4, mass / 2) end local rotVelocity = car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(movement.Y * stats.Speed.Value / 50, 0, -car.Chassis.RotVelocity.Y * 5 * movement.Y)) local speed = -car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity).unit.Z rotation = rotation + math.rad((-stats.Speed.Value / 5) * movement.Y) if math.abs(speed) > 0.1 then rotVelocity = rotVelocity + car.Chassis.CFrame:vectorToWorldSpace((Vector3.new(0, -movement.X * speed * stats.TurnSpeed.Value, 0))) bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0) else bodyAngularVelocity.maxTorque = Vector3.new(mass / 4, mass / 2, mass / 4) end car.Chassis.RotVelocity = car.Chassis.RotVelocity:Lerp(rotVelocity, 0.1) --bodyVelocity.maxForce = Vector3.new(mass / 3, mass / 6, mass / 3) --bodyAngularVelocity.maxTorque = Vector3.new(mass / 6, mass / 3, mass / 6) else bodyVelocity.maxForce = Vector3.new(0, 0, 0) bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0) end for i, part in pairs(car:GetChildren()) do if part.Name == "Thruster" then UpdateThruster(part) end end end for i, v in pairs(car:GetChildren()) do if v:FindFirstChild("BodyThrust") then v.BodyThrust:Destroy() end end bodyVelocity:Destroy() bodyAngularVelocity:Destroy() camera.CameraType = oldCameraType userInputService.ModalEnabled = false if mobileGui then mobileGui:Destroy() end script:Destroy() end)
---------------------------------------------------------------- -----------------------SCROLLBAR STUFF-------------------------- ---------------------------------------------------------------- ----------------------------------------------------------------
local ScrollBarWidth = 16 local ScrollStyles = { Background = Color3.fromRGB(37, 37, 42), Border = Color3.fromRGB(20, 20, 25), Selected = Color3.fromRGB(5, 100, 140), BorderSelected = Color3.fromRGB(2, 130, 145), Text = Color3.fromRGB(245, 245, 250), TextDisabled = Color3.fromRGB(188, 188, 193), TextSelected = Color3.fromRGB(255, 255, 255), Button = Color3.fromRGB(31, 31, 36), ButtonBorder = Color3.fromRGB(133, 133, 138), ButtonSelected = Color3.fromRGB(0, 168, 155), Field = Color3.fromRGB(37, 37, 42), FieldBorder = Color3.fromRGB(50, 50, 55), TitleBackground = Color3.fromRGB(11, 11, 16) } do local ZIndexLock = {} function SetZIndex(object,z) if not ZIndexLock[object] then ZIndexLock[object] = true if object:IsA'GuiObject' then object.ZIndex = z end local children = object:GetChildren() for i = 1,#children do SetZIndex(children[i],z) end ZIndexLock[object] = nil end end end function SetZIndexOnChanged(object) return object.Changed:connect(function(p) if p == "ZIndex" then SetZIndex(object,object.ZIndex) end end) end
----------//Render Functions\\----------
Run.RenderStepped:Connect(function(step) HeadMovement() renderGunRecoil() renderCam() if ViewModel and LArm and RArm and WeaponInHand then --Check if the weapon and arms are loaded local mouseDelta = User:GetMouseDelta() SwaySpring:accelerate(Vector3.new(mouseDelta.x/60, mouseDelta.y/60, 0)) local swayVec = SwaySpring.p local TSWAY = swayVec.z local XSSWY = swayVec.X local YSSWY = swayVec.Y local Sway = CFrame.Angles(YSSWY,XSSWY,XSSWY) if BipodAtt then local BipodRay = Ray.new(UnderBarrelAtt.Main.Position, Vector3.new(0,-1.75,0)) local BipodHit, BipodPos, BipodNorm = workspace:FindPartOnRayWithIgnoreList(BipodRay, Ignore_Model, false, true) if BipodHit then CanBipod = true if CanBipod and BipodActive and not runKeyDown and (GunStance == 0 or GunStance == 2) then TS:Create(SE_GUI.GunHUD.Att.Bipod, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,255), ImageTransparency = .123}):Play() if not aimming then BipodCF = BipodCF:Lerp(CFrame.new(0,(((UnderBarrelAtt.Main.Position - BipodPos).magnitude)-1) * (-1.5), 0),.2) else BipodCF = BipodCF:Lerp(CFrame.new(),.2) end else BipodActive = false BipodCF = BipodCF:Lerp(CFrame.new(),.2) TS:Create(SE_GUI.GunHUD.Att.Bipod, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,0), ImageTransparency = .5}):Play() end else BipodActive = false CanBipod = false BipodCF = BipodCF:Lerp(CFrame.new(),.2) TS:Create(SE_GUI.GunHUD.Att.Bipod, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,0,0), ImageTransparency = .5}):Play() end end AnimPart.CFrame = cam.CFrame * NearZ * BipodCF * maincf * gunbobcf * aimcf if not AnimData.GunModelFixed then WeaponInHand:SetPrimaryPartCFrame( ViewModel.PrimaryPart.CFrame * guncf ) end if running then gunbobcf = gunbobcf:Lerp(CFrame.new( 0.025 * (charspeed/10) * math.sin(tick() * 8), 0.025 * (charspeed/10) * math.cos(tick() * 16), 0 ) * CFrame.Angles( math.rad( 1 * (charspeed/10) * math.sin(tick() * 16) ), math.rad( 1 * (charspeed/10) * math.cos(tick() * 8) ), math.rad(0) ), 0.1) else gunbobcf = gunbobcf:Lerp(CFrame.new( 0.005 * math.sin(tick() * 1.5), 0.005 * math.cos(tick() * 2.5), 0 ), 0.1) end if CurAimpart and aimming and AnimDebounce and not CheckingMag then if not NVG or WeaponInHand.AimPart:FindFirstChild("NVAim") == nil