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-- Decompiled with the Synapse X Luau decompiler.
while true do wait(); local l__LocalPlayer__1 = game.Players.LocalPlayer; local l__Human__2 = l__LocalPlayer__1.Character:WaitForChild("Human"); local l__Infected__3 = l__LocalPlayer__1.Character:WaitForChild("Infected"); local l__Day__4 = l__LocalPlayer__1.PlayerGui:FindFirstChild("Day"); local l__Night__5 = l__LocalPlayer__1.PlayerGui:FindFirstChild("Night"); if l__Human__2.Value == true and game.Workspace.Events.event.Value == false then game.Lighting.FogStart = 10; game.Lighting.FogEnd = 120; game.Lighting.FogColor = Color3.new(0, 0, 0); game.Lighting.TimeOfDay = "00:00"; elseif l__Infected__3.Value == true and game.Workspace.Events.event.Value == false then game.Lighting.FogStart = 10; game.Lighting.FogEnd = 300; game.Lighting.FogColor = Color3.new(0, 0, 0); game.Lighting.TimeOfDay = "00:00"; elseif game.Workspace.Events.event.Value == true and l__Human__2.Value == true then game.Lighting.FogStart = 10; game.Lighting.FogEnd = 35; game.Lighting.FogColor = Color3.new(0, 0, 0); game.Lighting.TimeOfDay = "00:00"; elseif game.Workspace.Events.event.Value == true and l__Infected__3.Value == true then game.Lighting.FogStart = 10; game.Lighting.FogEnd = 80; game.Lighting.FogColor = Color3.new(0, 0, 0); game.Lighting.TimeOfDay = "00:00"; end; end;
-- WorldSize + ScreenSize -> Depth needed
function ScreenSpace.GetDepthForWidth(screenWidth, worldWidth) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(Workspace.CurrentCamera.FieldOfView)/2) local wfactor = aspectRatio*hfactor local sx, sy = ScreenSpace.ViewSizeX(), ScreenSpace.ViewSizeY() -- return -(sx * worldWidth) / (screenWidth * 2 * wfactor) end function ScreenSpace.GetDepthForHeight(screenHeight, worldHeight) local hfactor = math.tan(math.rad(Workspace.CurrentCamera.FieldOfView)/2) local sy = ScreenSpace.ViewSizeY() -- return -(sy * worldHeight) / (screenHeight * 2 * hfactor) end
-- Public Constructors
function GJK.new(SetA, SetB, CentroidA, CentroidB, SupportA, SupportB) local self = setmetatable({}, GJK) self.SetA = SetA self.SetB = SetB self.CentroidA = CentroidA self.CentroidB = CentroidB self.SupportA = SupportA self.SupportB = SupportB return self end
-- @Description Retrieve a random element from a table, %Random is an optional Random Object. -- @Arg1 Table -- @Arg2 Random
function Basic.GetTableRandom(Tbl, rng) if type(Tbl) ~= "table" then return Tbl end local Rng = rng or System.Random if Tbl.Min and Tbl.Max then return Rng:NextNumber(Tbl.Min, Tbl.Max) end local Array = Basic.TableToArray(Tbl) return Array[Rng:NextInteger(1, #Array)] end
--[[local camera = workspace.Camera local player = game.Players.LocalPlayer repeat wait() until player.Character local character = player.Character local humanoid = character:WaitForChild("Humanoid") game:GetService("RunService").RenderStepped:Connect(function() local rx, ry, rz = camera.CFrame:ToOrientation() ry = math.rad( math.clamp(math.deg(ry), -60, 60) ) if humanoid.Sit == true then camera.CFrame = camera.CFrame:Lerp(CFrame.new(character.PrimaryPart.Position) * CFrame.Angles(0, ry, 0) * -- limited Y rotation CFrame.Angles(rx, 0, rz), 0.3) -- retain X and Z rotation end end)]]
-- local camera = workspace.Camera local player = game.Players.LocalPlayer repeat wait() until player.Character local character = player.Character local humanoid = character:WaitForChild("Humanoid") game:GetService("RunService").RenderStepped:Connect(function() local rx, ry, rz = camera.CFrame:ToOrientation() ry = math.rad( math.clamp(math.deg(ry), -60, 60) ) if humanoid.Sit == true then camera.CFrame = camera.CFrame:Lerp(CFrame.new(character.PrimaryPart.Position) * CFrame.Angles(0, ry, 0) * CFrame.Angles(rx, 0, rz), 0.3) -- limited Y rotation end end)
-- if math.floor(v) < 75 then -- carSeat.Parent.Body.MP.Sound.RollOffMode = "LinearSquare" -- else -- carSeat.Parent.Body.MP.Sound.RollOffMode = "Inverse" -- end
end F.volumeup = function(VolUp) carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + 1 scg.Radio.VOLMENU.VolumeText.Text = "VOLUME: "..carSeat.Parent.Body.MP.Sound.Volume end local m = 0 F.IMode = function() if m == 0 then scg.Weather.Visible = false scg.Blank.Visible = true scg.Radio.Visible = false m = 1 elseif m == 1 then scg.Weather.Visible = true scg.Blank.Visible = false scg.Radio.Visible = false m = 2 else scg.Weather.Visible = false scg.Blank.Visible = false scg.Radio.Visible = true m = 0 end end F.updateSong = function(Song) carSeat.Parent.Body.MP.Sound:Stop() wait() carSeat.Parent.Body.MP.Sound.SoundId = "rbxassetid://"..Song wait() carSeat.Parent.Body.MP.Sound:Play() end F.lg = function(n) carSeat.Parent.Body.MP.Sound.ES.HighGain = n end F.mg = function(n) carSeat.Parent.Body.MP.Sound.ES.HighGain = n end F.hg = function(n) carSeat.Parent.Body.MP.Sound.ES.HighGain = n end F.eq = function(n) carSeat.Parent.Body.MP.Sound.ES.Enabled = n end F.updateVolume = function(Vol) carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + Vol scg.Radio.VOLMENU.VolumeText.Text = "VOLUME: "..carSeat.Parent.Body.MP.Sound.Volume end
-- Directions of movement for each handle's dragged face
local AxisMultipliers = { [Enum.NormalId.Top] = Vector3.new(0, 1, 0); [Enum.NormalId.Bottom] = Vector3.new(0, -1, 0); [Enum.NormalId.Front] = Vector3.new(0, 0, -1); [Enum.NormalId.Back] = Vector3.new(0, 0, 1); [Enum.NormalId.Left] = Vector3.new(-1, 0, 0); [Enum.NormalId.Right] = Vector3.new(1, 0, 0); } function HandleDragging.new(Tool) local self = { Tool = Tool; -- Handle state IsHandleDragging = false; Handles = nil; -- Selection state InitialExtentsSize = nil; InitialExtentsCFrame = nil; InitialState = nil; InitialFocusCFrame = nil; } return setmetatable(self, HandleDragging) end function HandleDragging:AttachHandles(Part, Autofocus) -- Creates and attaches handles to `Part`, and optionally automatically attaches to the focused part -- Enable autofocus if requested and not already on if Autofocus and not self.Tool.Maid.AutofocusHandle then self.Tool.Maid.AutofocusHandle = Selection.FocusChanged:Connect(function () self:AttachHandles(Selection.Focus, true) end) -- Disable autofocus if not requested and on elseif not Autofocus and self.Tool.Maid.AutofocusHandle then self.Tool.Maid.AutofocusHandle = nil end -- Just attach and show the handles if they already exist if self.Handles then self.Handles:BlacklistObstacle(BoundingBox.GetBoundingBox()) self.Handles:SetAdornee(Part) return end local AreaPermissions local function OnHandleDragStart() -- Prepare for moving parts when the handle is clicked -- Prevent selection Core.Targeting.CancelSelecting() -- Indicate dragging via handles self.IsHandleDragging = true -- Freeze bounding box extents while dragging if BoundingBox.GetBoundingBox() then local InitialExtentsSize, InitialExtentsCFrame = BoundingBox.CalculateExtents(Selection.Parts, BoundingBox.StaticExtents) self.InitialExtentsSize = InitialExtentsSize self.InitialExtentsCFrame = InitialExtentsCFrame BoundingBox.PauseMonitoring() end -- Stop parts from moving, and capture the initial state of the parts local InitialPartStates, InitialModelStates, InitialFocusCFrame = self.Tool:PrepareSelectionForDragging() self.InitialPartStates = InitialPartStates self.InitialModelStates = InitialModelStates self.InitialFocusCFrame = InitialFocusCFrame -- Track the change self.Tool:TrackChange() -- Cache area permissions information if Core.Mode == 'Tool' then AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player) end end local function OnHandleDrag(Face, Distance) -- Update parts when the handles are moved -- Only drag if handle is enabled if not self.IsHandleDragging then return end -- Calculate the increment-aligned drag distance Distance = MoveUtil.GetIncrementMultiple(Distance, self.Tool.Increment) -- Move the parts along the selected axes by the calculated distance self.Tool:MovePartsAlongAxesByFace(Face, Distance, self.InitialPartStates, self.InitialModelStates, self.InitialFocusCFrame) -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then local Part, InitialPartState = next(self.InitialPartStates) Part.CFrame = InitialPartState.CFrame MoveUtil.TranslatePartsRelativeToPart(Part, self.InitialPartStates, self.InitialModelStates) Distance = 0 end -- Signal out change in dragged distance self.Tool.DragChanged:Fire(Distance) -- Update bounding box if enabled in global axes movements if self.Tool.Axes == 'Global' and BoundingBox.GetBoundingBox() then BoundingBox.GetBoundingBox().CFrame = self.InitialExtentsCFrame + (AxisMultipliers[Face] * Distance) end end local function OnHandleDragEnd() if not self.IsHandleDragging then return end -- Disable dragging self.IsHandleDragging = false -- Make joints, restore original anchor and collision states for Part, State in pairs(self.InitialPartStates) do Part:MakeJoints() Core.RestoreJoints(State.Joints) Part.CanCollide = State.CanCollide Part.Anchored = State.Anchored end -- Register change self.Tool:RegisterChange() -- Resume bounding box updates BoundingBox.RecalculateStaticExtents() BoundingBox.ResumeMonitoring() end -- Create the handles local Handles = require(Libraries:WaitForChild 'Handles') self.Handles = Handles.new({ Color = self.Tool.Color.Color, Parent = Core.UIContainer, Adornee = Part, ObstacleBlacklist = { BoundingBox.GetBoundingBox() }, OnDragStart = OnHandleDragStart, OnDrag = OnHandleDrag, OnDragEnd = OnHandleDragEnd }) end function HandleDragging:HideHandles() -- Hides the resizing handles -- Make sure handles exist and are visible if not self.Handles then return end -- Hide the handles self.Handles = self.Handles:Destroy() -- Disable handle autofocus self.Tool.Maid.AutofocusHandle = nil end return HandleDragging
--while true do -- wait(0.5) -- script.Parent.Parent.Name=script.Parent.Owner.Value .. "'s Ship" --end
seat.ChildAdded:connect(onChildAdded)
--[=[ Constructs a new Observable ```lua local function observeAllChildren(parent) return Observable.new(function(sub) local maid = Maid.new() for _, item in pairs(parent:GetChildren()) do sub:Fire(item) end maid:GiveTask(parent.ChildAdded:Connect(function(child) sub:Fire(child) end)) return maid end) end -- Prints out all current children, and whenever a new -- child is added to workspace local maid = Maid.new() maid:GiveTask(observeAllChildren(workspace):Subscribe(print)) ``` @param onSubscribe (subscription: Subscription<T>) -> MaidTask @return Observable<T> ]=]
function Observable.new(onSubscribe) assert(type(onSubscribe) == "function", "Bad onSubscribe") return setmetatable({ _source = ENABLE_STACK_TRACING and debug.traceback() or ""; _onSubscribe = onSubscribe; }, Observable) end
--[[** ensures value is an enum of the correct type @param enum The enum to check @returns A function that will return true iff the condition is passed **--]]
function t.enum(enum) assert(t.Enum(enum)) return function(value) local enumItemSuccess = t.EnumItem(value) if not enumItemSuccess then return false end if value.EnumType == enum then return true else return false end end end do local checkWrap = t.tuple(t.callback, t.callback)
-- << Functions >> --
