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--Detect when a player is added.
game.Players.PlayerAdded:connect(function(player) player.CharacterAdded:connect(function() repeat wait() until player.Character local char = player.Character --Insert gui into player. local gui = guibase:Clone() gui.Parent = player.PlayerGui --Setup name. local mod = Instance.new("Model") local hum = Instance.new("Humanoid") local head = Instance.new("Part") --Insert humanoid into model. hum.Parent = mod --Set initial name to be blank. mod.Name = "" --Set head properties. head.Size = Vector3.new(1,1,1) head.CanCollide = false head.Transparency = 0.99 head.Name = "Head" head.Parent = mod --Finish model setup. mod.PrimaryPart = head mod.Parent = char mod:SetPrimaryPartCFrame(char.Head.CFrame+Vector3.new(0,0.5,0)) --Weld part to character. local w = Instance.new("Weld") w.Name = ("Weld") w.Part0,w.Part1 = head,char.Head w.C0 = head.CFrame:inverse() w.C1 = char.Head.CFrame:inverse() w.Parent = head --Add server side handling to model. local svh = gui.ServerHandler svh.Parent = mod svh.ServerHandler.Disabled = false gui.HandlerPointer.Value = svh --Enable local handler to finish setup. gui.LocalHandler.Disabled = false end) end)
--!strict
local ReplicatedStorage = game:GetService("ReplicatedStorage") local GraspDetection = require(ReplicatedStorage.GraspDetection) local Thresholds = script.Parent.Thresholds local TName, TValue = Thresholds.ThresholdName, Thresholds.ThresholdValue local THRESHOLDS = GraspDetection.GetThresholds() local ThresholdIndex = 1 TName.Text = THRESHOLDS[ThresholdIndex] TValue.Text = GraspDetection.GetThresholdValue(THRESHOLDS[ThresholdIndex]) TName.Activated:Connect(function() ThresholdIndex += 1 if ThresholdIndex > #THRESHOLDS then ThresholdIndex = 1 end TName.Text = THRESHOLDS[ThresholdIndex] TValue.Text = GraspDetection.GetThresholdValue(THRESHOLDS[ThresholdIndex]) end) TValue.FocusLost:Connect(function(enterPressed) if not enterPressed then return end GraspDetection.UpdateThreshold(THRESHOLDS[ThresholdIndex], tonumber(TValue.Text)) TValue.Text = GraspDetection.GetThresholdValue(THRESHOLDS[ThresholdIndex]) end)
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- Place this into StarterGui or StarterPack -- -- CREDIT -- -- winter_beast768; for the initial script -- -- SawyerDGamer; some stuff ripped from his panner script -- -- iytgggggg; shoving it all into this script and then some :) -- -- UPDATE: turned it into r15, made it so you can swim right in water -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
--[[Steering]]
Tune.SteerInner = 75 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 75 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .5 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .5 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 7000 -- Steering Aggressiveness
--/Damage Modification
module.DamageMod = 1 module.minDamageMod = 1
-- Place all application constants here.
return { CameraTweenTime = 0.75, SurfaceArtSelectorItemSize = 200, Errors = { CanvasFull = "CanvasFull", CanvasNotFound = "CanvasNotFound", SpotNotAvailable = "SpotNotAvailable", SpotNotFound = "SpotNotFound", PlayerSpotsNotFound = "PlayerSpotsNotFound", }, Tags = { SurfaceCanvas = "SurfaceCanvas", }, Attributes = { SurfaceCanvasId = "SurfaceCanvasId", SpotIdPrefix = "SurfaceCanvasSpot_", SurfaceCanvasFace = "SurfaceCanvasFace", }, }
-- Fixed By DT4E --
while true do script.Parent.BrickColor = BrickColor.new("Bright Blue") wait(0.15) script.Parent.BrickColor = BrickColor.new("Lime green") wait(0.15) end
----- MAGIC NUMBERS ABOUT THE TOOL ----- -- How much damage a bullet does
local Damage = 20
--[[Drivetrain]]
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 50 -- 1 - 100% Tune.RDiffLockThres = 50 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
------------------------------------------------------------------------ -- limits for opcode arguments. -- we use (signed) int to manipulate most arguments, -- so they must fit in LUAI_BITSINT-1 bits (-1 for sign) ------------------------------------------------------------------------ -- removed "#if SIZE_Bx < BITS_INT-1" test, assume this script is -- running on a Lua VM with double or int as LUA_NUMBER
luaP.MAXARG_Bx = math.ldexp(1, luaP.SIZE_Bx) - 1 luaP.MAXARG_sBx = math.floor(luaP.MAXARG_Bx / 2) -- 'sBx' is signed luaP.MAXARG_A = math.ldexp(1, luaP.SIZE_A) - 1 luaP.MAXARG_B = math.ldexp(1, luaP.SIZE_B) - 1 luaP.MAXARG_C = math.ldexp(1, luaP.SIZE_C) - 1
------------------------------------------ --Clear And Enter
function Clear() print("Cleared") Input = "" end script.Parent.Clear.ClickDetector.MouseClick:connect(Clear) function Enter() if Input == Code then print("Entered") Input = "" local door = script.Parent.Parent.Door door.Anchored = false door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = 0.8 wait(3)-- door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = 0 return end Input = "" print("Wrong Code") end script.Parent.Enter.ClickDetector.MouseClick:connect(Enter)
-- << RETRIEVE FRAMEWORK >>
local main = _G.HDAdminMain
--~WeaponHelper~--
local debounce = false --I wouldn't touch this at all. Its the "Debounce"-- function onTouch(part) --The function-- local h = part.Parent:findFirstChild("Humanoid") --Find first person who hits-- if (h ~= nil) and debounce == false then --If the person is still alive, then... debounce = true --Set debounce to: True h.WalkSpeed = 0 --You must change this if you want to change the walking speed. Just change the number (16 is normal)-- wait(0.3) --Also, you can change the numebr to how long some-one else can touch it.-- debounce = false --Set debounce to: False end --End-- end --Double check-- script.Parent.Touched:connect(onTouch) --Double check--
-- Connect the PlayerJoined function to the PlayerAdded event of the Players service
Players.PlayerAdded:Connect(PlayerJoined)
--[[ local Workspace = game:GetService("Workspace") local GuiService = game:GetService("GuiService") local Camera = Workspace.CurrentCamera local TopInset, BottomInset = GuiService:GetGuiInset() local Roact = require("Roact") local Scale = Roact.PureComponent:extend("Scale") function Scale:init() self:update() self.Listener = Camera:GetPropertyChangedSignal("ViewportSize"):Connect(function() self:update() end) end function Scale:update() local currentSize = self.props.Size local viewportSize = Camera.ViewportSize - (TopInset + BottomInset) self:setState({ Scale = 1 / math.max( currentSize.X / viewportSize.X, currentSize.Y / viewportSize.Y ) }) end function Scale:willUnmount() self.Listener:Disconnect() end function Scale:render() return Roact.createElement("UIScale", { Scale = self.state.Scale * self.props.Scale }) end Scale.defaultProps = { Scale = 1 } return Scale ]]
local Fusion = require(game.ReplicatedStorage.Packages.Fusion) local New = Fusion.New local Children = Fusion.Children local OnEvent = Fusion.OnEvent local OnChange = Fusion.OnChange local State = Fusion.State local Computed = Fusion.Computed local Spring = Fusion.Spring local Workspace = game:GetService("Workspace") local GuiService = game:GetService("GuiService") local Camera = Workspace.CurrentCamera local TopInset, BottomInset = GuiService:GetGuiInset() local function UIScale(props) --props: Size = v3 Scale = float local ScaleState = State() local function update() local currentSize = props.Size local viewportSize = Camera.ViewportSize - (TopInset + BottomInset) ScaleState:set(1 / math.max( currentSize.X / viewportSize.X, currentSize.Y / viewportSize.Y )) end update() Camera:GetPropertyChangedSignal("ViewportSize"):Connect(update) return New "UIScale" { Scale = Computed(function() return ScaleState:get() * props.Scale end) } end return UIScale
--camera--
repeat wait() until Player.Character Camera.CameraType = "Scriptable" Camera.CFrame = game.Workspace.CameraPart.CFrame
-- put in Starter Character
local character = script.Parent function recurse(root,callback,i) i= i or 0 for _,v in pairs(root:GetChildren()) do i = i + 1 callback(i,v) if #v:GetChildren() > 0 then i = recurse(v,callback,i) end end return i end function ragdollJoint(part0, part1, attachmentName, className, properties) attachmentName = attachmentName.."RigAttachment" local constraint = Instance.new(className.."Constraint") constraint.Attachment0 = part0:FindFirstChild(attachmentName) constraint.Attachment1 = part1:FindFirstChild(attachmentName) constraint.Name = "RagdollConstraint"..part1.Name for _,propertyData in next,properties or {} do constraint[propertyData[1]] = propertyData[2] end constraint.Parent = character end function getAttachment0(attachmentName) for _,child in next,character:GetChildren() do local attachment = child:FindFirstChild(attachmentName) if attachment then return attachment end end end character:WaitForChild("Humanoid").Died:connect(function() local camera = workspace.CurrentCamera if camera.CameraSubject == character.Humanoid then--If developer isn't controlling camera camera.CameraSubject = character.UpperTorso end --Make it so ragdoll can't collide with invisible HRP, but don't let HRP fall through map and be destroyed in process character.HumanoidRootPart.Anchored = true character.HumanoidRootPart.CanCollide = true --Helps to fix constraint spasms recurse(character, function(_,v) if v:IsA("Attachment") then v.Axis = Vector3.new(0, 1, 0) v.SecondaryAxis = Vector3.new(0, 0, 1) v.Rotation = Vector3.new(0, 0, 0) end end) for _,child in next,character:GetChildren() do if child:IsA("Accoutrement") then for _,part in next,child:GetChildren() do if part:IsA("BasePart") then part.Parent = character child:remove() local attachment1 = part:FindFirstChildOfClass("Attachment") local attachment0 = getAttachment0(attachment1.Name) if attachment0 and attachment1 then local constraint = Instance.new("HingeConstraint") constraint.Attachment0 = attachment0 constraint.Attachment1 = attachment1 constraint.LimitsEnabled = true constraint.UpperAngle = 0 constraint.LowerAngle = 0 constraint.Parent = character end end end end end ragdollJoint(character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", { {"LimitsEnabled",true}; {"UpperAngle",150}; }) ragdollJoint(character.UpperTorso, character.Head, "Neck", "BallSocket", { {"LimitsEnabled",true}; {"UpperAngle",15}; }) local handProperties = { {"LimitsEnabled", true}; {"UpperAngle",0}; {"LowerAngle",0}; } ragdollJoint(character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties) ragdollJoint(character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties) local shinProperties = { {"LimitsEnabled", true}; {"UpperAngle", 150}; {"LowerAngle", -150}; } ragdollJoint(character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties) ragdollJoint(character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties) local footProperties = { {"LimitsEnabled", true}; {"UpperAngle", 150}; {"LowerAngle", -150}; } ragdollJoint(character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties) ragdollJoint(character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties) --TODO fix ability for socket to turn backwards whenn ConeConstraints are shipped ragdollJoint(character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket") ragdollJoint(character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "BallSocket") ragdollJoint(character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket") ragdollJoint(character.RightUpperArm, character.RightLowerArm, "RightElbow", "BallSocket") ragdollJoint(character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket") ragdollJoint(character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket") end) end