then if AimPartMode == 1 then TS:Create(cam,AimTween,{FieldOfView = ModTable.ZoomValue}):Play() maincf = maincf:Lerp(maincf * CFrame.new(0,0,-.5) * recoilcf * Sway:inverse() * CurAimpart.CFrame:toObjectSpace(cam.CFrame), 0.2) else TS:Create(cam,AimTween,{FieldOfView = ModTable.Zoom2Value}):Play() maincf = maincf:Lerp(maincf * CFrame.new(0,0,-.5) * recoilcf * Sway:inverse() * CurAimpart.CFrame:toObjectSpace(cam.CFrame), 0.2) end else TS:Create(cam,AimTween,{FieldOfView = 70}):Play() maincf = maincf:Lerp(maincf * CFrame.new(0,0,-.5) * recoilcf * Sway:inverse() * (WeaponInHand.AimPart.CFrame * WeaponInHand.AimPart.NVAim.CFrame):toObjectSpace(cam.CFrame), 0.2) end else TS:Create(cam,AimTween,{FieldOfView = 70}):Play() maincf = maincf:Lerp(AnimData.MainCFrame * recoilcf * Sway:inverse(), 0.2) end for index, Part in pairs(WeaponInHand:GetDescendants()) do if Part:IsA("BasePart") and Part.Name == "SightMark" then local dist_scale = Part.CFrame:pointToObjectSpace(cam.CFrame.Position)/Part.Size local reticle = Part.SurfaceGui.Border.Scope reticle.Position=UDim2.new(.5+dist_scale.x,0,.5-dist_scale.y,0) end end recoilcf = recoilcf:Lerp(CFrame.new() * CFrame.Angles( math.rad(RecoilSpring.p.X), math.rad(RecoilSpring.p.Y), math.rad(RecoilSpring.p.z)), 0.2) if WeaponData.CrossHair then if aimming then CHup = CHup:Lerp(UDim2.new(.5,0,.5,0),0.2) CHdown = CHdown:Lerp(UDim2.new(.5,0,.5,0),0.2) CHleft = CHleft:Lerp(UDim2.new(.5,0,.5,0),0.2) CHright = CHright:Lerp(UDim2.new(.5,0,.5,0),0.2) else local Normalized = ((WeaponData.CrosshairOffset + BSpread + (charspeed * WeaponData.WalkMult * ModTable.WalkMult) ) / 50)/10 CHup = CHup:Lerp(UDim2.new(0.5, 0, 0.5 - Normalized,0),0.5) CHdown = CHdown:Lerp(UDim2.new(.5, 0, 0.5 + Normalized,0),0.5) CHleft = CHleft:Lerp(UDim2.new(.5 - Normalized, 0, 0.5, 0),0.5) CHright = CHright:Lerp(UDim2.new(.5 + Normalized, 0, 0.5, 0),0.5) end Crosshair.Position = UDim2.new(0,mouse.X,0,mouse.Y) Crosshair.Up.Position = CHup Crosshair.Down.Position = CHdown Crosshair.Left.Position = CHleft Crosshair.Right.Position = CHright else CHup = CHup:Lerp(UDim2.new(.5,0,.5,0),0.2) CHdown = CHdown:Lerp(UDim2.new(.5,0,.5,0),0.2) CHleft = CHleft:Lerp(UDim2.new(.5,0,.5,0),0.2) CHright = CHright:Lerp(UDim2.new(.5,0,.5,0),0.2) Crosshair.Position = UDim2.new(0,mouse.X,0,mouse.Y) Crosshair.Up.Position = CHup Crosshair.Down.Position = CHdown Crosshair.Left.Position = CHleft Crosshair.Right.Position = CHright end if BSpread then local currTime = time() if currTime - LastSpreadUpdate > (60/WeaponData.ShootRate) * 2 and not shooting and BSpread > WeaponData.MinSpread * ModTable.MinSpread then BSpread = math.max(WeaponData.MinSpread * ModTable.MinSpread, BSpread - WeaponData.AimInaccuracyDecrease * ModTable.AimInaccuracyDecrease) end if currTime - LastSpreadUpdate > (60/WeaponData.ShootRate) * 1.5 and not shooting and RecoilPower > WeaponData.MinRecoilPower * ModTable.MinRecoilPower then RecoilPower = math.max(WeaponData.MinRecoilPower * ModTable.MinRecoilPower, RecoilPower - WeaponData.RecoilPowerStepAmount * ModTable.RecoilPowerStepAmount) end end if LaserActive and Pointer ~= nil then if NVG then Pointer.Transparency = 0 Pointer.Beam.Enabled = true else if not gameRules.RealisticLaser then Pointer.Beam.Enabled = true else Pointer.Beam.Enabled = false end if IRmode then Pointer.Transparency = 1 else Pointer.Transparency = 0 end end for index, Key in pairs(WeaponInHand:GetDescendants()) do if Key:IsA("BasePart") and Key.Name == "LaserPoint" then local L_361_ = Ray.new(Key.CFrame.Position, Key.CFrame.LookVector * 1000) local Hit, Pos, Normal = workspace:FindPartOnRayWithIgnoreList(L_361_, Ignore_Model, false, true) if Hit then Pointer.CFrame = CFrame.new(Pos, Pos + Normal) else Pointer.CFrame = CFrame.new(cam.CFrame.Position + Key.CFrame.LookVector * 2000, Key.CFrame.LookVector) end if HalfStep and gameRules.ReplicatedLaser then Evt.SVLaser:FireServer(Pos,1,Pointer.Color,IRmode,WeaponTool) end break end end end end end)
---------------------------
ModelWeld(car.Misc.VisionSLR.Weld,car.Misc.VisionSLR.Weld.Base) MakeWeld(car.Misc.VisionSLR.Weld.Base,car.DriveSeat) MakeWeld(car.Misc.VisionSLR.Motors.A,car.DriveSeat,"Motor",5).Name="W" MakeWeld(car.Misc.VisionSLR.Motors.B,car.DriveSeat,"Motor",5).Name="W" MakeWeld(car.Misc.VisionSLR.Motors.C,car.DriveSeat,"Motor",5).Name="W" MakeWeld(car.Misc.VisionSLR.Motors.D,car.DriveSeat,"Motor",5).Name="W" MakeWeld(car.Misc.VisionSLR.Motors.E,car.DriveSeat,"Motor",5).Name="W" MakeWeld(car.Misc.VisionSLR.Motors.F,car.DriveSeat,"Motor",5).Name="W" MakeWeld(car.Misc.VisionSLR.Motors.G,car.DriveSeat,"Motor",5).Name="W" MakeWeld(car.Misc.VisionSLR.Rotating.A,car.Misc.VisionSLR.Motors.A).Name="W" MakeWeld(car.Misc.VisionSLR.Rotating.B,car.Misc.VisionSLR.Motors.B).Name="W" MakeWeld(car.Misc.VisionSLR.Rotating.C,car.Misc.VisionSLR.Motors.C).Name="W" MakeWeld(car.Misc.VisionSLR.Rotating.D,car.Misc.VisionSLR.Motors.D).Name="W" MakeWeld(car.Misc.VisionSLR.Rotating.E,car.Misc.VisionSLR.Motors.E).Name="W" MakeWeld(car.Misc.VisionSLR.Rotating.F,car.Misc.VisionSLR.Motors.F).Name="W" MakeWeld(car.Misc.VisionSLR.Rotating.G,car.Misc.VisionSLR.Motors.G).Name="W" return MiscWeld