UserInputService.MouseIconEnabled = true function lerp(a, b, c) return a + (b - a) * c end bobbing = game:GetService("RunService").RenderStepped:Connect(function(deltaTime) deltaTime = deltaTime * 60 if Humanoid.Health <= 0 then bobbing:Disconnect() return end local rootMagnitude = Humanoid.RootPart and Vector3.new(Humanoid.RootPart.Velocity.X, 0, Humanoid.RootPart.Velocity.Z).Magnitude or 0 local calcRootMagnitude = math.min(rootMagnitude, 50) if deltaTime > 3 then func1 = 0 func2 = 0 else func1 = lerp(func1, math.cos(tick() * 0.5 * math.random(10, 15)) * (math.random(5, 20) / 200) * deltaTime, 0.05 * deltaTime) func2 = lerp(func2, math.cos(tick() * 0.5 * math.random(5, 10)) * (math.random(2, 10) / 200) * deltaTime, 0.05 * deltaTime) end Camera.CFrame = Camera.CFrame * (CFrame.fromEulerAnglesXYZ(0, 0, math.rad(func3)) * CFrame.fromEulerAnglesXYZ(math.rad(func4 * deltaTime), math.rad(val * deltaTime), val2) * CFrame.Angles(0, 0, math.rad(func4 * deltaTime * (calcRootMagnitude / 5))) * CFrame.fromEulerAnglesXYZ(math.rad(func1), math.rad(func2), math.rad(func2 * 10))) val2 = math.clamp(lerp(val2, -Camera.CFrame:VectorToObjectSpace((Humanoid.RootPart and Humanoid.RootPart.Velocity or Vector3.new()) / math.max(Humanoid.WalkSpeed, 0.01)).X * 0.08, 0.1 * deltaTime), -0.35, 0.2) func3 = lerp(func3, math.clamp(UserInputService:GetMouseDelta().X, -5, 5), 0.25 * deltaTime) func4 = lerp(func4, math.sin(tick() * int) / 5 * math.min(1, int2 / 10), 0.25 * deltaTime) if rootMagnitude > 1 then val = lerp(val, math.cos(tick() * 0.5 * math.floor(int)) * (int / 200), 0.25 * deltaTime) else val = lerp(val, 0, 0.05 * deltaTime) end if rootMagnitude > 12 then int = 20 int2 = 18 elseif rootMagnitude > 0.1 then int = 12 int2 = 14 else int2 = 0 end Player.CameraMaxZoomDistance = 0.5 Player.CameraMinZoomDistance = 0.5 vect3 = lerp(vect3, Camera.CFrame.LookVector, 0.125 * deltaTime) end)
-- Any arguments passed into Tree:run() can be received after the first parameter, obj -- Example: Tree:run(deltaTime) - > task:start(obj,deltaTime)
function task:start(obj) --[[ (optional) this function is called directly before the run method is called. It allows you to setup things before starting to run Beware: if task is resumed after calling running(), start is not called. --]] end function task:finish(obj) --[[ (optional) this function is called directly after the run method is completed with either success() or fail(). It allows you to clean up things, after you run the task. --]] end function task:run(obj) --[[ This is the meat of your task. The run method does everything you want it to do. Finish it with one of these method calls: success() - The task did run successfully fail() - The task did fail running() - The task is still running and will be called directly from parent node --]] --obj:print("Run Enemy Sequence") local Type = obj.Model.HostileType.Value local TypeFolder = game.ServerScriptService.Source.HostileNPCs.NPCs.HostileTypes:FindFirstChild(Type) if TypeFolder then local treeType = TypeFolder[Node].Value local tree = TreeCreator:Create(obj,treeType..Node) tree:run() end self:success(); return end return task;
-- Rapid Flash Rates -- 120 flashes/min -> wait(.25) (Canadian protected turns) -- 150 flashes/min -> wait(.2) (Canadian protected turns)
FlashRate = script.Parent.Parent.Configuration.BasicSettings.FlashRate.Value RapidFlashRate = script.Parent.Parent.Configuration.BasicSettings.FlashRate.RapidFlashRate.Value RapidFlashRateCheck = script.Parent.Parent.Configuration.BasicSettings.FlashRate.EnableRapidFlashRate.Value while true do script.Parent.Value = true wait(FlashRate) script.Parent.Value = false if RapidFlashRateCheck == true then wait(RapidFlashRate) elseif RapidFlashRateCheck == false then wait(FlashRate) end end
-- Event binding
Players.PlayerAdded:connect(OnPlayerAdded) Players.PlayerRemoving:connect(OnPlayerRemoving) return PlayerManager
--[[Engine]]
-- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Horsepower = 270 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 5800 Tune.Redline = 6500 Tune.EqPoint = 5250 Tune.PeakSharpness = 3.5 Tune.CurveMult = 0.02 Tune.InclineComp = 1.2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Turbo Settings Tune.Aspiration = "Single" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger ]] Tune.Boost = 6 --Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 45 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 4.6 --The compression ratio (look it up) --Misc Tune.RevAccel = 220 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 450 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
--------------| SYSTEM SETTINGS |--------------
Prefix = ";"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 9161622880; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 1; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 0; ["Admin"] = 0; ["Settings"] = 0; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["HeadAdmin"] = 0; ["Admin"] = 0; ["Mod"] = 0; ["VIP"] = 0; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; RankRequiredToViewIcon = 1; WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = false; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; };
--
local Triangle = {} Triangle.__index = Triangle function Triangle.new(parent) local self = setmetatable({}, Triangle) self.a = nil self.b = nil self.c = nil self.Beam = BEAM:Clone() self.Attachment0 = ATTACHMENT:Clone() self.Attachment1 = ATTACHMENT:Clone() self.Parent = nil self.Beam.Attachment0 = self.Attachment0 self.Beam.Attachment1 = self.Attachment1 self:SetParent(parent) return self end
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Lightblue",Paint) end)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Mauve",Paint) end)
-- copied from `expect` - should be shared
export type ExpectationResult = { pass: boolean, message: () -> string, } return {}
--//Shifting//-
if key == "k" then carSeat.DriveSeat.Idle.Volume = .5 carSeat.DriveSeat.Idle.MaxDistance = 250 carSeat.DriveSeat.Idle.EmitterSize = 5 carSeat.DriveSeat.Rev.Volume = .5 carSeat.DriveSeat.Rev.MaxDistance = 250 carSeat.DriveSeat.Rev.EmitterSize = 5 carSeat.DriveSeat.Rev2.Volume = .4 carSeat.DriveSeat.Rev2.MaxDistance = 250 carSeat.DriveSeat.Rev2.EmitterSize = 5 carSeat.DriveSeat.Rev3.Volume = .5 carSeat.DriveSeat.Rev3.MaxDistance = 250 carSeat.DriveSeat.Rev3.EmitterSize = 5 carSeat.DriveSeat.Start2.Volume = .5 carSeat.DriveSeat.Start2.MaxDistance = 250 carSeat.DriveSeat.Start2.EmitterSize = 5 carSeat.Body.RipEars.Rev.Volume = 2 carSeat.Body.RipEars.Rev.MaxDistance = 250 carSeat.Body.RipEars.Rev.EmitterSize = 5 elseif key == "l" then carSeat.DriveSeat.Idle.Volume = 5.5 carSeat.DriveSeat.Idle.MaxDistance = 450 carSeat.DriveSeat.Rev.Volume = 1 carSeat.DriveSeat.Rev.MaxDistance = 450 carSeat.DriveSeat.Rev2.Volume = 0.8 carSeat.DriveSeat.Rev2.MaxDistance = 450 carSeat.DriveSeat.Rev3.Volume = 1 carSeat.DriveSeat.Rev3.MaxDistance = 450 carSeat.DriveSeat.Start2.Volume = 8.5 carSeat.DriveSeat.Start2.MaxDistance = 450 carSeat.Body.RipEars.Rev.Volume = 10 carSeat.Body.RipEars.Rev.MaxDistance = 450 carSeat.Body.RipEars.Rev.EmitterSize = 10 end end)
--// F key, Horn
mouse.KeyDown:connect(function(key) if key=="f" then veh.Lightbar.middle.Airhorn:Play() end end)
--[[ TODO: Delete @param int amount ]]
function Cell:SetNeighbours(amount) self.Neighbours = amount self.Label.Text = amount end
--Made by Stickmasterluke
sp = script.Parent speedboost = 1 --100% speed bonus speedforsmoke = math.huge --smoke apears when character running >= 10 studs/second. local tooltag = script:WaitForChild("ToolTag",2) if tooltag~=nil then local tool=tooltag.Value local h=sp:FindFirstChild("Humanoid") if h~=nil then h.WalkSpeed=16+16*speedboost local hrp = sp:FindFirstChild("HumanoidRootPart") if hrp ~= nil then smokepart=Instance.new("Part") smokepart.FormFactor="Custom" smokepart.Size=Vector3.new(0,0,0) smokepart.TopSurface="Smooth" smokepart.BottomSurface="Smooth" smokepart.CanCollide=false smokepart.Transparency=1 local weld=Instance.new("Weld") weld.Name="SmokePartWeld" weld.Part0 = hrp weld.Part1=smokepart weld.C0=CFrame.new(0,-3.5,0)*CFrame.Angles(math.pi/4,0,0) weld.Parent=smokepart smokepart.Parent=sp smoke=Instance.new("Smoke") smoke.Enabled = hrp.Velocity.magnitude>speedforsmoke smoke.RiseVelocity=2 smoke.Opacity=0 smoke.Size=0 smoke.Parent=smokepart h.Running:connect(function(speed) if smoke and smoke~=nil then smoke.Enabled=speed>speedforsmoke end end) end end while tool~=nil and tool.Parent==sp and h~=nil do sp.ChildRemoved:wait() end local h=sp:FindFirstChild("Humanoid") if h~=nil then h.WalkSpeed=16 end end if smokepart~=nil then smokepart:Destroy() end script:Destroy()
--[[Steering]]
Tune.SteerInner = 34 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 34 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .06 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .06 -- Steering increment per tick (in degrees) Tune.SteerDecay = 330 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Mint",Paint) end)
-- Get player control module
function GuiController:_getPlayerControls() if not self._playerControls then pcall(function() self._playerControls = require(self.player.PlayerScripts.PlayerModule):GetControls() end) end return self._playerControls end
-- May return NaN or inf or -inf
local function findAngleBetweenXZVectors(vec2, vec1) -- This is a way of finding the angle between the two vectors: return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z) end
--// Use the below table to define "pre-set" command aliases --// Command aliases; Format: {[":alias <arg1> <arg2> ..."] = ":command <arg1> <arg2> ..."}
settings.Aliases = { [":examplealias <player> <fireColor>"] = ":ff <player> | :fling <player> | :fire <player> <fireColor>" --// Order arguments appear in alias string determines their required order in the command message when ran later }; settings.Banned = {} -- List of people banned from the game Format: {"Username"; "Username:UserId"; UserId; "Group:GroupId:GroupRank"; "Group:GroupId"; "Item:ItemID"; "GamePass:GamePassID";} settings.Muted = {} -- List of people muted (cannot send chat messages) Format: {"Username"; "Username:UserId"; UserId; "Group:GroupId:GroupRank"; "Group:GroupId"; "Item:ItemID"; "GamePass:GamePassID";} settings.Blacklist = {} -- List of people banned from running commands Format: {"Username"; "Username:UserId"; UserId; "Group:GroupId:GroupRank"; "Group:GroupId"; "Item:ItemID"; "GamePass:GamePassID";} settings.Whitelist = {} -- People who can join if whitelist enabled Format: {"Username"; "Username:UserId"; UserId; "Group:GroupId:GroupRank"; "Group:GroupId"; "Item:ItemID"; "GamePass:GamePassID";} settings.MusicList = {} -- List of songs to appear in the :musiclist Format: {{Name = "somesong", ID = 1234567}, {Name = "anotherone", ID = 1243562}} settings.CapeList = {} -- List of capes Format: {{Name = "somecape", Material = "Fabric", Color = "Bright yellow", ID = 12345567, Reflectance = 1}; {etc more stuff here}} settings.InsertList = {} -- List of models to appear in the :insertlist and can be inserted using ':insert <name>' Format: {{Name = "somemodel", ID = 1234567}; {Name = "anotherone", ID = 1243562}} settings.OnStartup = {} -- List of commands ran at server start Format: {":notif TestNotif"} settings.OnJoin = {} -- List of commands ran as player on join (ignores adminlevel) Format: {":cmds"} settings.OnSpawn = {} -- List off commands ran as player on spawn (ignores adminlevel) Format: {"!fire Really red",":ff me"} settings.SaveAdmins = true -- If true anyone you :admin or :headadmin in-game will save settings.LoadAdminsFromDS = true -- If false, any admins saved in your DataStores will not load settings.WhitelistEnabled = false -- If true enables the whitelist/server lock; Only lets admins & whitelisted users join settings.Prefix = ":" -- The : in :kill me settings.PlayerPrefix = "!" -- The ! in !donate; Mainly used for commands that any player can run; Do not make it the same as settings.Prefix settings.SpecialPrefix = "" -- Used for things like "all", "me" and "others" (If changed to ! you would do :kill !me) settings.SplitKey = " " -- The space in :kill me (eg if you change it to / :kill me would be :kill/me) settings.BatchKey = "|" -- :kill me | :ff bob | :explode scel settings.ConsoleKeyCode = "Quote" -- Keybind to open the console; Rebindable per player in userpanel; KeyCodes: https://developer.roblox.com/en-us/api-reference/enum/KeyCode
--// Requst
local CameraModule = require(rp.Shared['Camera'])
--[[ Runs the given TestPlan and returns a TestResults object representing the results of the run. ]]
function TestRunner.runPlan(plan) local session = TestSession.new(plan) local lifecycleHooks = LifecycleHooks.new() local exclusiveNodes = plan:findNodes(function(node) return node.modifier == TestEnum.NodeModifier.Focus end) session.hasFocusNodes = #exclusiveNodes > 0 TestRunner.runPlanNode(session, plan, lifecycleHooks) return session:finalize() end