--// # key, Wail
mouse.KeyDown:connect(function(key) if key=="r" then if veh.Lightbar.middle.Wail.IsPlaying == true then veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62) else veh.Lightbar.middle.Wail:Play() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(215, 135, 110) script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62) script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62) end end end)
--[[ Takes an arbitrary number of callback, and executes them in parallel, returning the results of the first to return. If an error is thrown, that error is bubbled up to the main thread. When the first callback returns, the rest are cancelled using task.cancel. Exposes similar functionality that Promise.race provides for promises, but for asynchronous lua callbacks --]]
type Callback = () -> ...any local function waitForFirstAsync(...: Callback) local thisThread = coroutine.running() local resumed = false local errorThrown: any local function resume(...: any) if resumed then return end resumed = true task.spawn(thisThread, ...) end for _, callback in ipairs({ ... }) do task.defer(function() -- We are capturing all values returned by pcall into a table so we can resume this thread -- with all values if multiple are returned local pcallReturnValues = { pcall(callback) } if not pcallReturnValues[1] then errorThrown = pcallReturnValues[2] end resume(table.unpack(pcallReturnValues, 2)) end) end local returnValues = { coroutine.yield() } if errorThrown then -- Return the stack trace three callers up to where the function passed into waitForFirstAsync was -- declared error(errorThrown, 3) end return table.unpack(returnValues) end return waitForFirstAsync
--[=[ Returns a list of all of the keys that a table has. (In order of pairs) @param source table -- Table source to extract keys from @return table -- A list with all the keys the table has ]=]
function Table.keys(source) local new = {} for key, _ in pairs(source) do table.insert(new, key) end return new end
--[=[ Loads a folder into a localization table @param folder Folder -- A Roblox folder with StringValues containing JSON, named with the localization in mind ]=]
function JsonToLocalizationTable.loadFolder(folder) local localizationTable = JsonToLocalizationTable.getOrCreateLocalizationTable() for _, item in pairs(folder:GetDescendants()) do if item:IsA("StringValue") then local localeId = JsonToLocalizationTable.localeFromName(item.Name) JsonToLocalizationTable.addJsonToTable(localizationTable, localeId, item.Value) elseif item:IsA("ModuleScript") then local localeId = JsonToLocalizationTable.localeFromName(item.Name) recurseAdd(localizationTable, localeId, "", require(item)) end end return localizationTable end
--- Wait for fire to be called, and return the arguments it was given. -- @treturn ... Variable arguments from connection
function Signal:Wait() self._bindableEvent.Event:Wait() assert(self._argData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.") return unpack(self._argData, 1, self._argCount) end
---Drivetrain Initialize
local wDia = 0 local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then table.insert(Drive,v) end end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.insert(Drive,v) end end end for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end for i,v in pairs(car.Wheels:GetChildren()) do if math.abs(v["#AV"].maxTorque.Magnitude-_Tune.PBrakeForce)<1 then _PBrake=true end end
------------------------------------------
gui.Track.Text = radio.TName.Value radio.TName.Changed:connect(function() gui.Track.Text = radio.TName.Value seat.Parent.Body.Dash.S.G.Song.Text = radio.TName.Value seat.Parent.Body.Dash.S0.G.Song.Text = radio.TName.Value seat.Parent.Body.Dash.S1.G.Song.Text = radio.TName.Value end) gui.Stop.MouseButton1Click:connect(function() if radio.Stopped.Value == false then radio.Stopped.Value = true end end) gui.Pause.MouseButton1Click:connect(function() if radio.Paused.Value == false and radio.Stopped.Value == false then radio.Paused.Value = true end end) gui.Play.MouseButton1Click:connect(function() if radio.Stopped.Value == true then radio.Play.Value = not radio.Play.Value else if radio.Paused.Value == true then radio.Paused.Value = false end end end) gui.Forward.MouseButton1Click:connect(function() local n = radio.Track.Value+1 if n>#radio.Songs:GetChildren() then n = 1 end radio.Track.Value = n end) gui.Back.MouseButton1Click:connect(function() local n = radio.Track.Value-1 if n<=0 then n = #radio.Songs:GetChildren() end radio.Track.Value = n end) gui.AutoplayOn.MouseButton1Click:connect(function() if radio.Autoplay.Value == true then radio.Autoplay.Value = false end end) gui.AutoplayOff.MouseButton1Click:connect(function() if radio.Autoplay.Value == false then radio.Autoplay.Value = true end end) gui.List.MouseButton1Click:connect(function() gui.Menu.Visible=not gui.Menu.Visible end) gui.Id.MouseButton1Click:connect(function() gui.IdPlayer.Visible=not gui.IdPlayer.Visible if gui.IdPlayer.Visible then gui.Id.Rotation=180 else gui.Id.Rotation=0 end end) gui.IdPlayer.Play.MouseButton1Click:connect(function() if radio.IdPlay.Value==gui.IdPlayer.TextBox.Text then radio.IdPlay.Value="" wait() end radio.IdPlay.Value=gui.IdPlayer.TextBox.Text end) for i,v in pairs(gui.Menu:GetChildren()) do v.MouseButton1Click:connect(function() radio.Track.Value = i end) end function Stopped() if radio.Stopped.Value == true then gui.Pause.Visible = false gui.Play.Visible = true else gui.Play.Visible = false gui.Pause.Visible = true end end function Paused() if radio.Paused.Value == true then gui.Pause.Visible = false gui.Play.Visible = true else if radio.Stopped.Value == false then gui.Play.Visible = false gui.Pause.Visible = true end end end function Autoplay() if radio.Autoplay.Value == true then gui.AutoplayOff.Visible = false gui.AutoplayOn.Visible = true else gui.AutoplayOn.Visible = false gui.AutoplayOff.Visible = true end end radio.Stopped.Changed:connect(Stopped) radio.Paused.Changed:connect(Paused) radio.Autoplay.Changed:connect(Autoplay) Stopped() Paused() Autoplay() while wait(.5) do if seat:FindFirstChild("SeatWeld") == nil then script.Parent:Destroy() end end
--Evento del ProximityPrompt
Proximity.Triggered:Connect(function(Players) if open == false then open = true OpenSound:Play() Proximity.ActionText = "Close" for i = 1, 20 do Proximity.MaxActivationDistance = 0 script.Parent.Parent:SetPrimaryPartCFrame(PrimaryPart.CFrame*CFrame.Angles(0, math.rad(5), 0)) wait() Proximity.MaxActivationDistance = 10 end else open = false CloseSound:Play() Proximity.ActionText = "Open" for i = 1, 20 do Proximity.MaxActivationDistance = 0 script.Parent.Parent:SetPrimaryPartCFrame(PrimaryPart.CFrame*CFrame.Angles(0, math.rad(-5), 0)) wait() Proximity.MaxActivationDistance = 10 end end end)
--Plot Current Horsepower
function GetCurve(x,gear) local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0) return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling end
--[=[ @private @class ScriptInfoUtils ]=]
local CollectionService = game:GetService("CollectionService") local loader = script.Parent local Utils = require(script.Parent.Utils) local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils) local ScriptInfoUtils = {} ScriptInfoUtils.DEPENDENCY_FOLDER_NAME = "node_modules"; ScriptInfoUtils.ModuleReplicationTypes = Utils.readonly({ CLIENT = "client"; SERVER = "server"; SHARED = "shared"; IGNORE = "ignore"; }) function ScriptInfoUtils.createScriptInfo(instance, name, replicationMode) assert(typeof(instance) == "Instance", "Bad instance") assert(type(name) == "string", "Bad name") assert(type(replicationMode) == "string", "Bad replicationMode") return Utils.readonly({ name = name; replicationMode = replicationMode; instance = instance; }) end function ScriptInfoUtils.createScriptInfoLookup() -- Server/client also contain shared entries return Utils.readonly({ [ScriptInfoUtils.ModuleReplicationTypes.SERVER] = {}; -- [string name] = scriptInfo [ScriptInfoUtils.ModuleReplicationTypes.CLIENT] = {}; [ScriptInfoUtils.ModuleReplicationTypes.SHARED] = {}; }) end function ScriptInfoUtils.getScriptInfoLookupForMode(scriptInfoLookup, replicationMode) assert(type(scriptInfoLookup) == "table", "Bad scriptInfoLookup") assert(type(replicationMode) == "string", "Bad replicationMode") return scriptInfoLookup[replicationMode] end function ScriptInfoUtils.populateScriptInfoLookup(instance, scriptInfoLookup, lastReplicationMode) assert(typeof(instance) == "Instance", "Bad instance") assert(type(scriptInfoLookup) == "table", "Bad scriptInfoLookup") assert(type(lastReplicationMode) == "string", "Bad lastReplicationMode") if instance:IsA("Folder") then local replicationMode = ScriptInfoUtils.getFolderReplicationMode(instance.Name, lastReplicationMode) if replicationMode ~= ScriptInfoUtils.ModuleReplicationTypes.IGNORE then for _, item in pairs(instance:GetChildren()) do if not BounceTemplateUtils.isBounceTemplate(item) then if item:IsA("Folder") then ScriptInfoUtils.populateScriptInfoLookup(item, scriptInfoLookup, replicationMode) elseif item:IsA("ModuleScript") then ScriptInfoUtils.addToInfoMap(scriptInfoLookup, ScriptInfoUtils.createScriptInfo(item, item.Name, replicationMode)) end end end end elseif instance:IsA("ModuleScript") then if not BounceTemplateUtils.isBounceTemplate(instance) then if instance == loader then -- STRICT hack to support this module script as "loader" over "Nevermore" in replicated scenario ScriptInfoUtils.addToInfoMap(scriptInfoLookup, ScriptInfoUtils.createScriptInfo(instance, "loader", lastReplicationMode)) else ScriptInfoUtils.addToInfoMap(scriptInfoLookup, ScriptInfoUtils.createScriptInfo(instance, instance.Name, lastReplicationMode)) end