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- Place this into StarterGui or StarterPack, then your done! ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
repeat wait() until game:GetService("Players").LocalPlayer.Character ~= nil local runService = game:GetService("RunService") local input = game:GetService("UserInputService") local players = game:GetService("Players") CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.F;} -- lets you move your mouse around in firstperson CanViewBody = true -- whether you see your body Sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1 Smoothness = 0.05 -- recommend anything between 0~1 FieldOfView = 90 -- fov local cam = game.Workspace.CurrentCamera local player = players.LocalPlayer local m = player:GetMouse() m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon local character = player.Character or player.CharacterAdded:wait() local humanoidpart = character.HumanoidRootPart local head = character:WaitForChild("Head") local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p local AngleX,TargetAngleX = 0,0 local AngleY,TargetAngleY = 0,0 local running = true local freemouse = false
--[[ function newSound(id) local sound = Instance.new("Sound") sound.SoundId = id sound.Parent = script.Parent.Head return sound end local sDied = newSound("rbxasset://sounds/uuhhh.wav") local sFallingDown = newSound("rbxasset://sounds/splat.wav") local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav") local sGettingUp = newSound("rbxasset://sounds/hit.wav") local sJumping = newSound("rbxasset://sounds/button.wav") local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3") sRunning.Looped = true local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid") function onDied() sDied:play() end function onState(state, sound) if state then sound:play() else sound:pause() end end function onRunning(speed) if speed>0 then sRunning:play() else sRunning:pause() end end Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(function(state) onState(state, sJumping) end) Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end) Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end) Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end) --]]
local nextTime = 0 local runService = game:service("RunService"); while Figure.Parent~=nil do time = runService.Stepped:wait() if time > nextTime then move(time) nextTime = time + 0.1 end end
-- berenstein polynomial (used in position and derivative functions)
function B(n: number, i: number, t: number) -- factorial function local function fact(n: number): number if n == 0 then return 1 else return n * fact(n - 1) end end -- return return (fact(n) / (fact(i) * fact(n - i))) * t^(i) * (1 - t)^(n - i) end
--------------| MODIFY COMMANDS |--------------
SetCommandRankByName = { --["jump"] = "VIP"; ["loadmap"] = "Owner"; ["savemap"] = "Owner"; }; SetCommandRankByTag = { --["abusive"] = "Admin"; }; };
--[=[ A physical model of a spring, useful in many applications. A spring is an object that will compute based upon Hooke's law. Properties only evaluate upon index making this model good for lazy applications. ```lua local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local spring = Spring.new(Vector3.new(0, 0, 0)) RunService.RenderStepped:Connect(function() if UserInputService:IsKeyDown(Enum.KeyCode.W) then spring.Target = Vector3.new(0, 0, 1) else spring.Target = Vector3.new(0, 0, 0) end print(spring.Position) -- A smoothed out version of the input keycode W end) ``` A good visualization can be found here, provided by Defaultio: https://www.desmos.com/calculator/hn2i9shxbz @class Spring ]=]
local Spring = {}
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Big brain void" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
---------------------------------dont you dare change the speed without editing the sound to match
local closed = false local cooldown = false local function checkClearance(plr, requiredClearance) local char = plr.Character if char then local inventory = plr.Backpack:GetChildren() local heldTool = char:FindFirstChildOfClass("Tool") if heldTool then table.insert(inventory, heldTool) end for i,tool in pairs(inventory) do if tool and game.ServerStorage.CLEARANCE_TREE:FindFirstChild(tostring(requiredClearance)):FindFirstChild(tool.Name) then return true end end end return false end local function onPromptTriggered(plr) if cooldown == true then return end local char = plr.Character if char then local hum = char:FindFirstChildOfClass("Humanoid") if hum and hum.Health > 0 then cooldown = true prompt.MaxActivationDistance = 0 if checkClearance(plr, 2) == true then reader.Light.Color = Color3.new(0, 1, 0) readerPrimary.ReaderAccept:Play() task.wait(.1) reader.Light.Color = Color3.new(1, 1, 1) ------------------ doorPrimary.Part.SlidingDoor:Play() closed = not closed if closed == true then prompt.ActionText = "Open" alarmPart.Alarm:Play() doorCloseTween:Play() else prompt.ActionText = "Close" doorPrimary.Part.Start:Play() doorOpenTween:Play() end task.wait(4) alarmPart.Alarm:Stop() else reader.Light.Color = Color3.new(1, 0, 0) readerPrimary.ReaderDeny:Play() task.wait(.1) reader.Light.Color = Color3.new(1, 1, 1) end prompt.MaxActivationDistance = 5 cooldown = false end end end prompt.Triggered:Connect(onPromptTriggered)