--[[Transmission]]
Tune.TransModes = {"Auto"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--Loop For Making Rays For The Bullet's Trajectory
for i = 1, 30 do local thisOffset = offset + Vector3.new(0, yOffset*(i-1), 0) local travelRay = Ray.new(point1,thisOffset) local hit, position = workspace:FindPartOnRay(travelRay, parts.Parent) local distance = (position - point1).magnitude round.Size = Vector3.new(1, distance, 1) round.CFrame = CFrame.new(position, point1) * CFrame.new(0, 0, -distance/2) * CFrame.Angles(math.rad(90),0,0) round.Parent = workspace point1 = point1 + thisOffset if hit then round:remove() local e = Instance.new("Explosion") e.BlastRadius = 4 e.ExplosionType = "NoCraters" e.BlastPressure = 1 e.Position = position e.Parent = workspace local players = game.Players:getChildren() for i = 1, #players do if players[i].TeamColor ~= script.Parent.Parent.Tank.Value then --if he's not an ally character = players[i].Character if character then torso = character:findFirstChild'Torso' if torso then torsoPos = torso.Position origPos = round.Position local ray = Ray.new(origPos, torsoPos-origPos) local hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray,ignoreList) if hit then if hit.Parent == character then human = hit.Parent:findFirstChild("Humanoid") if human then distance = (position-origPos).magnitude
-- SAVE --
function API:SavePlayerBoothText(TargetId, Text) rawset(BoothText, TargetId, Text) end function API:SavePlayerSingText(TargetId, Text) rawset(SingText, TargetId, Text) end function API:SavePlayerBooth(TargetId, Id) rawset(CurrentBooth, TargetId, Id) end
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 8 local lunge_damage = 12 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.2) swordOut() wait(.2) force.Parent = nil wait(.4) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 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 t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--// Connections
L_1_.Equipped:connect(function() local L_39_ = L_3_:FindFirstChild('Torso') local L_40_ = L_3_:FindFirstChild('Head') local L_41_ = L_3_:FindFirstChild('HumanoidRootPart') L_14_ = Instance.new("Motor6D", L_39_) L_14_.Parent = L_39_ L_14_.Name = "Clone" L_14_.Part0 = L_41_ L_14_.Part1 = L_40_ L_14_.C0 = L_39_:WaitForChild("Neck").C0 L_14_.C1 = L_39_:WaitForChild("Neck").C1
-- Settings
local Universal = true local BulletType = "Universal" local Infinite = true local Stored = script.Stored if not Infinite then script.Parent.ObjectText = BulletType.." | "..Stored.Value else script.Parent.ObjectText = BulletType end
-- Local Functions
local function toggleNonTutorialGui(isEnabled) local PlayerGui = player.PlayerGui for _, child in ipairs(PlayerGui:GetChildren()) do if child:IsA("GuiObject") and child.Name ~= "Tutorial" then child.Enabled = isEnabled end end end local function startTutorial() toggleNonTutorialGui(false) Panels.Visible = true Panel1.Visible = true Panel2.Visible = false end local function nextPanel(input, gameProcessed) if Panel1.Visible == true then Panel1.Visible = false Panel2.Visible = true NextButton.ButtonLabel.Text = "GOT IT" elseif Panel2.Visible == true then Panel2.Visible = false -- Disable tutorial Panels.Visible = false -- Enable other gui toggleNonTutorialGui(true) if not IS_MOBILE then -- Show and tween arrow over move button until player earns -- 10 points Arrow.Visible = true local arrowThread = coroutine.create( function() local goal = totalPoints.Value + 10 local startPos = Arrow.Position repeat Arrow:TweenPosition(UDim2.new(startPos.X.Scale, 0, startPos.Y.Scale, -20), Enum.EasingDirection.In, Enum.EasingStyle.Quad, 1, true) wait(1) Arrow:TweenPosition(UDim2.new(startPos.X.Scale, 0, startPos.Y.Scale, 0), Enum.EasingDirection.In, Enum.EasingStyle.Quad, 1, true) wait(1) until totalPoints.Value >= goal Arrow.Visible = false end) coroutine.resume(arrowThread) end end end
--// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name --// Be sure to update the console gui's code if you change stuff
return function(data, env) if env then setfenv(1, env) end local Title,Message = data.Title,data.Message if not Title or not Message then return end local gTable = data.gTable local baseClip = script.Parent.Parent.BaseClip local messageTemplate = baseClip.Frame local messageClone = messageTemplate messageClone.Size = UDim2.new(1,0,0,baseClip.AbsoluteSize.Y) messageClone.Position = UDim2.new(0,0,-1,0) messageClone.Parent = baseClip messageClone.Visible = true local closeButton = messageClone:WaitForChild('TextButton') local Top = messageClone:WaitForChild('Top') local Body = messageClone:WaitForChild('Body') local topTitle = Top:WaitForChild('Title') local bodyText = Body:WaitForChild('To Name Later') local Left = Top:WaitForChild('Left') local tim = data.Time topTitle.Text = Title bodyText.Text = Message local bodyBounds_Y = bodyText.TextBounds.Y if bodyBounds_Y < 30 then bodyBounds_Y = 30 else bodyBounds_Y = bodyBounds_Y + 15 end local titleSize_Y = Top.Size.Y.Offset messageClone.Size = UDim2.new(1,0,0,bodyBounds_Y+titleSize_Y) local function Resize() local toDisconnect local Success, Message = pcall(function() toDisconnect = gTable.BindEvent(baseClip.Changed, function(Prop) if Prop == "AbsoluteSize" then messageClone.Size = UDim2.new(1,0,0,baseClip.AbsoluteSize.Y) local bodyBounds_Y = bodyText.TextBounds.Y if bodyBounds_Y < 30 then bodyBounds_Y = 30 else bodyBounds_Y = bodyBounds_Y + 15 end local titleSize_Y = Top.Size.Y.Offset messageClone.Size = UDim2.new(1,0,0,bodyBounds_Y+titleSize_Y) if messageClone ~= nil and messageClone.Parent == baseClip then messageClone:TweenPosition(UDim2.new(0,0,0.5,-messageClone.Size.Y.Offset/2),'Out','Quint',0.5,true) else if toDisconnect then toDisconnect:Disconnect() end return end end end) end) if Message and toDisconnect then toDisconnect:Disconnect() return end end gTable.CustomDestroy = function() gTable.CustomDestroy = nil gTable.ClearEvents() pcall(function() messageClone:TweenPosition(UDim2.new(0,0,1,0),'Out','Quint',0.3,true,function(Done) if Done == Enum.TweenStatus.Completed and messageClone then messageClone:Destroy() elseif Done == Enum.TweenStatus.Canceled and messageClone then messageClone:Destroy() end end) wait(0.3) end) return gTable.Destroy() end gTable:Ready() messageClone:TweenPosition(UDim2.new(0,0,0.5,-messageClone.Size.Y.Offset/2),'Out','Quint',0.5,true,function(Status) if Status == Enum.TweenStatus.Completed then Resize() end end) gTable.BindEvent(closeButton.MouseButton1Click, function() pcall(function() messageClone:TweenPosition(UDim2.new(0,0,1,0),'Out','Quint',0.3,true,function(Done) if Done == Enum.TweenStatus.Completed and messageClone then messageClone:Destroy() gTable:Destroy() elseif Done == Enum.TweenStatus.Canceled and messageClone then messageClone:Destroy() gTable:Destroy() end end) end) end) local waitTime = tim or (#bodyText.Text*0.1)+1 local Position_1,Position_2 = string.find(waitTime,"%p") if Position_1 and Position_2 then local followingNumbers = tonumber(string.sub(waitTime,Position_1)) if followingNumbers >= 0.5 then waitTime = tonumber(string.sub(waitTime,1,Position_1))+1 else waitTime = tonumber(string.sub(waitTime,1,Position_1)) end end --[[if waitTime > 15 then waitTime = 15 elseif waitTime <= 1 then waitTime = 2 end]]-- Left.Text = `{waitTime}.00` for i=waitTime,1,-1 do if not Left then break end Left.Text = `{i}.00` wait(1) end Left.Text = "Closing.." wait(0.3) if messageClone then pcall(function() messageClone:TweenPosition(UDim2.new(0,0,1,0),'Out','Quint',0.3,true,function(Done) if Done == Enum.TweenStatus.Completed and messageClone then messageClone:Destroy() gTable:Destroy() elseif Done == Enum.TweenStatus.Canceled and messageClone then messageClone:Destroy() gTable:Destroy() end end) end) end end
-- Decompiled with the Synapse X Luau decompiler.
local l__Players__1 = game:GetService("Players"); local l__ReplicatedStorage__2 = game:GetService("ReplicatedStorage"); local l__Chat__3 = game:GetService("Chat"); local l__TextService__4 = game:GetService("TextService"); local v5 = l__Players__1.LocalPlayer; while v5 == nil do l__Players__1.ChildAdded:wait(); v5 = l__Players__1.LocalPlayer; end; local l__PlayerGui__6 = v5:WaitForChild("PlayerGui"); local v7, v8 = pcall(function() return UserSettings():IsUserFeatureEnabled("UserShouldLocalizeGameChatBubble"); end); local v9, v10 = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFixBubbleChatText"); end); local v11, v12 = pcall(function() return UserSettings():IsUserFeatureEnabled("UserRoactBubbleChatBeta"); end); local v13, v14 = pcall(function() return UserSettings():IsUserFeatureEnabled("UserPreventOldBubbleChatOverlap"); end); local v15 = 128 - utf8.len(utf8.nfcnormalize("...")) - 1; local v16 = Instance.new("ScreenGui"); v16.Name = "BubbleChat"; v16.ResetOnSpawn = false; v16.Parent = l__PlayerGui__6; local function u1() local v17 = { data = {} }; local v18 = Instance.new("BindableEvent"); v17.Emptied = v18.Event; function v17.Size(p1) return #v17.data; end; function v17.Empty(p2) return v17:Size() <= 0; end; function v17.PopFront(p3) table.remove(v17.data, 1); if v17:Empty() then v18:Fire(); end; end; function v17.Front(p4) return v17.data[1]; end; function v17.Get(p5, p6) return v17.data[p6]; end; function v17.PushBack(p7, p8) table.insert(v17.data, p8); end; function v17.GetData(p9) return v17.data; end; return v17; end; local function u2(p10, p11, p12) local v19 = { ComputeBubbleLifetime = function(p13, p14, p15) if p15 then return 8 + 7 * math.min(utf8.len(utf8.nfcnormalize(p14)) / 75, 1); end; return 12 + 8 * math.min(utf8.len(utf8.nfcnormalize(p14)) / 75, 1); end, Origin = nil, RenderBubble = nil, Message = p10 }; v19.BubbleDieDelay = v19:ComputeBubbleLifetime(p10, p12); v19.BubbleColor = p11; v19.IsLocalPlayer = p12; return v19; end; local u3 = { WHITE = "dub", BLUE = "blu", GREEN = "gre", RED = "red" }; function createChatBubbleMain(p16, p17) local v20 = Instance.new("ImageLabel"); v20.Name = "ChatBubble"; v20.ScaleType = Enum.ScaleType.Slice; v20.SliceCenter = p17; v20.Image = "rbxasset://textures/" .. tostring(p16) .. ".png"; v20.BackgroundTransparency = 1; v20.BorderSizePixel = 0; v20.Size = UDim2.new(1, 0, 1, 0); v20.Position = UDim2.new(0, 0, 0, 0); return v20; end; function createChatBubbleTail(p18, p19) local v21 = Instance.new("ImageLabel"); v21.Name = "ChatBubbleTail"; v21.Image = "rbxasset://textures/ui/dialog_tail.png"; v21.BackgroundTransparency = 1; v21.BorderSizePixel = 0; v21.Position = p18; v21.Size = p19; return v21; end; function createChatBubbleWithTail(p20, p21, p22, p23) local v22 = createChatBubbleMain(p20, p23); createChatBubbleTail(p21, p22).Parent = v22; return v22; end; function createScaledChatBubbleWithTail(p24, p25, p26, p27) local v23 = createChatBubbleMain(p24, p27); local v24 = Instance.new("Frame"); v24.Name = "ChatBubbleTailFrame"; v24.BackgroundTransparency = 1; v24.SizeConstraint = Enum.SizeConstraint.RelativeXX; v24.Position = UDim2.new(0.5, 0, 1, 0); v24.Size = UDim2.new(p25, 0, p25, 0); v24.Parent = v23; createChatBubbleTail(p26, UDim2.new(1, 0, 0.5, 0)).Parent = v24; return v23; end; function createChatImposter(p28, p29, p30) local v25 = Instance.new("ImageLabel"); v25.Name = "DialogPlaceholder"; v25.Image = "rbxasset://textures/" .. tostring(p28) .. ".png"; v25.BackgroundTransparency = 1; v25.BorderSizePixel = 0; v25.Position = UDim2.new(0, 0, -1.25, 0); v25.Size = UDim2.new(1, 0, 1, 0); local v26 = Instance.new("ImageLabel"); v26.Name = "DotDotDot"; v26.Image = "rbxasset://textures/" .. tostring(p29) .. ".png"; v26.BackgroundTransparency = 1; v26.BorderSizePixel = 0; v26.Position = UDim2.new(0.001, 0, p30, 0); v26.Size = UDim2.new(1, 0, 0.7, 0); v26.Parent = v25; return v25; end; local u4 = { ChatBubble = {}, ChatBubbleWithTail = {}, ScalingChatBubbleWithTail = {}, CharacterSortedMsg = (function() local v27 = { data = {} }; local u5 = 0; function v27.Size(p31) return