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-- Event Bindings
Players.PlayerAdded:connect(OnPlayerAdded) return FlagStandManager
-- Want to turn off Invisicam? Be sure to call this after.
function Invisicam:Cleanup() for hit, originalFade in pairs(SavedHits) do hit.LocalTransparencyModifier = originalFade end end
--------------------------------------------------------------------------------
local function queryPoint(origin, unitDir, dist, lastPos) debug.profilebegin('queryPoint') local originalSize = #blacklist dist = dist + nearPlaneZ local target = origin + unitDir*dist local softLimit = inf local hardLimit = inf local movingOrigin = origin repeat local entryPart, entryPos = workspace:FindPartOnRayWithIgnoreList(ray(movingOrigin, target - movingOrigin), blacklist, false, true) if entryPart then if canOcclude(entryPart) then local wl = {entryPart} local exitPart = workspace:FindPartOnRayWithWhitelist(ray(target, entryPos - target), wl, true) local lim = (entryPos - origin).Magnitude if exitPart then local promote = false if lastPos then promote = workspace:FindPartOnRayWithWhitelist(ray(lastPos, target - lastPos), wl, true) or workspace:FindPartOnRayWithWhitelist(ray(target, lastPos - target), wl, true) end if promote then -- Ostensibly a soft limit, but the camera has passed through it in the last frame, so promote to a hard limit. hardLimit = lim elseif dist < softLimit then -- Trivial soft limit softLimit = lim end else -- Trivial hard limit hardLimit = lim end end blacklist[#blacklist + 1] = entryPart movingOrigin = entryPos - unitDir*1e-3 end until hardLimit < inf or not entryPart eraseFromEnd(blacklist, originalSize) debug.profileend() return softLimit - nearPlaneZ, hardLimit - nearPlaneZ end local function queryViewport(focus, dist) debug.profilebegin('queryViewport') local fP = focus.p local fX = focus.rightVector local fY = focus.upVector local fZ = -focus.lookVector local viewport = camera.ViewportSize local hardBoxLimit = inf local softBoxLimit = inf -- Center the viewport on the PoI, sweep points on the edge towards the target, and take the minimum limits for viewX = 0, 1 do local worldX = fX*((viewX - 0.5)*projX) for viewY = 0, 1 do local worldY = fY*((viewY - 0.5)*projY) local origin = fP + nearPlaneZ*(worldX + worldY) local lastPos = camera:ViewportPointToRay( viewport.x*viewX, viewport.y*viewY ).Origin local softPointLimit, hardPointLimit = queryPoint(origin, fZ, dist, lastPos) if hardPointLimit < hardBoxLimit then hardBoxLimit = hardPointLimit end if softPointLimit < softBoxLimit then softBoxLimit = softPointLimit end end end debug.profileend() return softBoxLimit, hardBoxLimit end local function testPromotion(focus, dist, focusExtrapolation) debug.profilebegin('testPromotion') local fP = focus.p local fX = focus.rightVector local fY = focus.upVector local fZ = -focus.lookVector do -- Dead reckoning the camera rotation and focus debug.profilebegin('extrapolate') local SAMPLE_DT = 0.0625 local SAMPLE_MAX_T = 1.25 local maxDist = (getCollisionPoint(fP, focusExtrapolation.posVelocity*SAMPLE_MAX_T) - fP).Magnitude -- Metric that decides how many samples to take local combinedSpeed = focusExtrapolation.posVelocity.magnitude for dt = 0, min(SAMPLE_MAX_T, focusExtrapolation.rotVelocity.magnitude + maxDist/combinedSpeed), SAMPLE_DT do local cfDt = focusExtrapolation.extrapolate(dt) -- Extrapolated CFrame at time dt if queryPoint(cfDt.p, -cfDt.lookVector, dist) >= dist then return false end end debug.profileend() end do -- Test screen-space offsets from the focus for the presence of soft limits debug.profilebegin('testOffsets') for _, offset in ipairs(SCAN_SAMPLE_OFFSETS) do local scaledOffset = offset local pos, isHit = getCollisionPoint(fP, fX*scaledOffset.x + fY*scaledOffset.y) if queryPoint(pos, (fP + fZ*dist - pos).Unit, dist) == inf then return false end end debug.profileend() end debug.profileend() return true end local function Popper(focus, targetDist, focusExtrapolation) debug.profilebegin('popper') subjectRoot = subjectPart and subjectPart:GetRootPart() or subjectPart local dist = targetDist local soft, hard = queryViewport(focus, targetDist) if hard < dist then dist = hard end if soft < dist and testPromotion(focus, targetDist, focusExtrapolation) then dist = soft end subjectRoot = nil debug.profileend() return dist end return Popper
--Droping Nuke--
script.Parent.Parent.Part7:Remove() end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[ Novena Constraint Type: Motorcycle The Bike Chassis Avxnturador | Novena --]]
local mouse = game.Players.LocalPlayer:GetMouse() script.Parent.Parent:WaitForChild("Bike") local bike = script.Parent.Parent.Bike.Value local on = script.Parent.Parent.IsOn local _Tune = require(bike["Tuner"]) if not _Tune.Engine and not _Tune.Electric then return end script.Parent:WaitForChild("TextLabel").Visible = not on.Value script.Parent.Parent.IsOn.Changed:connect(function() script.Parent.TextLabel.Visible = not on.Value end) mouse.keyDown:connect(function(k) if k=="f" then if not on.Value then script.Parent.TextLabel.Visible=false on.Value = true else on.Value = false script.Parent.TextLabel.Visible=true end end end)
-- I only made it a model for easier access.
game.Players.PlayerAdded:Connect(function(p) p.CharacterAdded:Connect(function(c) c.Humanoid.BreakJointsOnDeath = false c.Humanoid.Died:Connect(function() c.HumanoidRootPart.RotVelocity = Vector3.new(180,360,90) -- Hopefully makes it so whenever you die, you don't just stand still. Feel free to remove it because this would only work for r6 lols for _, v in pairs(c:GetDescendants()) do if v:IsA("Motor6D") then local a0, a1 = Instance.new("Attachment"), Instance.new("Attachment") a0.CFrame = v.C0 a1.CFrame = v.C1 a0.Parent = v.Part0 a1.Parent = v.Part1 local b = Instance.new("BallSocketConstraint") b.Attachment0 = a0 b.Attachment1 = a1 b.Parent = v.Part0 v:Destroy() end end c.HumanoidRootPart.CanCollide = false end) end) end)
----------//Gun System\\----------
local L_199_ = nil char.ChildAdded:connect(function(Tool) if Tool:IsA('Tool') and Humanoid.Health > 0 and not ToolEquip and Tool:FindFirstChild("ACS_Settings") ~= nil and (require(Tool.ACS_Settings).Type == 'Gun' or require(Tool.ACS_Settings).Type == 'Melee' or require(Tool.ACS_Settings).Type == 'Grenade') then local L_370_ = true if char:WaitForChild('Humanoid').Sit and char.Humanoid.SeatPart:IsA("VehicleSeat") or char:WaitForChild('Humanoid').Sit and char.Humanoid.SeatPart:IsA("VehicleSeat") then L_370_ = false; end if L_370_ then L_199_ = Tool if not ToolEquip then --pcall(function() setup(Tool) --end) elseif ToolEquip then pcall(function() unset() setup(Tool) end) end; end; end end) char.ChildRemoved:connect(function(Tool) if Tool == WeaponTool then if ToolEquip then unset() end end end) Humanoid.Running:Connect(function(speed) charspeed = speed if speed > 0.1 then running = true else running = false end end) Humanoid.Swimming:Connect(function(speed) if Swimming then charspeed = speed if speed > 0.1 then running = true else running = false end end end) Humanoid.Died:Connect(function(speed) TS:Create(char.Humanoid, TweenInfo.new(1), {CameraOffset = Vector3.new(0,0,0)} ):Play() ChangeStance = false Stand() Stances = 0 Virar = 0 CameraX = 0 CameraY = 0 Lean() Equipped = 0 unset() Evt.NVG:Fire(false) end) Humanoid.Seated:Connect(function(IsSeated, Seat) if IsSeated and Seat and (Seat:IsA("VehicleSeat")) then unset() Humanoid:UnequipTools() CanLean = false plr.CameraMaxZoomDistance = gameRules.VehicleMaxZoom else plr.CameraMaxZoomDistance = game.StarterPlayer.CameraMaxZoomDistance end if IsSeated then Sentado = true Stances = 0 Virar = 0 CameraX = 0 CameraY = 0 Stand() Lean() else Sentado = false CanLean = true end end) Humanoid.Changed:connect(function(Property) if not gameRules.AntiBunnyHop then return; end; if Property == "Jump" and Humanoid.Sit == true and Humanoid.SeatPart ~= nil then Humanoid.Sit = false elseif Property == "Jump" and Humanoid.Sit == false then if JumpDelay then Humanoid.Jump = false return false end JumpDelay = true delay(0, function() wait(gameRules.JumpCoolDown) JumpDelay = false end) end end) Humanoid.StateChanged:connect(function(Old,state) if state == Enum.HumanoidStateType.Swimming then Swimming = true Stances = 0 Virar = 0 CameraX = 0 CameraY = 0 Stand() Lean() else Swimming = false end if gameRules.EnableFallDamage then if state == Enum.HumanoidStateType.Freefall and not falling then falling = true local curVel = 0 local peak = 0 while falling do curVel = HumanoidRootPart.Velocity.magnitude peak = peak + 1 Thread:Wait() end local damage = (curVel - (gameRules.MaxVelocity)) * gameRules.DamageMult if damage > 5 and peak > 20 then local SKP_02 = SKP_01.."-"..plr.UserId cameraspring:accelerate(Vector3.new(-damage/20, 0, math.random(-damage, damage)/5)) SwaySpring:accelerate(Vector3.new( math.random(-damage, damage)/5, damage/5,0)) local hurtSound = PastaFx.FallDamage:Clone() hurtSound.Parent = plr.PlayerGui hurtSound.Volume = damage/Humanoid.MaxHealth hurtSound:Play() Debris:AddItem(hurtSound,hurtSound.TimeLength) Evt.Damage:InvokeServer(nil, nil, nil, nil, nil, nil, true, damage, SKP_02) end elseif state == Enum.HumanoidStateType.Landed or state == Enum.HumanoidStateType.Dead then falling = false SwaySpring:accelerate(Vector3.new(0, 2.5, 0)) end end end) mouse.WheelBackward:Connect(function() -- fires when the wheel goes forwards if ToolEquip and not CheckingMag and not aimming and not reloading and not runKeyDown and AnimDebounce and WeaponData.Type == "Gun" then mouse1down = false if GunStance == 0 then SafeMode = true GunStance = -1 UpdateGui() Evt.GunStance:FireServer(GunStance,AnimData) LowReady() elseif GunStance == -1 then SafeMode = true GunStance = -2 UpdateGui() Evt.GunStance:FireServer(GunStance,AnimData) Patrol() elseif GunStance == 1 then SafeMode = false GunStance = 0 UpdateGui() Evt.GunStance:FireServer(GunStance,AnimData) IdleAnim() end end if ToolEquip and aimming and Sens > 5 then Sens = Sens - 5 UpdateGui() game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100) end end) mouse.WheelForward:Connect(function() -- fires when the wheel goes backwards if ToolEquip and not CheckingMag and not aimming and not reloading and not runKeyDown and AnimDebounce and WeaponData.Type == "Gun" then mouse1down = false if GunStance == 0 then SafeMode = true GunStance = 1 UpdateGui() Evt.GunStance:FireServer(GunStance,AnimData) HighReady() elseif GunStance == -1 then SafeMode = false GunStance = 0 UpdateGui() Evt.GunStance:FireServer(GunStance,AnimData) IdleAnim() elseif GunStance == -2 then SafeMode = true GunStance = -1 UpdateGui() Evt.GunStance:FireServer(GunStance,AnimData) LowReady() end end if ToolEquip and aimming and Sens < 100 then Sens = Sens + 5 UpdateGui() game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100) end end) script.Parent:GetAttributeChangedSignal("Injured"):Connect(function() local valor = script.Parent:GetAttribute("Injured") if valor 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 if Stances == 0 then Stand() elseif Stances == 1 then Crouch() end end)
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local aFinderButton = dockShelf.EStore local opened = aFinderButton.Opened local Minimalise = script.Parent local window = script.Parent.Parent.Parent
---Steering
function Steering() if _MSteer then local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200) local mdZone = _Tune.Peripherals.MSteerDZone/100 local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth) if math.abs(mST)<=mdZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST)) end end if _GSteerC < _GSteerT then _GSteerC = math.min(_GSteerT,_GSteerC+_Tune.SteerSpeed) else _GSteerC = math.max(_GSteerT,_GSteerC-_Tune.SteerSpeed) end local sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-_Tune.MinSteer)) for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="F" then v.Arm.Steer.cframe=car.Wheels.F.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) elseif v.Name=="FL" then if _GSteerC>= 0 then v.Arm.Steer.cframe=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0) else v.Arm.Steer.cframe=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) end elseif v.Name=="FR" then if _GSteerC>= 0 then v.Arm.Steer.cframe=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) else v.Arm.Steer.cframe=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0) end end end end
--------END CREW--------
game.Workspace.RRProjector.Decal.Texture = game.Workspace.Screens.Main.Value game.Workspace.Screens.ProjectionL.Value = game.Workspace.Screens.ProjectionL.Value game.Workspace.Screens.ProjectionR.Value = game.Workspace.Screens.ProjectionR.Value
--[[Weld functions]]
local JS = game:GetService("JointsService") local PGS_ON = workspace:PGSIsEnabled() function MakeWeld(x,y,type,s) if type==nil then type="Weld" end local W=Instance.new(type,JS) W.Part0=x W.Part1=y W.C0=x.CFrame:inverse()*x.CFrame W.C1=y.CFrame:inverse()*x.CFrame if type=="Motor" and s~=nil then W.MaxVelocity=s end return W end function ModelWeld(a,b) if a:IsA("BasePart") then MakeWeld(b,a,"Weld") elseif a:IsA("Model") then for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end end end function UnAnchor(a) if a:IsA("BasePart") then a.Anchored=false a.Locked=true end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end end
--[[* * Parse the given input string. * @param {String} input * @param {Object} options * @return {Object} ]]
-- Returns the key of the specified value, or nil if it could not be found. Unlike IndexOf, this searches every key in the table, not just ordinal indices (arrays) -- This is inherently slower due to how lookups work, so if your table is structured like an array, use table.find
Table.keyOf = function (tbl, value) for index, obj in pairs(tbl) do if obj == value then return index end end return nil end
-- elseif state == "Dead" then -- wait(.4) -- animations[state]:AdjustSpeed(0)
end animations[state]:Play() end end end while true do game:GetService("RunService").Stepped:wait() if humanoid.Health > 0 then if Grounded() then local speed = Vector3.new(character.HumanoidRootPart.Velocity.X, 0, character.HumanoidRootPart.Velocity.Z).magnitude if speed > 1 then ChangeState("Walk") else ChangeState("Idle") end else local ySpeed = character.HumanoidRootPart.Velocity.Y if ySpeed > 0 then ChangeState("Jump") else ChangeState("Fall") end end else --ChangeState("Dead") end end
--wait()
game.Players.LocalPlayer.CharacterAdded:Connect(function(char) local hl = script.Highlight:Clone() hl.Parent = char end)
--[[ LOWGames Studios Date: 27 October 2022 by Elder ]]
-- local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); while not v1.Loaded do game:GetService("RunService").Heartbeat:Wait(); end; return function(p1, p2, ...) local v2, v3 = ...; p1.title.Text = v2; if v3 == "Mythical" or v3 == "Exclusive" then p1.title.TextColor3 = Color3.new(1, 1, 1); v1.Assets.UI.Raritys:FindFirstChild(v3):Clone().Parent = p1.title; end; end;
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol
wait(0.1) local player = game.Players.LocalPlayer local HUB = script.Parent.HUB local TR = script.Parent.Tracker local limitButton = HUB.Name local lightOn = false local Camera = game.Workspace.CurrentCamera local cam = script.Parent.nxtcam.Value local carSeat = script.Parent.CarSeat.Value local mouse = game.Players.LocalPlayer:GetMouse() local windows = false local winfob = HUB.Parent.Music local pal = false local palpal = HUB.Parent.Palette local handler = carSeat:WaitForChild('Filter') local red = 0 local green = 0 local blue = 0
--[[ alert_date - дата и время создания сообщения - image - ссылка на картинку - text - собственно текст ]]
local delete = script.deleteMe:Clone() while true do local tmp = alert:GetChildren() if #tmp then -- отображение данных ui.Parent = script sf:ClearAllChildren()--Remove old frames ui.Parent = sf for a,b in pairs(tmp) do local val = b.text.Value local image = b.image.Value -- повесим скрипт на удаление сообщения local tmp = delete:Clone() tmp.Parent = b tmp.Disabled = false local new = sample:Clone()--Make a clone of the sample frame new.PName.Text = val -- устанавливаем текст new.LayoutOrder = a --UIListLayout uses this to sort in the correct order if image ~= '' then new.Image.Image = image -- установка картинки else new.Image.Parent = nil
--/////////// CONFIGURATIONS \\\\\\\\\\\\\\\\\