--make all the buttons for all the tools
for _, tool in pairs(tools:GetChildren()) do table.insert(toollist, tool) local b = proto:Clone(); b.Name = "Button" b.Text = tool.Name b.Tool.Value = #toollist b.Parent = script.SpawnGui.Frame.Scroll end
--[[** ensures Roblox EnumItem type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.EnumItem = primitive("EnumItem")
-- Create component
local ItemList = Roact.Component:extend 'ItemList' ItemList.defaultProps = { MaxHeight = 300 } function ItemList:init(props) self:setState { Min = 0, Max = props.MaxHeight, CanvasPosition = Vector2.new() } -- Create callback for updating canvas boundaries self.UpdateBoundaries = function (rbx) if self.Mounted then self:setState { CanvasPosition = rbx.CanvasPosition, Min = rbx.CanvasPosition.Y - rbx.AbsoluteSize.Y, Max = rbx.CanvasPosition.Y + rbx.AbsoluteSize.Y } end end end function ItemList:didMount() self.Mounted = true end function ItemList:willUnmount() self.Mounted = false end function ItemList:didUpdate(previousProps, previousState) local IsScrollTargetSet = self.props.ScrollTo and (previousProps.ScrollTo ~= self.props.ScrollTo) -- Reset canvas position whenever scope updates (unless a scrolling target is set) if (previousProps.Scope ~= self.props.Scope) and (not IsScrollTargetSet) then self:setState({ CanvasPosition = Vector2.new(0, 0); Min = 0; Max = self.props.MaxHeight; }) end end function ItemList:render() local props = self.props local state = self.state -- Keep track of how many items are out of view local SkippedAbove = 0 local SkippedBelow = 0 local TargetCanvasPosition -- Declare a button for each item local ItemList = {} local VisibleItemCount = 0 local ItemHeight = props.RowHeight -- Go through each item in order local OrderedItems = Support.Values(props.Items) table.sort(OrderedItems, function (A, B) return A.Order < B.Order end) for i = 1, #OrderedItems do local Item = OrderedItems[i] -- Get item parent state local ParentId = Item.Parent and props.IdMap[Item.Parent] local ParentState = ParentId and props.Items[ParentId] -- Determine visibility and depth from ancestors local Visible = true local Depth = 0 if ParentId then local ParentState = ParentState while ParentState do -- Stop if ancestor not visible if not ParentState.Expanded then Visible = nil break -- Count visible ancestors else Depth = Depth + 1 end -- Check next ancestor local ParentId = props.IdMap[ParentState.Parent] ParentState = props.Items[ParentId] end end -- Set canvas position to begin at item if requested and out-of-view if (Item.Id == props.ScrollTo) and (self.ScrolledTo ~= props.ScrollTo) then local ItemPosition = VisibleItemCount * props.RowHeight if ItemPosition < state.CanvasPosition.Y or ItemPosition > (state.CanvasPosition.Y + props.MaxHeight) then TargetCanvasPosition = Vector2.new(0, ItemPosition) self.ScrolledTo = Item.Id end end -- Calculate whether item is in view if Visible then VisibleItemCount = VisibleItemCount + 1 local ItemTop = (VisibleItemCount - 1) * props.RowHeight if ItemTop < state.Min then SkippedAbove = SkippedAbove + 1 Visible = nil elseif ItemTop > state.Max then SkippedBelow = SkippedBelow + 1 Visible = nil end end -- Declare component for item ItemList[Item.Id] = Visible and new(ItemRow, Support.Merge({}, Item, { Depth = Depth, Core = props.Core, ToggleExpand = props.ToggleExpand, Height = props.RowHeight })) end return new(ScrollingFrame, { Layout = 'List', LayoutDirection = 'Vertical', CanvasSize = UDim2.new(1, -2, 0, VisibleItemCount * props.RowHeight), Size = UDim2.new(1, 0, 0, VisibleItemCount * props.RowHeight), CanvasPosition = TargetCanvasPosition or state.CanvasPosition, ScrollBarThickness = 4, ScrollBarImageTransparency = 0.6, VerticalScrollBarInset = 'ScrollBar', [Roact.Change.CanvasPosition] = self.UpdateBoundaries, [Roact.Children] = Support.Merge(ItemList, { TopSpacer = new(Frame, { Size = UDim2.new(0, 0, 0, SkippedAbove * props.RowHeight), LayoutOrder = 0 }), BottomSpacer = new(Frame, { Size = UDim2.new(0, 0, 0, SkippedBelow * props.RowHeight), LayoutOrder = #OrderedItems + 1 }), SizeConstraint = new('UISizeConstraint', { MinSize = Vector2.new(0, 20), MaxSize = Vector2.new(math.huge, props.MaxHeight) }) }) }) end return ItemList
--Every 40 seconds, the bell has a 35% chance to ring 6 times.