u5; end; function v27.Erase(p32, p33) if v27.data[p33] then u5 = u5 - 1; end; v27.data[p33] = nil; end; function v27.Set(p34, p35, p36) v27.data[p35] = p36; if p36 then u5 = u5 + 1; end; end; function v27.Get(p37, p38) if not p38 then return; end; if not v27.data[p38] then v27.data[p38] = { Fifo = u1(), BillboardGui = nil }; local u6 = nil; u6 = v27.data[p38].Fifo.Emptied:connect(function() u6:disconnect(); v27:Erase(p38); end); end; return v27.data[p38]; end; function v27.GetData(p39) return v27.data; end; return v27; end)() }; local function v28(p40, p41, p42, p43, p44) u4.ChatBubble[p40] = createChatBubbleMain(p41, p44); if p43 then local v29 = -1; else v29 = 0; end; u4.ChatBubbleWithTail[p40] = createChatBubbleWithTail(p41, UDim2.new(0.5, -14, 1, v29), UDim2.new(0, 30, 0, 14), p44); if p43 then local v30 = -1; else v30 = 0; end; u4.ScalingChatBubbleWithTail[p40] = createScaledChatBubbleWithTail(p41, 0.5, UDim2.new(-0.5, 0, 0, v30), p44); end; v28(u3.WHITE, "ui/dialog_white", "ui/chatBubble_white_notify_bkg", false, Rect.new(5, 5, 15, 15)); v28(u3.BLUE, "ui/dialog_blue", "ui/chatBubble_blue_notify_bkg", true, Rect.new(7, 7, 33, 33)); v28(u3.RED, "ui/dialog_red", "ui/chatBubble_red_notify_bkg", true, Rect.new(7, 7, 33, 33)); v28(u3.GREEN, "ui/dialog_green", "ui/chatBubble_green_notify_bkg", true, Rect.new(7, 7, 33, 33)); function u4.SanitizeChatLine(p45, p46) if not (v15 < utf8.len(utf8.nfcnormalize(p46))) then return p46; end; return string.sub(p46, 1, utf8.offset(p46, v15 + utf8.len(utf8.nfcnormalize("...")) + 1) - 1); end; local function u7(p47) local v31 = Instance.new("BillboardGui"); v31.Adornee = p47; v31.Size = UDim2.new(0, 400, 0, 250); v31.StudsOffset = Vector3.new(0, 1.5, 2); v31.Parent = v16; local v32 = Instance.new("Frame"); v32.Name = "BillboardFrame"; v32.Size = UDim2.new(1, 0, 1, 0); v32.Position = UDim2.new(0, 0, -0.5, 0); v32.BackgroundTransparency = 1; v32.Parent = v31; local u8 = nil; u8 = v32.ChildRemoved:connect(function() if #v32:GetChildren() <= 1 then u8:disconnect(); v31:Destroy(); end; end); u4:CreateSmallTalkBubble(u3.WHITE).Parent = v32; return v31; end; function u4.CreateBillboardGuiHelper(p48, p49, p50) if p49 and not u4.CharacterSortedMsg:Get(p49).BillboardGui then if not p50 and p49:IsA("BasePart") then u4.CharacterSortedMsg:Get(p49).BillboardGui = u7(p49); return; end; if p49:IsA("Model") then local l__Head__33 = p49:FindFirstChild("Head"); if l__Head__33 and l__Head__33:IsA("BasePart") then u4.CharacterSortedMsg:Get(p49).BillboardGui = u7(l__Head__33); end; end; end; end; function u4.SetBillboardLODNear(p51, p52) local l__Adornee__34 = p52.Adornee; if l__Adornee__34 and l__Players__1.LocalPlayer.Character then local v35 = l__Adornee__34:IsDescendantOf(l__Players__1.LocalPlayer.Character); else v35 = nil; end; p52.Size = UDim2.new(0, 400, 0, 250); if v35 then local v36 = 1.5; else v36 = 2.5; end; if v35 then local v37 = 2; else v37 = 0.1; end; p52.StudsOffset = Vector3.new(0, v36, v37); p52.Enabled = true; local v38 = p52.BillboardFrame:GetChildren(); for v39 = 1, #v38 do v38[v39].Visible = true; end; p52.BillboardFrame.SmallTalkBubble.Visible = false; end; function u4.SetBillboardLODDistant(p53, p54) local l__Adornee__40 = p54.Adornee; if l__Adornee__40 and l__Players__1.LocalPlayer.Character then local v41 = l__Adornee__40:IsDescendantOf(l__Players__1.LocalPlayer.Character); else v41 = nil; end; p54.Size = UDim2.new(4, 0, 3, 0); if v41 then local v42 = 2; else v42 = 0.1; end; p54.StudsOffset = Vector3.new(0, 3, v42); p54.Enabled = true; local v43 = p54.BillboardFrame:GetChildren(); for v44 = 1, #v43 do v43[v44].Visible = false; end; p54.BillboardFrame.SmallTalkBubble.Visible = true; end; function u4.SetBillboardLODVeryFar(p55, p56) p56.Enabled = false; end; function u4.SetBillboardGuiLOD(p57, p58, p59) if not p59 then return; end; if p59:IsA("Model") then local l__Head__45 = p59:FindFirstChild("Head"); if not l__Head__45 then p59 = p59.PrimaryPart; else p59 = l__Head__45; end; end; if not p59 then local v46 = 100000; else v46 = (p59.Position - game.Workspace.CurrentCamera.CoordinateFrame.Position).magnitude; end; if v46 < 65 then u4:SetBillboardLODNear(p58); return; end; if v46 >= 65 and v46 < 100 then u4:SetBillboardLODDistant(p58); return; end; u4:SetBillboardLODVeryFar(p58); end; function u4.CameraCFrameChanged(p60) for v47, v48 in pairs(u4.CharacterSortedMsg:GetData()) do local l__BillboardGui__49 = v48.BillboardGui; if l__BillboardGui__49 then u4:SetBillboardGuiLOD(l__BillboardGui__49, v47); end; end; end; local u9 = v9 or v10; local l__Enum_Font_SourceSans__10 = Enum.Font.SourceSans; local l__Enum_FontSize_Size24__11 = Enum.FontSize.Size24; function u4.CreateBubbleText(p61, p62, p63) local v50 = Instance.new("TextLabel"); v50.Name = "BubbleText"; v50.BackgroundTransparency = 1; if u9 then v50.Size = UDim2.fromScale(1, 1); else v50.Position = UDim2.new(0, 15, 0, 0); v50.Size = UDim2.new(1, -30, 1, 0); end; v50.Font = l__Enum_Font_SourceSans__10; v50.ClipsDescendants = true; v50.TextWrapped = true; v50.FontSize = l__Enum_FontSize_Size24__11; v50.Text = p62; v50.Visible = false; v50.AutoLocalize = p63; if u9 then local v51 = Instance.new("UIPadding"); v51.PaddingTop = UDim.new(0, 12); v51.PaddingRight = UDim.new(0, 12); v51.PaddingBottom = UDim.new(0, 12); v51.PaddingLeft = UDim.new(0, 12); v51.Parent = v50; end; return v50; end; function u4.CreateSmallTalkBubble(p64, p65) local v52 = u4.ScalingChatBubbleWithTail[p65]:Clone(); v52.Name = "SmallTalkBubble"; v52.AnchorPoint = Vector2.new(0, 0.5); v52.Position = UDim2.new(0, 0, 0.5, 0); v52.Visible = false; local v53 = u4:CreateBubbleText("..."); v53.TextScaled = true; v53.TextWrapped = false; v53.Visible = true; v53.Parent = v52; return v52; end; function u4.UpdateChatLinesForOrigin(p66, p67, p68) local l__Fifo__54 = u4.CharacterSortedMsg:Get(p67).Fifo; local v55 = l__Fifo__54:Size(); local v56 = l__Fifo__54:GetData(); if #v56 <= 1 then return; end; for v57 = #v56 - 1, 1, -1 do local l__RenderBubble__58 = v56[v57].RenderBubble; if not l__RenderBubble__58 then return; end; if v55 - v57 + 1 > 1 then local l__ChatBubbleTail__59 = l__RenderBubble__58:FindFirstChild("ChatBubbleTail"); if l__ChatBubbleTail__59 then l__ChatBubbleTail__59:Destroy(); end; local l__BubbleText__60 = l__RenderBubble__58:FindFirstChild("BubbleText"); if l__BubbleText__60 then l__BubbleText__60.TextTransparency = 0.5; end; end; l__RenderBubble__58:TweenPosition(UDim2.new(l__RenderBubble__58.Position.X.Scale, l__RenderBubble__58.Position.X.Offset, 1, p68 - l__RenderBubble__58.Size.Y.Offset - 14), Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true); p68 = p68 - l__RenderBubble__58.Size.Y.Offset - 14; end; end; function u4.DestroyBubble(p69, p70, p71) if not p70 then return; end; if p70:Empty() then return; end; local l__RenderBubble__61 = p70:Front().RenderBubble; if l__RenderBubble__61 then local u12 = l__RenderBubble__61; spawn(function() while p70:Front().RenderBubble ~= p71 do wait(); end; u12 = p70:Front().RenderBubble; local l__BubbleText__62 = u12:FindFirstChild("BubbleText"); local l__ChatBubbleTail__63 = u12:FindFirstChild("ChatBubbleTail"); while u12 and u12.ImageTransparency < 1 do local v64 = wait(); if u12 then local v65 = v64 * 1.5; u12.ImageTransparency = u12.ImageTransparency + v65; if l__BubbleText__62 then l__BubbleText__62.TextTransparency = l__BubbleText__62.TextTransparency + v65; end; if l__ChatBubbleTail__63 then l__ChatBubbleTail__63.ImageTransparency = l__ChatBubbleTail__63.ImageTransparency + v65; end; end; end; if u12 then u12:Destroy(); p70:PopFront(); end; end); return; end; p70:PopFront(); end; function u4.CreateChatLineRender(p72, p73, p74, p75, p76, p77) if not p73 then return; end; if not u4.CharacterSortedMsg:Get(p73).BillboardGui then u4:CreateBillboardGuiHelper(p73, p75); end; local l__BillboardGui__66 = u4.CharacterSortedMsg:Get(p73).BillboardGui; if l__BillboardGui__66 then local v67 = nil; local v68 = u4.ChatBubbleWithTail[p74.BubbleColor]:Clone(); v68.Visible = false; local v69 = u4:CreateBubbleText(p74.Message, p77); v69.Parent = v68; v68.Parent = l__BillboardGui__66.BillboardFrame; p74.RenderBubble = v68; local v70 = l__TextService__4:GetTextSize(v69.Text, 24, l__Enum_Font_SourceSans__10, Vector2.new(400, 250)); v67 = v70.Y / 24; if u9 then local v71 = math.ceil(v70.X + 24); local v72 = v67 * 34; v68.Size = UDim2.fromOffset(0, 0); v68.Position = UDim2.fromScale(0.5, 1); v68:TweenSizeAndPosition(UDim2.fromOffset(v71, v72), UDim2.new(0.5, -v71 / 2, 1, -v72), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true, function() v69.Visible = true; end); u4:SetBillboardGuiLOD(l__BillboardGui__66, p74.Origin); u4:UpdateChatLinesForOrigin(p74.Origin, -v72); else local v73 = math.max((v70.X + 30) / 400, 0.1); v68.Size = UDim2.new(0, 0, 0, 0); v68.Position = UDim2.new(0.5, 0, 1, 0); local v74 = v67 * 34; v68:TweenSizeAndPosition(UDim2.new(v73, 0, 0, v74), UDim2.new((1 - v73) / 2, 0, 1, -v74), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true, function() v69.Visible = true; end); u4:SetBillboardGuiLOD(l__BillboardGui__66, p74.Origin); u4:UpdateChatLinesForOrigin(p74.Origin, -v74); end; delay(p74.BubbleDieDelay, function() u4:DestroyBubble(p76, v68); end); end; end; function u4.OnPlayerChatMessage(p78, p79, p80, p81) if not u4:BubbleChatEnabled() then return; end; local l__LocalPlayer__75 = l__Players__1.LocalPlayer; local v76 = false; if l__LocalPlayer__75 ~= nil then v76 = p79 ~= l__LocalPlayer__75; end; local v77 = u2(u4:SanitizeChatLine(p80), u3.WHITE, not v76); if p79 then v77.User = p79.Name; v77.Origin = p79.Character; end; if p79 and v77.Origin then local l__Fifo__78 = u4.CharacterSortedMsg:Get(v77.Origin).Fifo; l__Fifo__78:PushBack(v77); u4:CreateChatLineRender(p79.Character, v77, true, l__Fifo__78, false); end; end; local u13 = v11 or v12; local u14 = v13 or v14; local u15 = v7 or v8; function u4.OnGameChatMessage(p82, p83, p84, p85) if u13 or u14 and l__Chat__3.BubbleChatEnabled then return; end; local l__LocalPlayer__79 = l__Players__1.LocalPlayer; local v80 = false; if l__LocalPlayer__79 ~= nil then v80 = l__LocalPlayer__79.Character ~= p83; end; local v81 = u3.WHITE; if p85 == Enum.ChatColor.Blue then v81 = u3.BLUE; elseif p85 == Enum.ChatColor.Green then v81 = u3.GREEN; elseif p85 == Enum.ChatColor.Red then v81 = u3.RED; end; local v82 = u2(u4:SanitizeChatLine(p84), v81, not v80); v82.Origin = p83; u4.CharacterSortedMsg:Get(v82.Origin).Fifo:PushBack(v82); if u15 then u4:CreateChatLineRender(p83, v82, false, u4.CharacterSortedMsg:Get(v82.Origin).Fifo, true); return; end; u4:CreateChatLineRender(p83, v82, false, u4.CharacterSortedMsg:Get(v82.Origin).Fifo, false); end; function u4.BubbleChatEnabled(p86) if u13 or u14 and l__Chat__3.BubbleChatEnabled then return false; end; local l__ClientChatModules__83 = l__Chat__3:FindFirstChild("ClientChatModules"); if l__ClientChatModules__83 then local l__ChatSettings__84 = l__ClientChatModules__83:FindFirstChild("ChatSettings"); if l__ChatSettings__84 then local v85 = require(l__ChatSettings__84); if v85.BubbleChatEnabled ~= nil then return v85.BubbleChatEnabled; end; end; end; return l__Players__1.BubbleChat; end; function u4.ShowOwnFilteredMessage(p87) local v86 = nil; local l__ClientChatModules__87 = l__Chat__3:FindFirstChild("ClientChatModules"); if l__ClientChatModules__87 then v86 = l__ClientChatModules__87:FindFirstChild("ChatSettings"); if not v86 then return false; end; else return false; end; return require(v86).ShowUserOwnFilteredMessage; end; function findPlayer(p88) local v88, v89, v90 = pairs(l__Players__1:GetPlayers()); while true do local v91, v92 = v88(v89, v90); if v91 then else break; end; v90 = v91; if v92.Name == p88 then return v92; end; end; end; l__Chat__3.Chatted:connect(function(p89, p90, p91) u4:OnGameChatMessage(p89, p90, p91); end); local v93 = nil; if game.Workspace.CurrentCamera then v93 = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):Connect(function(p92) u4:CameraCFrameChanged(); end); end; local