end elseif instance:IsA("ObjectValue") then error("ObjectValue links are not supported at this time for retrieving inline module scripts") end end local AVAILABLE_IN_SHARED = { ["HoldingBindersServer"] = true; ["HoldingBindersClient"] = true; ["IKService"] = true; ["IKServiceClient"] = true; } function ScriptInfoUtils.isAvailableInShared(scriptInfo) if CollectionService:HasTag(scriptInfo.instance, "LinkToShared") then return true end -- Hack because we can't tag things in Rojo yet return AVAILABLE_IN_SHARED[scriptInfo.name] end function ScriptInfoUtils.addToInfoMap(scriptInfoLookup, scriptInfo) assert(type(scriptInfoLookup) == "table", "Bad scriptInfoLookup") assert(type(scriptInfo) == "table", "Bad scriptInfo") local replicationMode = assert(scriptInfo.replicationMode, "Bad replicationMode") local replicationMap = assert(scriptInfoLookup[replicationMode], "Bad replicationMode") ScriptInfoUtils.addToInfoMapForMode(replicationMap, scriptInfo) if replicationMode == ScriptInfoUtils.ModuleReplicationTypes.SHARED then ScriptInfoUtils.addToInfoMapForMode( scriptInfoLookup[ScriptInfoUtils.ModuleReplicationTypes.SERVER], scriptInfo) ScriptInfoUtils.addToInfoMapForMode( scriptInfoLookup[ScriptInfoUtils.ModuleReplicationTypes.CLIENT], scriptInfo) elseif ScriptInfoUtils.isAvailableInShared(scriptInfo) then ScriptInfoUtils.addToInfoMapForMode( scriptInfoLookup[ScriptInfoUtils.ModuleReplicationTypes.SHARED], scriptInfo) end end function ScriptInfoUtils.addToInfoMapForMode(replicationMap, scriptInfo) if replicationMap[scriptInfo.name] then warn(("Duplicate module %q in same package under same replication scope. Only using first one. \n- %q\n- %q") :format(scriptInfo.name, scriptInfo.instance:GetFullName(), replicationMap[scriptInfo.name]:GetFullName())) return end replicationMap[scriptInfo.name] = scriptInfo end function ScriptInfoUtils.getFolderReplicationMode(folderName, lastReplicationMode) assert(type(folderName) == "string", "Bad folderName") assert(type(lastReplicationMode) == "string", "Bad lastReplicationMode") if folderName == "Shared" then return ScriptInfoUtils.ModuleReplicationTypes.SHARED elseif folderName == "Client" then return ScriptInfoUtils.ModuleReplicationTypes.CLIENT elseif folderName == "Server" then return ScriptInfoUtils.ModuleReplicationTypes.SERVER elseif folderName == ScriptInfoUtils.DEPENDENCY_FOLDER_NAME then return ScriptInfoUtils.ModuleReplicationTypes.IGNORE else return lastReplicationMode end end return ScriptInfoUtils
-- float rd_flt_le(string src, int s) -- @src - Source binary string -- @s - Start index of little endian float
local function rd_flt_le(src, s) return rd_flt_basic(src:byte(s, s + 3)) end
--[[ Main RenderStep Update. The camera controller and occlusion module both have opportunities to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera. The camera and occlusion modules should only return CFrames, not set the CFrame property of CurrentCamera directly. --]]
function CameraModule:Update(dt) if self.activeCameraController then local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt) self.activeCameraController:ApplyVRTransform() if self.activeOcclusionModule then newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus) end -- Here is where the new CFrame and Focus are set for this render frame game.Workspace.CurrentCamera.CFrame = newCameraCFrame game.Workspace.CurrentCamera.Focus = newCameraFocus -- Update to character local transparency as needed based on camera-to-subject distance if self.activeTransparencyController then self.activeTransparencyController:Update() end end end
--health.Changed:connect(function() --root.Velocity = Vector3.new(0,5000,0) --end)
local anims = {} local lastAttack= tick() local target,targetType local lastLock = tick() local fleshDamage = 30 local structureDamage = 25 local path = nil for _,animObject in next,animations do anims[animObject.Name] = hum:LoadAnimation(animObject) end function Attack(thing,dmg) if tick()-lastAttack > 2 then hum:MoveTo(root.Position) lastAttack = tick() anims.AntWalk:Stop() anims.AntMelee:Play() if thing.ClassName == "Player" then root.FleshHit:Play() ant:SetPrimaryPartCFrame(CFrame.new(root.Position,Vector3.new(target.Character.PrimaryPart.Position.X,root.Position.Y,target.Character.PrimaryPart.Position.Z))) elseif thing.ClassName == "Model" then root.StructureHit:Play() end rep.Events.NPCAttack:Fire(thing,dmg) end end function Move(point) hum:MoveTo(point) if not anims.AntWalk.IsPlaying then anims.AntWalk:Play() end end function ScanForPoint() local newPoint local rayDir = Vector3.new(math.random(-100,100)/100,0,math.random(-100,100)/100) local ray = Ray.new(root.Position,rayDir*math.random(10,50),ant) local part,pos = workspace:FindPartOnRay(ray) Move(pos) enRoute = true end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local mouse = game.Players.LocalPlayer:GetMouse() local car = script.Parent.Car.Value local horn = car.DriveSeat:WaitForChild("Horn") local FE = workspace.FilteringEnabled local handler = car:WaitForChild("Horn_FE") mouse.KeyDown:connect(function(key) if key=="h" then if FE then handler:FireServer() else horn:Play() end end end) game:GetService("UserInputService").InputBegan:connect(function(input,IsRobloxFunction) if input.KeyCode ==Enum.KeyCode.ButtonL3 and input.UserInputState == Enum.UserInputState.Begin then if FE then handler:FireServer() else horn:Play() end end end)
--functions--
function coverdown() covergui.TextLabel:TweenPosition(UDim2.new(0, 0, 1.36, 0), "Out", "Sine", 1, true) end function coverup() covergui.TextLabel:TweenPosition(UDim2.new(0, 0, 0, 0), "Out", "Sine", 1, true) end function menuappear() for _,v in pairs(maingui:GetChildren()) do if v:IsA("TextButton") then v.Visible = true end end end function menudisappear() for _,v in pairs(maingui:GetChildren()) do if v:IsA("TextButton") then v.Visible = false end end end function disappearall() for _,v in pairs(maingui:GetChildren()) do if v:IsA("Frame") then for _,a in pairs(v:GetChildren()) do if a:IsA("TextButton") then a.Visible = false end end end end end
-- / Functions / --
EventModule.ActivateEvent = function() local RandomPlayer = PlayingTeam:GetPlayers()[math.random(1, #PlayingTeam:GetPlayers())] if RandomPlayer then BadgeService:AwardBadge(RandomPlayer.UserId, Badges:FindFirstChild(script.Name).Value) local Backpack = RandomPlayer:WaitForChild("Backpack") if Backpack then local Deagle = Tools:WaitForChild("Deagle"):Clone() Deagle.Parent = Backpack end end end
---------------------------------- ------------VARIABLES------------- ----------------------------------
User = nil Connector = game.Workspace:FindFirstChild("GlobalPianoConnector") if not Connector or not Connector:IsA("RemoteEvent") then error("The piano requires a RemoteEvent named GlobalPianoConnector to be in Workspace.") end local Materials = { "Plastic", "Brick", "Cobblestone", "Concrete", "Glass", "Ice", "Neon", "SmoothPlastic", "Wood", }
--[=[ A type that can be loaded into a module @type ModuleReference ModuleScript | number | string @within Loader ]=]
--> Services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService")
-- initialize to idle
playAnimation("idle", 0.1, Humanoid) pose = "Standing" while wait(0) do local _,time=wait(0) move(time) end
-- Listen for player character spawns
game:GetService("Players").PlayerAdded:Connect(function(player) -- Get the player's humanoid local humanoid = player.Character:WaitForChild("Humanoid") -- Define a variable to store the current walk speed local currentSpeed = humanoid.WalkSpeed -- Increase the player's walk speed every second while true do wait(1) currentSpeed = currentSpeed + ACCELERATION if currentSpeed > MAX_WALK_SPEED then currentSpeed = MAX_WALK_SPEED end humanoid.WalkSpeed = currentSpeed end end) print("Hello world!")
--[=[ Cleans up all objects in the trove. This is similar to calling `Remove` on each object within the trove. The ordering of the objects removed is _not_ guaranteed. ]=]
function Trove:Clean() if self._cleaning then return end self._cleaning = true for _, obj in self._objects do self:_cleanupObject(obj[1], obj[2]) end table.clear(self._objects) self._cleaning = false end function Trove:_findAndRemoveFromObjects(object: any, cleanup: boolean): boolean local objects = self._objects for i, obj in ipairs(objects) do if obj[1] == object then local n = #objects objects[i] = objects[n] objects[n] = nil if cleanup then self:_cleanupObject(obj[1], obj[2]) end return true end end return false end function Trove:_cleanupObject(object, cleanupMethod) if cleanupMethod == FN_MARKER then object() elseif cleanupMethod == THREAD_MARKER then coroutine.close(object) else object[cleanupMethod](object) end end
--[[ Display Names ]] --Uses DisplayNames instead of UserNames in chat messages
module.PlayerDisplayNamesEnabled = false
-- int rd_int_basic(string src, int s, int e, int d) -- @src - Source binary string -- @s - Start index of a little endian integer -- @e - End index of the integer -- @d - Direction of the loop
local function rd_int_basic(src, s, e, d) local num = 0 -- if bb[l] > 127 then -- signed negative -- num = num - 256 ^ l -- bb[l] = bb[l] - 128 -- end for i = s, e, d do local mul = 256 ^ math.abs(i - s) num = num + mul * string.byte(src, i, i) end return num end
-- --All Welding Related Utility functions should be put here --
WeldUtil = {} do function WeldUtil.WeldBetween(a, b) local weld = Instance.new("Weld") weld.Part0 = a weld.Part1 = b weld.C0 = CFrame.new() weld.C1 = b.CFrame:inverse() * a.CFrame weld.Parent = a return weld end function WeldUtil:PermaWeld(weld) local OriginalParent = weld.Parent weld.Changed:connect(function() Delay(0,function() weld.Parent = OriginalParent end) end) end end local InternalEvent = { Listeners = nil, } do UTIL.MakeClass(InternalEvent) function InternalEvent:Connect(func) if not self.Listeners then self.Listeners = {} end table.insert(self.Listeners,func) end function InternalEvent:Fire(...) if not self.Listeners then return end local args = {...} for _,i in ipairs(self.Listeners) do Spawn(function() i(unpack(args)) end) end end end