while true do wait(20) ring = math.random(1,10) if ring == 1 then for i = 1,1 do wait(.3) script.Parent.RadioSystem3:play() wait(1.2) end elseif ring == 5 then for i = 1,1 do wait(.3) script.Parent.RadioSystem2:play() wait(1.2) end elseif ring == 10 then for i = 1,1 do wait(.3) script.Parent.RadioSystem:play() wait(1.2) end end end
--local cameraType = Enum.CameraType.Follow
local movement = Vector2.new() local gamepadDeadzone = 0.14 car.DriveSeat.Changed:connect(function(property) if property == "Steer" then movement = Vector2.new(car.DriveSeat.Steer, movement.Y) elseif property == "Throttle" then movement = Vector2.new(movement.X, car.DriveSeat.Throttle) end end)
--[=[ Accepts an array of Promises and returns a new promise that is resolved or rejected as soon as any Promise in the array resolves or rejects. :::warning If the first Promise to settle from the array settles with a rejection, the resulting Promise from `race` will reject. If you instead want to tolerate rejections, and only care about at least one Promise resolving, you should use [Promise.any](#any) or [Promise.some](#some) instead. ::: All other Promises that don't win the race will be cancelled if they have no other consumers. ```lua local promises = { returnsAPromise("example 1"), returnsAPromise("example 2"), returnsAPromise("example 3"), } return Promise.race(promises) -- Only returns 1st value to resolve or reject ``` @param promises: {Promise<T>} @return Promise<T> ]=]
function Promise.race(promises) assert(type(promises) == "table", string.format(ERROR_NON_LIST, "Promise.race")) for i, promise in pairs(promises) do assert(Promise.is(promise), string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.race", tostring(i))) end return Promise._new(debug.traceback(nil, 2), function(resolve, reject, onCancel) local newPromises = {} local finished = false local function cancel() for _, promise in ipairs(newPromises) do promise:cancel() end end local function finalize(callback) return function (...) cancel() finished = true return callback(...) end end if onCancel(finalize(reject)) then return end for i, promise in ipairs(promises) do newPromises[i] = promise:andThen(finalize(resolve), finalize(reject)) end if finished then cancel() end end) end
--TweenParts
local Hinge = script.Parent.Parent.Hinge local OpenHinge = script.Parent.Parent.Open local ClosedHinge = script.Parent.Parent.Closed
--use this to determine if you want this human to be harmed or not, returns boolean
local function boom() wait(1) Used = true Object.Anchored = false Object.Transparency = 1 Object.CanCollide = true Object.Sparks.Enabled = false Object.Orientation = Vector3.new(0,0,0) Object.Fuse:Stop() Object.Explode:Play() Object.Dist:Play() Object.Explosion:Emit(100) Explode() end boom()
-- functions
function onSoundDied() sDied:Play() end function onState(state, sound) if state then sound:Play() else sound:Pause() end end function onSoundRunning(speed) if speed>0 then sRunning:Play() else sRunning:Pause() end end
--[[Transmission]]
Tune.TransModes = {"Semi",} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev) Tune.ShiftTime = .3 -- The time delay in which you initiate a shift and the car changes gear --Gear Ratios Tune.FinalDrive = 3.21 -- [TRANSMISSION CALCULATIONS FOR NERDS] Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier) --[[Reverse]] 5.000 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier --[[Neutral]] 0 , --[[ 1 ]] 3.519 , --[[ 2 ]] 2.320 , --[[ 3 ]] 1.700 , --[[ 4 ]] 1.400 , --[[ 5 ]] 0.907 , } Tune.FDMult = 1.5 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
--[=[ Same as `andThenCall`, except for `done`. Attaches a `done` handler to this Promise that calls the given callback with the predefined arguments. @param callback (...: any) -> any @param ...? any -- Additional arguments which will be passed to `callback` @return Promise ]=]
function Promise.prototype:doneCall(callback, ...) assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:doneCall")) local length, values = pack(...) return self:_finally(debug.traceback(nil, 2), function() return callback(unpack(values, 1, length)) end, true) end
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.CandyBasket
--[[Steering]]
function Steering(dt) local deltaTime = (60/(1/dt)) --Mouse Steer if _MSteer then local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200) local mdZone = _Tune.Peripherals.MSteerDZone/100 local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth) if math.abs(mST)<=mdZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST)) end end _GSteerC = (_GSteerC+((_GSteerT-_GSteerC)*(_Tune.LeanSpeed*deltaTime))) --Apply Steering bike.Body.bal.LeanGyro.cframe = CFrame.new(bike.Body.bal.CFrame.p,bike.Body.bal.CFrame.p+bike.Body.bal.CFrame.lookVector)*CFrame.Angles(0,0,((_GSteerC*_Tune.LeanProgressiveness)*(math.rad(_Tune.MaxLean)/(bike.DriveSeat.Velocity.Magnitude+_Tune.LeanProgressiveness))-(_GSteerC*math.rad(_Tune.MaxLean)))) --Apply Low Speed Steering bike.FrontSection.TripleTreeHinge.SteeringGyro.CFrame=bike.Body.SteeringHinge.CFrame*CFrame.Angles(math.rad(_GSteerT*_Tune.SteerAngle),0,0) bike.FrontSection.TripleTreeHinge.SteeringGyro.MaxTorque = Vector3.new(_Tune.SteerMaxTorque*((math.max((_Tune.LowSpeedCut-bike.DriveSeat.Velocity.Magnitude)/_Tune.LowSpeedCut,0))^2),0,0) end if UserInputService.TouchEnabled then 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 Downshift = Buttons.Downshift local Upshift = Buttons.Upshift local Handbrake = Buttons:WaitForChild("Handbrake") local Thread = coroutine.wrap(function() while true do wait(0.5) if _TMode == "Manual" or _TMode == "DCT" then Downshift.Visible = true Upshift.Visible = true else Downshift.Visible = false Upshift.Visible = false end end end) Thread() Buttons.Visible = true 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) --Left.InputChanged:Connect(LeftTurn) local function RightTurn(Touch, GPE) if Touch.