local sensitivity = 1 -- how quick/snappy the sway movements are. Don't go above 2 local swaysize = 1 -- how large/powerful the sway is. Don't go above 2 local includestrafe = false -- if true the fps arms will sway when the character is strafing local includewalksway = true -- if true, fps arms will sway when you are walking local includecamerasway = true -- if true, fps arms will sway when you move the camera local includejumpsway = true -- if true, jumping will have an effect on the viewmodel local headoffset = 0 -- the height offset from the default camera position of the head. local firstperson_arm_transparency = 0 -- the transparency of the arms in first person; set to 1 for invisible and set to 0 for fully visible. local firstperson_waist_movements_enabled = false -- if true, animations will affect the Uppertorso. If false, the uppertorso stays still while in first person (applies to R15 only)
--Audio
local soundBank = game.ReplicatedStorage.Sounds.NPC.Banto:GetChildren() banto.Health.Changed:connect(function() local hitSound = soundBank[math.random(1,#soundBank)]:Clone() hitSound.Parent = banto.PrimaryPart hitSound.PlayOnRemove = true wait() hitSound:Destroy() end) while true do bp.Parent = banto.PrimaryPart local goal repeat local ray = Ray.new(Vector3.new(origin.p.x+math.random(-tether,tether), banto.PrimaryPart.Position.Y+100, origin.p.z+math.random(-tether,tether)),Vector3.new(0,-130,0)) local part,pos,norm,mat = workspace:FindPartOnRay(ray,banto) if part == workspace.Terrain and mat ~= Enum.Material.Water then goal = pos+Vector3.new(0,2.25,0) end wait() until goal --Set new goal for banto to MoveTo :) walk:Play() local pos = banto.PrimaryPart.Position local cf = CFrame.new(Vector3.new(pos.X, 0, pos.Z), Vector3.new(goal.X, 0, goal.Z)) bg.CFrame = cf bp.Position = (cf*CFrame.new(0,0,-100)).p local start = tick() repeat wait(.5) local ray = Ray.new(banto.PrimaryPart.Position, Vector3.new(0,-140,0)) until (banto.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >10 walk:Stop() bp.Parent = nil wait(math.random(3,8)) end
--[[Weight and CG]]
Tune.Weight = 2421 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensionws in studs ; larger = more stable) --[[Width]] 6.5 , --[[Height]] 4.8 , --[[Length]] 17 } Tune.WeightDist = 51 -- 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 = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- 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
--me.Size=UDim2.new(0,me.AbsoluteSize.X-76,0,me.AbsoluteSize.Y-76) --me.TextLabel.Size=UDim2.new(0,me.ScrollingFrame.AbsoluteSize.X-20,0.99,0)
-- Services
local Teams = game:GetService("Teams") local Workspace = game:GetService("Workspace") local Debris = game:GetService("Debris") local ContentProvider = game:GetService("ContentProvider") local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local RemoteEvent = ReplicatedStorage:WaitForChild("DexEvent");
--Leave this
Heat = 0 if GUI then script.Parent.Visible = true else script.Parent.Visible = false end if not FE then radiator.Oil.Enabled = false radiator.Antifreeze.Enabled = false radiator.Liquid.Volume = 0 radiator.Fan:Play() radiator.Fan.Pitch = 1+FanSpeed radiator.Steam:Play() radiator.Liquid:Play() script.Blown.Value = false while wait(.2) do if Heat > FanTemp and Fan == true then FanCool = -FanSpeed radiator.Fan.Volume = FanVolume elseif Heat < FanTempAlpha then FanCool = 0 radiator.Fan.Volume = 0 end Load = ((script.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency Heat = math.max(RunningTemp,(Heat+Load)+FanCool) if Heat >= BlowupTemp then Heat = BlowupTemp radiator.Break:Play() radiator.Liquid.Volume = .5 radiator.Oil.Enabled = true radiator.Antifreeze.Enabled = true script.Parent.Parent.IsOn.Value = false script.Blown.Value = true elseif Heat >= BlowupTemp-10 then radiator.Smoke.Transparency = NumberSequence.new((BlowupTemp-Heat)/10,1) radiator.Smoke.Enabled = true radiator.Steam.Volume = math.abs(((BlowupTemp-Heat)-10)/10) else radiator.Smoke.Enabled = false radiator.Steam.Volume = 0 end script.Celsius.Value = Heat script.Parent.Temp.Text = math.floor(Heat).."°c" script.Parent.Temp.TextColor3 = Color3.fromRGB(255,255-((Heat-FanTemp)*10),255-((Heat-FanTemp)*10)) end else handler:FireServer("Initialize",FanSpeed) while wait(.2) do if Heat > FanTemp and Fan == true then FanCool = -FanSpeed handler:FireServer("FanVolume",FanVolume) else FanCool = 0 handler:FireServer("FanVolume",0) end Load = ((script.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency Heat = math.max(RunningTemp,(Heat+Load)+FanCool) if Heat >= BlowupTemp then Heat = BlowupTemp handler:FireServer("Blown") script.Parent.Parent.IsOn.Value = false script.Blown.Value = true elseif Heat >= BlowupTemp-10 then handler:FireServer("Smoke",true,BlowupTemp,Heat) else handler:FireServer("Smoke",false,BlowupTemp,Heat) end script.Celsius.Value = Heat script.Parent.Temp.Text = math.floor(Heat).."°c" end end
--[[** ensures Roblox UDim2 type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.UDim2 = primitive("UDim2")
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
local prev local parts = script.Parent:GetChildren() for i = 1,#parts do if ((parts[i].className == "Part") or (parts[i].className == "Handle") or (parts[i].className == "TrussPart") or (parts[i].className == "VehicleSeat") or (parts[i].className == "SkateboardPlatform")) then if (prev ~= nil) then local weld = Instance.new("Weld") weld.Part0 = prev weld.Part1 = parts[i] weld.C0 = prev.CFrame:inverse(Engine) weld.C1 = parts[i].CFrame:inverse(Part) weld.Parent = prev parts[i].Anchored = false end prev = parts[i] end end local bp = Instance.new("BodyPosition") bp.Parent = script.Parent.middle bp.maxForce = Vector3.new(force,0,force) bp.D = 250 bp.position = script.Parent.middle.Position wait() script.Parent.Hinges.Parta.Transparency = 1 script.Parent.Hinges.Partb.Transparency = 1 local people = script.Parent:GetChildren() for i = 1,#people do if people[i].className == "Part" then people[i].TopSurface = "SmoothNoOutlines" people[i].BottomSurface = "SmoothNoOutlines" people[i].LeftSurface = "SmoothNoOutlines" people[i].RightSurface = "SmoothNoOutlines" people[i].FrontSurface = "SmoothNoOutlines" people[i].BackSurface = "SmoothNoOutlines" people[i].Anchored = false end end
-- The pierce function can also be used for things like bouncing. -- In reality, it's more of a function that the module uses to ask "Do I end the cast now, or do I keep going?" -- Because of this, you can use it for logic such as ray reflection or other redirection methods. -- A great example might be to pierce or bounce based on something like velocity or angle. -- You can see this implementation further down in the OnRayPierced function.
function CanRayPierce(cast, rayResult, segmentVelocity) -- Let's keep track of how many times we've hit something. local hits = cast.UserData.Hits if (hits == nil) then -- If the hit data isn't registered, set it to 1 (because this is our first hit) cast.UserData.Hits = 1 else -- If the hit data is registered, add 1. cast.UserData.Hits += 1 end -- And if the hit count is over 3, don't allow piercing and instead stop the ray. if (cast.UserData.Hits > 3) then return false end -- Now if we make it here, we want our ray to continue. -- This is extra important! If a bullet bounces off of something, maybe we want it to do damage too! -- So let's implement that. local hitPart = rayResult.Instance if hitPart ~= nil and hitPart.Parent ~= nil then local humanoid = hitPart.Parent:FindFirstChildOfClass("Humanoid") if humanoid then local Player = Players:GetPlayerFromCharacter(Tool.Parent) humanoid.Health -= 50 TagHumanoid(humanoid, Player) task.wait(2) UntagHumanoid(humanoid) end end -- And then lastly, return true to tell FC to continue simulating. return true --[[ -- This function shows off the piercing feature literally. Pass this function as the last argument (after bulletAcceleration) and it will run this every time the ray runs into an object. -- Do note that if you want this to work properly, you will need to edit the OnRayPierced event handler below so that it doesn't bounce. if material == Enum.Material.Plastic or material == Enum.Material.Ice or material == Enum.Material.Glass or material == Enum.Material.SmoothPlastic then -- Hit glass, plastic, or ice... if hitPart.Transparency >= 0.5 then -- And it's >= half transparent... return true -- Yes! We can pierce. end end return false --]] end function Fire(direction) -- Called when we want to fire the gun. if Tool.Parent:IsA("Backpack") then return end -- Can't fire if it's not equipped. -- Note: Above isn't in the event as it will prevent the CanFire value from being set as needed. -- UPD. 11 JUNE 2019 - Add support for random angles. local directionalCF = CFrame.new(Vector3.new(), direction) -- Now, we can use CFrame orientation to our advantage. -- Overwrite the existing Direction value. local direction = (directionalCF * CFrame.fromOrientation(0, 0, RNG:NextNumber(0, TAU)) * CFrame.fromOrientation(math.rad(RNG:NextNumber(MIN_BULLET_SPREAD_ANGLE, MAX_BULLET_SPREAD_ANGLE)), 0, 0)).LookVector -- UPDATE V6: Proper bullet velocity! -- IF YOU DON'T WANT YOUR BULLETS MOVING WITH YOUR CHARACTER, REMOVE THE THREE LINES OF CODE BELOW THIS COMMENT. -- Requested by https://www.roblox.com/users/898618/profile/ -- We need to make sure the bullet inherits the velocity of the gun as it fires, just like in real life. local humanoidRootPart = Tool.Parent:WaitForChild("HumanoidRootPart", 1) -- Add a timeout to this. local myMovementSpeed = humanoidRootPart.Velocity -- To do: It may be better to get this value on the clientside since the server will see this value differently due to ping and such. local modifiedBulletSpeed = (direction * BULLET_SPEED)-- + myMovementSpeed -- We multiply our direction unit by the bullet speed. This creates a Vector3 version of the bullet's velocity at the given speed. We then add MyMovementSpeed to add our body's motion to the velocity. if PIERCE_DEMO then CastBehavior.CanPierceFunction = CanRayPierce end local simBullet = Caster:Fire(FirePointObject.WorldPosition, direction, modifiedBulletSpeed, CastBehavior) -- Optionally use some methods on simBullet here if applicable. -- Play the sound PlayFireSound() task.wait(0.5) PlayReloadSound() end
--[=[ @param overridePos Vector2? @return viewportMouseRay: Ray Returns the viewport point ray for the mouse at the current mouse position (or the override position if provided). ]=]
function Mouse:GetRay(overridePos) local mousePos = overridePos or UserInputService:GetMouseLocation() local viewportMouseRay = workspace.CurrentCamera:ViewportPointToRay(mousePos.X, mousePos.Y) return viewportMouseRay end
-- Services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local PlayersService = game:GetService("Players")
-- Management of which options appear on the Roblox User Settings screen
do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle) end function CameraModule.new() local self = setmetatable({},CameraModule) -- Current active controller instances self.activeCameraController = nil self.activeOcclusionModule = nil self.activeTransparencyController = nil self.activeMouseLockController = nil self.currentComputerCameraMovementMode = nil -- Connections to events self.cameraSubjectChangedConn = nil self.cameraTypeChangedConn = nil -- Adds CharacterAdded and CharacterRemoving event handlers for all current players for _,player in pairs(Players:GetPlayers()) do self:OnPlayerAdded(player) end -- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future Players.PlayerAdded:Connect(function(player) self:OnPlayerAdded(player) end) self.activeTransparencyController = TransparencyController.new() self.activeTransparencyController:Enable(true) self.activeMouseLockController = MouseLockController.new() local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent() if toggleEvent then toggleEvent:Connect(function() self:OnMouseLockToggled() end) end self:ActivateCameraController(self:GetCameraControlChoice()) self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode) self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end) -- Connect listeners to camera-related properties for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function() self:OnLocalPlayerCameraPropertyChanged(propertyName) end) end for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function() self:OnUserGameSettingsPropertyChanged(propertyName) end) end game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:OnCurrentCameraChanged() end) return self end function CameraModule:GetCameraMovementModeFromSettings() local cameraMode = Players.LocalPlayer.CameraMode -- Lock First Person trumps all other settings and forces ClassicCamera if cameraMode == Enum.CameraMode.LockFirstPerson then return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic) end local devMode, userMode if UserInputService.TouchEnabled then devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode) else devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) end if devMode == Enum.DevComputerCameraMovementMode.UserChoice then -- Developer is allowing user choice, so user setting is respected return userMode end return devMode end function CameraModule:ActivateOcclusionModule(occlusionMode: Enum.DevCameraOcclusionMode) local newModuleCreator if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then newModuleCreator = Poppercam elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then newModuleCreator = Invisicam else warn("CameraScript ActivateOcclusionModule called with unsupported mode") return end self.occlusionMode = occlusionMode -- First check to see if there is actually a change. If the module being requested is already -- the currently-active solution then just make sure it's enabled and exit early if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then if not self.activeOcclusionModule:GetEnabled() then self.activeOcclusionModule:Enable(true) end return end -- Save a reference to the current active module (may be nil) so that we can disable it if -- we are successful in activating its replacement local prevOcclusionModule = self.activeOcclusionModule -- If there is no active module, see if the one we need has already been instantiated self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator] -- If the module was not already instantiated and selected above, instantiate it if not self.activeOcclusionModule then self.activeOcclusionModule = newModuleCreator.new() if self.activeOcclusionModule then instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule end end -- If we were successful in either selecting or instantiating the module, -- enable it if it's not already the currently-active enabled module if self.activeOcclusionModule then local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode() -- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode if newModuleOcclusionMode ~= occlusionMode then warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode) end -- Deactivate current module if there is one if prevOcclusionModule then -- Sanity check that current module is not being replaced by itself (that should have been handled above) if prevOcclusionModule ~= self.activeOcclusionModule then prevOcclusionModule:Enable(false) else warn("CameraScript ActivateOcclusionModule failure to detect already running correct module") end end -- Occlusion modules need to be initialized with information about characters and cameraSubject -- Invisicam needs the LocalPlayer's character -- Poppercam needs all player characters and the camera subject if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then -- Optimization to only send Invisicam what we know it needs if Players.LocalPlayer.Character then self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer ) end else -- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list for _, player in pairs(Players:GetPlayers()) do if player and player.Character then self.activeOcclusionModule:CharacterAdded(player.Character, player) end end self.activeOcclusionModule:OnCameraSubjectChanged((game.Workspace.CurrentCamera :: Camera).CameraSubject) end -- Activate new choice self.activeOcclusionModule:Enable(true) end end function CameraModule:ShouldUseVehicleCamera() local camera = workspace.CurrentCamera if not camera then return false end local cameraType = camera.CameraType local cameraSubject = camera.CameraSubject local isEligibleType = cameraType == Enum.CameraType.Custom or cameraType == Enum.CameraType.Follow local isEligibleSubject = cameraSubject and cameraSubject:IsA("VehicleSeat") or false local isEligibleOcclusionMode = self.occlusionMode ~= Enum.DevCameraOcclusionMode.Invisicam return isEligibleSubject and isEligibleType and isEligibleOcclusionMode end
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Burgundy",Paint) end)
-- The subset of a Thenable required by things thrown by Suspense. -- This doesn't require a value to be passed to either handler.