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") Camera = game:GetService("Workspace").CurrentCamera Animations = {} LocalObjects = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") ToolEquipped = false function SetAnimation(Mode, Value) if Mode == "PlayAnimation" and Value and ToolEquipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == Value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(Value.Animation) table.insert(Animations, {Animation = Value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(Value.FadeTime, Value.Weight, Value.Speed) elseif Mode == "StopAnimation" and Value then for i, v in pairs(Animations) do if v.Animation == Value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end end end function CheckIfAlive() return (((Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") ToolEquipped = true if not CheckIfAlive() then return end PlayerMouse = Player:GetMouse() Mouse.Button1Down:connect(function() InvokeServer("MouseClick", {Down = true}) end) Mouse.Button1Up:connect(function() InvokeServer("MouseClick", {Down = false}) end) Mouse.KeyDown:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = true}) end) Mouse.KeyUp:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = false}) end) end function Unequipped() ToolEquipped = false LocalObjects = {} for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end for i, v in pairs({ObjectLocalTransparencyModifier}) do if v then v:disconnect() end end Animations = {} end function InvokeServer(Mode, Value) pcall(function() local ServerReturn = ServerControl:InvokeServer(Mode, Value) return ServerReturn end) end function OnClientInvoke(Mode, Value) if Mode == "PlayAnimation" and Value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", Value) elseif Mode == "StopAnimation" and Value then SetAnimation("StopAnimation", Value) elseif Mode == "PlaySound" and Value then Value:Play() elseif Mode == "StopSound" and Value then Value:Stop() elseif Mode == "MousePosition" then return PlayerMouse.Hit.p elseif Mode == "SetLocalTransparencyModifier" and Value and ToolEquipped then pcall(function() local ObjectFound = false for i, v in pairs(LocalObjects) do if v == Value then ObjectFound = true end end if not ObjectFound then table.insert(LocalObjects, Value) if ObjectLocalTransparencyModifier then ObjectLocalTransparencyModifier:disconnect() end ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function() for i, v in pairs(LocalObjects) do if v.Object and v.Object.Parent then if ((not v.AutoUpdate and (v.Object.LocalTransparencyModifier == 1 or v.Object.LocalTransparencyModifier == 0)) or v.AutoUpdate) then v.Object.LocalTransparencyModifier = v.Transparency end else table.remove(LocalObjects, i) end end end) end end) end end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) ClientControl.OnClientInvoke = OnClientInvoke
-- Returns whether a node would be present in the tree list
local function nodeIsVisible(node) local visible = true node = node.Parent while node and visible do visible = visible and node.Expanded node = node.Parent end return visible end
-- << COMMANDS >>
local module = { ----------------------------------- { Name = "loadmap"; Aliases = {}; Prefixes = {settings.Prefix}; Rank = 1; RankLock = false; Loopable = false; Tags = {}; Description = ""; Contributors = {}; -- Args = {}; Function = function(speaker, args) end; UnFunction = function(speaker, args) end; -- }; ----------------------------------- { Name = ""; Aliases = {}; Prefixes = {settings.Prefix}; Rank = 1; RankLock = false; Loopable = false; Tags = {}; Description = ""; Contributors = {}; -- Args = {}; --[[ ClientCommand = true; FireAllClients = true; BlockWhenPunished = true; PreFunction = function(speaker, args) end; Function = function(speaker, args) wait(1) end; --]] -- }; ----------------------------------- }; return module
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; gTable = nil; return function(p1) local l__Parent__1 = script.Parent.Parent; local l__PlayerGui__2 = service.PlayerGui; if p1.Time then end; local v3 = client.UI.Get("HintHolder", nil, true); if not v3 then local v4 = service.New("ScreenGui"); local v5 = client.UI.Register(v4); local v6 = service.New("ScrollingFrame", v4); client.UI.Prepare(v4); v5.Name = "HintHolder"; v6.Name = "Frame"; v6.BackgroundTransparency = 1; v6.Size = UDim2.new(1, 0, 0, 150); v6.CanvasSize = UDim2.new(0, 0, 0, 0); v6.ChildAdded:Connect(function(p2) if #v6:GetChildren() == 0 then v6.Visible = false; return; end; v6.Visible = true; end); v6.ChildRemoved:Connect(function(p3) if #v6:GetChildren() == 0 then v6.Visible = false; return; end; v6.Visible = true; end); v3 = v5; v5:Ready(); end; local l__Frame__7 = v3.Object.Frame; if client.UI.Get("Notif") then local v8 = 30; else v8 = 0; end; if client.UI.Get("TopBar") then local v9 = 40; else v9 = 0; end; l__Frame__7.Position = UDim2.new(0, 0, 0, v8 + v9 - 35); local v10 = l__Frame__7:children(); l__Parent__1.Position = UDim2.new(0, 0, 0, -100); l__Parent__1.Frame.msg.Text = p1.Message; local l__X__11 = l__Parent__1.Frame.msg.TextBounds.X; spawn(function() local v12 = Instance.new("Sound", service.LocalContainer()); v12.SoundId = "rbxassetid://489390072"; wait(0.1); v12:Play(); wait(0.8); v12:Destroy(); end); local function v13(p4, p5) p4 = p4 and 0; local v14 = #l__Frame__7:children(); for v15, v16 in pairs(l__Frame__7:children()) do if v16 ~= p5 then v16.Position = UDim2.new(0, 0, 0, (v15 + p4) * 28); if v15 ~= v14 then v16.Size = UDim2.new(1, 0, 0, 28); end; end; end; end; local v17 = -1; v13(-1); l__Parent__1.Parent = l__Frame__7; if #l__Frame__7:children() > 5 then v17 = -2; end; UDim2.new(0, 0, 0, (#l__Frame__7:children() + v17) * 28); v13(-1); if #l__Frame__7:children() > 5 then local v18 = l__Frame__7:children()[1]; v13(-2, v18); v18:Destroy(); end; wait(p1.Time and 5); if l__Parent__1 and l__Parent__1.Parent then v13(-2, l__Parent__1); l__Parent__1:Destroy(); end; end;
-- Multiplier determines how much players need to move before a level; 1 = small amount of movement, 3 much more movement
local growthModifier = 1.2
-- Returns the part's topmost Model ancestor
local function getModel(part) return part:FindFirstAncestorOfClass("Model") end
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer; local v2 = {}; local l__LocalPlayer__3 = game.Players.LocalPlayer; local v4 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDataModule")); v2.value = 0; v2.event = v4.event.Knobs; v4.event.Knobs.Event:connect(function(p1) if type(p1) == "number" then v2.value = p1; return; end; v2.value = 0; end); v2.value = v4.data.Knobs; return v2;
--// F key, Horn
mouse.KeyDown:connect(function(key) if key=="f" then veh.Lightbar.middle.Airhorn:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 end end)
-- For all easing functions: -- t = elapsed time -- b = begin -- c = change == ending - beginning -- d = duration (total time)
local pow = math.pow local sin = math.sin local cos = math.cos local pi = math.pi local sqrt = math.sqrt local abs = math.abs local asin = math.asin local function linear(t, b, c, d) return c * t / d + b end local function inQuad(t, b, c, d) t = t / d return c * pow(t, 2) + b end local function outQuad(t, b, c, d) t = t / d return -c * t * (t - 2) + b end local function inOutQuad(t, b, c, d) t = t / d * 2 if t < 1 then return c / 2 * pow(t, 2) + b else return -c / 2 * ((t - 1) * (t - 3) - 1) + b end end local function outInQuad(t, b, c, d) if t < d / 2 then return outQuad (t * 2, b, c / 2, d) else return inQuad((t * 2) - d, b + c / 2, c / 2, d) end end local function inCubic (t, b, c, d) t = t / d return c * pow(t, 3) + b end local function outCubic(t, b, c, d) t = t / d - 1 return c * (pow(t, 3) + 1) + b end local function inOutCubic(t, b, c, d) t = t / d * 2 if t < 1 then return c / 2 * t * t * t + b else t = t - 2 return c / 2 * (t * t * t + 2) + b end end local function outInCubic(t, b, c, d) if t < d / 2 then return outCubic(t * 2, b, c / 2, d) else return inCubic((t * 2) - d, b + c / 2, c / 2, d) end end local function inQuart(t, b, c, d) t = t / d return c * pow(t, 4) + b end local function outQuart(t, b, c, d) t = t / d - 1 return -c * (pow(t, 4) - 1) + b end local function inOutQuart(t, b, c, d) t = t / d * 2 if t < 1 then return c / 2 * pow(t, 4) + b else t = t - 2 return -c / 2 * (pow(t, 4) - 2) + b end end local function outInQuart(t, b, c, d) if t < d / 2 then return outQuart(t * 2, b, c / 2, d) else return inQuart((t * 2) - d, b + c / 2, c / 2, d) end end local function inQuint(t, b, c, d) t = t / d return c * pow(t, 5) + b end local function outQuint(t, b, c, d) t = t / d - 1 return c * (pow(t, 5) + 1) + b end local function inOutQuint(t, b, c, d) t = t / d * 2 if t < 1 then return c / 2 * pow(t, 5) + b else t = t - 2 return c / 2 * (pow(t, 5) + 2) + b end end local function outInQuint(t, b, c, d) if t < d / 2 then return outQuint(t * 2, b, c / 2, d) else return inQuint((t * 2) - d, b + c / 2, c / 2, d) end end local function inSine(t, b, c, d) return -c * cos(t / d * (pi / 2)) + c + b end local function outSine(t, b, c, d) return c * sin(t / d * (pi / 2)) + b end local function inOutSine(t, b, c, d) return -c / 2 * (cos(pi * t / d) - 1) + b end local function outInSine(t, b, c, d) if t < d / 2 then return outSine(t * 2, b, c / 2, d) else return inSine((t * 2) -d, b + c / 2, c / 2, d) end end local function inExpo(t, b, c, d) if t == 0 then return b else return c * pow(2, 10 * (t / d - 1)) + b - c * 0.001 end end local function outExpo(t, b, c, d) if t == d then return b + c else return c * 1.001 * (-pow(2, -10 * t / d) + 1) + b end end local function inOutExpo(t, b, c, d) if t == 0 then return b end if t == d then return b + c end t = t / d * 2 if t < 1 then return c / 2 * pow(2, 10 * (t - 1)) + b - c * 0.0005 else t = t - 1 return c / 2 * 1.0005 * (-pow(2, -10 * t) + 2) + b end end local function outInExpo(t, b, c, d) if t < d / 2 then return outExpo(t * 2, b, c / 2, d) else return inExpo((t * 2) - d, b + c / 2, c / 2, d) end end local function inCirc(t, b, c, d) t = t / d return(-c * (sqrt(1 - pow(t, 2)) - 1) + b) end local function outCirc(t, b, c, d) t = t / d - 1 return(c * sqrt(1 - pow(t, 2)) + b) end local function inOutCirc(t, b, c, d) t = t / d * 2 if t < 1 then return -c / 2 * (sqrt(1 - t * t) - 1) + b else t = t - 2 return c / 2 * (sqrt(1 - t * t) + 1) + b end end local function outInCirc(t, b, c, d) if t < d / 2 then return outCirc(t * 2, b, c / 2, d) else return inCirc((t * 2) - d, b + c / 2, c / 2, d) end end local function inElastic(t, b, c, d, a, p) if t == 0 then return b end t = t / d if t == 1 then return b + c end if not p then p = d * 0.3 end local s if not a or a < abs(c) then a = c s = p / 4 else s = p / (2 * pi) * asin(c/a) end t = t - 1 return -(a * pow(2, 10 * t) * sin((t * d - s) * (2 * pi) / p)) + b end
---Changing lights
while wait(LightsSpeed) do Car.Chassis2.L1.Color = Color3.fromRGB(13, 105, 172) Car.Chassis2.L2.Color = Color3.fromRGB(255, 89, 89) wait(LightsSpeed) Car.Chassis2.L2.Color = Color3.fromRGB(13, 105, 172) Car.Chassis2.L1.Color = Color3.fromRGB(255, 89, 89) end
-- Remove the fly when it flew too far from the center.