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end end Right.InputBegan:Connect(RightTurn) Right.InputEnded:Connect(RightTurn) --Right.InputChanged:Connect(RightTurn) local function TouchThrottle(input, GPE) if input.UserInputState == Enum.UserInputState.Begin then _InThrot = 1 _TTick = tick() else _InThrot = _Tune.IdleThrottle/100 _BTick = tick() end end Gas.InputBegan:Connect(TouchThrottle) Gas.InputEnded:Connect(TouchThrottle) --Gas.InputChanged:Connect(TouchThrottle) local function TouchBrake(input, GPE) if input.UserInputState == Enum.UserInputState.Begin then _InBrake = 1 else _InBrake = 0 end end Brake.InputBegan:Connect(TouchBrake) Brake.InputEnded:Connect(TouchBrake) --Brake.InputChanged:Connect(TouchBrake) local function TouchHandbrake(input, GPE) if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if bike.DriveSeat.Velocity.Magnitude > 5 then _PBrake = false end end end Handbrake.InputBegan:Connect(TouchHandbrake) Handbrake.InputEnded:Connect(TouchHandbrake) local function TouchDownshift(input, GPE) if ((_IsOn and ((_TMode == "Auto" and _CGear <= 1) and _Tune.AutoShiftVers == "New") or _TMode == "DCT") or _TMode == "Manual") and input.UserInputState == Enum.UserInputState.Begin then if not _ShiftDn then _ShiftDn = true end end end Downshift.InputBegan:Connect(TouchDownshift) local function TouchUpshift(input, GPE) if ((_IsOn and ((_TMode == "Auto" and _CGear < 1) and _Tune.AutoShiftVers == "New") or _TMode == "DCT") or _TMode == "Manual") and input.UserInputState == Enum.UserInputState.Begin then if not _ShiftUp then _ShiftUp = true end end end Upshift.InputBegan:Connect(TouchUpshift) end
---- DISCORD WEBHOOK CONFIG IS IN SERVERSCRIPTSERVICE (report)
sendbtn.MouseButton1Click:Connect(function() if sendcheck == false then -- checks if it was sent recently sendcheck = true send:FireServer(message.Text, testage.Text, titlage.Text, addlage.Text, sendcheck) -- sends it to server from client (serverscriptservice) sendbtn.Text = "Sent!" -- Customize if you want wait(0.7)-- Customize if you want sendbtn.Text = "Check Your Channel!"-- Customize if you want wait(1.5)-- Customize if you want sendbtn.Text = "Send"-- Customize if you want cooldowntxt.Visible = true wait(30)-- Customize if you want sendcheck = false cooldowntxt.Visible = false end end) print("Config loaded")
--StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false)
StarterGui.ResetPlayerGuiOnSpawn = false StarterGui:SetCore("ResetButtonCallback", false)
-------- OMG HAX
r = game:service("RunService") local damage = 18 local slash_damage = 18 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=10730819" SlashSound.Parent = sword SlashSound.Volume = 1 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "http://www.roblox.com/asset/?id=12722518" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end attack() wait(1) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--Returns whether the given position is under cover
local function UnderObject(pos, l) l = l or 120 local hit, position = Workspace:FindPartOnRayWithIgnoreList(Ray.new(pos, UpVec * l), ignoreList) if hit then return hit.Transparency ~= 1 and true or UnderObject(position + UpVec, l - (pos - position).Magnitude) else return false end end
-- if not gameRules.SpawnStacking then -- if not spawner.CurrentGun.Value then -- spawner.Config.WaitTime.Value = spawner.Config.WaitTime.Value - 1 -- end -- else -- spawner.Config.WaitTime.Value = spawner.Config.WaitTime.Value - 1 -- end
--//Setup//--
local SpawnEvent = game.ReplicatedStorage:WaitForChild("SpawnEvent")
--[[Remove Character Weight]]
--Get Seats local Seats = {} function getSeats(p) for i,v in pairs(p:GetChildren()) do if v:IsA("VehicleSeat") or v:IsA("Seat") then local seat = {} seat.Seat = v seat.Parts = {} table.insert(Seats,seat) end getSeats(v) end end getSeats(bike) --Store Physical Properties/Remove Mass Function function getPProperties(mod,t) for i,v in pairs(mod:GetChildren()) do if v:IsA("BasePart") then if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end table.insert(t,{v,v.CustomPhysicalProperties}) v.CustomPhysicalProperties = PhysicalProperties.new( 0, v.CustomPhysicalProperties.Friction, v.CustomPhysicalProperties.Elasticity, v.CustomPhysicalProperties.FrictionWeight, v.CustomPhysicalProperties.ElasticityWeight ) end getPProperties(v,t) end end --Apply Seat Handler for i,v in pairs(Seats) do --Sit Handler v.Seat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and child.Part1~=nil and child.Part1.Parent ~= workspace and not child.Part1.Parent:IsDescendantOf(bike) then v.Parts = {} getPProperties(child.Part1.Parent,v.Parts) end end) --Leave Handler v.Seat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then for i,v in pairs(v.Parts) do if v[1]~=nil and v[2]~=nil and v[1]:IsDescendantOf(workspace) then v[1].CustomPhysicalProperties = v[2] end end v.Parts = {} end end) end