export type Wakeable = { andThen: ( self: Wakeable, onFulfill: () -> ...any, onReject: () -> ...any -- ROBLOX FIXME Luau: needs union type packs to parse () | Wakeable ) -> nil | Wakeable, -- Special flag to opt out of tracing interactions across a Suspense boundary. __reactDoNotTraceInteractions: boolean?, }
--handler:FireServer("stopSound",Your sound here)
wait() handler:FireServer("playSound",car.DriveSeat.Rev)
--Aspiration Setup
_TCount = _Tune.Turbochargers _TPsi = _Tune.T_Boost*_Tune.Turbochargers _SCount = _Tune.Superchargers _SPsi = _Tune.S_Boost*_Tune.Superchargers
--[[ << GROUP PERMISSIONS >> Format: [GroupId] = { [GroupRoleNumber] = "PermissionName", OR PermissionNumber, }; ]]
Group_Permissions={ [0] = { [254]="HeadAdmin", [1]="VIP", }; } ;
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(106) game.Workspace.doorright.l12.BrickColor = BrickColor.new(106) game.Workspace.doorright.l13.BrickColor = BrickColor.new(106) game.Workspace.doorright.l41.BrickColor = BrickColor.new(106) game.Workspace.doorright.l42.BrickColor = BrickColor.new(106) game.Workspace.doorright.l43.BrickColor = BrickColor.new(106) game.Workspace.doorright.l71.BrickColor = BrickColor.new(106) game.Workspace.doorright.l72.BrickColor = BrickColor.new(106) game.Workspace.doorright.l73.BrickColor = BrickColor.new(106) game.Workspace.doorright.l21.BrickColor = BrickColor.new(21) game.Workspace.doorright.l22.BrickColor = BrickColor.new(21) game.Workspace.doorright.l23.BrickColor = BrickColor.new(21) game.Workspace.doorright.l51.BrickColor = BrickColor.new(21) game.Workspace.doorright.l52.BrickColor = BrickColor.new(21) game.Workspace.doorright.l53.BrickColor = BrickColor.new(21) game.Workspace.doorright.l31.BrickColor = BrickColor.new(133) game.Workspace.doorright.l32.BrickColor = BrickColor.new(133) game.Workspace.doorright.l33.BrickColor = BrickColor.new(133) game.Workspace.doorright.l61.BrickColor = BrickColor.new(133) game.Workspace.doorright.l62.BrickColor = BrickColor.new(133) game.Workspace.doorright.l63.BrickColor = BrickColor.new(133) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(106)
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") BulletSpeed = Handle.BulletSpeed.Value DisappearTime = Handle.BulletDisappearTime.Value ReloadTime = Handle.ReloadTime.Value BulletColor = Handle.BulletColor.Value NozzleOffset = Vector3.new(0, 0.4, -1.1) Sounds = { Fire = Handle:WaitForChild("Fire"), Reload = Handle:WaitForChild("Reload"), HitFade = Handle:WaitForChild("HitFade") } PointLight = Handle:WaitForChild("PointLight") ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool ServerControl.OnServerInvoke = (function(player, Mode, Value, arg) if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then return end if Mode == "Click" and Value then Activated(arg) end end) function InvokeClient(Mode, Value) pcall(function() ClientControl:InvokeClient(Player, Mode, Value) end) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function FindCharacterAncestor(Parent) if Parent and Parent ~= game:GetService("Workspace") then local humanoid = Parent:FindFirstChild("Humanoid") if humanoid then return Parent, humanoid else return FindCharacterAncestor(Parent.Parent) end end return nil end function GetTransparentsRecursive(Parent, PartsTable) local PartsTable = (PartsTable or {}) for i, v in pairs(Parent:GetChildren()) do local TransparencyExists = false pcall(function() local Transparency = v["Transparency"] if Transparency then TransparencyExists = true end end) if TransparencyExists then table.insert(PartsTable, v) end GetTransparentsRecursive(v, PartsTable) end return PartsTable end function SelectionBoxify(Object) local SelectionBox = Instance.new("SelectionBox") SelectionBox.Adornee = Object SelectionBox.Color3 = BulletColor SelectionBox.Parent = Object return SelectionBox end local function Light(Object) local Light = PointLight:Clone() Light.Range = (Light.Range + 2) Light.Parent = Object end function FadeOutObjects(Objects, FadeIncrement) repeat local LastObject = nil for i, v in pairs(Objects) do v.Transparency = (v.Transparency + FadeIncrement) LastObject = v end wait() until LastObject.Transparency >= 1 or not LastObject end function Touched(Projectile, Hit) if not Hit or not Hit.Parent then return end local character, humanoid = FindCharacterAncestor(Hit) if character and humanoid and character ~= Character then local ForceFieldExists = false for i, v in pairs(character:GetChildren()) do if v:IsA("ForceField") then ForceFieldExists = true end end if not ForceFieldExists then if Projectile then local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name) local torso = humanoid.Torso if HitFadeSound and torso then HitFadeSound.Parent = torso HitFadeSound:Play() end local explosion = Instance.new("Explosion") explosion.Parent = game.Workspace explosion.Position = torso.Position explosion.BlastRadius = 1 character:BreakJoints() humanoid.Health = 0 end end if Projectile and Projectile.Parent then Projectile:Destroy() end end end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end end function Activated(target) if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false InvokeClient("PlaySound", Sounds.Fire) local HandleCFrame = Handle.CFrame local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset) local ShotCFrame = CFrame.new(FiringPoint, target) local LaserShotClone = BaseShot:Clone() LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2)) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.velocity = ShotCFrame.lookVector * BulletSpeed BodyVelocity.Parent = LaserShotClone LaserShotClone.Touched:connect(function(Hit) if not Hit or not Hit.Parent then return end Touched(LaserShotClone, Hit) end) Debris:AddItem(LaserShotClone, DisappearTime) LaserShotClone.Parent = game:GetService("Workspace") wait(0.6) -- FireSound length InvokeClient("PlaySound", Sounds.Reload) wait(ReloadTime) -- ReloadSound length Tool.Enabled = true end end function Unequipped() end BaseShot = Instance.new("Part") BaseShot.Name = "Effect" BaseShot.Color = BulletColor BaseShot.Material = Enum.Material.Plastic BaseShot.Shape = Enum.PartType.Block BaseShot.TopSurface = Enum.SurfaceType.Smooth BaseShot.BottomSurface = Enum.SurfaceType.Smooth BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(0.2, 0.2, 3) BaseShot.CanCollide = false BaseShot.Locked = true SelectionBoxify(BaseShot) Light(BaseShot) BaseShotSound = Sounds.HitFade:Clone() BaseShotSound.Parent = BaseShot Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- VALORES DE AJUSTE ---------------------------------------- -- Fator de torque aplicado para fazer as rodas girarem -- Número maior geralmente significa aceleração mais rápida
local TORQUE = 9000
--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 -- Attach creator tags to the rocket early on local creatorTag = Instance.new('ObjectValue', Rocket) creatorTag.Value = MyPlayer creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats local iconTag = Instance.new('StringValue', creatorTag) iconTag.Value = Tool.TextureId iconTag.Name = 'icon' -- Finally, clone the rocket script and enable it local rocketScriptClone = RocketScript:Clone() rocketScriptClone.Parent = Rocket rocketScriptClone.Disabled = false end
--[[** ensures Roblox TweenInfo type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.TweenInfo = t.typeof("TweenInfo")
--[[ SERVICES ]]
local PlayersService = game:GetService('Players') local ReplicatedStorage = game:GetService("ReplicatedStorage") local ChatService = game:GetService("Chat")
-------------------------------------------------------------------
function regenerate() Click.MaxActivationDistance = 0 enabled = false if DeleteEmptyModels then GUIText.Text = "DELETING UNUSED MODELS" for _,v in pairs(game.Workspace:GetDescendants())do if v.Name == ModelName and v:IsA("Model") then local Delete = CheckDeletes(v,true) if Delete == true then v:Destroy() end end end end wait() if model.PrimaryPart ~= nil and (model.PrimaryPart.CFrame.p-script.Parent.CFrame.p).Magnitude>50 then model = backup:clone() model.Parent = game.Workspace Cooldown() else model = backup:clone() model.Parent = game.Workspace Cooldown() end end
--[[ [Horizontal and Vertical limits for head and body tracking.] [Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.] --]]
local HeadHorFactor = 1 local HeadVertFactor = 0.6 local BodyHorFactor = 0.5 local BodyVertFactor = 0.4
--RunService.RenderStepped:Connect(function(step) -- local ray = Ray.new(char.Head.Position, ((char.Head.CFrame + char.Head.CFrame.LookVector * 2) - char.Head.Position).Position.Unit) -- local ignoreList = char:GetChildren()
--// bolekinds
if game.ServerStorage.ServerData.CatBed.Value == true then game.ServerStorage["Cat Bed"]:Clone().Parent = workspace else if workspace:FindFirstChild("Cat Bed") then workspace:FindFirstChild("Cat Bed"):Destroy() end end game.ServerStorage.ServerData.CatBed.Changed:Connect(function() if not workspace:FindFirstChild("Cat Bed") and game.ServerStorage.ServerData.CatBed.Value == true then game.ServerStorage["Cat Bed"]:Clone().Parent = workspace else if game.ServerStorage.ServerData.CatBed.Value == false then if workspace:FindFirstChild("Cat Bed") then workspace:FindFirstChild("Cat Bed"):Destroy() end end end end)
--[[ Module Functions ]]
-- Chassis = {} Chassis.root = PackagedVehicle:FindFirstChild("Chassis") --the root of the Chassis model Chassis.driverSeat = Chassis.root:FindFirstChildOfClass("VehicleSeat") Chassis.passengerSeats = { Chassis.root:FindFirstChild("SeatFR"), Chassis.root:FindFirstChild("SeatRL"), Chassis.root:FindFirstChild("SeatRR") } local randomSuspension = Chassis.root:FindFirstChild("SuspensionFL") local wheelRadius = randomSuspension.Wheel.Size.y/2 Chassis.driverSeat.MaxSpeed = VehicleParameters.MaxSpeed * wheelRadius function Chassis.InitializeDrivingValues() -- Constraint tables always ordered FL, FR, RL, RR Motors = getVehicleMotors() local strutSpringsFront = getSprings("StrutFront") local strutSpringsRear = getSprings("StrutRear") local torsionSprings = getSprings("TorsionBar") RedressMount = Chassis.root:WaitForChild("RedressMount") SteeringPrismatic = constraints:FindFirstChild("SteeringPrismatic") SteeringPrismatic.UpperLimit = VehicleParameters.MaxSteer SteeringPrismatic.LowerLimit = -VehicleParameters.MaxSteer for _,s in pairs(strutSpringsFront) do adjustSpring(s, ActualStrutSpringStiffnessFront, ActualStrutSpringDampingFront) end for _,s in pairs(strutSpringsRear) do adjustSpring(s, ActualStrutSpringStiffnessRear, ActualStrutSpringDampingRear) end for _,s in pairs(torsionSprings) do adjustSpring(s, ActualTorsionSpringStiffness, ActualTorsionSpringDamping) end local chassisChildren = Chassis.root:GetChildren() for i = 1, #chassisChildren do local model = chassisChildren[i] if model:IsA("Model") then local wheel = model:FindFirstChild("Wheel") if wheel then local old = wheel.CustomPhysicalProperties local new = PhysicalProperties.new(old.Density, VehicleParameters.WheelFriction, old.Elasticity, old.FrictionWeight, old.ElasticityWeight) wheel.CustomPhysicalProperties = new end end end setMotorTorque(10000) end function Chassis.GetDriverSeat() return Chassis.driverSeat end function Chassis.GetPassengerSeats() return Chassis.passengerSeats end function Chassis.GetBase() return Chassis.root.PrimaryPart or Chassis.root:FindFirstChild("FloorPanel") end
--[[Drivetrain Initialize]]
local Drive={} --Power Front Wheels if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then table.insert(Drive,v) end end end --Power Rear Wheels
-- TOGGLEABLE METHODS
function Icon:setLabel(text, iconState) text = text or "" self:set("iconText", text, iconState) return self end function Icon:setCornerRadius(scale, offset, iconState) local oldCornerRadius = self.instances.iconCorner.CornerRadius local newCornerRadius = UDim.new(scale or oldCornerRadius.Scale, offset or oldCornerRadius.Offset) self:set("iconCornerRadius", newCornerRadius, iconState) return self end function Icon:setImage(imageId, iconState) local textureId = (tonumber(imageId) and "http://www.roblox.com/asset/?id="..imageId) or imageId or "" return self:set("iconImage", textureId, iconState) end function Icon:setOrder(order, iconState) local newOrder = tonumber(order) or 1 return self:set("order", newOrder, iconState) end function Icon:setLeft(iconState) return self:set("alignment", "left", iconState) end function Icon:setMid(iconState) return self:set("alignment", "mid", iconState) end function Icon:setRight(iconState) if not self.internalIcon then IconController.setupHealthbar() end return self:set("alignment", "right", iconState) end function Icon:setImageYScale(YScale, iconState) local newYScale = tonumber(YScale) or 0.63 return self:set("iconImageYScale", newYScale, iconState) end function Icon:setImageRatio(ratio, iconState) local newRatio = tonumber(ratio) or 1 return self:set("iconImageRatio", newRatio, iconState) end function Icon:setLabelYScale(YScale, iconState) local newYScale = tonumber(YScale) or 0.45 return self:set("iconLabelYScale", newYScale, iconState) end function Icon:setBaseZIndex(ZIndex, iconState) local newBaseZIndex = tonumber(ZIndex) or 1 return self:set("baseZIndex", newBaseZIndex, iconState) end function Icon:_updateBaseZIndex(baseValue) local container = self.instances.iconContainer local newBaseValue = tonumber(baseValue) or container.ZIndex local difference = newBaseValue - container.ZIndex if difference == 0 then return "The baseValue is the same" end for _, object in pairs(self.instances) do if object:IsA("GuiObject") then object.ZIndex = object.ZIndex + difference end end return true end function Icon:setSize(XOffset, YOffset, iconState) if tonumber(XOffset) then self.forcefullyAppliedXSize = true self:set("forcedIconSizeX", tonumber(XOffset), iconState) else self.forcefullyAppliedXSize = false self:set("forcedIconSizeX", 32, iconState) end if tonumber(YOffset) then self.forcefullyAppliedYSize = true self:set("forcedIconSizeY", tonumber(YOffset), iconState) else self.forcefullyAppliedYSize = false self:set("forcedIconSizeY", 32, iconState) end local newXOffset = tonumber(XOffset) or 32 local newYOffset = tonumber(YOffset) or (YOffset ~= "_NIL" and newXOffset) or 32 self:set("iconSize", UDim2.new(0, newXOffset, 0, newYOffset), iconState) return self end function Icon:setXSize(XOffset, iconState) self:setSize(XOffset, "_NIL", iconState) return self end function Icon:setYSize(YOffset, iconState) self:setSize("_NIL", YOffset, iconState) return self end function Icon:_getContentText(text) -- This converts richtext (e.g. "<b>Shop</b>") to normal text (e.g. "Shop") -- This also converts richtext/normaltext into its localized (translated) version -- This is important when calculating the size of the label/box for instance self.instances.fakeIconLabel.Text = text local textToTranslate = self.instances.fakeIconLabel.ContentText local translatedContentText = typeof(self.instances.iconLabel) == "Instance" and IconController.translator:Translate(self.instances.iconLabel, textToTranslate) if typeof(translatedContentText) ~= "string" or translatedContentText == "" then translatedContentText = textToTranslate end self.instances.fakeIconLabel.Text = "" return translatedContentText end function Icon:_updateIconSize(_, iconState) if self._destroyed then return end -- This is responsible for handling the appearance and size of the icons label and image, in additon to its own size local X_MARGIN = 12 local X_GAP = 8 local values = { iconImage = self:get("iconImage", iconState) or "_NIL", iconText = self:get("iconText", iconState) or "_NIL", iconFont = self:get("iconFont", iconState) or "_NIL", iconSize = self:get("iconSize", iconState) or "_NIL", forcedIconSizeX = self:get("forcedIconSizeX", iconState) or "_NIL", iconImageYScale = self:get("iconImageYScale", iconState) or "_NIL", iconImageRatio = self:get("iconImageRatio", iconState) or "_NIL", iconLabelYScale = self:get("iconLabelYScale", iconState) or "_NIL", } for k,v in pairs(values) do if v == "_NIL" then return end end local iconContainer = self.instances.iconContainer if not iconContainer.Parent then return end -- We calculate the cells dimensions as apposed to reading because there's a possibility the cells dimensions were changed at the exact time and have not yet updated -- this essentially saves us from waiting a heartbeat which causes additonal complications local cellSizeXOffset = values.iconSize.X.Offset local cellSizeXScale = values.iconSize.X.Scale local cellWidth = cellSizeXOffset + (cellSizeXScale * iconContainer.Parent.AbsoluteSize.X) local minCellWidth = values.forcedIconSizeX--cellWidth local maxCellWidth = (cellSizeXScale > 0 and cellWidth) or (self.forcefullyAppliedXSize and minCellWidth) or 9999 local cellSizeYOffset = values.iconSize.Y.Offset local cellSizeYScale = values.iconSize.Y.Scale local cellHeight = cellSizeYOffset + (cellSizeYScale * iconContainer.Parent.AbsoluteSize.Y) local labelHeight = cellHeight * values.iconLabelYScale local iconContentText = self:_getContentText(values.iconText) local labelWidth = textService:GetTextSize(iconContentText, labelHeight, values.iconFont, Vector2.new(10000, labelHeight)).X local imageWidth = cellHeight * values.iconImageYScale * values.iconImageRatio local usingImage = values.iconImage ~= "" local usingText = values.iconText ~= "" local notifPosYScale = 0.5 local desiredCellWidth local preventClippingOffset = labelHeight/2 if usingImage and not usingText then desiredCellWidth = 0 notifPosYScale = 0.45 self:set("iconImageVisible", true, iconState) self:set("iconImageAnchorPoint", Vector2.new(0.5, 0.5), iconState) self:set("iconImagePosition", UDim2.new(0.5, 0, 0.5, 0), iconState) self:set("iconImageSize", UDim2.new(values.iconImageYScale*values.iconImageRatio, 0, values.iconImageYScale, 0), iconState) self:set("iconLabelVisible", false, iconState) elseif not usingImage and usingText then desiredCellWidth = labelWidth+(X_MARGIN*2) self:set("iconLabelVisible", true, iconState) self:set("iconLabelAnchorPoint", Vector2.new(0, 0.5), iconState) self:set("iconLabelPosition", UDim2.new(0, X_MARGIN, 0.5, 0), iconState) self:set("iconLabelSize", UDim2.new(1, -X_MARGIN*2, values.iconLabelYScale, preventClippingOffset), iconState) self:set("iconLabelTextXAlignment", Enum.TextXAlignment.Center, iconState) self:set("iconImageVisible", false, iconState) elseif usingImage and usingText then local labelGap = X_MARGIN + imageWidth + X_GAP desiredCellWidth = labelGap + labelWidth + X_MARGIN self:set("iconImageVisible", true, iconState) self:set("iconImageAnchorPoint", Vector2.new(0, 0.5), iconState) self:set("iconImagePosition", UDim2.new(0, X_MARGIN, 0.5, 0), iconState) self:set("iconImageSize", UDim2.new(0, imageWidth, values.iconImageYScale, 0), iconState) ---- self:set("iconLabelVisible", true, iconState) self:set("iconLabelAnchorPoint", Vector2.new(0, 0.5), iconState) self:set("iconLabelPosition", UDim2.new(0, labelGap, 0.5, 0), iconState) self:set("iconLabelSize", UDim2.new(1, -labelGap-X_MARGIN, values.iconLabelYScale, preventClippingOffset), iconState) self:set("iconLabelTextXAlignment", Enum.TextXAlignment.Left, iconState) end if desiredCellWidth then if not self._updatingIconSize then self._updatingIconSize = true local widthScale = (cellSizeXScale > 0 and cellSizeXScale) or 0 local widthOffset = (cellSizeXScale > 0 and 0) or math.clamp(desiredCellWidth, minCellWidth, maxCellWidth) self:set("iconSize", UDim2.new(widthScale, widthOffset, values.iconSize.Y.Scale, values.iconSize.Y.Offset), iconState, "_ignorePrevious") -- This ensures that if an icon is within a dropdown or menu, its container adapts accordingly with this new iconSize value local parentIcon = self._parentIcon if parentIcon then local originalIconSize = UDim2.new(0, desiredCellWidth, 0, values.iconSize.Y.Offset) if #parentIcon.dropdownIcons > 0 then self:setAdditionalValue("iconSize", "beforeDropdown", originalIconSize, iconState) parentIcon:_updateDropdown() end if #parentIcon.menuIcons > 0 then self:setAdditionalValue("iconSize", "beforeMenu", originalIconSize, iconState) parentIcon:_updateMenu() end end self._updatingIconSize = false end end self:set("iconLabelTextSize", labelHeight, iconState) self:set("noticeFramePosition", UDim2.new(notifPosYScale, 0, 0, -2), iconState) self._updatingIconSize = false end
-- Define a function to handle button clicks and ban the player
function onBanButtonClicked() local playerId = tonumber(idTextBox.Text) if playerId then local success, result = pcall(function() return banPlayerRemote:A(playerId) end) if success and result then idTextBox.Text = "" idTextBox.PlaceholderText = "Player ID" idTextBox.TextColor3 = Color3.fromRGB(255, 255, 255) idTextBox.BackgroundColor3 = Color3.fromRGB(255, 255, 255) else idTextBox.TextColor3 = Color3.fromRGB(255, 0, 0) idTextBox.BackgroundColor3 = Color3.fromRGB(255, 200, 200) idTextBox.PlaceholderText = "Invalid ID" end else idTextBox.TextColor3 = Color3.fromRGB(255, 0, 0) idTextBox.BackgroundColor3 = Color3.fromRGB(255, 200, 200) idTextBox.PlaceholderText = "Invalid ID" end end
--// Extras
WalkAnimEnabled = true; -- Set to false to disable walking animation, true to enable SwayEnabled = true; -- Set to false to disable sway, true to enable TacticalModeEnabled = true;
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Mesh = Handle:WaitForChild("Mesh") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") BaseUrl = "http://www.roblox.com/asset/?id=" Grips = { Up = CFrame.new(0, 0, -1.5, 0, 0, 1, 1, 0, 0, 0, 1, 0), Out = CFrame.new(0, 0, -1.5, 0, -1, -0, -1, 0, -0, 0, 0, -1), } DamageValues = { BaseDamage = 0, SlashDamage = 10, LungeDamage = 15, } Damage = DamageValues.BaseDamage Sounds = { Slash = Handle:WaitForChild("Slash"), Lunge = Handle:WaitForChild("Lunge"), Unsheath = Handle:WaitForChild("Unsheath"), } LastAttack = 0 ToolEquipped = false Tool.Enabled = true function SwordUp() Tool.Grip = Grips.Up end function SwordOut() Tool.Grip = Grips.Out end function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Slash" Anim.Parent = Tool end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Lunge" Anim.Parent = Tool local Force = Instance.new("BodyVelocity") Force.velocity = Vector3.new(0, 10, 0) Force.maxForce = Vector3.new(0, 4000, 0) Debris:AddItem(Force, 0.5) Force.Parent = RootPart wait(0.25) SwordOut() wait(0.25) if Force and Force.Parent then Force:Destroy() end wait(0.5) SwordUp() end function Blow(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() then return end local RightArm = (Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")) if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if not RightGrip or (RightGrip.Part0 ~= RightArm and RightGrip.Part1 ~= RightArm) or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then return end local character = Hit.Parent local humanoid = character:FindFirstChild("Humanoid") if not humanoid then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(Damage) end function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false local Tick = RunService.Stepped:wait() if (Tick - LastAttack) < 0.2 then Lunge() else Attack() end Damage = DamageValues.BaseDamage LastAttack = Tick Tool.Enabled = true end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and RootPart and RootPart.Parent and Player and Player.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") RootPart = Character:FindFirstChild("HumanoidRootPart") if not CheckIfAlive() then return end ToolEquipped = true Sounds.Unsheath:Play() end function Unequipped() ToolEquipped = false end SwordUp() Handle.Touched:connect(Blow) Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[ Detects if an enemy is close by and if the agent can see the enemy. This will return the currently selected target if one is present ]]
function AngleBetweenVectors(a, b) return math.acos(a:Dot(b) / (a.Magnitude * b.Magnitude)) end return function( self ) --local Target = self.Target local ClosestCharacter = nil local ClosestDistance = self.MaxDetectionRange --if not Target then for _,plr in pairs(game.Players:GetPlayers()) do if plr.Character and plr.Character:FindFirstChild("HumanoidRootPart") then local dist = (plr.Character.HumanoidRootPart.Position - self.HumanoidRootPart.Position).magnitude --[[print("Dot:",self.HumanoidRootPart.CFrame.lookVector:Dot( plr.Character.HumanoidRootPart.Position - self.HumanoidRootPart.Position))]] if dist < ClosestDistance and -- Get the dot product to see if the NPC can see the player --[[self.HumanoidRootPart.CFrame.lookVector:Dot( plr.Character.HumanoidRootPart.Position - self.HumanoidRootPart.Position) > (self.MaxDetectionAngle/360)]] math.deg(AngleBetweenVectors(self.HumanoidRootPart.CFrame.lookVector, plr.Character.HumanoidRootPart.Position - self.HumanoidRootPart.Position)) <= self.MaxDetectionAngle/2 then ClosestDistance = dist ClosestCharacter = plr.Character end end end --end self.ClosestEnemy = ClosestCharacter if self.ClosestEnemy then --print("EnemyIsNearby,",true) --print("Closest Character:",self.ClosestEnemy.Name) self:AddAggro( self.ClosestEnemy,.0000001 ) -- we're adding a tiny aggro amount so that damages will take priority return true else --print("EnemyIsNearby,",false) return false end end
--///////////////// Internal-Use Methods --//////////////////////////////////////
function methods:InternalDestroy() for i, channel in pairs(self.Channels) do channel:InternalRemoveSpeaker(self) end self.eDestroyed:Fire() self.EventFolder = nil self.eDestroyed:Destroy() self.eSaidMessage:Destroy() self.eReceivedMessage:Destroy() self.eReceivedUnfilteredMessage:Destroy() self.eMessageDoneFiltering:Destroy() self.eReceivedSystemMessage:Destroy() self.eChannelJoined:Destroy() self.eChannelLeft:Destroy() self.eMuted:Destroy() self.eUnmuted:Destroy() self.eExtraDataUpdated:Destroy() self.eMainChannelSet:Destroy() self.eChannelNameColorUpdated:Destroy() end function methods:InternalAssignPlayerObject(playerObj) self.PlayerObj = playerObj end function methods:InternalAssignEventFolder(eventFolder) self.EventFolder = eventFolder end function methods:InternalSendMessage(messageObj, channelName) local success, err = pcall(function() self:LazyFire("eReceivedUnfilteredMessage", messageObj, channelName) if self.PlayerObj then self.EventFolder.OnNewMessage:FireClient(self.PlayerObj, messageObj, channelName) end end) if not success and err then print("Error sending internal message: " ..err) end end function methods:InternalSendFilteredMessage(messageObj, channelName) local success, err = pcall(function() self:LazyFire("eReceivedMessage", messageObj, channelName) self:LazyFire("eMessageDoneFiltering", messageObj, channelName) if self.PlayerObj then self.EventFolder.OnMessageDoneFiltering:FireClient(self.PlayerObj, messageObj, channelName) end end) if not success and err then print("Error sending internal filtered message: " ..err) end end
-- Listen for touches
Entry.Touched:connect(MovePlayer)
--move current data down
script.Parent.Parent.AgeBoxtwo.Text=script.Parent.Parent.AgeBox.Text script.Parent.Parent.NameBoxtwo.Text=script.Parent.Parent.NameBox.Text script.Parent.Parent.UserIDBoxtwo.Text=script.Parent.Parent.UserIDBox.Text
--function tagHumanoid(humanoid)
-- todo: make tag expire
-------- OMG HAX
r = game:service("RunService") local damage = 18 local slash_damage = 18 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = 1 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end attack() wait(1) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
-- Assign hotkeys for cloning (left or right shift + c)
AssignHotkey({ 'LeftShift', 'C' }, CloneSelection); AssignHotkey({ 'RightShift', 'C' }, CloneSelection);
-- Keyboard controller is really keyboard and mouse controller
local computerInputTypeToModuleMap = { [Enum.UserInputType.Keyboard] = Keyboard, [Enum.UserInputType.MouseButton1] = Keyboard, [Enum.UserInputType.MouseButton2] = Keyboard, [Enum.UserInputType.MouseButton3] = Keyboard, [Enum.UserInputType.MouseWheel] = Keyboard, [Enum.UserInputType.MouseMovement] = Keyboard, [Enum.UserInputType.Gamepad1] = Gamepad, [Enum.UserInputType.Gamepad2] = Gamepad, [Enum.UserInputType.Gamepad3] = Gamepad, [Enum.UserInputType.Gamepad4] = Gamepad, } local lastInputType function ControlModule.new() local self = setmetatable({},ControlModule) -- The Modules above are used to construct controller instances as-needed, and this -- table is a map from Module to the instance created from it self.controllers = {} self.activeControlModule = nil -- Used to prevent unnecessarily expensive checks on each input event self.activeController = nil self.touchJumpController = nil self.moveFunction = Players.LocalPlayer.Move self.humanoid = nil self.lastInputType = Enum.UserInputType.None self.controlsEnabled = true -- For Roblox self.vehicleController self.humanoidSeatedConn = nil self.vehicleController = nil self.touchControlFrame = nil if FFlagUserHideControlsWhenMenuOpen then GuiService.MenuOpened:Connect(function() if self.touchControlFrame and self.touchControlFrame.Visible then self.touchControlFrame.Visible = false end end) GuiService.MenuClosed:Connect(function() if self.touchControlFrame then self.touchControlFrame.Visible = true end end) end self.vehicleController = VehicleController.new(CONTROL_ACTION_PRIORITY) Players.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end) Players.LocalPlayer.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char) end) if Players.LocalPlayer.Character then self:OnCharacterAdded(Players.LocalPlayer.Character) end RunService:BindToRenderStep("ControlScriptRenderstep", Enum.RenderPriority.Input.Value, function(dt) self:OnRenderStepped(dt) end) UserInputService.LastInputTypeChanged:Connect(function(newLastInputType) self:OnLastInputTypeChanged(newLastInputType) end) UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function() self:OnTouchMovementModeChange() end) Players.LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function() self:OnTouchMovementModeChange() end) UserGameSettings:GetPropertyChangedSignal("ComputerMovementMode"):Connect(function() self:OnComputerMovementModeChange() end) Players.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function() self:OnComputerMovementModeChange() end) --[[ Touch Device UI ]]-- self.playerGui = nil self.touchGui = nil self.playerGuiAddedConn = nil GuiService:GetPropertyChangedSignal("TouchControlsEnabled"):Connect(function() self:UpdateTouchGuiVisibility() self:UpdateActiveControlModuleEnabled() end) if UserInputService.TouchEnabled then self.playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui") if self.playerGui then self:CreateTouchGuiContainer() self:OnLastInputTypeChanged(UserInputService:GetLastInputType()) else self.playerGuiAddedConn = Players.LocalPlayer.ChildAdded:Connect(function(child) if child:IsA("PlayerGui") then self.playerGui = child self:CreateTouchGuiContainer() self.playerGuiAddedConn:Disconnect() self.playerGuiAddedConn = nil self:OnLastInputTypeChanged(UserInputService:GetLastInputType()) end end) end else self:OnLastInputTypeChanged(UserInputService:GetLastInputType()) end return self end