u16 = v93; game.Workspace.Changed:Connect(function(p93) if p93 == "CurrentCamera" then if u16 then u16:disconnect(); end; if game.Workspace.CurrentCamera then u16 = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):Connect(function(p94) u4:CameraCFrameChanged(); end); end; end; end); local u17 = nil; function getAllowedMessageTypes() if u17 then return u17; end; local l__ClientChatModules__94 = l__Chat__3:FindFirstChild("ClientChatModules"); if l__ClientChatModules__94 then else return { "Message", "Whisper" }; end; local l__ChatSettings__95 = l__ClientChatModules__94:FindFirstChild("ChatSettings"); if l__ChatSettings__95 then local v96 = require(l__ChatSettings__95); if v96.BubbleChatMessageTypes then u17 = v96.BubbleChatMessageTypes; return u17; end; end; local l__ChatConstants__97 = l__ClientChatModules__94:FindFirstChild("ChatConstants"); if l__ChatConstants__97 then local v98 = require(l__ChatConstants__97); u17 = { v98.MessageTypeDefault, v98.MessageTypeWhisper }; end; return u17; end; function checkAllowedMessageType(p95) local v99 = getAllowedMessageTypes(); local v100 = #v99; local v101 = 1 - 1; while true do if v99[v101] == p95.MessageType then return true; end; if 0 <= 1 then if v101 < v100 then else break; end; elseif v100 < v101 then else break; end; v101 = v101 + 1; end; return false; end; local v102 = l__ReplicatedStorage__2:WaitForChild("DefaultChatSystemChatEvents"); local l__OnMessageDoneFiltering__103 = v102:WaitForChild("OnMessageDoneFiltering"); v102:WaitForChild("OnNewMessage").OnClientEvent:connect(function(p96, p97) if not checkAllowedMessageType(p96) then return; end; local v104 = findPlayer(p96.FromSpeaker); if not v104 then return; end; if (not p96.IsFiltered or p96.FromSpeaker == v5.Name) and (p96.FromSpeaker ~= v5.Name or u4:ShowOwnFilteredMessage()) then return; end; u4:OnPlayerChatMessage(v104, p96.Message, nil); end); l__OnMessageDoneFiltering__103.OnClientEvent:connect(function(p98, p99) if not checkAllowedMessageType(p98) then return; end; local v105 = findPlayer(p98.FromSpeaker); if not v105 then return; end; if p98.FromSpeaker == v5.Name and not u4:ShowOwnFilteredMessage() then return; end; u4:OnPlayerChatMessage(v105, p98.Message, nil); end);
--lights
local Red1 = script.Parent.Red1 local Red2 = script.Parent.Red2 local RL = script.Parent.RL local RR = script.Parent.RR local FL = script.Parent.FL local FR = script.Parent.FR local f1 = script.Parent.WhiteFront local f2 = script.Parent.WhiteFront2 local r1 = script.Parent.WhiteBack local r2 = script.Parent.WhiteBack2 local B1 = script.Parent.Brake local B2 = script.Parent.Brake2 local lgt = script.Parent.Lighting.Light function lightson() f1.Material = "Neon" f2.Material = "Neon" Red1.Material = "Neon" Red2.Material = "Neon" lgt.Enabled = true end function lightsoff() f1.Material = "SmoothPlastic" f2.Material = "SmoothPlastic" Red1.Material = "SmoothPlastic" Red2.Material = "SmoothPlastic" lgt.Enabled = false end function reverse() r1.Material = "Neon" r2.Material = "Neon" end function unreverse() r1.Material = "SmoothPlastic" r2.Material = "SmoothPlastic" end function brake() B1.Material = "Neon" B2.Material = "Neon" end function unbrake() B1.Material = "SmoothPlastic" B2.Material = "SmoothPlastic" end
-- Helper function for Determinant of 3x3
local function Det3x3(a,b,c,d,e,f,g,h,i) return (a*(e*i-f*h)-b*(d*i-f*g)+c*(d*h-e*g)) end
--[[Drivetrain]]
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD"
-- Define the text button and frames
local textButton = script.Parent local frame1 = script.Parent.Parent.Phone local comps = script.Parent.Parent.Components local apl = comps.cPhonePurchased local sud = script.Parent.Sound
--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)
--Make New Model For Rays If Enabled
if makeRays then m = Instance.new("Model") m.Name = "Rays" m.Parent = Workspace end
--Variables
local filteringFunction = game.ReplicatedStorage.FilteringFunction
-- HOW TO DO -- -- 1. Insert a ScreenGui then drag it into the StarterGui -- 2. Insert a Frame -- 3. Insert TextButton -- 4. Insert a Local Script inside the TextButton
-- Infinitely update the target position for the tank
currentElev = 0; currentRot = 0; while wait() do if (myMouse) then -- Position of mouse in world mousePoint = myMouse.Hit.p; -- Vector from tank to mouse point targetVector = (mousePoint - parts.GunBase.CFrame.p).unit; -- Determine where the gun should point targetRotations = determineNewDirections(targetVector); -- For each time we do all that math to determine the angle, we will smoothly rotate the gun towards it in 4 increments -- This means less lag (fewer calculations) but it's still smooth for i = 1, 4 do newRotations = getSmoothRotation(targetRotations); TFE:FireServer('RotateTurret',parts,currentElev, currentRot) wait(); end end end
--Small tip: You don't need to use actual Roblox Attachments below. You can also create "fake" ones as follows: --[[ local A1, A2 = {}, {} A1.WorldPosition, A1.WorldAxis = chosenPos1, chosenAxis1 A2.WorldPosition, A2.WorldAxis = chosenPos2, chosenAxis2 local NewBolt = LightningBolt.new(A1, A2, 40) --]]
function LightningBolt.new(Attachment0, Attachment1, PartCount) local self = setmetatable({}, LightningBolt) --Main (default) Properties-- --Bolt Appearance Properties-- self.Enabled = true --Hides bolt without destroying any parts when false self.Attachment0, self.Attachment1 = Attachment0, Attachment1 --Bolt originates from Attachment0 and ends at Attachment1 self.CurveSize0, self.CurveSize1 = 0, 0 --Works similarly to beams. See https://dk135eecbplh9.cloudfront.net/assets/blt160ad3fdeadd4ff2/BeamCurve1.png self.MinRadius, self.MaxRadius = 0, 2.4 --Governs the amplitude of fluctuations throughout the bolt self.Frequency = 1 --Governs the frequency of fluctuations throughout the bolt. Lower this to remove jittery-looking lightning self.AnimationSpeed = 7 --Governs how fast the bolt oscillates (i.e. how fast the fluctuating wave travels along bolt) self.Thickness = 1 --The thickness of the bolt self.MinThicknessMultiplier, self.MaxThicknessMultiplier = 0.2, 1 --Multiplies Thickness value by a fluctuating random value between MinThicknessMultiplier and MaxThicknessMultiplier along the Bolt --Bolt Kinetic Properties-- --Allows for fading in (or out) of the bolt with time. Can also create a "projectile" bolt --Recommend setting AnimationSpeed to 0 if used as projectile (for better aesthetics) --Works by passing a "wave" function which travels from left to right where the wave height represents opacity (opacity being 1 - Transparency) --See https://www.desmos.com/calculator/hg5h4fpfim to help customise the shape of the wave with the below properties self.MinTransparency, self.MaxTransparency = 0, 1 --See https://www.desmos.com/calculator/hg5h4fpfim self.PulseSpeed = 2 --Bolt arrives at Attachment1 1/PulseSpeed seconds later. See https://www.desmos.com/calculator/hg5h4fpfim self.PulseLength = 1000000 --See https://www.desmos.com/calculator/hg5h4fpfim self.FadeLength = 0.2 --See https://www.desmos.com/calculator/hg5h4fpfim self.ContractFrom = 0.5 --Parts shorten or grow once their Transparency exceeds this value. Set to a value above 1 to turn effect off. See https://imgur.com/OChA441 --Bolt Color Properties-- self.Color = Color3.new(1, 1, 1) --Can be a Color3 or ColorSequence self.ColorOffsetSpeed = 3 --Sets speed at which ColorSequence travels along Bolt -- self.Parts = {} --The BoltParts which make up the Bolt local a0, a1 = Attachment0, Attachment1 local parent = workspace.CurrentCamera local p0, p1, p2, p3 = a0.WorldPosition, a0.WorldPosition + a0.WorldAxis*self.CurveSize0, a1.WorldPosition - a1.WorldAxis*self.CurveSize1, a1.WorldPosition local PrevPoint, bezier0 = p0, p0 local MainBranchN = PartCount or 30 for i = 1, MainBranchN do local t1 = i/MainBranchN local bezier1 = CubicBezier(p0, p1, p2, p3, t1) local NextPoint = i ~= MainBranchN and (CFrame.lookAt(bezier0, bezier1)).Position or bezier1 local BPart = BoltPart:Clone() BPart.Size = Vector3.new((NextPoint - PrevPoint).Magnitude, 0, 0) BPart.CFrame = CFrame.lookAt(0.5*(PrevPoint + NextPoint), NextPoint)*xInverse BPart.Parent = parent BPart.Locked, BPart.CastShadow = true, false self.Parts[i] = BPart PrevPoint, bezier0 = NextPoint, bezier1 end self.PartsHidden = false self.DisabledTransparency = 1 self.StartT = clock() self.RanNum = math.random()*100 self.RefIndex = #ActiveBranches + 1 ActiveBranches[self.RefIndex] = self return self end function LightningBolt:Destroy() ActiveBranches[self.RefIndex] = nil for i = 1, #self.Parts do self.Parts[i]:Destroy() if i%100 == 0 then wait() end end self = nil end local offsetAngle = math.cos(math.rad(90)) game:GetService("RunService").Heartbeat:Connect(function () for _, ThisBranch in pairs(ActiveBranches) do if ThisBranch.Enabled == true then ThisBranch.PartsHidden = false local MinOpa, MaxOpa = 1 - ThisBranch.MaxTransparency, 1 - ThisBranch.MinTransparency local MinRadius, MaxRadius = ThisBranch.MinRadius, ThisBranch.MaxRadius local thickness = ThisBranch.Thickness local Parts = ThisBranch.Parts local PartsN = #Parts local RanNum = ThisBranch.RanNum local StartT = ThisBranch.StartT local spd = ThisBranch.AnimationSpeed local freq = ThisBranch.Frequency local MinThick, MaxThick = ThisBranch.MinThicknessMultiplier, ThisBranch.MaxThicknessMultiplier local a0, a1, CurveSize0, CurveSize1 = ThisBranch.Attachment0, ThisBranch.Attachment1, ThisBranch.CurveSize0, ThisBranch.CurveSize1 local p0, p1, p2, p3 = a0.WorldPosition, a0.WorldPosition + a0.WorldAxis*CurveSize0, a1.WorldPosition - a1.WorldAxis*CurveSize1, a1.WorldPosition local timePassed = clock() - StartT local PulseLength, PulseSpeed, FadeLength = ThisBranch.PulseLength, ThisBranch.PulseSpeed, ThisBranch.FadeLength local Color = ThisBranch.Color local ColorOffsetSpeed = ThisBranch.ColorOffsetSpeed local contractf = 1 - ThisBranch.ContractFrom local PrevPoint, bezier0 = p0, p0 if timePassed < (PulseLength + 1) / PulseSpeed then for i = 1, PartsN do --local spd = NoiseBetween(i/PartsN, 1.5, 0.1*i/PartsN, -MinAnimationSpeed, MaxAnimationSpeed) --Can enable to have an alternative animation which doesn't shift the noisy lightning "Texture" along the bolt local BPart = Parts[i] local t1 = i/PartsN local Opacity = DiscretePulse(t1, PulseSpeed, PulseLength, FadeLength, timePassed, MinOpa, MaxOpa) local bezier1 = CubicBezier(p0, p1, p2, p3, t1) local time = -timePassed --minus to ensure bolt waves travel from a0 to a1 local input, input2 = (spd*time) + freq*10*t1 - 0.2 + RanNum*4, 5*((spd*0.01*time) / 10 + freq*t1) + RanNum*4 local noise0 = NoiseBetween(5*input, 1.5, 5*0.2*input2, 0, 0.1*2*math.pi) + NoiseBetween(0.5*input, 1.5, 0.5*0.2*input2, 0, 0.9*2*math.pi) local noise1 = NoiseBetween(3.4, input2, input, MinRadius, MaxRadius)*math.exp(-5000*(t1 - 0.5)^10) local thicknessNoise = NoiseBetween(2.3, input2, input, MinThick, MaxThick) local NextPoint = i ~= PartsN and (CFrame.new(bezier0, bezier1)*CFrame.Angles(0, 0, noise0)*CFrame.Angles(math.acos(math.clamp(NoiseBetween(input2, input, 2.7, offsetAngle, 1), -1, 1)), 0, 0)*CFrame.new(0, 0, -noise1)).Position or bezier1 if Opacity > contractf then BPart.Size = Vector3.new((NextPoint - PrevPoint).Magnitude, thickness*thicknessNoise*Opacity, thickness*thicknessNoise*Opacity) BPart.CFrame = CFrame.lookAt(0.5*(PrevPoint + NextPoint), NextPoint)*xInverse BPart.Transparency = 1 - Opacity elseif Opacity > contractf - 1/(PartsN*FadeLength) then local interp = (1 - (Opacity - (contractf - 1/(PartsN*FadeLength)))*PartsN*FadeLength)*(t1 < timePassed*PulseSpeed - 0.5*PulseLength and 1 or -1) BPart.Size = Vector3.new((1 - math.abs(interp))*(NextPoint - PrevPoint).Magnitude, thickness*thicknessNoise*Opacity, thickness*thicknessNoise*Opacity) BPart.CFrame = CFrame.lookAt(PrevPoint + (NextPoint - PrevPoint)*(math.max(0, interp) + 0.5*(1 - math.abs(interp))), NextPoint)*xInverse BPart.Transparency = 1 - Opacity else BPart.Transparency = 1 end if typeof(Color) == "Color3" then BPart.Color = Color else --ColorSequence t1 = (RanNum + t1 - timePassed*ColorOffsetSpeed)%1 local keypoints = Color.Keypoints for i = 1, #keypoints - 1 do --convert colorsequence onto lightning if keypoints[i].Time < t1 and t1 < keypoints[i+1].Time then BPart.Color = keypoints[i].Value:lerp(keypoints[i+1].Value, (t1 - keypoints[i].Time)/(keypoints[i+1].Time - keypoints[i].Time)) break end end end PrevPoint, bezier0 = NextPoint, bezier1 end else ThisBranch:Destroy() end else --Enabled = false if ThisBranch.PartsHidden == false then ThisBranch.PartsHidden = true local datr = ThisBranch.DisabledTransparency for i = 1, #ThisBranch.Parts do ThisBranch.Parts[i].Transparency = datr end end end end end) return LightningBolt