--[[ TEMPLATE FOR CUSTOM DESPAWN EFFECT: [INT] = function(Model, DespawnTime) -- // YOUR CODE HERE return true end; --]]
local DespawnTypes = { [1] = function(Model, DespawnTime) wait(DespawnTime) for i, v in pairs(Model:GetDescendants()) do if v:IsA("BasePart") then local TweenInfo_ = TweenInfo.new(1) TweenService:Create(v, TweenInfo_, {Transparency = 1}):Play() end end Model:Destroy() return true end; [2] = function(Model, DespawnTime) wait(DespawnTime) Model:Destroy() end; } function module.GetInfo(Type) if Type ~= "Random" then return DespawnTypes[Type] elseif Type == "Random" then local RandomDespawn = DespawnTypes[math.random(1, #DespawnTypes)] repeat RandomDespawn = DespawnTypes[math.random(1, #DespawnTypes)] wait() until RandomDespawn ~= "Random" return RandomDespawn end end return module
--// Probabilities
JamChance = 0; -- This is percent scaled. For 100% Chance of jamming, put 100, for 0%, 0; and everything inbetween TracerChance = 0; -- This is the percen scaled. For 100% Chance of showing tracer, put 100, for 0%, 0; and everything inbetween
-- Services
local PathfindingService = game:GetService("PathfindingService") local TweenService = game:GetService("TweenService")
--// J key, Stages
mouse.KeyDown:connect(function(key) if key=="j" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.RemoteEvent:FireServer(true) end end)
--[[Steering]]
Tune.SteerInner = 30 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 30 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .07 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 330 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
---[[ Fade Out and In Settings ]]
module.ChatWindowBackgroundFadeOutTime = 5 --Chat background will fade out after this many seconds. module.ChatWindowTextFadeOutTime = 45 --Chat text will fade out after this many seconds. module.ChatDefaultFadeDuration = 1.6 module.ChatShouldFadeInFromNewInformation = false module.ChatAnimationFPS = 60.0
--[[Weight Scaling]] --[Cubic stud : pounds ratio] --[STANDARDIZED: Don't touch unless needed]
Tune.WeightScaling = 1/50 --Default = 1/50 (1 cubic stud = 50 lbs) Tune.LegacyScaling = 1/10 --Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF] return Tune
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false} function configureAnimationSet(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {} -- check for config values local config = script:FindFirstChild(name) if (config ~= nil) then -- print("Loading anims " .. name) table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight -- print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")") idx = idx + 1 end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight -- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")") end end end
-- find player's head pos
local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local head = vCharacter:findFirstChild("Head") if head == nil then return end local dir = mouse_pos - head.Position dir = computeDirection(dir) local launch = head.Position + 5 * dir local delta = mouse_pos - launch local dy = delta.y local new_delta = Vector3.new(delta.x, 0, delta.z) delta = new_delta local dx = delta.magnitude local unit_delta = delta.unit -- acceleration due to gravity in RBX units local g = (-9.81 * 20) local theta = computeLaunchAngle( dx, dy, g) local vy = math.sin(theta) local xz = math.cos(theta) local vx = unit_delta.x * xz local vz = unit_delta.z * xz local missile = Pellet:clone() missile.Position = launch missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY missile.PelletScript.Disabled = false missile.Explosives.Disabled = false local creator_tag = Instance.new("ObjectValue") creator_tag.Value = vPlayer creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace end function computeLaunchAngle(dx,dy,grav) -- arcane -- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile local g = math.abs(grav) local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY))) if inRoot <= 0 then return .25 * math.pi end local root = math.sqrt(inRoot) local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx) local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx) local answer1 = math.atan(inATan1) local answer2 = math.atan(inATan2) if answer1 < answer2 then return answer1 end return answer2 end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end local targetPos = humanoid.TargetPoint fire(targetPos) wait(0) Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
--[[ Derived classes are required to override and implement all of the following functions ]]
-- function GetOcclusionMode() -- Must be overridden in derived classes to return an Enum.DevCameraOcclusionMode value warn("BaseOcclusion GetOcclusionMode must be overridden by derived classes") return nil end function BaseOcclusion:Enable(enabled) warn("BaseOcclusion Enable must be overridden by derived classes") end function BaseOcclusion:Update(dt, desiredCameraCFrame, desiredCameraFocus) warn("BaseOcclusion Update must be overridden by derived classes") return desiredCameraCFrame, desiredCameraFocus end return BaseOcclusion
--KEEP THIS SCIRPT!, THIS HOLDS THE PARTS TOGETHER!!!!!