--[[** <description> Gets the result from the data store. Will yield the first time it is called. </description> <parameter name = "defaultValue"> The default result if there is no result in the data store. </parameter> <parameter name = "dontAttemptGet"> If there is no cached result, just return nil. </parameter> <returns> The value in the data store if there is no cached result. The cached result otherwise. </returns> **--]]
function DataStore:Get(defaultValue, dontAttemptGet) if dontAttemptGet then return self.value end local backupCount = 0 if not self.haveValue then while not self.haveValue do local success, error = pcall(self._GetRaw, self) if not success then if self.backupRetries then backupCount = backupCount + 1 if backupCount >= self.backupRetries then self.backup = true self.haveValue = true self.value = self.backupValue break end end self:Debug("Get returned error:", error) end end if self.value ~= nil then for _,modifier in pairs(self.beforeInitialGet) do self.value = modifier(self.value, self) end end end local value if self.value == nil and defaultValue ~= nil then --not using "not" because false is a possible value value = defaultValue else value = self.value end value = clone(value) self.value = value return value end
--[=[ Returns the results from the promise. :::warning This API surface will error if the promise is still pending. ::: @return boolean -- true if resolved, false otherwise. @return any ]=]
function Promise:GetResults() if self._rejected then return false, unpack(self._rejected, 1, self._valuesLength) elseif self._fulfilled then return true, unpack(self._fulfilled, 1, self._valuesLength) else error("Still pending") end end function Promise:_getResolveReject() return function(...) self:Resolve(...) end, function(...) self:_reject({...}, select("#", ...)) end end
--For Omega Rainbow Katana thumbnail to display a lot of particles.
for i, v in pairs(Handle:GetChildren()) do if v:IsA("ParticleEmitter") then v.Rate = 20 end end Tool.Grip = Grips.Up Tool.Enabled = true function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Blow(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then return end if Hit.Parent:IsA("Model") then if not Players:GetPlayerFromCharacter(Hit.Parent) then local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand") if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then return end local character = Hit.Parent if character == Character then return end local humanoid = character:FindFirstChildOfClass("Humanoid") if not humanoid or humanoid.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(Damage) else return end end end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R6 then local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Slash" Anim.Parent = Tool elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then local Anim = Tool:FindFirstChild("R15Slash") if Anim then local Track = Humanoid:LoadAnimation(Anim) Track:Play(0) end end end end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R6 then local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Lunge" Anim.Parent = Tool elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then local Anim = Tool:FindFirstChild("R15Lunge") if Anim then local Track = Humanoid:LoadAnimation(Anim) Track:Play(0) end end end --[[ if CheckIfAlive() then local Force = Instance.new("BodyVelocity") Force.velocity = Vector3.new(0, 10, 0) Force.maxForce = Vector3.new(0, 4000, 0) Debris:AddItem(Force, 0.4) Force.Parent = Torso end ]] wait(0.2) Tool.Grip = Grips.Out wait(0.6) Tool.Grip = Grips.Up Damage = DamageValues.SlashDamage end Tool.Enabled = true LastAttack = 0 function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false local Tick = RunService.Stepped:wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Damage = DamageValues.BaseDamage local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){ Name = "R15Slash", AnimationId = BaseUrl .. Animations.R15Slash, Parent = Tool }) local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){ Name = "R15Lunge", AnimationId = BaseUrl .. Animations.R15Lunge, Parent = Tool }) Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChildOfClass("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart") if not CheckIfAlive() then return end ToolEquipped = true Sounds.Unsheath:Play() end function Unequipped() Tool.Grip = Grips.Up ToolEquipped = false end Tool.Activated:Connect(Activated) Tool.Equipped:Connect(Equipped) Tool.Unequipped:Connect(Unequipped) Connection = Handle.Touched:Connect(Blow)
----------------- --| Variables |-- -----------------
local PlayersService = Game:GetService('Players') local Tool = script.Parent local ToolHandle = Tool.Handle local ReloadSound = WaitForChild(ToolHandle, 'ReloadSound') local EquipSound = WaitForChild(ToolHandle, 'Equip') local MyModel = nil local MyPlayer = nil
-- A variant of the function above that returns the velocity at a given point in time.
local function GetVelocityAtTime(time: number, initialVelocity: Vector3, acceleration: Vector3): Vector3 return initialVelocity + acceleration * time end local function GetTrajectoryInfo(cast: ActiveCast, index: number): {[number]: Vector3} assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) local trajectories = cast.StateInfo.Trajectories local trajectory = trajectories[index] local duration = trajectory.EndTime - trajectory.StartTime local origin = trajectory.Origin local vel = trajectory.InitialVelocity local accel = trajectory.Acceleration return {GetPositionAtTime(duration, origin, vel, accel), GetVelocityAtTime(duration, vel, accel)} end local function GetLatestTrajectoryEndInfo(cast: ActiveCast): {[number]: Vector3} assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) return GetTrajectoryInfo(cast, #cast.StateInfo.Trajectories) end local function CloneCastParams(params: RaycastParams): RaycastParams local clone = RaycastParams.new() clone.CollisionGroup = params.CollisionGroup clone.FilterType = params.FilterType clone.FilterDescendantsInstances = params.FilterDescendantsInstances clone.IgnoreWater = params.IgnoreWater return clone end local function SendRayHit(cast: ActiveCast, resultOfCast: RaycastResult, segmentVelocity: Vector3, cosmeticBulletObject: Instance?) --cast.RayHit:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject) cast.Caster.RayHit:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject) end local function SendRayPierced(cast: ActiveCast, resultOfCast: RaycastResult, segmentVelocity: Vector3, cosmeticBulletObject: Instance?) --cast.RayPierced:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject) cast.Caster.RayPierced:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject) end local function SendLengthChanged(cast: ActiveCast, lastPoint: Vector3, rayDir: Vector3, rayDisplacement: number, segmentVelocity: Vector3, cosmeticBulletObject: Instance?) --cast.LengthChanged:Fire(cast, lastPoint, rayDir, rayDisplacement, segmentVelocity, cosmeticBulletObject) cast.Caster.LengthChanged:Fire(cast, lastPoint, rayDir, rayDisplacement, segmentVelocity, cosmeticBulletObject) end
--[[** ensures value is a number and non-NaN @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
function t.number(value) local valueType = typeof(value) if valueType == "number" then if value == value then return true else return false, "unexpected NaN value" end else return false, string.format("number expected, got %s", valueType) end end
--phace 1
core.Stage4Overload.Enabled=true wait(4) CG.CoreStatus.Value="overload"
--or script.Parent.RPMManagement.Disabled == false
while wait() do speed = carSeat.Velocity.Magnitude if carSeat.Throttle ~= 1 and juice == false then juice = true for i = 0.3, 0, -0.02 do wait() script.Parent.Value.Value = i end --script.Parent.Value.Value = 0 elseif carSeat.Throttle == 1 and juice == true then juice = false for i = 0, 0.3, 0.02 do wait() script.Parent.Value.Value = i end end end
--================================================== --Setting --==================================================
local Ammo = math.huge --Amount of Ammo to give. Set it to "math.huge" to refill the gun's ammo. local GunToRefillAmmo = { "Pistol", --Add more gun here if you want }
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__HDAdminMain__1 = _G.HDAdminMain; function v1.SetupMainVariables(p1, p2) l__HDAdminMain__1.hdAdminGroup = { Id = 4676369, Info = {} }; l__HDAdminMain__1.hdAdminGroupInfo = {}; l__HDAdminMain__1.settingsBanRecords = {}; l__HDAdminMain__1.alphabet = { "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z" }; l__HDAdminMain__1.UserIdsFromName = {}; l__HDAdminMain__1.UsernamesFromUserId = {}; l__HDAdminMain__1.validSettings = { "Theme", "NoticeSoundId", "NoticeVolume", "NoticePitch", "ErrorSoundId", "ErrorVolume", "ErrorPitch", "AlertSoundId", "AlertVolume", "AlertPitch", "Prefix" }; l__HDAdminMain__1.commandInfoToShowOnClient = { "Name", "Contributors", "Prefixes", "Rank", "Aliases", "Tags", "Description", "Args", "Loopable" }; l__HDAdminMain__1.products = { Donor = 5745895, OldDonor = 2649766 }; l__HDAdminMain__1.materials = { "Plastic", "Wood", "Concrete", "CorrodedMetal", "DiamondPlate", "Foil", "Grass", "Ice", "Marble", "Granite", "Brick", "Pebble", "Sand", "Fabric", "SmoothPlastic", "Metal", "WoodPlanks", "Cobblestone", "Neon", "Glass" }; l__HDAdminMain__1.rankTypes = { Auto = 4, Perm = 3, Server = 2, Temp = 1 }; if p2 == "Server" then l__HDAdminMain__1.pd = {}; l__HDAdminMain__1.sd = {}; l__HDAdminMain__1.permissions = { specificUsers = {}, gamepasses = {}, assets = {}, groups = {}, friends = 0, freeAdmin = 0, vipServerOwner = 0, vipServerPlayer = 0, owner = true }; l__HDAdminMain__1.commandInfo = {}; l__HDAdminMain__1.commandRanks = {}; l__HDAdminMain__1.infoOnAllCommands = { Contributors = {}, Tags = {}, Prefixes = {}, Aliases = {} }; l__HDAdminMain__1.morphNames = {}; l__HDAdminMain__1.toolNames = {}; l__HDAdminMain__1.commands = {}; l__HDAdminMain__1.playersRanked = {}; l__HDAdminMain__1.playersUnranked = {}; l__HDAdminMain__1.settings.UniversalPrefix = "!"; l__HDAdminMain__1.serverAdmins = {}; l__HDAdminMain__1.owner = {}; l__HDAdminMain__1.ownerId = game.CreatorId; if game.CreatorType == Enum.CreatorType.Group then local l__Owner__2 = l__HDAdminMain__1.groupService:GetGroupInfoAsync(game.CreatorId).Owner; l__HDAdminMain__1.ownerId = l__Owner__2.Id; l__HDAdminMain__1.ownerName = l__Owner__2.Name; end; if game.PlaceId > 0 then local v3 = l__HDAdminMain__1.marketplaceService:GetProductInfo(game.PlaceId, Enum.InfoType.Asset).Name or "GameNameFailedToLoad"; else v3 = "GameNameFailedToLoad"; end; l__HDAdminMain__1.gameName = v3; l__HDAdminMain__1.listOfTools = {}; l__HDAdminMain__1.ranksAllowedToJoin = 0; l__HDAdminMain__1.permissionToReplyToPrivateMessage = {}; l__HDAdminMain__1.logs = { command = {}, chat = {} }; l__HDAdminMain__1.isStudio = l__HDAdminMain__1.runService:IsStudio(); l__HDAdminMain__1.serverBans = {}; l__HDAdminMain__1.blacklistedVipServerCommands = {}; l__HDAdminMain__1.banned = {}; l__HDAdminMain__1.commandBlocks = {}; for v4 = 1, 3 do l__HDAdminMain__1.physicsService:CreateCollisionGroup("Group" .. v4); end; l__HDAdminMain__1.physicsService:CollisionGroupSetCollidable("Group1", "Group2", false); elseif p2 == "Client" then l__HDAdminMain__1.qualifiers = { "me", "all", "others", "random", "admins", "nonAdmins", "friends", "nonFriends", "NBC", "BC", "TBC", "OBC", "R6", "R15", "rthro", "nonRthro" }; l__HDAdminMain__1.colors = {}; l__HDAdminMain__1.topbarEnabled = true; l__HDAdminMain__1.blur = Instance.new("BlurEffect", l__HDAdminMain__1.camera); l__HDAdminMain__1.blur.Size = 0; l__HDAdminMain__1.commandMenus = {}; l__HDAdminMain__1.commandsToDisableCompletely = { laserEyes = true }; l__HDAdminMain__1.commandsActive = {}; l__HDAdminMain__1.commandsAllowedToUse = {}; l__HDAdminMain__1.commandsWithMenus = { Type1 = { laserEyes = { "Info", "Press and hold to activate." }, fly = { "Input", "Speed" }, fly2 = { "Input", "Speed" }, noclip = { "Input", "Speed" }, noclip2 = { "Input", "Speed" } }, Type2 = { cmdbar2 = {} }, Type3 = { bubbleChat = {} } }; l__HDAdminMain__1.commandSpeeds = { fly = 50, fly2 = 50, noclip = 100, noclip2 = 25 }; for v5, v6 in pairs(l__HDAdminMain__1.commandSpeeds) do local v7 = l__HDAdminMain__1.settings.CommandLimits[v5]; if v7 then local l__Limit__8 = v7.Limit; if l__Limit__8 < v6 then l__HDAdminMain__1.commandSpeeds[v5] = l__Limit__8; end; end; end; l__HDAdminMain__1.infoFramesViewed = { Speed = true }; end; table.sort(l__HDAdminMain__1.settings.Ranks, function(p3, p4) return p3[1] < p4[1]; end); end; return v1;
--[[**some things may not work correctly because I coded this from memory while in school, so if you have any problems, let me know in discord**]]
--Simple function to make the door appear and disappear
local clickDetector = script.Parent.ClickDetector function onMouseClick() if script.Parent.CanCollide == false then print "Close door" local C = script.Parent.Parent:GetChildren() for i=1, #C do if (C[i].className == "Part") or (C[i].className == "Seat") or (C[i].className == "WedgePart") or (C[i].className == "CornerWedgePart") or (C[i].className == "VehicleSeat") or (C[i].className == "UnionOperation") then if C[i].Name == "Window" then C[i].Transparency = 0.6 else C[i].Transparency = 0 end C[i].CanCollide = true end end else print "Open door" local C = script.Parent.Parent:GetChildren() for i=1, #C do if (C[i].className == "Part") or (C[i].className == "Seat") or (C[i].className == "WedgePart") or (C[i].className == "CornerWedgePart") or (C[i].className == "VehicleSeat") or (C[i].className == "UnionOperation") then C[i].Transparency = 1 C[i].CanCollide = false end end end end clickDetector.MouseClick:connect(onMouseClick)
--SETTINGS: --[
defaultWalkSpeed = 16 --The speed the player walks when not running runSpeed = 24 --The speed the player walks when running stamina = 100 --The current stamina of the player (this variable can be used to check the stamina level of the player) maxStamina = 100 --The maximum ammount of stamina the character will regen to minStaminaToRun = 30 --The minimum amount of stamina required to run staminaPerSecond = 10 --The ammount of stamina that is used per second when running staminaRegenPerSecond = 5 --The amount of stamina that is regenerated every second when not running staminaGui = script.StaminaGui --Change "StaminaGui" to the name of your Gui parented to this script