local Fly = script.Parent local Model = script.Parent.Parent local Range = Model.Configuration.FlyRange while true do wait(5) if (Fly.Position - Model.Center.CenterPart.Position).magnitude > Range.Value then Fly.GlowScript.Disabled = true Fly.MoveScript.Disabled = true Fly:destroy() break end end
--[[** <description> Saves the data to the data store. Called when a player leaves. </description> **--]]
function DataStore:Save() local success, result = self:SaveAsync():await() if success then --print("saved", self.Name) return true else error(result) end end
--[[INSTALL PROCESS]]-- -- Place the brick in the body group, where your radiator would be, and place the "Temperature" GUI in the plugin folder! -- This plugin is Filtering Enabled compatible
local car = script.Parent.Car.Value local radiator = car.Body.Smoke local mouse = game.Players.LocalPlayer:GetMouse() local handler = car.EngineOverheat local FE = workspace.FilteringEnabled car.DriveSeat:WaitForChild("Celsius") car.DriveSeat:WaitForChild("Blown")
--[=[ Constructs a new service. :::caution Services must be created _before_ calling `Knit.Start()`. ::: ```lua -- Create a service local MyService = Knit.CreateService { Name = "MyService", Client = {}, } -- Expose a ToAllCaps remote function to the clients function MyService.Client:ToAllCaps(player, msg) return msg:upper() end -- Knit will call KnitStart after all services have been initialized function MyService:KnitStart() print("MyService started") end -- Knit will call KnitInit when Knit is first started function MyService:KnitInit() print("MyService initialize") end ``` ]=]
function KnitServer.CreateService(serviceDef: ServiceDef): Service assert(type(serviceDef) == "table", `Service must be a table; got {type(serviceDef)}`) assert(type(serviceDef.Name) == "string", `Service.Name must be a string; got {type(serviceDef.Name)}`) assert(#serviceDef.Name > 0, "Service.Name must be a non-empty string") assert(not DoesServiceExist(serviceDef.Name), `Service "{serviceDef.Name}" already exists`) local service = serviceDef service.KnitComm = ServerComm.new(knitRepServiceFolder, serviceDef.Name) if type(service.Client) ~= "table" then service.Client = { Server = service } else if service.Client.Server ~= service then service.Client.Server = service end end services[service.Name] = service return service end
--// Unused (Don't delete)
RestMode = true; AttachmentsEnabled = true; UIScope = false; CanSlideLock = false;
-- This check exists to prevent an infinite respawning bug
function Respawn() wait(RESPAWN_DELAY) -- ya CurrentFigure:Destroy() CurrentFigure = Figure:Clone() CurrentFigure:MakeJoints() CurrentFigure.Parent = Model -- Destroy the current dummy, clone the extra, put it together, and put it inside of Model CurrentFigure.Humanoid.Died:connect(onDied) -- Connect the Died event on the new dummies Humanoid, it will fire the Died() function below when it dies end function onRemoved(Object) if Object == CurrentFigure and CanSpawn then Respawn() end -- Check if the object that was removed was the current dummy -- and if it is able to spawn a new one, if so, spawn a new one. end function onDied() if CanSpawn then CanSpawn = false Respawn() CanSpawn = true end -- Fire Respawn() function if CanSpawn is true and -- set CanSpawn to false while the function is running. end CurrentFigure.Humanoid.Died:connect(onDied)
-- print("Punch Swing")
self.animation.states["Punch"].swing() self.collisionDetect.CFrame = Punch.character.PrimaryPart.CFrame * CFrame.new(0, 0, (-self.collisionDetect.Size.Z / 2)+1) self.collisionDetect.Parent = Punch.character -- change this to a folder local touchedParts = self.collisionDetect:GetTouchingParts() self.collisionDetect.Parent = nil local curated = {} for _,Part in next, touchedParts do if not(Part:IsDescendantOf(self.character) or Part == workspace.Terrain) then curated[#curated + 1] = Part end end if #curated >= 1 then Rep.Relay.SwingTool:FireServer(curated) end curated = {} end function Punch:input(inputName,inputState,inputObject) if inputName == "Action" then if inputState == Enum.UserInputState.Begin then self.holding = true if (Rep.Constants.RelativeTime.Value - _G.SD[player.UserId].Data.tempData.lastAction) > 0.25 then _G.SD[player.UserId].Data.tempData.lastAction = Rep.Constants.RelativeTime.Value swing(self) end elseif inputState == Enum.UserInputState.End then self.holding = false end end end function Punch:step(dt) if self.holding then if (Rep.Constants.RelativeTime.Value - _G.SD[player.UserId].Data.tempData.lastAction) > 0.3 then -- 0.3 to make holding slightly slower _G.SD[player.UserId].Data.tempData.lastAction = Rep.Constants.RelativeTime.Value swing(self) end end end return Punch
--Dont edit anything unless if you know what you are doing.
local button = script.Parent local pageLayout = script.Parent.Parent.Parent.Parent.Pages.UIPageLayout local function leftClick() pageLayout:JumpTo(script.Parent.Parent.Parent.Parent.Pages.Shop) script.Parent.Parent.Bottom.BackgroundTransparency = 0 script.Parent.Parent.Sfx:Play() script.Parent.Parent.Parent.Home.Bottom.BackgroundTransparency = 1 script.Parent.Parent.Parent.Settings.Bottom.BackgroundTransparency = 1 script.Parent.Parent.Parent.Credits.Bottom.BackgroundTransparency = 1 end button.MouseButton1Click:Connect(leftClick)
-- / ga / --
local ga = game.ServerStorage.GA local modules = ga.Modules local tools = ga.Tools local toolModels = ga.ToolModels
-- find player's head pos
local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local head = vCharacter:findFirstChild("Head") if head == nil then return end local dir = mouse_pos - head.Position dir = computeDirection(dir) local launch = head.Position + 5 * dir local delta = mouse_pos - launch local dy = delta.y local new_delta = Vector3.new(delta.x, 0, delta.z) delta = new_delta local dx = delta.magnitude local unit_delta = delta.unit -- acceleration due to gravity in RBX units local g = (-9.81 * 20) local theta = computeLaunchAngle( dx, dy, g) local vy = math.sin(theta) local xz = math.cos(theta) local vx = unit_delta.x * xz local vz = unit_delta.z * xz local missile = Pellet:clone() m = Tool.Handle.Mesh:clone() m.Parent = missile m.Scale = Vector3.new(5,5,5) missile.Position = launch missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY missile.PelletScript.Disabled = false local creator_tag = Instance.new("ObjectValue") creator_tag.Value = vCharacter creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace end function computeLaunchAngle(dx,dy,grav) -- arcane -- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile local g = math.abs(grav) local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY))) if inRoot <= 0 then return .25 * math.pi end local root = math.sqrt(inRoot) local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx) local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx) local answer1 = math.atan(inATan1) local answer2 = math.atan(inATan2) if answer1 < answer2 then return answer1 end return answer2 end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end if loaded==true then loaded=false local targetPos = humanoid.TargetPoint fire(targetPos) wait(.2) Tool.Enabled = true elseif loaded==false then Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6 Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6 wait(.1) Tool.Handle.Transparency=0 wait(.1) loaded=true end Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
-- Compiled with roblox-ts v2.0.4
local TS = _G[script] local Div = TS.import(script, script, "elements", "Div").default local Button = TS.import(script, script, "elements", "Button").default local Text = TS.import(script, script, "elements", "Text").default local Input = TS.import(script, script, "elements", "Input").default return { Div = Div, Button = Button, Text = Text, Input = Input, }
-- strictly used for ServerSceneFramework test file due to conflict when replacing Init with a magic mock
SeekPermissions.timesInitiated = 0 SeekPermissions.Init = function() SeekPermissions.SetSeekPermissionsEvent.Event:Connect(SeekPermissions.SetSeekingPermissions) SeekPermissions.Players.PlayerRemoving:Connect(function(Player) if SeekPermissions.PlayersWithPermission[Player] then SeekPermissions.PlayersWithPermission[Player] = nil end end) SeekPermissions.Players.PlayerAdded:Connect(function(Player) -- Not sure if we need this conditional here if SeekPermissions.Players:FindFirstChild(Player.Name) then SeekPermissions.CheckAndApplySeekPermissions(Player) end end) SeekPermissions.timesInitiated += 1 end return SeekPermissions
-- Public Methods
function ViewportWindow:Destroy() self.SurfaceGUI:Destroy() end function ViewportWindow:AddSkybox(skybox) if (skybox and skybox:IsA("Sky")) then self.SkyboxFrame:ClearAllChildren() SkyboxModel(skybox).Parent = self.SkyboxFrame end end function ViewportWindow:AddWithLookup(children, cloneFunc, parent, lookup) lookup = lookup or {} parent = parent or self.ViewportFrame cloneFunc = cloneFunc or defaultCloneFunc for _, part in next, children do if (not part:IsA("LuaSourceContainer")) then local archivable = part.Archivable part.Archivable = true local clone = part:Clone() if (clone) then clone:ClearAllChildren() cloneFunc(part, clone) clone.Parent = parent self:AddWithLookup(part:GetChildren(), cloneFunc, clone, lookup) lookup[part] = clone end part.Archivable = archivable end end return lookup end function ViewportWindow:GetPart() return self.SurfaceGUI.Adornee end function ViewportWindow:GetSurfaceInfo() local part = self.SurfaceGUI.Adornee local partCF, partSize = part.CFrame, part.Size local back = -Vector3.FromNormalId(self.SurfaceGUI.Face) local axis = (math.abs(back.y) == 1) and Vector3.new(back.y, 0, 0) or UNIT_Y local right = CFrame.fromAxisAngle(axis, PI2) * back local top = back:Cross(right).Unit local cf = partCF * CFrame.fromMatrix(-back*partSize/2, right, top, back) local size = Vector3.new((partSize * right).Magnitude, (partSize * top).Magnitude, (partSize * back).Magnitude) return cf, size end function ViewportWindow:RenderFrame(camCF, surfaceCF, surfaceSize) local camera = game.Workspace.CurrentCamera camCF = camCF or camera.CFrame if not (surfaceCF and surfaceSize) then surfaceCF, surfaceSize = self:GetSurfaceInfo() end -- local tc = surfaceCF * Vector3.new(0, surfaceSize.y/2, 0) local bc = surfaceCF * Vector3.new(0, -surfaceSize.y/2, 0) local cross = camCF.LookVector:Cross(surfaceCF.UpVector) local right = cross:Dot(cross) > 0 and cross.Unit or camCF.RightVector local levelCamCF = CFrame.fromMatrix(camCF.p, right, surfaceCF.UpVector, right:Cross(surfaceCF.UpVector)) local levelCamCFInv = levelCamCF:Inverse() local csbc = levelCamCFInv * bc local cstc = levelCamCFInv * tc local v1 = (csbc*YZ).Unit local v2 = (cstc*YZ).Unit local alpha = math.sign(v1.y)*math.acos(v1:Dot(UNIT_NZ)) local beta = math.sign(v2.y)*math.acos(v2:Dot(UNIT_NZ)) local fh = 2*math.tan(math.rad(camera.FieldOfView)/2) local hPrime = math.tan(beta) - math.tan(alpha) local refHeight = hPrime / fh -- local c2p = surfaceCF:VectorToObjectSpace(surfaceCF.p - camCF.p) local c2pXZ = c2p * XZ local c2pYZ = c2p * YZ local dpX = c2pXZ.Unit:Dot(UNIT_NZ) local camXZ = (surfaceCF:VectorToObjectSpace(camCF.LookVector) * XZ) local scale = camXZ.Unit:Dot(c2pXZ.Unit) / UNIT_NZ:Dot(c2pXZ.Unit) local tanArcCos = math.sqrt(1 - dpX*dpX) / dpX -- local w, h = 1, (surfaceSize.x / surfaceSize.y) local dx = math.sign(c2p.x*c2p.z)*tanArcCos local dy = c2pYZ.y / c2pYZ.z * h local d = math.abs(scale * refHeight * h) local ncf = (surfaceCF - surfaceCF.p) * Y_SPIN * CFrame.new(0, 0, 0, w, 0, 0, 0, h, 0, dx, dy, d) local c = {ncf:GetComponents()} local max = {} for i = 1, #c do max[i] = math.abs(c[i]) end max = math.max(unpack(max)) ncf = CFrame.new(c[1], c[2], c[3], c[4]/max, c[5]/max, c[6]/max, c[7]/max, c[8]/max, c[9]/max, c[10]/max, c[11]/max, c[12]/max) -- --[[ -- can set w and h to 1 and use this as an alternative scaling method, but I find the above is better local ratioXY = (surfaceSize.x / surfaceSize.y) local ratioYX = (surfaceSize.y / surfaceSize.x) if (ratioXY > ratioYX) then self.SurfaceGUI.CanvasSize = Vector2.new(1024, 1024 * ratioYX) else self.SurfaceGUI.CanvasSize = Vector2.new(1024 * ratioXY, 1024) end --]] local ncamCF = ncf + camCF.p self.Camera.FieldOfView = camera.FieldOfView self.Camera.CFrame = ncamCF self.Camera.Focus = ncamCF * CFrame.new(0, 0, camCF:PointToObjectSpace(surfaceCF.p).z) end