--Script:
Button.Activated:Connect(function() MarketplaceService:PromptProductPurchase(Player, DevProduct.Value) end)
--[[ @brief Performs an operation on heartbeat based on a condition. @param callback The callback function for each heartbeat step. @param condition The condition we should check before running callback. @param yield Whether this function should yield or return immediately. --]]
function AnimateLib.ConditionalOnHeartbeat(callback, condition, yield, callbackOnComplete) local cxn; local event = Utils.new("Event"); local startTime = tick(); cxn = game:GetService("RunService").Heartbeat:connect(function(step) if condition() then callback(step, tick() - startTime) else cxn:disconnect(); event:Fire(); if callbackOnComplete then callbackOnComplete(); end end end); if yield then event:wait(); end end
--------------------------------------------------------------------------------------------------
On = false Check = false function check(Char) Player = game.Players:FindFirstChild(Char.Name) if Player ~= nil then if Group == true then if Player:IsInGroup(GroupId) == true then Check = true end end if Friends == true then if Player:IsFriendsWith(game.CreatorId) == true then Check = true end end if Bestfriends == true then if Player:IsBestFriendsWith(game.CreatorId) == true then Check = true end end if PeopleOn == true then for i = 1,#People do if People[i].Name == Player.Name then Check = true end end end if Tshirt == true then if Char:FindFirstChild("Torso") ~= nil and Char.Torso:FindFirstChild("roblox") ~= nil then if Char.Torso.roblox.Texture == "http://www.roblox.com/asset/?id="..tostring(TTexture) then Check = true end end end if Player.userId == game.CreatorId then Check = true end if Pants == true then if Char:FindFirstChild("Pants") ~= nil then if Char.Pants.PantsTemplate == "http://www.roblox.com/asset/?id="..tostring(PTexture) then Check = true end end end if Shirt == true then if Char:FindFirstChild("Shirt") ~= nil then if Char.Shirt.ShirtTemplate == "http://www.roblox.com/asset/?id="..tostring(STexture) then Check = true end end end if BC == true then if Player.MembershipType == "BuildersClub" then Check = true end end if Veterans == true then if Player.AccountAge == 365 then Check = true end end end end function open(hit) if On == false then On = true Player = game.Players:FindFirstChild(hit.Parent.Name) if Player ~= nil then Orig = script.Parent.Transparency script.Parent.Transparency = OpenTransparency script.Parent.CanCollide = false wait(OpenTime) script.Parent.CanCollide = true script.Parent.Transparency = Orig On = false end end end function kill(hit) if hit.Parent ~= nil and hit.Parent:FindFirstChild("Humanoid") ~= nil then Player = game.Players:FindFirstChild(hit.Parent.Name) if Player ~= nil then if Player:IsInGroup(GroupId) == false then hit.Parent:BreakJoints() end end end end function knock(hit) if hit.Parent ~= nil and hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Torso") ~= nil then Player = game.Players:FindFirstChild(hit.Parent.Name) if Player ~= nil then if Player:IsInGroup(GroupId) == false then hit.Parent.Torso.RotVelocity = Vector3.new(50, -230, 50) end end end end function ontouched(hit) print("On") if hit.Parent ~= nil and hit.Parent:FindFirstChild("Humanoid") ~= nil then print("On") check(hit.Parent) if Check == true then open(hit) elseif Check == false then if Killing == true then kill(hit) end if Knockback == true then knock(hit) end end Check = false end end script.Parent.Touched:connect(ontouched)
-- Welcome to the variable museum:
local player = script.Parent.Parent.Parent local plane,mainParts,info,main,move,gryo,seat,accel,canCrash,crashForce,crashSpin,crashVisual,maxBank,maxSpeed,speedVary,stallSpeed,throttleInc,altRestrict,altMin,altMax,altSet local desiredSpeed,currentSpeed,realSpeed = 0,0,0 local mouseSave local gearParts = {} local flying,on,dead,gear,throttle = false,false,false,true,0 local gui = script.Parent.Parent.Plane local panel = script.Parent.Panel local lowestPoint = 0 local A = math.abs -- Creating a shortcut for the function local keys = { engine={key}; spdup={byte=0;down=false}; spddwn={byte=0;down=false}; } function gears() if script.Parent.Plane.Value.Animations.Value.Gears.Value.Value == true then panel.Gear.Value.Text = "On" else if script.Parent.Plane.Value.Animations.Value.Gears.Value.Value == false then panel.Gear.Value.Text = "Off" end end end function flaps() panel.Flaps.Value.Text = script.Parent.Plane.Value.Animations.Value.Flaps.Value.Value end function rthrust() if script.Parent.Plane.Value.Animations.Value.RThrust.Value.Value == true then panel.RThrust.Value.Text = "On" else if script.Parent.Plane.Value.Animations.Value.RThrust.Value.Value == false then panel.RThrust.Value.Text = "Off" end end end function spoilers() if script.Parent.Plane.Value.Animations.Value.Spoilers.Value.Value == true then panel.Spoilers.Value.Text = "On" else if script.Parent.Plane.Value.Animations.Value.Spoilers.Value.Value == false then panel.Spoilers.Value.Text = "Off" end end end function freeze() if script.Parent.Plane.Value.MainParts.Main.Anchored == true then panel.Frozen.Value.Text = "On" else if script.Parent.Plane.Value.MainParts.Main.Anchored == false then panel.Frozen.Value.Text = "Off" end end end function engine() if script.Parent.Plane.Value.MainParts.Main.Engine.Value == true then script.Parent.Panel.Engines.BackgroundColor3 = Color3.new(85/255, 255/255, 0) script.Parent.Panel.Engines.BorderColor3 = Color3.new(0, 85/255, 0) on = (not on) end end script.Parent.Plane.Value.Animations.Value.Gears.Value.Changed:connect(gears) script.Parent.Plane.Value.Animations.Value.Flaps.Value.Changed:connect(flaps) script.Parent.Plane.Value.Animations.Value.RThrust.Value.Changed:connect(rthrust) script.Parent.Plane.Value.Animations.Value.Spoilers.Value.Changed:connect(spoilers) script.Parent.Plane.Value.MainParts.Main.Changed:connect(freeze) function waitFor(parent,array) -- Backup system to wait for objects to 'load' if (array) then for _,name in pairs(array) do while (not parent:findFirstChild(name)) do wait() end -- If the object is found right away, no time will be spent waiting. That's why 'while' loops work better than 'repeat' in this case end elseif (parent:IsA("ObjectValue")) then while (not parent.Value) do wait() end end end function fixVars() -- Correct your mistakes to make sure the plane still flies correctly! maxBank = (maxBank < -90 and -90 or maxBank > 90 and 90 or maxBank) throttleInc = (throttleInc < 0.01 and 0.01 or throttleInc > 1 and 1 or throttleInc) stallSpeed = (stallSpeed > maxSpeed and maxSpeed or stallSpeed) accel = (accel < 0.01 and 0.01 or accel > maxSpeed and maxSpeed or accel) altMax = ((altMax-100) < altMin and (altMin+100) or altMax) altMax = (altSet and (altMax+main.Position.y) or altMax) altMin = (altSet and (altMin+main.Position.y) or altMin) keys.engine.key = (keys.engine.key == "" and "e" or keys.engine.key) keys.spdup.byte = (keys.spdup.byte == 0 and 17 or keys.spdup.byte) keys.spddwn.byte = (keys.spddwn.byte == 0 and 18 or keys.spddwn.byte) end function getVars() -- Since this plane kit is supposed to make you avoid scripting altogether, I have to go the extra mile and write a messy function to account for all those object variables plane = script.Parent.Plane.Value waitFor(plane,{"MainParts","OtherParts","EDIT_THESE","Dead"}) mainParts = plane.MainParts info = plane.EDIT_THESE waitFor(mainParts,{"Main","MainSeat"}) main = mainParts.Main seat = mainParts.MainSeat waitFor(main,{"Move","Gyro"}) move = main.Move gyro = main.Gyro accel,canCrash,crashForce,crashSpin,crashVisual,maxBank,maxSpeed,speedVary,stallSpeed,throttleInc,altRestrict,altMin,altMax,altSet = -- Quickest way to assign tons of variables A(info.Acceleration.Value),info.CanCrash.Value,A(info.CanCrash.Force.Value),info.CanCrash.SpinSpeed.Value,info.CanCrash.VisualFX.Value, info.MaxBank.Value,A(info.MaxSpeed.Value),A(info.SpeedDifferential.Value),A(info.StallSpeed.Value),A(info.ThrottleIncrease.Value), info.AltitudeRestrictions.Value,info.AltitudeRestrictions.MinAltitude.Value,info.AltitudeRestrictions.MaxAltitude.Value,info.AltitudeRestrictions.SetByOrigin.Value keys.engine.key = info.Hotkeys.Engine.Value:gmatch("%a")():lower() local sU,sD = info.Hotkeys.SpeedUp.Value:lower(),info.Hotkeys.SpeedDown.Value:lower() keys.spdup.byte = (sU == "arrowkeyup" and 17 or sU == "arrowkeydown" and 18 or sU:gmatch("%a")():byte()) -- Ternary operations use logical figures to avoid 'if' statements keys.spddwn.byte = (sD == "arrowkeyup" and 17 or sD == "arrowkeydown" and 18 or sD:gmatch("%a")():byte()) fixVars() plane.Dead.Changed:connect(function() if ((plane.Dead.Value) and (not dead)) then -- DIE! dead,flying,on = true,false,false main.Fire.Enabled,main.Smoke.Enabled = info.CanCrash.VisualFX.Value,info.CanCrash.VisualFX.Value move.maxForce = Vector3.new(0,0,0) gyro.D = 1e3 while (not plane.Dead.Stop.Value) do gyro.cframe = (gyro.cframe*CFrame.Angles(0,0,math.rad(crashSpin))) wait() end end end) end function getLowestPoint() -- Plane will use LowestPoint to determine where to look to make sure the plane is either flying or on the ground if (#gearParts == 0) then lowestPoint = (main.Position.y+5+(main.Size.y/2)) return end for _,v in pairs(gearParts) do -- Not very efficient, but it basically does what I designed it to do: local _0 = (main.Position.y-(v.CFrame*CFrame.new((v.Size.x/2),0,0)).y) local _1 = (main.Position.y-(v.CFrame*CFrame.new(-(v.Size.x/2),0,0)).y) local _2 = (main.Position.y-(v.CFrame*CFrame.new(0,(v.Size.y/2),0)).y) local _3 = (main.Position.y-(v.CFrame*CFrame.new(0,-(v.Size.y/2),0)).y) local _4 = (main.Position.y-(v.CFrame*CFrame.new(0,0,(v.Size.z/2))).y) local _5 = (main.Position.y-(v.CFrame*CFrame.new(0,0,-(v.Size.z/2))).y) local n = (math.max(_0,_1,_2,_3,_4,_5)+5) lowestPoint = (n > lowestPoint and n or lowestPoint) end end function guiSetup() -- Setting up the GUI buttons and such local cur = 0 gears() flaps() rthrust() spoilers() freeze() engine() end getVars() getLowestPoint() guiSetup() script.Parent.Name = "Plane" function updateGui(taxiing,stalling) panel.Title.Text = info.PlaneName.Value panel.StallSpeed.Value.Text = info.StallSpeed.Value panel.Stall.Visible = (not taxiing and stalling) if ((realSpeed > -10000) and (realSpeed < 10000)) then panel.Speed.Value.Text = tostring(math.floor(realSpeed+0.5)) main.Speed.Value = tostring(math.floor(realSpeed+0.5)) end panel.Altitude.Value.Text = tostring(math.floor(main.Position.y+0.5)) main.Altitude.Value = tostring(math.floor(main.Position.y+0.5)) panel.Throttle.Bar.Amount.Size = UDim2.new(throttle,0,1,0) end function taxi() -- Check to see if the plane is on the ground or not return (currentSpeed <= stallSpeed and game.Workspace:findPartOnRay(Ray.new(main.Position,Vector3.new(0,-lowestPoint,0)),plane)) -- Make sure plane is on a surface end function stall() -- Originally set as a giant ternary operation, but got WAY too complex, so I decided to break it down for my own sanity if ((altRestrict) and (main.Position.y > altMax)) then return true end local diff = ((realSpeed-stallSpeed)/200) diff = (diff > 0.9 and 0.9 or diff) local check = { -- Table placed here so I could easily add new 'checks' at ease. If anything in this table is 'true,' then the plane will be considered to be taxiing (currentSpeed <= stallSpeed); (main.CFrame.lookVector.y > (realSpeed < stallSpeed and -1 or -diff)); } for _,c in pairs(check) do if (not c) then return false end end return true end function fly(m) -- Main function that controls all of the flying stuff. Very messy. flying = true local pos,t = main.Position,time() local lastStall = false while ((flying) and (not dead)) do realSpeed = ((pos-main.Position).magnitude/(time()-t)) -- Calculate "real" speed pos,t = main.Position,time() local max = (maxSpeed+(-main.CFrame.lookVector.y*speedVary)) -- Speed variety based on the pitch of the aircraft desiredSpeed = (max*(on and throttle or 0)) -- Find speed based on throttle local change = (desiredSpeed > currentSpeed and 1 or -1) -- Decide between accelerating or decelerating currentSpeed = (currentSpeed+(accel*change)) -- Calculate new speed