-- update leaderboard
spawn(function () while wait(LEADERBOARD_UPDATE*60) do UpdateBoard() end end)
--// Holstering
HolsteringEnabled = false; HolsterPos = CFrame.new(0.140751064, 0, -0.616261482, -4.10752676e-08, -0.342020065, 0.939692616, -1.49501727e-08, 0.939692557, 0.342020094, -0.99999994, 0, -4.37113847e-08);
-- Encuentra el sonido llamado "hyperx" en el servicio de sonido
local sound = soundService:FindFirstChild("black")
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") UserInputService = game:GetService("UserInputService") AmmoDisplay = script:WaitForChild("AmmoDisplay"):Clone() CastLaser = Tool:WaitForChild("CastLaser"):Clone() Camera = game:GetService("Workspace").CurrentCamera BaseUrl = "http://www.roblox.com/asset/?id=" AnimationTracks = {} LocalObjects = {} Animations = { Hold = {Animation = Tool:WaitForChild("Hold"), FadeTime = nil, Weight = nil, Speed = 1, Duration = 2}, Fire = {Animation = Tool:WaitForChild("Fire"), FadeTime = 0.25, Weight = nil, Speed = 0.5, Duration = 0.5}, Reload = {Animation = Tool:WaitForChild("Reload"), FadeTime = nil, Weight = nil, Speed = 1, Duration = 2}, } Sounds = { Reload = Handle:WaitForChild("Reload"), NoAmmo = Handle:WaitForChild("NoAmmo"), } Modules = Tool:WaitForChild("Modules") Functions = require(Modules:WaitForChild("Functions")) Remotes = Tool:WaitForChild("Remotes") ServerControl = Remotes:WaitForChild("ServerControl") ClientControl = Remotes:WaitForChild("ClientControl") ConfigurationBin = Tool:WaitForChild("Configuration") Configuration = {} Configuration = Functions.CreateConfiguration(ConfigurationBin, Configuration) InputCheck = Instance.new("ScreenGui") InputCheck.Name = "InputCheck" InputButton = Instance.new("ImageButton") InputButton.Name = "InputButton" InputButton.Image = "" InputButton.BackgroundTransparency = 1 InputButton.ImageTransparency = 1 InputButton.Size = UDim2.new(1, 0, 1, 0) InputButton.Parent = InputCheck Cursors = { Normal = (BaseUrl .. "170908665"), EnemyHit = (BaseUrl .. "172618259"), } Rate = (5 / 5) FiringOffset = Vector3.new(0, ((Handle.Size.Y / 4) - 0.2), -(Handle.Size.Z / 2)) Reloading = false MouseDown = false ToolEquipped = false Tool.Enabled = true function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(AnimationTracks) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(AnimationTracks, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(AnimationTracks, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(AnimationTracks) do if v.Animation == value.Animation then v.AnimationTrack:Stop(value.FadeTime) table.remove(AnimationTracks, i) end end end end function ToggleGui() if not AmmoDisplayClone or not AmmoDisplayClone.Parent then return end local Frame = AmmoDisplayClone.Frame local Ammo = Frame.Ammo if Configuration.Ammo.ClipSize.MaxValue > 0 then Ammo.AmmoCounter.CounterPart.Text = Configuration.Ammo.ClipSize.Value end Ammo.MagCounter.CounterPart.Text = Configuration.Ammo.Magazines.Value end function Reload() if Reloading or not Tool.Enabled or Configuration.Ammo.Magazines.Value >= Configuration.Ammo.Magazines.MaxValue then return end Tool.Enabled = false Reloading = true ToggleGui() local CanReload = true if Configuration.Ammo.ClipSize.MaxValue > 0 and Configuration.Ammo.ClipSize.Value <= 0 then CanReload = false else CanReload = true end if CanReload then Spawn(function() local Animation = Animations.Reload OnClientInvoke("PlayAnimation", Animation) wait(Animation.Duration) OnClientInvoke("StopAnimation", Animation) end) Sounds.Reload:Play() local AddedClips = ((Configuration.Ammo.Magazines.MaxValue > 0 and (Configuration.Ammo.Magazines.MaxValue - Configuration.Ammo.Magazines.Value)) or Configuration.Ammo.ClipSize.MaxValue) if Configuration.Ammo.ClipSize.MaxValue > 0 then AddedClips = ((AddedClips > Configuration.Ammo.ClipSize.Value and Configuration.Ammo.ClipSize.Value) or AddedClips) end --[[local ReloadRate = (Configuration.ReloadTime.Value / Configuration.Ammo.Magazines.MaxValue) for i = 1, AddedClips do wait(ReloadTime) Configuration.Ammo.Magazines.Value = (Configuration.Ammo.Magazines.Value + 1) end]] wait(Configuration.ReloadTime.Value) Configuration.Ammo.Magazines.Value = (Configuration.Ammo.Magazines.Value + AddedClips) Configuration.Ammo.ClipSize.Value = (Configuration.Ammo.ClipSize.Value - AddedClips) Sounds.Reload:Stop() ToggleGui() end Reloading = false Tool.Enabled = true end function RayTouched(Hit, Position) if not Hit or not Hit.Parent then return end local character = Hit.Parent if character:IsA("Hat") then character = character.Parent end if character == Character then return end local humanoid = character:FindFirstChild("Humanoid") local SoundChosen = Sounds.RayHit if not humanoid or humanoid.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and Functions.IsTeamMate(Player, player) then return end Spawn(function() IconChangeTick = tick() PlayerMouse.Icon = Cursors.EnemyHit wait(1) if (tick() - IconChangeTick) >= 0.95 and ToolEquipped and PlayerMouse then PlayerMouse.Icon = Cursors.Normal end end) end function FireRay(StartPosition, TargetPosition) local Direction = CFrame.new(StartPosition, TargetPosition).lookVector local RayHit, RayPos, RayNormal = Functions.CastRay(StartPosition, Direction, Configuration.Range.Value, {Character}, false) local Backpack = Player:FindFirstChild("Backpack") if Backpack then local LaserScript = CastLaser:Clone() local StartPos = Instance.new("Vector3Value") StartPos.Name = "StartPosition" StartPos.Value = StartPosition StartPos.Parent = LaserScript local TargetPos = Instance.new("Vector3Value") TargetPos.Name = "TargetPosition" TargetPos.Value = RayPos TargetPos.Parent = LaserScript local RayHit = Instance.new("BoolValue") RayHit.Name = "RayHit" RayHit.Value = RayHit RayHit.Parent = LaserScript LaserScript.Disabled = false LaserScript.Parent = Backpack end Spawn(function() InvokeServer("CastLaser", {StartPosition = StartPosition, TargetPosition = RayPos, RayHit = ((RayHit and true) or false)}) end) Spawn(function() InvokeServer("RayHit", {Hit = RayHit, Position = RayPos}) end) RayTouched(RayHit, RayPos) end function Button1Pressed(Down) if not Down and MouseDown then MouseDown = false end end function KeyPress(Key, Down) if Key == "r" and Down then Reload() end end function Activated() if not Tool.Enabled or not ToolEquipped or Reloading then return end Tool.Enabled = false if Configuration.Ammo.Magazines.Value > 0 then local FirstShot = false if Configuration.Automatic.Value then MouseDown = true end OnClientInvoke("StopAnimation", {Animation = Animations.Fire.Animation, FadeTime = nil}) OnClientInvoke("PlayAnimation", Animations.Fire) while MouseDown or not FirstShot and ToolEquipped and CheckIfAlive() do if Configuration.Ammo.Magazines.Value <= 0 or not ToolEquipped or not CheckIfAlive() then break end if not FirstShot then FirstShot = true end local BurstAmount = math.random(Configuration.Burst.Bullets.MinValue, Configuration.Burst.Bullets.MaxValue) local WithinFiringRange = false Spawn(function() InvokeServer("Fire", true) end) for i = 1, ((BurstAmount > 0 and BurstAmount) or 1) do local TargetPosition = OnClientInvoke("MousePosition") if not TargetPosition then break end TargetPosition = TargetPosition.Position local StartPosition = (Handle.CFrame * CFrame.new(FiringOffset.X, FiringOffset.Y, FiringOffset.Z)).p if BurstAmount > 0 then local Offset = (Configuration.Burst.Offset.Value * 100) TargetPosition = TargetPosition + Vector3.new((math.random(-Offset.X, Offset.X) * 0.01), (math.random(-Offset.Y, Offset.Y) * 0.01), (math.random(-Offset.Z, Offset.Z) * 0.01)) end local Accuracy = (Configuration.Accuracy.Value * 100) TargetPosition = TargetPosition + Vector3.new((math.random(-Accuracy.X, Accuracy.X) * 0.01), (math.random(-Accuracy.Y, Accuracy.Y) * 0.01), (math.random(-Accuracy.Z, Accuracy.Z) * 0.01)) Configuration.Ammo.Magazines.Value = (Configuration.Ammo.Magazines.Value - 1) FireRay(StartPosition, TargetPosition) end ToggleGui() wait(Configuration.FireRate.Value) end OnClientInvoke("StopAnimation", {Animation = Animations.Fire.Animation, FadeTime = 0.25}) else Tool.Enabled = true Sounds.NoAmmo:Play() Reload() end MouseDown = false Tool.Enabled = true if Configuration.Ammo.Magazines.Value <= 0 then Sounds.NoAmmo:Play() Reload() end end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not CheckIfAlive() then return end ToolEquipped = true Spawn(function() PlayerMouse = Player:GetMouse() Mouse.Button1Down:connect(function() Button1Pressed(true) end) Mouse.Button1Up:connect(function() Button1Pressed(false) end) Mouse.KeyDown:connect(function(Key) KeyPress(Key, true) end) Mouse.KeyUp:connect(function(Key) KeyPress(Key, false) end) Humanoid.CameraOffset = Vector3.new(0, 0.35, 0) OnClientInvoke("PlayAnimation", Animations.Hold) local PlayerGui = Player:FindFirstChild("PlayerGui") if PlayerGui then if UserInputService.TouchEnabled then InputCheckClone = InputCheck:Clone() InputCheckClone.InputButton.InputBegan:connect(function() InvokeServer("Button1Click", {Down = true}) end) InputCheckClone.InputButton.InputEnded:connect(function() InvokeServer("Button1Click", {Down = false}) end) InputCheckClone.Parent = PlayerGui end local function AdjustAmmoDisplay() local Frame = AmmoDisplayClone.Frame Frame.CurrentWeapon.Text = Configuration.ToolName.Value local Ammo = Frame.Ammo Ammo.AmmoCounter.CounterPart.Text = ((Configuration.Ammo.ClipSize.MaxValue > 0 and Configuration.Ammo.ClipSize.Value) or "--") Ammo.MagCounter.CounterPart.Text = Configuration.Ammo.Magazines.Value end AmmoDisplayClone = AmmoDisplay:Clone() AdjustAmmoDisplay() AmmoDisplayClone.Parent = PlayerGui ToggleGui() for i, v in pairs({ClipSizeChanged, MagazinesChanged}) do if v then v:disconnect() end end ClipSizeChanged = Configuration.Ammo.ClipSize.Changed:connect(function() AdjustAmmoDisplay() end) MagazinesChanged = Configuration.Ammo.Magazines.Changed:connect(function() AdjustAmmoDisplay() end) end for i, v in pairs({"Left Arm", "Right Arm"}) do local Arm = Character:FindFirstChild(v) if Arm then Spawn(function() OnClientInvoke("SetLocalTransparencyModifier", {Object = Arm, Transparency = 0, AutoUpdate = false}) end) end end Mouse.Icon = Cursors.Normal end) end function Unequipped() LocalObjects = {} if CheckIfAlive() then Humanoid.CameraOffset = Vector3.new(0, 0, 0) end for i, v in pairs(Sounds) do v:Stop() end if PlayerMouse then PlayerMouse.Icon = "" end for i, v in pairs({InputCheckClone, ObjectLocalTransparencyModifier, AmmoDisplayClone, ClipSizeChanged, MagazinesChanged}) do if tostring(v) == "Connection" then v:disconnect() elseif v and v.Parent then v:Destroy() end end MouseDown = false for i, v in pairs(AnimationTracks) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end AnimationTracks = {} ToolEquipped = false end function InvokeServer(mode, value) pcall(function() local ServerReturn = ServerControl:InvokeServer(mode, value) return ServerReturn end) end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MousePosition" then return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target} elseif mode == "SetLocalTransparencyModifier" and value and ToolEquipped then pcall(function() local ObjectFound = false for i, v in pairs(LocalObjects) do if v == value then ObjectFound = true end end if not ObjectFound then table.insert(LocalObjects, value) if ObjectLocalTransparencyModifier then ObjectLocalTransparencyModifier:disconnect() end ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function() for i, v in pairs(LocalObjects) do if v.Object and v.Object.Parent then local CurrentTransparency = v.Object.LocalTransparencyModifier if ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then v.Object.LocalTransparencyModifier = v.Transparency end else table.remove(LocalObjects, i) end end end) end end) end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
---------------------------------------------
SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 1 PedValues.PedSignal2a.Value = 1 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL1 GREEN) SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 2 PedValues.PedSignal2a.Value = 2 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 2 SignalValues.Signal1a.Value = 2 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 1 PedValues.PedSignal1a.Value = 1 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL2 GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 2 PedValues.PedSignal1a.Value = 2 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 2 SignalValues.Signal2a.Value = 2 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 1 TurnValues.TurnSignal1a.Value = 1 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(12)-- Simultaneous Turn Green SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 2 TurnValues.TurnSignal1a.Value = 2 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4)-- Simultaneous Turn Yellow SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED end
--------------| SYSTEM SETTINGS |--------------
Prefix = ";"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 3140355872; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 1; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 0; ["Admin"] = 0; ["Settings"] = 0; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["HeadAdmin"] = 0; ["Admin"] = 0; ["Mod"] = 0; ["VIP"] = 0; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; RankRequiredToViewIcon = 0; WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = false; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; };
--// # key, Cruise
mouse.KeyDown:connect(function(key) if key=="n" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.CruiseEvent:FireServer(true) end end)
-- SpeederScripts
local SpeederScripts = ReplicatedStorage:FindFirstChild("SpeederScripts") local Controller = SpeederScripts:FindFirstChild("Controller")
--spawn(function()
while true do game:GetService("RunService").Stepped:wait() for i, part in pairs(car:GetChildren()) do if part.Name == "Thruster" then UpdateThruster(part) end end if car.DriveSeat.Occupant then local ratio = car.DriveSeat.Velocity.magnitude / stats.Speed.Value car.EngineBlock.Running.Pitch = 1 + ratio / 4 bodyPosition.MaxForce = Vector3.new() bodyGyro.MaxTorque = Vector3.new() else local hit, position, normal = Raycast.new(car.Chassis.Position, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) if hit and hit.CanCollide then bodyPosition.MaxForce = Vector3.new(mass / 5, math.huge, mass / 5) bodyPosition.Position = (CFrame.new(position, position + normal) * CFrame.new(0, 0, -stats.Height.Value + 0.5)).p bodyGyro.MaxTorque = Vector3.new(math.huge, 0, math.huge) bodyGyro.CFrame = CFrame.new(position, position + normal) * CFrame.Angles(-math.pi/2, 0, 0) else bodyPosition.MaxForce = Vector3.new() bodyGyro.MaxTorque = Vector3.new() end end end
--the Create function need to be created as a functor, not a function, in order to support the Create.E syntax, so it --will be created in several steps rather than as a single function declaration.