--[=[ Extends the value onto the emitted brio @since 3.6.0 @param ... T @return (source: Observable<Brio<U>>) -> Observable<Brio<U | T>> ]=]
function RxBrioUtils.extend(...) local args = table.pack(...) return Rx.map(function(brio) assert(Brio.isBrio(brio), "Bad brio") return BrioUtils.extend(brio, table.unpack(args, 1, args.n)) end) end
--[=[ Set a handler that will be called only if the Promise resolves or is cancelled. This method is similar to `finally`, except it doesn't catch rejections. :::caution `done` should be reserved specifically when you want to perform some operation after the Promise is finished (like `finally`), but you don't want to consume rejections (like in <a href="/roblox-lua-promise/lib/Examples.html#cancellable-animation-sequence">this example</a>). You should use `andThen` instead if you only care about the Resolved case. ::: :::warning Like `finally`, if the Promise is cancelled, any Promises chained off of it with `andThen` won't run. Only Promises chained with `done` and `finally` will run in the case of cancellation. ::: Returns a new promise chained from this promise. @param doneHandler (status: Status) -> ...any @return Promise<...any> ]=]
function Promise.prototype:done(finallyHandler) assert( finallyHandler == nil or type(finallyHandler) == "function", string.format(ERROR_NON_FUNCTION, "Promise:done") ) return self:_finally(debug.traceback(nil, 2), finallyHandler, true) end
-- Script thanks to the roblox wiki :D
local PhysicsService = game:GetService("PhysicsService") local Players = game:GetService("Players") local playerCollisionGroupName = "Players" PhysicsService:CreateCollisionGroup(playerCollisionGroupName) PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false) local previousCollisionGroups = {} local function setCollisionGroup(object) if object:IsA("BasePart") then previousCollisionGroups[object] = object.CollisionGroupId PhysicsService:SetPartCollisionGroup(object, playerCollisionGroupName) end end local function setCollisionGroupRecursive(object) setCollisionGroup(object) for _, child in ipairs(object:GetChildren()) do setCollisionGroupRecursive(child) end end local function resetCollisionGroup(object) local previousCollisionGroupId = previousCollisionGroups[object] if not previousCollisionGroupId then return end local previousCollisionGroupName = PhysicsService:GetCollisionGroupName(previousCollisionGroupId) if not previousCollisionGroupName then return end PhysicsService:SetPartCollisionGroup(object, previousCollisionGroupName) previousCollisionGroups[object] = nil end local function onCharacterAdded(character) setCollisionGroupRecursive(character) character.DescendantAdded:Connect(setCollisionGroup) character.DescendantRemoving:Connect(resetCollisionGroup) end local function onPlayerAdded(player) player.CharacterAdded:Connect(onCharacterAdded) end Players.PlayerAdded:Connect(onPlayerAdded)
-- If config.CreateOutlinesAutomatically == true, then this will start outlining players
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build "..ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity end) -- ~15 c/s while wait(.0667) do --Power Engine() --Flip if _Tune.AutoFlip then Flip() end end
-- We need to add 2 to these values as a workaround to a documented engine bug
local TextService = game:GetService("TextService") local function getTextHeight(text, fontSize, font, widthCap) return TextService:GetTextSize(text, fontSize, font, Vector2.new(widthCap, 10000)).Y + 2 end local function getTextWidth(text, fontSize, font) return TextService:GetTextSize(text, fontSize, font, Vector2.new(10000, 10000)).X + 2 end local FitTextLabel = Roact.PureComponent:extend("FitTextLabel") FitTextLabel.Width = { FitToText = {}, } FitTextLabel.defaultProps = { Font = Enum.Font.SourceSans, Text = "Label", TextSize = 12, TextWrapped = true, maximumWidth = math.huge, } function FitTextLabel:init() self.frameRef = Roact.createRef() self.onResize = function() if not self.frameRef.current then return end self.frameRef.current.Size = self:__getSize(self.frameRef.current) end end function FitTextLabel:render() return Roact.createElement("TextLabel", self:__getFilteredProps()) end function FitTextLabel:didMount() self.onResize() end function FitTextLabel:didUpdate() self.onResize() end function FitTextLabel:__getFilteredProps() -- Will return a new prop map after removing -- Roact.Children and any defaultProps in an effort -- to only return safe Roblox Instance "TextLabel" -- properties that may be present. local filteredProps = { width = Cryo.None, maximumWidth = Cryo.None, Size = UDim2.new(self.props.width, UDim.new(0, 0)), [Roact.Ref] = self.frameRef, [Roact.Children] = Cryo.Dictionary.join(self.props[Roact.Children] or {}, { sizeConstraint = self.props.maximumWidth < math.huge and Roact.createElement("UISizeConstraint", { MaxSize = Vector2.new(self.props.maximumWidth, math.huge), }) }) } return Cryo.Dictionary.join(self.props, filteredProps) end function FitTextLabel:__getSize(rbx) local maximumWidth = self.props.maximumWidth local width = self.props.width if width == FitTextLabel.Width.FitToText then local textWidth = getTextWidth(self.props.Text, self.props.TextSize, self.props.Font) width = UDim.new(0, math.min(textWidth, maximumWidth)) end local widthCap = math.max(maximumWidth < math.huge and maximumWidth or 0, rbx.AbsoluteSize.X) local textHeight = getTextHeight( self.props.Text, self.props.TextSize, self.props.Font, widthCap ) return UDim2.new(width, UDim.new(0, textHeight)) end return FitTextLabel
-- animação para o TextLabel
local function animateTextLabel() local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out) local startingText = textLabel.Text local currentValue = tonumber(numValue.Value) local targetValue = currentValue local decimal = string.match(tostring(currentValue), "%.(%d+)") if decimal then targetValue = math.floor(currentValue) end for i = 1, 10^(#tostring(targetValue)-1) do local newValue = currentValue - (currentValue % i) if newValue == targetValue then textLabel.Text = commaSeparateNumber(tostring(newValue)) .. (decimal and "." .. decimal or "") break else textLabel.Text = commaSeparateNumber(tostring(newValue)) .. (decimal and "." .. decimal or "") wait(0.05) end end wait(0.5) textLabel.Text = startingText end updateTextLabel() -- atualiza o TextLabel ao iniciar o jogo
--[=[ Determines whether a value is a promise or not. @param value any @return boolean ]=]
function Promise.isPromise(value) return type(value) == "table" and value.ClassName == "Promise" end
--[[ ___ _____ / _ |/ ___/ Avxnturador | Novena / __ / /__ LuaInt | Novena /_/ |_\___/ Build 6C, Version 1.4, Update 4 Please install this chassis from scratch. More info can be found in the README. New values will have (Username) appended to the end of the description. ]]
local Tune = {}
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "KP/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 370 , spInc = 40 , -- Increment between labelled notches }, { units = "KP/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 370 , spInc = 40 , -- Increment between labelled notches }, { units = "KP/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 370 , spInc = 40 , -- Increment between labelled notches } }
----------------------- --| Local Functions |-- -----------------------
local function CastRay(fromPoint, toPoint, ignoreList) local vector = toPoint - fromPoint local ray = Ray.new(fromPoint, vector.Unit * math.min(vector.Magnitude, 999)) return workspace:FindPartOnRayWithIgnoreList(ray, ignoreList or {}, false, true) end
--[[Misc]]
Tune.LoadDelay = 1.0 -- Delay before initializing chassis (in seconds) Tune.AutoStart = true -- Set to false if using manual ignition plugin Tune.AutoFlip = true -- Set to false if using manual flip plugin Tune.AutoUpdate = true -- Automatically applies minor updates to the chassis if any are found. -- Will NOT apply major updates, but will notify you of any. -- Set to false to mute notifications, or if using modified Drive.
--print(GBCF(n.CFrame,v[1].p))
pcall(function() n.CFrame = GBCF(n.CFrame,v[1]:inverse().p)*(v[1]:inverse()-v[1]:inverse().p) end) end end wait() end end Finished = Finished+1 end) end repeat wait() until Finished >= AF Close = false Opened = false
------//High Ready Animations
self.RightHighReady = CFrame.new(-1, .45, -1.15) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)); self.LeftHighReady = CFrame.new(.75,.45,-1.15) * CFrame.Angles(math.rad(-90),math.rad(45),math.rad(0)); self.RightElbowHighReady = CFrame.new(0,-0.45,-0.45) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0)); self.LeftElbowHighReady = CFrame.new(0,-.4,-.4) * CFrame.Angles(math.rad(-60), math.rad(30), math.rad(0)); self.RightWristHighReady = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)); self.LeftWristHighReady = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") UserInputService = game:GetService("UserInputService") InputCheck = Instance.new("ScreenGui") InputCheck.Name = "InputCheck" InputButton = Instance.new("Frame") InputButton.Name = "InputMonitor" InputButton.BackgroundTransparency = 1 InputButton.Size = UDim2.new(1, 0, 1, 0) InputButton.Parent = InputCheck Animations = {} LocalObjects = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") ToolEquipped = false function SetAnimation(mode, value) if not ToolEquipped or not CheckIfAlive() then return end if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop(value.FadeTime) table.remove(Animations, i) end end end end function DisableJump(Boolean) if PreventJump then PreventJump:disconnect() end if Boolean then PreventJump = Humanoid.Changed:connect(function(Property) if Property == "Jump" then Humanoid.Jump = false end end) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Head and Head.Parent and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Head = Character:FindFirstChild("Head") ToolEquipped = true if not CheckIfAlive() then return end PlayerMouse = Mouse Mouse.KeyDown:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = true}) end) Mouse.KeyUp:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = false}) end) Mouse.Button1Down:connect(function() InvokeServer("Button1Click", {Down = true}) end) Mouse.Button1Up:connect(function() InvokeServer("Button1Click", {Down = false}) end) local PlayerGui = Player:FindFirstChild("PlayerGui") if PlayerGui then if UserInputService.TouchEnabled then InputCheckClone = InputCheck:Clone() InputCheckClone.InputMonitor.InputBegan:connect(function() InvokeServer("Button1Click", {Down = true}) end) InputCheckClone.InputMonitor.InputEnded:connect(function() InvokeServer("Button1Click", {Down = false}) end) InputCheckClone.Parent = PlayerGui end end end function Unequipped() ToolEquipped = false if InputCheckClone and InputCheckClone.Parent then InputCheckClone:Destroy() end for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end for i, v in pairs(LocalObjects) do if v.Object then v.Object.LocalTransparencyModifier = 0 end end for i, v in pairs({PreventJump, ObjectLocalTransparencyModifier}) do if v then v:disconnect() end end Animations = {} LocalObjects = {} end function InvokeServer(mode, value) local ServerReturn pcall(function() ServerReturn = ServerControl:InvokeServer(mode, value) end) return ServerReturn end function OnClientInvoke(mode, value) if not ToolEquipped or not CheckIfAlive() or not mode then return end if mode == "PlayAnimation" and value then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MouseData" then return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target} elseif mode == "DisableJump" then DisableJump(value) elseif mode == "SetLocalTransparencyModifier" and value then pcall(function() local ObjectFound = false for i, v in pairs(LocalObjects) do if v == value then ObjectFound = true end end if not ObjectFound then table.insert(LocalObjects, value) if ObjectLocalTransparencyModifier then ObjectLocalTransparencyModifier:disconnect() end ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function() local Camera = game:GetService("Workspace").CurrentCamera for i, v in pairs(LocalObjects) do if v.Object and v.Object.Parent then local CurrentTransparency = v.Object.LocalTransparencyModifier local ViewDistance = (Camera.CoordinateFrame.p - Head.Position).Magnitude if ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then if ((v.Distance and ViewDistance <= v.Distance) or not v.Distance) then v.Object.LocalTransparencyModifier = v.Transparency else v.Object.LocalTransparencyModifier = 0 end end else table.remove(LocalObjects, i) end end end) end end) end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; v1.__index = v1; v1.CameraShakeState = { FadingIn = 0, FadingOut = 1, Sustained = 2, Inactive = 3 }; local l__Vector3_new__1 = Vector3.new; function v1.new(p1, p2, p3, p4) if p3 == nil then p3 = 0; end; if p4 == nil then p4 = 0; end; assert(type(p1) == "number", "Magnitude must be a number"); assert(type(p2) == "number", "Roughness must be a number"); assert(type(p3) == "number", "FadeInTime must be a number"); assert(type(p4) == "number", "FadeOutTime must be a number"); local v2 = { Magnitude = p1, Roughness = p2, PositionInfluence = l__Vector3_new__1(), RotationInfluence = l__Vector3_new__1(), DeleteOnInactive = true, roughMod = 1, magnMod = 1, fadeOutDuration = p4, fadeInDuration = p3, sustain = p3 > 0 }; local v3 if p3 > 0 then v3 = 0; else v3 = 1; end; v2.currentFadeTime = v3; v2.tick = Random.new():NextNumber(-100, 100); v2._camShakeInstance = true; return setmetatable(v2, v1); end; local l__math_noise__2 = math.noise; function v1.UpdateShake(p5, p6) local l__tick__4 = p5.tick; local v5 = p5.currentFadeTime; if p5.fadeInDuration > 0 and p5.sustain then if v5 < 1 then v5 = v5 + p6 / p5.fadeInDuration; elseif p5.fadeOutDuration > 0 then p5.sustain = false; end; end; if not p5.sustain then v5 = v5 - p6 / p5.fadeOutDuration; end; if p5.sustain then p5.tick = l__tick__4 + p6 * p5.Roughness * p5.roughMod; else p5.tick = l__tick__4 + p6 * p5.Roughness * p5.roughMod * v5; end; p5.currentFadeTime = v5; return l__Vector3_new__1(l__math_noise__2(l__tick__4, 0) * 0.5, l__math_noise__2(0, l__tick__4) * 0.5, l__math_noise__2(l__tick__4, l__tick__4) * 0.5) * p5.Magnitude * p5.magnMod * v5; end; function v1.StartFadeOut(p7, p8) if p8 == 0 then p7.currentFadeTime = 0; end; p7.fadeOutDuration = p8; p7.fadeInDuration = 0; p7.sustain = false; end; function v1.StartFadeIn(p9, p10) if p10 == 0 then p9.currentFadeTime = 1; end; p9.fadeInDuration = p10 or p9.fadeInDuration; p9.fadeOutDuration = 0; p9.sustain = true; end; function v1.GetScaleRoughness(p11) return p11.roughMod; end; function v1.SetScaleRoughness(p12, p13) p12.roughMod = p13; end; function v1.GetScaleMagnitude(p14) return p14.magnMod; end; function v1.SetScaleMagnitude(p15, p16) p15.magnMod = p16; end; function v1.GetNormalizedFadeTime(p17) return p17.currentFadeTime; end; function v1.IsShaking(p18) local v6 = true; if not (p18.currentFadeTime > 0) then v6 = p18.sustain; end; return v6; end; function v1.IsFadingOut(p19) return not p19.sustain and p19.currentFadeTime > 0; end; function v1.IsFadingIn(p20) local v7 = false; if p20.currentFadeTime < 1 then v7 = p20.sustain and p20.fadeInDuration > 0; end; return v7; end; function v1.GetState(p21) if p21:IsFadingIn() then return v1.CameraShakeState.FadingIn; end; if p21:IsFadingOut() then return v1.CameraShakeState.FadingOut; end; if p21:IsShaking() then return v1.CameraShakeState.Sustained; end; return v1.CameraShakeState.Inactive; end; return v1;
--- Add a task to clean up -- @usage -- Maid[key] = (function) Adds a task to perform -- Maid[key] = (event connection) Manages an event connection -- Maid[key] = (Maid) Maids can act as an event connection, allowing a Maid to have other maids to clean up. -- Maid[key] = (Object) Maids can cleanup objects with a `Destroy` method -- Maid[key] = nil Removes a named task. If the task is an event, it is disconnected. If it is an object, -- it is destroyed.
function Maid:__newindex(index, newTask) if (Maid[index] ~= nil) then error(("'%s' is reserved"):format(tostring(index)), 2) end local tasks = self._tasks local oldTask = tasks[index] tasks[index] = newTask if (oldTask) then if (type(oldTask) == "function") then oldTask() elseif (typeof(oldTask) == "RBXScriptConnection") then oldTask:Disconnect() elseif (oldTask.Destroy) then oldTask:Destroy() elseif (Promise.Is(oldTask)) then oldTask:Cancel() end end end
--// Recoil Settings
gunrecoil = -0.75; -- How much the gun recoils backwards when not aiming camrecoil = 0.26; -- How much the camera flicks when not aiming AimGunRecoil = -0.75; -- How much the gun recoils backwards when aiming AimCamRecoil = 0.23; -- How much the camera flicks when aiming CamShake = 8; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING AimCamShake = 6; -- THIS IS ALSO NEW!!!! Kickback = 10.2; -- Upward gun rotation when not aiming AimKickback = 9.11; -- Upward gun rotation when aiming
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) -- play the animation if animName == "walk" then currentAnimTrack:Play(nil,nil,2) else currentAnimTrack:Play(transitionTime) end currentAnim = animName -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end
--Do not change anything besides the lines mentioned below.
model = script.Parent.Parent--Indicates that the script interacts with the model the button is grouped with. messageText = "Regen"--If you want a message to appear upon pressing, type it here. message = Instance.new("Message") message.Text = messageText backup = model:clone() enabled = true function regenerate() message.Parent = game.Workspace model:remove() wait(2)--Change this number to display the regen message as long as you want in seconds. model = backup:clone() model.Parent = game.Workspace model:makeJoints() message.Parent = nil script.Disabled = true script.Parent.BrickColor = BrickColor.new(69) wait(10)--Change this number to change the time in between regenerations via the button, in seconds.. script.Parent.BrickColor = BrickColor.new(197) script.Disabled = false end function onHit(hit) if (hit.Parent:FindFirstChild("Humanoid") ~= nil) and enabled then regenerate() end end script.Parent.Touched:connect(onHit)
--unfreeze the character
for i = 1, #iceParts do local C = iceParts[i]:GetChildren() for ii = 1,#C do if C[ii].className == "Weld" then C[ii]:Destroy() end end local dir = (iceParts[i].Position-iceParts[i].CFrame.p+Vector3.new(0, 1, 0)).unit iceParts[i].Velocity = (dir+Vector3.new(math.random()-.5, 1, math.random()-.5))*20 iceParts[i].RotVelocity = (dir+Vector3.new(math.random()-.5, math.random()-.5, math.random()-.5))*10 local force = Instance.new("BodyForce") force.Force = dir * 50 * iceParts[i]:GetMass() force.Parent = iceParts[i] delay(.25, function() force:Destroy() end) end for i = 1, #iceParts2 do local C = iceParts2[i]:GetChildren() for ii = 1,#C do if C[ii].className == "Weld" then C[ii]:Destroy() end end local dir = (iceParts2[i].Position-iceParts2[i].CFrame.p+Vector3.new(0, 1, 0)).unit iceParts2[i].Velocity = (dir+Vector3.new(math.random()-.5, 1, math.random()-.5))*20 iceParts2[i].RotVelocity = (dir+Vector3.new(math.random()-.5, math.random()-.5, math.random()-.5))*10 local force = Instance.new("BodyForce") force.Force = dir * 50 * iceParts2[i]:GetMass() force.Parent = iceParts2[i] delay(.25, function() force:Destroy() end) end EnableMove() IceShatter = Instance.new("Sound") IceShatter.Name = "IceShatter" IceShatter.SoundId = "rbxassetid://"..shatterSounds[math.random(1,#shatterSounds)] IceShatter.Parent = Head IceShatter.PlaybackSpeed = 1 IceShatter.Volume = 1.5 game.Debris:AddItem(IceShatter, 10) delay(0, function() IceShatter:Play() end) IceShatter.Ended:connect(function() if script then script:Destroy() end end)
-- Version 3 -- Last updated: 31/07/2020
local Module = {} DebugEnabled = false Debris = game:GetService("Debris") function Module.FracturePart(PartToFracture) local BreakingPointAttachment = PartToFracture:FindFirstChild("BreakingPoint") -- Settings local Configuration = PartToFracture:FindFirstChild("Configuration") local DebrisDespawn = false local DebrisDespawnDelay = 0 local WeldDebris = false local AnchorDebris = false if DebugEnabled then local DebugPart = Instance.new("Part") DebugPart.Shape = "Ball" DebugPart.CanCollide = false DebugPart.Anchored = true DebugPart.Size = Vector3.new(0.5, 0.5, 0.5) DebugPart.Color = Color3.fromRGB(255, 0, 0) DebugPart.Position = BreakingPointAttachment.WorldPosition DebugPart.Parent = workspace end local BreakSound = PartToFracture:FindFirstChild("BreakSound") if BreakSound then local SoundPart = Instance.new("Part") SoundPart.Size = Vector3.new(0.2, 0.2, 0.2) SoundPart.Position = PartToFracture.Position SoundPart.Name = "TemporarySoundEmitter" SoundPart.Anchored = true SoundPart.CanCollide = false SoundPart.Transparency = 1 local Sound = BreakSound:Clone() Sound.Parent = SoundPart SoundPart.Parent = workspace Sound:Play() Debris:AddItem(SoundPart, Sound.PlaybackSpeed) end if Configuration then DebrisDespawn = Configuration.DebrisDespawn.Value DebrisDespawnDelay = Configuration.DebrisDespawnDelay.Value WeldDebris = Configuration.WeldDebris.Value AnchorDebris = Configuration.AnchorDebris.Value else warn("The 'Configuration' is not a valid member of " .. PartToFracture.Name .. ". Please insert a 'Configuration' with the following values; 'DebrisDespawn' (bool), 'WeldDebris' (bool), 'DebrisDespawnDelay' (number/int)") end if not BreakingPointAttachment then warn("The 'BreakingPoint' attachment is not a valid member of " .. PartToFracture.Name .. ". Please insert an attachment named 'BreakingPoint'") end local BreakingPointY = BreakingPointAttachment.Position.Y local BreakingPointZ = BreakingPointAttachment.Position.Z local ShardBottomLeft = Instance.new("WedgePart") local ShardBottomRight = Instance.new("WedgePart") local ShardTopLeft = Instance.new("WedgePart") local ShardTopRight = Instance.new("WedgePart") local BreakSound = PartToFracture:FindFirstChild("BreakSound") -- Bottom Left ShardBottomLeft.Material = PartToFracture.Material ShardBottomLeft.Color = PartToFracture.Color ShardBottomLeft.CanCollide = false ShardBottomLeft.Transparency = PartToFracture.Transparency ShardBottomLeft.Size = PartToFracture.Size - Vector3.new(0, (PartToFracture.Size.Y / 2) - BreakingPointY, (PartToFracture.Size.Z / 2) + BreakingPointZ) local OldSizeY = ShardBottomLeft.Size.Y local OldSizeZ = ShardBottomLeft.Size.Z ShardBottomLeft.CFrame = PartToFracture.CFrame * CFrame.new(0, BreakingPointY - (ShardBottomLeft.Size.Y / 2), BreakingPointZ + (ShardBottomLeft.Size.Z / 2)) ShardBottomLeft.CFrame = ShardBottomLeft.CFrame * CFrame.Angles(math.rad(90), 0, 0) ShardBottomLeft.Size = Vector3.new(ShardBottomLeft.Size.X, OldSizeZ, OldSizeY) local ShardBottomLeft2 = ShardBottomLeft:Clone() ShardBottomLeft2.CFrame = ShardBottomLeft2.CFrame * CFrame.Angles(math.rad(180), 0, 0) -- Bottom Right ShardBottomRight.Material = PartToFracture.Material ShardBottomRight.Color = PartToFracture.Color ShardBottomLeft.CanCollide = false ShardBottomRight.Transparency = PartToFracture.Transparency ShardBottomRight.Size = PartToFracture.Size - Vector3.new(0, (PartToFracture.Size.Y / 2) + BreakingPointY, (PartToFracture.Size.Z / 2) + BreakingPointZ) ShardBottomRight.CFrame = PartToFracture.CFrame * CFrame.new(0, BreakingPointY + (ShardBottomRight.Size.Y / 2), BreakingPointZ + (ShardBottomRight.Size.Z / 2)) local ShardBottomRight2 = ShardBottomRight:Clone() ShardBottomRight2.CFrame = ShardBottomRight2.CFrame * CFrame.Angles(math.rad(180), 0, 0) -- Top Left ShardTopLeft.Material = PartToFracture.Material ShardTopLeft.Color = PartToFracture.Color ShardBottomLeft.CanCollide = false ShardTopLeft.Transparency = PartToFracture.Transparency ShardTopLeft.Size = PartToFracture.Size - Vector3.new(0, (PartToFracture.Size.Y / 2) + BreakingPointY, (PartToFracture.Size.Z / 2) - BreakingPointZ) local OldSizeY = ShardTopLeft.Size.Y local OldSizeZ = ShardTopLeft.Size.Z ShardTopLeft.CFrame = PartToFracture.CFrame * CFrame.new(0, BreakingPointY + (ShardTopLeft.Size.Y / 2), BreakingPointZ - (ShardTopLeft.Size.Z / 2)) ShardTopLeft.CFrame = ShardTopLeft.CFrame * CFrame.Angles(math.rad(90), 0, 0) ShardTopLeft.Size = Vector3.new(ShardTopLeft.Size.X, OldSizeZ, OldSizeY) local ShardTopLeft2 = ShardTopLeft:Clone() ShardTopLeft2.CFrame = ShardTopLeft2.CFrame * CFrame.Angles(math.rad(180), 0, 0) -- Top Right ShardTopRight.Material = PartToFracture.Material ShardTopRight.Color = PartToFracture.Color ShardBottomLeft.CanCollide = false ShardTopRight.Transparency = PartToFracture.Transparency ShardTopRight.Size = PartToFracture.Size - Vector3.new(0, (PartToFracture.Size.Y / 2) - BreakingPointY, (PartToFracture.Size.Z / 2) - BreakingPointZ) ShardTopRight.CFrame = PartToFracture.CFrame * CFrame.new(0, BreakingPointY - (ShardTopRight.Size.Y / 2), BreakingPointZ - (ShardTopRight.Size.Z / 2)) local ShardTopRight2 = ShardTopRight:Clone() ShardTopRight2.CFrame = ShardTopRight2.CFrame * CFrame.Angles(math.rad(180), 0, 0) local ShardDictionary = {ShardBottomLeft, ShardBottomLeft2, ShardBottomRight, ShardBottomRight2, ShardTopLeft, ShardTopLeft2, ShardTopRight, ShardTopRight2} local FirstShard = nil for Index, Shard in ipairs(ShardDictionary) do if not FirstShard then FirstShard = Shard end Shard.Anchored = AnchorDebris if not AnchorDebris then Shard.Velocity = PartToFracture.Velocity Shard.RotVelocity = PartToFracture.RotVelocity end if WeldDebris and FirstShard then local Weld = Instance.new("WeldConstraint") Weld.Name = "ShardWeld" Weld.Part0 = FirstShard Weld.Part1 = Shard Weld.Parent = Shard end Shard.Name = "Shard" Shard.Parent = PartToFracture.Parent if DebrisDespawn then Debris:AddItem(Shard, DebrisDespawnDelay) end end PartToFracture:Destroy() end return Module
--[[ Creates a (perfectly centered) host part for particles. Pretty tight use-case. Returns (part, attachment). Functions.CreateParticleHost( CFrame/Vector3 <-- |REQ| As stated ) --]]
return function(pos) --- Create host part for particles local part = Instance.new("Part") part.Anchored = true part.CanCollide = false part.Transparency = 1 part.Material = Enum.Material.SmoothPlastic part.CastShadow = false part.Size = Vector3.new() part.CFrame = typeof(pos) == "Vector3" and CFrame.new(pos) or pos part.Name = "host" --- Create attachment to center particles on point local attachment = Instance.new("Attachment") attachment.Parent = part --- Parent part.Parent = game.Workspace.TG_w9YYRt8Eb1AkGy -- return part, attachment end
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["Picomatch"]["Picomatch"]) return Package
---------------------------------------------------------------| ------// SETTINGS //-------------------------------------------| ---------------------------------------------------------------|
local FireRate = 600 local LimbsDamage = {52,54} local TorsoDamage = {70,86} local HeadDamage = {140,145} local FallOfDamage = 1 local BulletPenetration = 75 local RegularWalkspeed = 12 local SearchingWalkspeed = 8 local ShootingWalkspeed = 4 local Spread = 6 local MinDistance = 100 local MaxInc = 16 local Mode = 2 local Tracer = true local TracerColor = Color3.fromRGB(255,255,255) local BulletFlare = false local BulletFlareColor = Color3.fromRGB(255,255,255)
-- How many times per second the gun can fire
local FireRate = .4
--[[Chassis Spawning]]
-- local fWheel = bike.FrontSection.Wheel local rWheel = bike.RearSection.Wheel
--[[ TODO: Double tap directional key to run ]]
--[=[ Unpacks the observables value if a table is received @param observable Observable<{T}> @return Observable<T> ]=]
function Rx.unpacked(observable) assert(Observable.isObservable(observable), "Bad observable") return Observable.new(function(sub) return observable:Subscribe(function(value) if type(value) == "table" then sub:Fire(unpack(value)) else warn(("[Rx.unpacked] - Observable didn't return a table got type %q") :format(type(value))) end end, sub:GetFailComplete()) end) end
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTransMode = Enum.KeyCode.M , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
--//Setup//--
local WindLines = require(script.WindLines) local WindShake = require(script.WindShake) local WindSpeed = 20 local WindShakeSettings = { WindPower = 0.75, WindSpeed = WindSpeed, WindDirection = Vector3.new(5, 0, 5) } local WindLinesSettings = { WindDirection = Vector3.new(5, 0, 5), WindSpeed = WindSpeed, LifeTime = 9, SpawnRate = 15 } local ShakableObjects = { "Leaf", "Leaves", "Bush" }
--------------------------------------------------------------------
if setupmode == "Manual" then if soundplugin == "StockSound" then mouse.KeyDown:connect(function(key) if key == camkey and enabled == false then enabled = true local sound = car.DriveSeat.Rev local effect = script.soundeffect:Clone() effect.Name = "soundeffectCop" effect.Parent = sound elseif key == camkey and enabled == true then enabled = false local sound = car.DriveSeat.Rev sound.soundeffectCop:Destroy() end end) car.DriveSeat.ChildRemoved:Connect(function(child) if child.Name == "SeatWeld" then local sound = car.DriveSeat.Rev sound.soundeffectCop:Destroy() end end) elseif soundplugin == "SoundSuite" then mouse.KeyDown:connect(function(key) if key == camkey and enabled == false then enabled = true local descendants = car.Body.Exh:GetDescendants() for index, descendant in pairs(descendants) do if descendant:IsA("Sound") then local effect = script.soundeffect:Clone() effect.Name = "soundeffectCop" effect.Parent = descendant end end elseif key == camkey and enabled == true then enabled = false local descendants = car.Body.Exh:GetDescendants() for index, descendant in pairs(descendants) do if descendant:IsA("Sound") then descendant.soundeffectCop:Destroy() end end end end) car.DriveSeat.ChildRemoved:Connect(function(child) if child.Name == "SeatWeld" then local descendants = car.Body.Exh:GetDescendants() for index, descendant in pairs(descendants) do if descendant:IsA("Sound") then descendant.soundeffectCop:Destroy() end end end end) elseif soundplugin == "1.5 Sound" then mouse.KeyDown:connect(function(key) if key == camkey and enabled == false then enabled = true local descendants = car.Body.Engine:GetDescendants() for index, descendant in pairs(descendants) do if descendant:IsA("Sound") then local effect = script.soundeffect:Clone() effect.Name = "soundeffectCop" effect.Parent = descendant end end local descendants = car.Body.Exhaust:GetDescendants() for index, descendant in pairs(descendants) do if descendant:IsA("Sound") then local effect = script.soundeffect:Clone() effect.Name = "soundeffectCop" effect.Parent = descendant end end elseif key == camkey and enabled == true then enabled = false local descendants = car.Body.Engine:GetDescendants() for index, descendant in pairs(descendants) do if descendant:IsA("Sound") then descendant.soundeffectCop:Destroy() end end local descendants = car.Body.Exhaust:GetDescendants() for index, descendant in pairs(descendants) do if descendant:IsA("Sound") then descendant.soundeffectCop:Destroy() end end end car.DriveSeat.ChildRemoved:Connect(function(child) if child.Name == "SeatWeld" then local descendants = car.Body.Engine:GetDescendants() for index, descendant in pairs(descendants) do if descendant:IsA("Sound") then descendant.soundeffectCop:Destroy() end end local descendants = car.Body.Exhaust:GetDescendants() for index, descendant in pairs(descendants) do if descendant:IsA("Sound") then descendant.soundeffectCop:Destroy() end end end end) end) end
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false} function configureAnimationSet(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:Disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {} local allowCustomAnimations = true local AllowDisableCustomAnimsUserFlag = false local success, msg = pcall(function() AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2") end) if (AllowDisableCustomAnimsUserFlag) then local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end) if not success then allowCustomAnimations = true end end -- check for config values local config = script:FindFirstChild(name) if (allowCustomAnimations and config ~= nil) then table.insert(animTable[name].connections, config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight idx = idx + 1 end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
--activeBullets, rPly, realHitObj, bulletId, fallOff
function BulletServerModule.validateClientBulletHit(activeBullets, rPly, realHitObj, bulletId, fallOff, waitTime) if not activeBullets or not rPly or not realHitObj or not bulletId or not fallOff then return end if not string.find(bulletId, tostring(rPly.UserId)) then return end local bulletObj = activeBullets[bulletId] local startTime = tick() while not bulletObj and tick() - startTime <= 0.5 do bulletObj = activeBullets[bulletId] task.wait(waitTime or 0.05) end if not bulletObj then return end --This player has above 500 ms most likely, so we can ignore them local serverDir = (realHitObj.Position - bulletObj.ORIGIN).unit if bulletObj.DIRECTION:Dot(serverDir) < 0.5 then return end return true end return BulletServerModule
---- Services ----
local ReplicatedStorage = game:GetService("ReplicatedStorage")