------------------------------------------------------------------------ -- parse a for loop body for both versions of the for loop -- * used in fornum(), forlist() ------------------------------------------------------------------------
function luaY:forbody(ls, base, line, nvars, isnum) -- forbody -> DO block local bl = {} -- BlockCnt local fs = ls.fs self:adjustlocalvars(ls, 3) -- control variables self:checknext(ls, "TK_DO") local prep = isnum and luaK:codeAsBx(fs, "OP_FORPREP", base, luaK.NO_JUMP) or luaK:jump(fs) self:enterblock(fs, bl, false) -- scope for declared variables self:adjustlocalvars(ls, nvars) luaK:reserveregs(fs, nvars) self:block(ls) self:leaveblock(fs) -- end of scope for declared variables luaK:patchtohere(fs, prep) local endfor = isnum and luaK:codeAsBx(fs, "OP_FORLOOP", base, luaK.NO_JUMP) or luaK:codeABC(fs, "OP_TFORLOOP", base, 0, nvars) luaK:fixline(fs, line) -- pretend that `OP_FOR' starts the loop luaK:patchlist(fs, isnum and endfor or luaK:jump(fs), prep + 1) end
--[[ INSTALL INSTRUCTIONS: Firstly, place this script inside of ServerScriptService. Secondly, move modules and features that you don't care for into the DeactivatedModules folder, and if any modules in there are ones you would like, just drop them into Modules! Configuration for each module should be stored in a configuration folder inside of the module, or in a module script named "Configuration." raidRoleplay is meant to be modular, so read the documentation and write your own code, or simply install modules created by others into the "Modules" folder. Finally, global configuration for rank ID and such should be in the Configuration folder attached to this script. With love, r_aidmaster --]]
require(script:WaitForChild("Assets"):WaitForChild("Loader")).Main() -- Here we go!
--This script exists to let you add armor to mobs and also, to auto re-equip armor on respawn.
function ArmorModule.GetLevel(armor) if game.ReplicatedStorage.ARMORS:FindFirstChild(armor) ~= nil then return game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Level.Value else return 0 --If it's not found, returns 0. end end function ArmorModule.GetDefense(armor) if game.ReplicatedStorage.ARMORS:FindFirstChild(armor) ~= nil then if game.Workspace.GAME_PROPERTIES.DefenseMode.Value == 1 or game.Workspace.GAME_PROPERTIES.DefenseMode.Value == 2 then return game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Defense.Value elseif game.Workspace.GAME_PROPERTIES.DefenseMode.Value == 3 then return game.ReplicatedStorage.ARMORS:FindFirstChild(armor).HPBoost.Value else return 0 end else return 0 --If the armor is not found, returns 0. end end function ArmorModule.RemoveArmor(character) local humanoid = character:FindFirstChild("Humanoid") or character:FindFirstChild("Human") --Remove old armour. if humanoid ~= nil then if character:FindFirstChild("Arm1") ~= nil then character:FindFirstChild("Arm1"):Remove() end if character:FindFirstChild("Arm2") ~= nil then character:FindFirstChild("Arm2"):Remove() end if character:FindFirstChild("Leg1") ~= nil then character:FindFirstChild("Leg1"):Remove() end if character:FindFirstChild("Leg2") ~= nil then character:FindFirstChild("Leg2"):Remove() end if character:FindFirstChild("Chest") ~= nil then character:FindFirstChild("Chest"):Remove() end else return false --Exits the function if it's nil. Prevents the function from breaking. end end function ArmorModule.EquipArmor(character, armor) local humanoid = character:FindFirstChild("Humanoid") or character:FindFirstChild("Human") if character ~= nil then --Remove old armour. if humanoid ~= nil then if character:FindFirstChild("Arm1") ~= nil then character:FindFirstChild("Arm1"):Remove() end if character:FindFirstChild("Arm2") ~= nil then character:FindFirstChild("Arm2"):Remove() end if character:FindFirstChild("Leg1") ~= nil then character:FindFirstChild("Leg1"):Remove() end if character:FindFirstChild("Leg2") ~= nil then character:FindFirstChild("Leg2"):Remove() end if character:FindFirstChild("Chest") ~= nil then character:FindFirstChild("Chest"):Remove() end end else return false --Exits the function if it's nil. Prevents the function from breaking. end --Arms if humanoid ~= nil and character:FindFirstChild("Arm1") == nil then local g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Arm1:Clone() g.Parent = character local C = g:GetChildren() for i=1, #C do if C[i].ClassName == "Part" then if C[i].Name == "Middle" then C[i].Transparency = 1 end local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = character["Left Arm"] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end if humanoid ~= nil and character:FindFirstChild("Arm2") == nil then local g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Arm2:Clone() g.Parent = character local C = g:GetChildren() for i=1, #C do if C[i].ClassName == "Part" then if C[i].Name == "Middle" then C[i].Transparency = 1 end local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = character["Right Arm"] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end --Legs if humanoid ~= nil and character:FindFirstChild("Leg1") == nil then local g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Leg1:Clone() g.Parent = character local C = g:GetChildren() for i=1, #C do if C[i].ClassName == "Part" then if C[i].Name == "Middle" then C[i].Transparency = 1 end local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = character["Left Leg"] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end if humanoid ~= nil and character:FindFirstChild("Leg2") == nil then local g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Leg2:Clone() g.Parent = character local C = g:GetChildren() for i=1, #C do if C[i].ClassName == "Part" then if C[i].Name == "Middle" then C[i].Transparency = 1 end local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = character["Right Leg"] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end --Torso if humanoid ~= nil and character:FindFirstChild("Chest") == nil then local g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Chest:Clone() g.Parent = character local C = g:GetChildren() for i=1, #C do if C[i].ClassName == "Part" then if C[i].Name == "Middle" then C[i].Transparency = 1 end local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = character.Torso Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end end return ArmorModule
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local DynamicThumbstick = setmetatable({}, BaseCharacterController) DynamicThumbstick.__index = DynamicThumbstick function DynamicThumbstick.new() local self = setmetatable(BaseCharacterController.new() :: any, DynamicThumbstick) self.moveTouchObject = nil self.moveTouchLockedIn = false self.moveTouchFirstChanged = false self.moveTouchStartPosition = nil self.startImage = nil self.endImage = nil self.middleImages = {} self.startImageFadeTween = nil self.endImageFadeTween = nil self.middleImageFadeTweens = {} self.isFirstTouch = true self.thumbstickFrame = nil self.onRenderSteppedConn = nil self.fadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT self.fadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT self.hasFadedBackgroundInPortrait = false self.hasFadedBackgroundInLandscape = false self.tweenInAlphaStart = nil self.tweenOutAlphaStart = nil return self end
-- Options
local USE_CUSTOM_TIME = false local USE_MILITARY_TIME = false
---[[ Fade Out and In Settings ]]
module.ChatWindowBackgroundFadeOutTime = 0.5 --Chat background will fade out after this many seconds. module.ChatWindowTextFadeOutTime = 30 --Chat text will fade out after this many seconds. module.ChatDefaultFadeDuration = 0.8 module.ChatShouldFadeInFromNewInformation = false module.ChatAnimationFPS = 20.0
--Both
local Loudness = .75 --volume of the boost supplier (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("Whine") script:WaitForChild("BOV") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end end end) handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true) handler:FireServer("newSound","Whine",car.DriveSeat,script.Whine.SoundId,0,script.Whine.Volume,true) handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true) handler:FireServer("playSound","Whistle") handler:FireServer("playSound","Whine") car.DriveSeat:WaitForChild("Whistle") car.DriveSeat:WaitForChild("Whine") car.DriveSeat:WaitForChild("BOV") local ticc = tick() local _TCount = 0 if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end while wait() do local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2) local WP,WV,BP,BV,HP,HV = nil BOVact = math.floor(psi*20) if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Double" then WP = (psi) WV = (psi/4)*Loudness BP = (1-(-psi/20))*BOV_Pitch BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value)) if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end elseif _Tune.Aspiration == "Super" then psi = psi/2 HP = psi*Whine_Pitch HV = (psi/4)*Loudness end if FE then handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV) handler:FireServer("updateSound","Whine",script.Whine.SoundId,HP,HV) handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV) else car.DriveSeat.Whistle.Pitch = WP car.DriveSeat.Whistle.Volume = WV car.DriveSeat.Whine.Pitch = HP car.DriveSeat.Whine.Volume = HV car.DriveSeat.BOV.Pitch = BP car.DriveSeat.BOV.Volume = BV end if (tick()-ticc) >= 0.1 then BOVact2 = math.floor(psi*20) ticc = tick() end end
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(194) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(194) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(194)
--[=[ Catches an error, and allows another observable to be subscribed in terms of handling the error. :::warning This method is not yet tested ::: @param callback (error: TError) -> Observable<TErrorResult> @return (source: Observable<T>) -> Observable<T | TErrorResult> ]=]
function Rx.catchError(callback) assert(type(callback) == "function", "Bad callback") return function(source) assert(Observable.isObservable(source), "Bad observable") return Observable.new(function(sub) local maid = Maid.new() -- Yikes, let's hope event ordering is good local alive = true maid:GiveTask(function() alive = false end) maid:GiveTask(source:Subscribe( function(...) sub:Fire(...) end, function(...) if not alive then -- if we failed because maid was cancelled, then we'll get called here? -- I think. return end -- at this point, we can only have one error, so we need to subscribe to the result -- and continue the observiable local observable = callback(...) assert(Observable.isObservable(observable), "Bad observable") maid:GiveTask(observable:Subscribe(sub:GetFireFailComplete())) end, function() sub:Complete() end)); return maid end) end end
-- Other
local indicator = Instance.new("ImageLabel") indicator.Name = "Indicator" indicator.BackgroundTransparency = 1 indicator.Image = "rbxassetid://5278151556" indicator.Size = UDim2.new(0,32,0,32) indicator.AnchorPoint = Vector2.new(0.5,0) indicator.Position = UDim2.new(0.5,0,0,5) indicator.ScaleType = Enum.ScaleType.Fit indicator.Visible = false indicator.Active = true indicator.Parent = topbarPlusGui indicator.Active = false