local function Create_PrivImpl(objectType) if type(objectType) ~= 'string' then error("Argument of Create must be a string", 2) end --return the proxy function that gives us the nice Create'string'{data} syntax --The first function call is a function call using Lua's single-string-argument syntax --The second function call is using Lua's single-table-argument syntax --Both can be chained together for the nice effect. return function(dat) --default to nothing, to handle the no argument given case dat = dat or {} --make the object to mutate local obj = Instance.new(objectType) local parent = nil --stored constructor function to be called after other initialization local ctor = nil for k, v in pairs(dat) do --add property if type(k) == 'string' then if k == 'Parent' then -- Parent should always be set last, setting the Parent of a new object -- immediately makes performance worse for all subsequent property updates. parent = v else obj[k] = v end --add child elseif type(k) == 'number' then if type(v) ~= 'userdata' then error("Bad entry in Create body: Numeric keys must be paired with children, got a: "..type(v), 2) end v.Parent = obj --event connect elseif type(k) == 'table' and k.__eventname then if type(v) ~= 'function' then error("Bad entry in Create body: Key `[Create.E\'"..k.__eventname.."\']` must have a function value\ got: "..tostring(v), 2) end obj[k.__eventname]:Connect(v) --define constructor function elseif k == t.Create then if type(v) ~= 'function' then error("Bad entry in Create body: Key `[Create]` should be paired with a constructor function, \ got: "..tostring(v), 2) elseif ctor then --ctor already exists, only one allowed error("Bad entry in Create body: Only one constructor function is allowed", 2) end ctor = v else error("Bad entry ("..tostring(k).." => "..tostring(v)..") in Create body", 2) end end --apply constructor function if it exists if ctor then ctor(obj) end if parent then obj.Parent = parent end --return the completed object return obj end end
--[[ Returns the cached character appearance of specified userId, or nil if it does not exist ]]
function CharacterAppearanceCache.getCharacterAppearance(userId) if appearanceCache[tostring(userId)] then return appearanceCache[tostring(userId)] else Logger.warn("Tried to get character model for ", userId, ", but it doesn't exist!") return nil end end
--// Event Connections
L_112_.OnClientEvent:connect(function(L_325_arg1, L_326_arg2) if L_325_arg1 ~= L_2_ then local L_327_ = L_325_arg1.Character local L_328_ = L_327_.AnimBase.AnimBaseW local L_329_ = L_328_.C1 if L_326_arg2 then L_127_(L_328_, nil , L_327_.Head.CFrame, function(L_330_arg1) return math.sin(math.rad(L_330_arg1)) end, 0.25) elseif not L_326_arg2 then L_127_(L_328_, nil , L_329_, function(L_331_arg1) return math.sin(math.rad(L_331_arg1)) end, 0.25) end end end) L_115_.OnClientEvent:connect(function(L_332_arg1, L_333_arg2) if L_42_ and L_333_arg2 ~= L_2_ and L_24_.CanCallout then if (L_3_.HumanoidRootPart.Position - L_332_arg1).magnitude <= 10 then L_41_.Visible = true local L_334_ = ScreamCalculation() if L_334_ then if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then L_116_:FireServer(L_7_.AHH, L_96_[math.random(0, 21)]) end end L_14_:Create(L_41_, TweenInfo.new(0.1), { BackgroundTransparency = 0.4 }):Play() delay(0.1, function() L_14_:Create(L_41_, TweenInfo.new(3), { BackgroundTransparency = 1 }):Play() end) end end end)
--// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name
return function(data) local color = data.Color local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local mouse = localplayer:GetMouse() local gui = script.Parent.Parent if color=='off' then local guis = client.UI.Get("BChat") if guis then for i,v in pairs(guis) do if v ~= gui then v:Destroy() end end gui:Destroy() end else if playergui:FindFirstChild(gui.Name) then playergui[gui.Name]:Destroy() end local box = gui.Frame.Box local close = gui.Frame.Close box.Text='Click here or press ";" to chat' box.FocusLost:connect(function(enterPressed) if enterPressed and localplayer.Character:FindFirstChild('Head') and color and box.Text~='Click here or press ";" to chat' then service.ChatService:Chat(localplayer.Character.Head,service.LaxFilter(box.Text),color) box.Text='Click here or press ";" to chat' end end) mouse.KeyDown:connect(function(key) if key==';' then box:CaptureFocus() end end) close.MouseButton1Click:connect(function() gui:Destroy() end) gTable:Ready() end end
-- Called when character is about to be removed
function Poppercam:CharacterRemoving(char, player) self.playerCharacters[player] = nil end function Poppercam:Update(dt, desiredCameraCFrame, desiredCameraFocus) if self.popperEnabled then self.camera = game.Workspace.CurrentCamera local newCameraCFrame = desiredCameraCFrame local focusPoint = desiredCameraFocus.p if FFlagUserPortraitPopperFix and self.subjectPart then focusPoint = self.subjectPart.CFrame.p end local ignoreList = {} for _, character in pairs(self.playerCharacters) do ignoreList[#ignoreList + 1] = character end for i = 1, #self.vehicleParts do ignoreList[#ignoreList + 1] = self.vehicleParts[i] end -- Get largest cutoff distance -- Note that the camera CFrame must be set here, because the current implementation of GetLargestCutoffDistance -- uses the current camera CFrame directly (it cannot yet be passed the desiredCameraCFrame). local prevCameraCFrame = self.camera.CFrame self.camera.CFrame = desiredCameraCFrame self.camera.Focus = desiredCameraFocus local largest = self.camera:GetLargestCutoffDistance(ignoreList) -- Then check if the player zoomed since the last frame, -- and if so, reset our pop history so we stop tweening local zoomLevel = (desiredCameraCFrame.p - focusPoint).Magnitude if math.abs(zoomLevel - self.lastZoomLevel) > 0.001 then self.lastPopAmount = 0 end -- Finally, zoom the camera in (pop) by that most-cut-off amount, or the last pop amount if that's more local popAmount = largest if self.lastPopAmount > popAmount then popAmount = self.lastPopAmount end if popAmount > 0 then newCameraCFrame = desiredCameraCFrame + (desiredCameraCFrame.lookVector * popAmount) self.lastPopAmount = popAmount - POP_RESTORE_RATE -- Shrink it for the next frame if self.lastPopAmount < 0 then self.lastPopAmount = 0 end end self.lastZoomLevel = zoomLevel -- Stop shift lock being able to see through walls by manipulating Camera focus inside the wall
--print("player is closer than 10 studs, prioritize")
else if closestPlayerDist < closestBuildingDist then
------------------------------|分割线|------------------------------
function BezierCurve.LinearBezierCurves(Frame , FPS , Target , Position1 , Position2) if typeof(Position1) ~= "Vector3" then Position1 = Position1.Position end if typeof(Position2) ~= "Vector3" then Position2 = Position2.Position end for Index = 0 , Frame , 1 do local Time = Index / Frame Target.Position = BezierCurve.Lerp(Position1 , Position2 , Time) task.wait(1 / FPS) end end function BezierCurve.QuadraticBezierCurves(Frame , FPS , Target , Position1 , Position2 , Position3) if typeof(Position1) ~= "Vector3" then Position1 = Position1.Position end if typeof(Position2) ~= "Vector3" then Position2 = Position2.Position end if typeof(Position3) ~= "Vector3" then Position3 = Position3.Position end for Index = 0 , Frame , 1 do local Time = Index / Frame local Lerp1 = BezierCurve.Lerp(Position1 , Position2 , Time) local Lerp2 = BezierCurve.Lerp(Position2 , Position3 , Time) Target.Position = BezierCurve.Lerp(Lerp1 , Lerp2 , Time) task.wait(1 / FPS) end end function BezierCurve.CubicBezierCurves(Frame , FPS , Target , Position1:Vector3 , Position2 , Position3 , Position4) if typeof(Position1) ~= "Vector3" then Position1 = Position1.Position end if typeof(Position2) ~= "Vector3" then Position2 = Position2.Position end if typeof(Position3) ~= "Vector3" then Position3 = Position3.Position end if typeof(Position4) ~= "Vector3" then Position4 = Position4.Position end for Index = 0 , Frame , 1 do local Time = Index / Frame local Lerp1 = BezierCurve.Lerp(Position1 , Position2 , Time) local Lerp2 = BezierCurve.Lerp(Position2 , Position3 , Time) local Lerp3 = BezierCurve.Lerp(Position3 , Position4 , Time) local InLerp1 = BezierCurve.Lerp(Lerp1 , Lerp2 , Time) local InLerp2 = BezierCurve.Lerp(Lerp2 , Lerp3 , Time) Target.Position = BezierCurve.Lerp(InLerp1 , InLerp2 , Time) task.wait(1 / FPS) end end
--[[ Singleton manager that controls the systems on the ship. ]]
local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") local CollectionService = game:GetService("CollectionService") local TableUtils = require(ReplicatedStorage.Dependencies.LuaUtils.TableUtils) local Constants = require(ReplicatedStorage.Source.Common.Constants) local Engine = require(ServerStorage.Source.Systems.Engine) local Gravity = require(ServerStorage.Source.Systems.Gravity) local Generator = require(ServerStorage.Source.Systems.Generator) local Lights = require(ServerStorage.Source.Systems.Lights) local Camera = require(ServerStorage.Source.Systems.Camera) local Shield = require(ServerStorage.Source.Systems.Shield) local SystemManager = {} local systems = {}
--Offset For Each New Ray For The Bullet's Trajectory
local offset = (parts.Parent.Gun.Muzzle.CFrame*CFrame.new(math.random(-2,2)/3,100,math.random(-2,2)/3).p - parts.Parent.Gun.Muzzle.Position).unit *script.Parent.Stats.GunVelocity.Value local point1 = parts.Parent.Gun.Muzzle.Position
--[[ <<DO NOT DELETE THIS MODULE>> ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ Build 6.5T, Version 6.6 SecondLogic @ Inspare Avxnturador @ Novena RikOne2 @ Enjin >>Manual Basically, everything you can and would ever want to touch is in the tuning module. EVERYTHING Torque Curve Tune Visualizer (Boost Included): https://www.desmos.com/calculator/nap6stpjqf Basic Tips: --Installation >Everything is built-in (assembly, welding, suspension, gyros), so all you have to worry about is placing the wheels and the seat. >Body parts go in the "Body" section. >Wheel parts such as 3D rims and brake disks go in the "Parts" section of the wheel. >Suspension-Anchored parts such as suspension wishbones and linkages go in the "SuspensionFixed" section. >Axle-Anchored parts such as calipers go in the "WheelFixed" section. >You can add or remove wheels. To add a wheel, simply copy one of the wheels and make sure it's named one of the following: "F","FL","FR","R","RL","RR". >Wheels need to be aligned with the axes of the seat. Don't rotate the seat relative to the wheels as it may cause welding problems. >All wheel offsets are applied in the tuning module. Do NOT manually add offset to the wheels. Steering axis is centered on the wheel part by default. >Seat offset can be adjusted in the "MiscWeld" module under "Initialize". >Use the "Misc" section for scripted/moving parts and apply welding using the "MiscWeld" module under "Initialize". --Tuning >Reduce weight(density) if setup is lacking torque. Increase density if setup has too much torque. >Add downforce manually if setup is lacking grip or use a downforce plugin. >Dialing in ratios used in real cars is an easy way to have a realisticly tuned transmission. >Modifying the "Drive" script may affect the integrity of the system. >Custom scripts should be put in the "Plugins" folder. Using plugins made by other users is encouraged. >When writing custom plugins, you can reference the values within the "Values" folder inside the A-Chassis Interface. >It is a good practice to make plugins compatible with any setup and providing a usage manual if a plugin is released. >You can remove/change the default plugins that come with the kit. The drive system will still work perfectly with or without them. --Updates >To update, simply just replace the entire "A-Chassis Tune" module of an existing car with a newer version of the module if the car already has AC6T installed. Otherwise it's preferred you copy the new values over. >You may want to copy the tune values and plugins from the old module, but dont simply overwrite the tune module as new values may be added. >>AC6 T Changelog [02/15/18 : A-Chassis T Build 6.6] - The Realism Update [Curves] -Curves are now perfected due to a re-write of the Horsepower and Torque curves. -Instead of the HP and Torque being insanely off, it's now perfected. -Example: A naturally aspirated car with the horsepower at 180 will have its max HP be 180, not 360. -Works both WITH and WITHOUT Engine and Boost Caching!!! [New Car Values] -TCSAmt (The amount of cutoff TCS has on the throttle) [New Tune Values] [EDITABLE] -ShiftTime (The time delay in which you initiate a shift and the car changes gear) [STANDARDIZED] (Highly recommended you don't touch these in the tune) -CurveCache (The time delay in which you initiate a shift and the car changes gear) -CacheInc (The time delay in which you initiate a shift and the car changes gear) [12/2/17 : A-Chassis T Build 6.5] - The Turbocharged Update [Turbocharger] -Utilizing IMeanBiz's turbo scripts, the car now has turbo. [New Car Values] -HpNatural (Horsepower made by the engine naturally aspirated) -TqNatural (Torque made by the engine naturally aspirated) -HpBoosted (Horsepower made by the turbocharger[s], NOT including HpNatural HP) -TqBoosted (Torque made by the turbocharger[s], NOT including TqNatural Torque) -Boost (Total boost [in PSI]) [New Tune Values] -Should all be self explanatory in the tune. [New Plugins] -AC6T Stock Gauges, includes a turbo thing in the middle (when car is turbocharged), can easily be swapped with AC6 default gauges if not wanted. -Turbocharger sounds, which works regularly [Rewritten Values] -Horsepower (Horsepower combined from the engine and turbocharger[s]) -Torque (Torque combined from the engine and