--[=[ Like start, but also from (list!) @param callback () -> { T } @return (source: Observable) -> Observable ]=]
function Rx.startFrom(callback) assert(type(callback) == "function", "Bad callback") return function(source) assert(Observable.isObservable(source), "Bad observable") return Observable.new(function(sub) for _, value in pairs(callback()) do sub:Fire(value) end return source:Subscribe(sub:GetFireFailComplete()) end) end end
--Gear Ratios
Tune.FinalDrive = 2.93 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.460 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 5.00 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 3.20 , --[[ 3 ]] 2.14 , --[[ 4 ]] 1.72 , --[[ 5 ]] 1.31 , --[[ 6 ]] 1.00 , --[[ 7 ]] 0.82 , --[[ 8 ]] 0.64 , } Tune.FDMult = 1.6 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Watch for blacklisted additions to PlayerGui
plr:WaitForChild("PlayerGui").ChildAdded:connect(function(child) -- Kick if blacklisted wait() local okay = true for _, i in pairs(playerGuiBlacklist) do if child.Name == i then okay = false break end end if not okay then kick() end end)
-- booooriiiiing
local p1 = script.Parent.Pivot1 local p2 = script.Parent.Pivot2 local TS = game:GetService("TweenService") local deb = false local toggled = false local cd1 = Instance.new("ClickDetector",script.Parent.L) local cd2 = Instance.new("ClickDetector",script.Parent.R) cd1.MaxActivationDistance = 5 cd2.MaxActivationDistance = 5 local cf1 = p1.CFrame local cf2 = p2.CFrame local function box() -- full of chickenpox! ☻☻☻☻ if not deb then local anim1 local anim2 if not toggled then anim1 = TS:Create(p1,TweenInfo.new(1.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0),{CFrame = cf1*CFrame.Angles(math.rad(150),0,0)}) anim2 = TS:Create(p2,TweenInfo.new(1.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0),{CFrame = cf2*CFrame.Angles(-math.rad(160),0,0)}) else anim1 = TS:Create(p1,TweenInfo.new(1.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0),{CFrame = cf1}) anim2 = TS:Create(p2,TweenInfo.new(1.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0),{CFrame = cf2}) end anim1.Completed:Connect(function() toggled = not toggled deb = false end) anim1:Play() anim2:Play() end end cd1.MouseClick:Connect(function() box() end) cd2.MouseClick:Connect(function() box() end)
--[=[ Requires all the modules that are children of the given parent. This is an easy way to quickly load all services that might be in a folder. ```lua Knit.AddServices(somewhere.Services) ``` ]=]
function KnitServer.AddServices(parent: Instance): { Service } local addedServices = {} for _, v in parent:GetChildren() do if not v:IsA("ModuleScript") then continue end table.insert(addedServices, require(v)) end return addedServices end
-- Local Functions
local function OnScoreChange(team, score) ScoreFrame[tostring(team.TeamColor)].Text = score end local function OnDisplayVictory(winningTeam) if winningTeam then VictoryFrame.Visible = true if winningTeam == 'Tie' then VictoryFrame.Tie.Visible = true else VictoryFrame.Win.Visible = true local WinningFrame = VictoryFrame.Win.TeamDisplay WinningFrame.Size = UDim2.new(0, string.len(winningTeam.TeamColor.Name) * 19, 0, 50) WinningFrame.Position = UDim2.new(0, -WinningFrame.Size.X.Offset, 0, 0) WinningFrame.TextColor3 = winningTeam.TeamColor.Color WinningFrame.Text = winningTeam.TeamColor.Name WinningFrame.Visible = true end else VictoryFrame.Visible = false VictoryFrame.Win.Visible = false VictoryFrame.Win.TeamDisplay.Visible = false VictoryFrame.Tie.Visible = false end end local function OnResetMouseIcon() Mouse.Icon = MouseIcon end
--[=[ @within TableUtil @function Flat @param tbl table @param depth number? @return table Returns a new table where all sub-arrays have been bubbled up to the top. The depth at which the scan is performed is dictated by the `depth` parameter, which is set to `1` by default. ```lua local t = {{10, 20}, {90, 100}, {30, 15}} local flat = TableUtil.Flat(t) print(flat) --> {10, 20, 90, 100, 30, 15} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=]
local function Flat<T>(tbl: { T }, depth: number?): { T } local maxDepth: number = if type(depth) == "number" then depth else 1 local flatTbl = table.create(#tbl) local function Scan(t: { any }, d: number) for _, v in t do if type(v) == "table" and d < maxDepth then Scan(v, d + 1) else table.insert(flatTbl, v) end end end Scan(tbl, 0) return flatTbl end
---------Main Events--------------
local Events = Tool:WaitForChild("Events") local ShootRE = Events:WaitForChild("ShootRE") local bulletRE = Events:WaitForChild("CreateBullet") local LeftButtonDown local Reloading = false local IsShooting = false local Pitch = script.Parent.Handle.FireSound
-- goro7
local plr = game.Players.LocalPlayer function update() -- Calculate scale local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y + 30) / script.Parent.Parent.Size.Y.Offset if scale > 1.5 then scale = 1.5 end if scale > 0 then script.Parent.Scale = scale end end plr.PlayerGui:WaitForChild("MainGui"):GetPropertyChangedSignal("AbsoluteSize"):connect(update) update()
-- Check if character is there
if script.Owner.Value.Character ~= nil then -- Find knife local knife = nil if script.Owner.Value.Backpack:FindFirstChild("Knife") then knife = script.Owner.Value.Backpack.Knife elseif script.Owner.Value.Character:FindFirstChild("Knife") then knife = script.Owner.Value.Character.Knife end if knife ~= nil then -- Make sounds volume of 0 knife.KnifeScript.KnifeProjectileScript.Thud.Volume = 0 knife.KnifeScript.KnifeProjectileScript.Woosh.Volume = 0 knife.Handle.Draw.Volume = 0 knife.Handle.Hit.Volume = 0 knife.Handle.Swing.Volume = 0 end end