turbocharger[s]) >>AC6 Changelog [6/10/17 : A-Chassis Build 6.52S2] - Fixed Initialization Orientation [Fixed Initialization Rotation] -Fixed initialization rotation glitch [6/8/17 : A-Chassis Build 6.51S2] - More Suspension Tuning [Re-Added Suspension Values] -New suspension tuning is now the same as the previous suspension -AntiRoll and PreCompress are now added to suspension tuning [Fixes] -Fixed Rev-Boucing: Car does not stall anymore when rev-bouncing -Fixed Stock Gauges not showing the the right transmission mode / pbrake mode [6/8/17 : A-Chassis Build 6.5S2] - Full Suspension Change and Optimization [New Suspension System] -Suspension Linkages are now made using axles instead of constraints -Better overall stability and ease of tuning -SpringConstraint Tuning has been changed in the tune to more meaningful values -Added AntiRoll system using gyro dampening on the suspension linkages -AxleSize affects the size of suspension linkage parts [Major Performance Optimizations] -Torque output calculations are now cached (pre-calculated and stored) to reduce runtime cpu load -Constant multipliers for several lines have been simplified and cached -Split Engine function into RPM calculation and Power Output -Split runtime loops into different cycle rates -RPM calculation, Steering, and External Value updating now run on 60 FPS max (from 30) for smoother steering and RPM tracking. -Engine Output and Flip now run on 15 FPS max (from 30) to reduce runtime cpu load -Overall percieved smoothness is now TWICE AS MUCH but runtime cpu load has actually been HALVED!!! [5/23/17 : A-Chassis Build 6.43S] - STUFF [Added Tune Values] -Added WBVisible to set weight brick visibility [Independent Camera Handling] -Separated camera handling from Drive script -Mouse camera is now handled by a plugin -Custom camera plugin support is now easier [Stock Plugins Update] -Added Dynamic Friction as a stock plugin -Dynamic friction can be tuned within the Simulated script -Updated default sound plugin -Added mouse-steer camera plugin [Code Fixes] -Fixed missing operation within torque curve -Slight optimizations during runtime [5/20/17 : A-Chassis Build 6.42S] - ABS and PGS Standardization [Added ABS] -Modulates brakes when locking -Added threshold value for slip allowance -Added control toggles for ABS -Added ABS indicator and control mapping to stock UI [Split Density Tuning for PGS and Legacy] -Added standardized weight scaling values to tune -Default weight tuning set to 1 cubic stud : 50 lbs for PGS -Default weight tuning set to 1 cubic stud : 10 lbs for Legacy -Split front and rear density to PGS and Legacy -Split brake force tuning to PGS and Legacy [Added Tune Values] -TCSEnabled: Sets whether or not the car will have TCS -ABSEnabled: Sets whether or not the car will have ABS -LoadDelay: Sets a delay time before initializing car [Bug Fix: Axle Size Initialization] -Car applies proper axle size -Added AxleDensity value which sets axle density -Fixed miscelaneous wheel part welding [Added Changable Stock Gauge Units] -Added units system for stock gauges -Added default units: MPH [1 stud : 10 in], KP/H [1 stud : 10 in], SPS -Custom units can be added or removed -Click on speed to change between units -Moved Controls button to middle for better visibility [Code Documentation] -Extensive documentation and commenting within scripts for better readability -Improved warning message for oversized mass condition [5/4/17 : A-Chassis Build 6.41S] - Standardized Weight [Added automatic weight system] -Added tune values for car weight, center of gravity, and wheel density -Weight standard: 100 lbs = 1 cubic stud mass -Applies weight at initialization [Scaled Down Power Delivery] -Horsepower output now at 1/10 because of lighter weight standard -Added FDMult value in transmission for gear ratio scaling without having to change Final Drive (useful for low HP tunes) [Optimized value for Anchor Offset] -Changed "SusOffset" to "Anchor Offset" -New anchor offset is now based off of wishbone length and wishbone angle. -Anchor offset now labelled for forward, lateral, and vertical offsets. [Split some tune values to F/R] -Suspension values for front and rear are now independently tunable. -Front and rear brakes can be tuned independently. [Tune Module Housekeeping] -Rearranged and documented several of the values within the tune module. -Removed GyroP and GyroMaxTorque for simplicity. Dampening values are still present. -Changed some decimal values to percent values [1/2/17 : A-Chassis Build 6.40S] - Suspension "S" Build number identifies suspension build [Added suspension system for PGS Physics Solver] -Suspension uses ROBLOX constraints and is automatically generated with the chassis -Added tune values for suspension -Temporarily removed caster tuning [Steering Fix] -Added tune value 'ReturnSpeed' which determines how fast wheels return to default orientation [New Torque Curve Equation] -New equation gives more control over the shape of the torque curve -Engine values have been replaced with the new equation's variables -Added link to desmos graph for the torque curve visualization [10/31/16 : A-Chassis Build 6.33] - Semi-Automatic [Added semi-automatic transmission mode] -'TransModes' now accepts "Semi" value for semi-automatic. -Updated AC6_Stock_Gauges to include semi-automatic mode. [Fixed disengaging p-brake] -P-Brake now remains engaged if player gets into then vehicle. [Fixed FE Support for AC6_Stock_Sound] -Sounds should now work properly with Filtering Enabled. [8/5/16 : A-Chassis Build 6.32] - Differential System [Implemented differential system] -Differential controls torque distibution between wheels that are spinning at different rates -Added tune values 'FDiffSlipThres', 'FDiffLockThres', 'RDiffSlipThres', 'RDiffLockThres', 'CDiffSlipThres', and 'CDiffLockThres'. -'DiffSlipThres' determine the threshold of the speed difference between the wheels. Full lock applies at max threshold. -A lower slip threshold value will make the diff more aggressive. -'DiffLockThres' determines the bias of the differential. -A lock threshold value more than 50 puts more torque into the slipping wheel (moving towards an open diff). -A lock threshold value less than 50 puts more torque into the grounded wheel (moving towards a locked diff). [Fixed multiple wheel support] -The chassis can now use more than just the default 4 set of wheels. Just copy an existing wheel and place accordingly. -Differential works with auxiliary wheels. [7/13/16 : A-Chassis Build 6.31] - Peripheral Settings [Added peripheral adjustment values] -Moved controller and mouse deadzone values to the "Controls" section of the tune. -Split controller deadzone into left and right input. -Moved mouse control width to "Conrols" secton. This value now operates based off of % of screed width. [Updated stock Controls Module] -Added sliders for controller and mouse deadzone values. -Added slider for mouse control width. [6/15/16 : A-Chassis Build 6.3] - Motercisly [Better motorcycle system support] -Added wheel configurations "F" and "R" for single wheel settup. -"F" and "R" wheels will have axle parts on both sides for better balance. -These wheel configurations will ignore outor rotation value and will rotated based off of the inner rotation value only. -Camber and Toe cannot be applied to these wheel configurations. Caster will still be applied as normal. [Bug fixes] -Caster now applies after wheel part rotations so wheel parts dont rotate with caster. -Fixed Clutch re-engaging automatically when shifting out of neutral. [6/4/16 : A-Chassis Build 6.21] - AC6 Official Public Kit Release [Plugin FilteringEnabled compatability made easier] -System now detects if there is a RemoteEvent or RemoteFunction inside a plugin. These will be parented directly under the car. -The RemoteEvent/RemoteFunction needs to be a direct child of the plugin for it to be detected. -Scripts inside the RemoteEvent/RemoteFunction should be disabled. They will be enabled after initialization. -Be careful as this system is suceptible to name collisions. Name your RemoteEvents/RemoteFunctions uniquely. -Stock AC6 Sound plugin is now FE compatible. [Controls Panel now a plugin instead of integrated] -Separated controls panel from Drive script. The controls panel is now a plugin. -The "Controls" folder appears inside the interface on Drive startup. Use this folder to reference button mapping values for custom controls plugins. -"ControlsOpen" value added. This is a safety toggle when changing control values. This value can be manipulated by plugins. [New tune values] -Added 'AutoFlip' tune value. This determines if the car automatically flips itself over when upside down. -Added 'StAxisOffset' tune value. This offsets the center of the steering axis. Positive value = offset outward. -Added 'SteerD', 'SteerMaxTorque', and 'SteerP' values which set the steering axle gyro properties. [MiscWeld streamlining] -Added "Misc" section to the main sections. This should contain scripted/moving parts. -Parts in this section are NOT WELDED AUTOMATICALLY. Use the "MiscWeld" module to weld these parts. The "Misc" section is pre-referenced as 'misc'. [Bug fixes] -Fixed flip gyro not resetting when gyro is active and driver leaves car. -Fixed issue with switching transmission modes. --]]
return "6.6"
--geração de zumbis
local part = game:GetService("ServerStorage").Zombie while (true) do wait(5) local novaparte = part:Clone() portal = math.random(1,4) if portal == 1 then novaparte.Humanoid.RootPart.Position = workspace.Portal1.Position elseif portal == 2 then novaparte.Humanoid.RootPart.Position = workspace.Portal2.Position elseif portal == 3 then novaparte.Humanoid.RootPart.Position = workspace.Portal4.Position else end novaparte.Parent = workspace end
------------------------------------------------------------------------ -- parse a local function statement -- * used in statements() ------------------------------------------------------------------------
function luaY:localfunc(ls) local v, b = {}, {} -- expdesc local fs = ls.fs self:new_localvar(ls, self:str_checkname(ls), 0) self:init_exp(v, "VLOCAL", fs.freereg) luaK:reserveregs(fs, 1) self:adjustlocalvars(ls, 1) self:body(ls, b, false, ls.linenumber) luaK:storevar(fs, v, b) -- debug information will only see the variable after this point! self:getlocvar(fs, fs.nactvar - 1).startpc = fs.pc end
-- note: JS version can return anything that's truthy, but that won't work for us since Lua deviates (0 is truthy)
type callbackFn<T> = (element: T, index: number, array: Array<T>) -> boolean type callbackFnWithThisArg<T, U> = (thisArg: U, element: T, index: number, array: Array<T>) -> boolean type Object = { [string]: any }
--You can change the values below to suit your needs
local max_mode = 13 --The maximum amount of modes forwards. Set to 0 to disable forwards motion. local min_mode = -14 --The minimum amount of modes backwards. Set to 0 to disable backwards motion. local increment_speed = 0.2 --The amount in which the speed value increments with every mode.
--[=[ Stops the shake effect. If using `OnSignal` or `BindToRenderStep`, those bound functions will be disconnected/unbound. `Stop` is automatically called when the shake effect is completed _or_ when the `Destroy` method is called. ]=]
function Shake:Stop() self._trove:Clean() end
--Night12207
wait(1) local character = script.Parent character.HumanoidRootPart.Touched:Connect(function(hit) if hit:IsA("BasePart") and hit.Locked == false then hit.CanCollide = false wait(5) hit.CanCollide = true else print("Child is not a basePart or is Locked") end end)
---------------------------------------------------------------
function onChildAdded(child) if child.Name == "SeatWeld" then local human = child.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then print("Human IN") seat.SirenControl.Control.CarName.Value = human.Parent.Name.."s Car" s.Parent.SirenControl:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui seat.Start:Play() wait(1) seat.Start:Stop() seat.Engine:Play() end end end function onChildRemoved(child) if (child.Name == "SeatWeld") then local human = child.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then print("Human OUT") seat.SirenControl.Control.CarName.Value = "Empty Car" game.Players:findFirstChild(human.Parent.Name).PlayerGui.SirenControl:remove() seat.Engine:Stop() end end end script.Parent.ChildAdded:connect(onChildAdded) script.Parent.ChildRemoved:connect(onChildRemoved)
-- emote bindable hook
script:WaitForChild("PlayEmote").OnInvoke = function(emote) -- Only play emotes when idling if pose ~= "Standing" then return end if emoteNames[emote] ~= nil then -- Default emotes playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid) if userPlayEmoteByIdAnimTrackReturn then return true, currentAnimTrack else return true end elseif typeof(emote) == "Instance" and emote:IsA("Animation") then -- Non-default emotes playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid) if userPlayEmoteByIdAnimTrackReturn then return true, currentAnimTrack else return true end end -- Return false to indicate that the emote could not be played return false end if Character.Parent ~= nil then -- initialize to idle playAnimation("idle", 0.1, Humanoid) pose = "Standing" end
--Admin Command List --Note: You don't say any " they are for separating only. --shout/Message kill/PlayerName ban/PlayerName/Reason teleport/PlayerName/PlayerName --anchor/PlayerName/on anchor/PlayerName/off up/PlayerName give/PlayerName/ToolNameInLighting --explode/PlayerName merge/VictimName/ControllerName "gleeg snag zip"(Kills everyone.) --"immortal me/PlayerName/all" "trip me/PlayerName/all" "jumpy me/PlayerName/all" "explode me/PlayerName/all"