-- Local private variables and constants
local UNIT_Z = Vector3.new(0,0,1) local X1_Y0_Z1 = Vector3.new(1,0,1) --Note: not a unit vector, used for projecting onto XZ plane local ZERO_VECTOR3 = Vector3.new(0,0,0) local TAU = 2 * math.pi
-- Replacements for RootCamera:RotateCamera() which did not actually rotate the camera -- suppliedLookVector is not normally passed in, it's used only by Watch camera
function BaseCamera:CalculateNewLookCFrame(suppliedLookVector) local currLookVector = suppliedLookVector or self:GetCameraLookVector() local currPitchAngle = math.asin(currLookVector.y) local yTheta = math.clamp(self.rotateInput.y, -MAX_Y + currPitchAngle, -MIN_Y + currPitchAngle) local constrainedRotateInput = Vector2.new(self.rotateInput.x, yTheta) local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector) local newLookCFrame = CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0) return newLookCFrame end function BaseCamera:CalculateNewLookVector(suppliedLookVector) local newLookCFrame = self:CalculateNewLookCFrame(suppliedLookVector) return newLookCFrame.lookVector end function BaseCamera:CalculateNewLookVectorVR() local subjectPosition = self:GetSubjectPosition() local vecToSubject = (subjectPosition - game.Workspace.CurrentCamera.CFrame.p) local currLookVector = (vecToSubject * X1_Y0_Z1).unit local vrRotateInput = Vector2.new(self.rotateInput.x, 0) local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector) local yawRotatedVector = (CFrame.Angles(0, -vrRotateInput.x, 0) * startCFrame * CFrame.Angles(-vrRotateInput.y,0,0)).lookVector return (yawRotatedVector * X1_Y0_Z1).unit end function BaseCamera:GetHumanoid() local character = player and player.Character if character then local resultHumanoid = self.humanoidCache[player] if resultHumanoid and resultHumanoid.Parent == character then return resultHumanoid else self.humanoidCache[player] = nil -- Bust Old Cache local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then self.humanoidCache[player] = humanoid end return humanoid end end return nil end function BaseCamera:GetHumanoidPartToFollow(humanoid, humanoidStateType) if humanoidStateType == Enum.HumanoidStateType.Dead then local character = humanoid.Parent if character then return character:FindFirstChild("Head") or humanoid.Torso else return humanoid.Torso end else return humanoid.Torso end end function BaseCamera:UpdateGamepad() local gamepadPan = self.gamepadPanningCamera if gamepadPan and (self.hasGameLoaded or not VRService.VREnabled) then gamepadPan = Util.GamepadLinearToCurve(gamepadPan) local currentTime = tick() if gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then self.userPanningTheCamera = true elseif gamepadPan == ZERO_VECTOR2 then if FFlagUserFixGamepadCameraTracking then self.userPanningTheCamera = false self.gamepadPanningCamera = false end self.lastThumbstickRotate = nil if self.lastThumbstickPos == ZERO_VECTOR2 then self.currentSpeed = 0 end end local finalConstant = 0 if self.lastThumbstickRotate then if VRService.VREnabled then self.currentSpeed = self.vrMaxSpeed else local elapsedTime = (currentTime - self.lastThumbstickRotate) * 10 self.currentSpeed = self.currentSpeed + (self.maxSpeed * ((elapsedTime*elapsedTime)/self.numOfSeconds)) if self.currentSpeed > self.maxSpeed then self.currentSpeed = self.maxSpeed end if self.lastVelocity then local velocity = (gamepadPan - self.lastThumbstickPos)/(currentTime - self.lastThumbstickRotate) local velocityDeltaMag = (velocity - self.lastVelocity).magnitude if velocityDeltaMag > 12 then self.currentSpeed = self.currentSpeed * (20/velocityDeltaMag) if self.currentSpeed > self.maxSpeed then self.currentSpeed = self.maxSpeed end end end end finalConstant = UserGameSettings.GamepadCameraSensitivity * self.currentSpeed * self.gamepadSensitivity self.lastVelocity = (gamepadPan - self.lastThumbstickPos)/(currentTime - self.lastThumbstickRotate) end self.lastThumbstickPos = gamepadPan self.lastThumbstickRotate = currentTime return Vector2.new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * self.ySensitivity * UserGameSettings:GetCameraYInvertValue()) end return ZERO_VECTOR2 end
--!strict
local function endsWith(value: string, substring: string, optionalLength: number?): boolean local substringLength = substring:len() if substringLength == 0 then return true end local valueLength = value:len() local length = optionalLength or valueLength if length > valueLength then length = valueLength end if length < 1 then return false end local position = length - substringLength + 1 return value:find(substring, position, true) == position end return endsWith
--Controls
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end end) end local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --No texting while driving if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or (input.UserInputType == _CTRL["MouseThrottle"] and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle end elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or (input.UserInputType == _CTRL["MouseBrake"] and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle _GBrake = 0 _GSteerT = 0 _ClutchOn = true end elseif _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end end if input.UserInputType.Name:find("Gamepad") then if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle,input.Position.Z) elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
--[[ Model for an UserAsset { userAssetId = string, userId = name, userName = string, serialNumber = optional string, priceInRobux = optional int } ]]
local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules local MockId = require(Modules.NotLApp.MockId) local UserAssetModel = {} function UserAssetModel.mock() local self = {} self.userAssetId = tostring(MockId()) self.userId = tostring(MockId()) self.userName = "" self.serialNumber = tostring(MockId()) self.priceInRobux = 0 return self end function UserAssetModel.fromSellPageAndResellers(newData) local userAssetInfo = {} userAssetInfo.userAssetId = tostring(newData.userAssetId) if newData.seller then userAssetInfo.userId = tostring(newData.seller.id) userAssetInfo.userName = newData.seller.name end userAssetInfo.serialNumber = newData.serialNumber and tostring(newData.serialNumber) or nil userAssetInfo.priceInRobux = newData.price return userAssetInfo end function UserAssetModel.fromPriceInRobux(userAssetId, priceInRobux) local userAssetInfo = {} userAssetInfo.userAssetId = tostring(userAssetId) userAssetInfo.priceInRobux = priceInRobux return userAssetInfo end return UserAssetModel
--UserInput.MouseBehavior = Enum.MouseBehavior.LockCenter
function CameraModule.new(Position, Rotation, Sensitivity, move) local Camera = {} Camera.Position = Position Camera.Rotation = Rotation Camera.CFrame = CFrame.new(Position) * CFrame.Angles(math.rad(Rotation.X), math.rad(Rotation.Y), math.rad(Rotation.Z)) Camera.Target = Vector3.new(1,0,0) Camera.PressedKey = nil Camera.fpsController = { direction = 0, pitch = 0, } Camera.Sensitivity = Sensitivity Mouse.KeyDown:Connect(function(key) Camera.PressedKey = key end) Mouse.KeyUp:Connect(function() Camera.PressedKey = nil end) function Camera:Movement() local key = Camera.PressedKey if key == "e" then Camera.CFrame += Vector3.new(0,0.4,0) elseif key == "q" then Camera.CFrame -= Vector3.new(0,0.4,0) elseif key == "w" then Camera.CFrame += Vector3.new(0.4*math.cos(-Camera.Rotation.Y), 0, 0.4*math.sin(-Camera.Rotation.Y)) elseif key == "s" then Camera.CFrame -= Vector3.new(0.4*math.cos(-Camera.Rotation.Y), 0, 0.4*math.sin(-Camera.Rotation.Y)) elseif key == "a" then Camera.CFrame += Vector3.new(0.4*math.sin(-Camera.Rotation.Y), 0, -0.4*math.cos(-Camera.Rotation.Y)) elseif key == "d" then Camera.CFrame += Vector3.new(-0.4*math.sin(-Camera.Rotation.Y), 0, 0.4*math.cos(-Camera.Rotation.Y)) end task.synchronize() Camera:Pan(UserInput:GetMouseDelta().X, UserInput:GetMouseDelta().Y) task.desynchronize() end function Camera:Pan(dx, dy) Camera.fpsController.direction = math.max(math.min(Camera.fpsController.direction - dy * Camera.Sensitivity, math.pi * 0.5), math.pi * -0.5) Camera.fpsController.pitch = Camera.fpsController.pitch - dx * Camera.Sensitivity local rotationCFrame = CFrame.Angles(0, Camera.fpsController.pitch, 0) * CFrame.Angles(Camera.fpsController.direction, 0, 0) local positionCFrame = CFrame.new(Camera.CFrame.Position) Camera.CFrame = positionCFrame * rotationCFrame end function Camera:Update() Camera.Position = Camera.CFrame.Position local xRotation, yRotation, _ = Camera.CFrame:ToOrientation() Camera.Rotation = Vector3.new(xRotation, yRotation + math.rad(90), 0) if move == true then Camera:Movement() end end return Camera end return CameraModule
--[[ Calls a Promise executor with error handling. ]]
local function runExecutor(traceback, callback, ...) return packResult(xpcall(callback, makeErrorHandler(traceback), ...)) end
-- Create a new explosion at the location of our grenade
local Explosion = Instance.new("Explosion") Explosion.BlastRadius = 19 Explosion.BlastPressure = 2000 Explosion.DestroyJointRadiusPercent = 0 Explosion.Position = RootModel:GetPrimaryPartCFrame().Position local parts = workspace:GetPartBoundsInRadius(Explosion.Position,Explosion.BlastRadius)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = { spacing = 8, image = "rbxasset://textures/Cursors/Gamepad/Pointer.png", imageSize = Vector2.new(2, 2) }; local v2 = Instance.new("Model"); v2.Name = "PathDisplayPoints"; local v3 = Instance.new("Part"); v3.Anchored = true; v3.CanCollide = false; v3.Transparency = 1; v3.Name = "PathDisplayAdornee"; v3.CFrame = CFrame.new(0, 0, 0); v3.Parent = v2; local v4 = {}; for v5 = 1, 30 do local v6 = Instance.new("ImageHandleAdornment"); v6.Archivable = false; v6.Adornee = v3; v6.Image = v1.image; v6.Size = v1.imageSize; v4[v5] = v6; end; local u1 = 30; local u2 = {}; function v1.setCurrentPoints(p1) if typeof(p1) == "table" then u2 = p1; return; end; u2 = {}; end; local u3 = {}; function v1.clearRenderedPath() local v7, v8, v9 = ipairs(u3); while true do v7(v8, v9); if not v7 then break; end; v9 = v7; v8.Parent = nil; u1 = u1 + 1; v4[u1] = v8; end; u3 = {}; v2.Parent = nil; end; local function u4(p2, p3) if u1 == 0 then return nil; end; local v10, v11, v12 = workspace:FindPartOnRayWithIgnoreList(Ray.new(p2 + Vector3.new(0, 2, 0), Vector3.new(0, -8, 0)), { game.Players.LocalPlayer.Character, workspace.CurrentCamera }); if not v10 then return nil; end; local v13 = v4[1]; if not v13 then local v14 = nil; else v4[1] = v4[u1]; v4[u1] = nil; u1 = u1 - 1; v14 = v13; end; v14.CFrame = CFrame.new(v11, v11 + v12); v14.Parent = v2; return v14; end; function v1.renderPath() v1.clearRenderedPath(); if not u2 or #u2 == 0 then return; end; local v15 = #u2; local v16 = 0; u3[1] = u4(u2[v15], true); if not u3[1] then return; end; while true do local v17 = u2[v15]; if v15 < 2 then break; end; local v18 = u2[v15 - 1] - v17; local l__magnitude__19 = v18.magnitude; if l__magnitude__19 < v16 then v16 = v16 - l__magnitude__19; v15 = v15 - 1; else local v20 = u4(v17 + v18.unit * v16, false); if v20 then u3[#u3 + 1] = v20; end; v16 = v16 + v1.spacing; end; end; v2.Parent = workspace.CurrentCamera; end; return v1;
--[[Engine]]
--Torque Curve Tune.Horsepower = 800 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 600 -- Use sliders to manipulate values Tune.Redline = 670 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 550 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- Libraries
local Roact = require(Vendor:WaitForChild 'Roact') local new = Roact.createElement
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") Animations = {} 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() table.remove(Animations, i) end end end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) 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.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 for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end Animations = {} end function InvokeServer(mode, value) local ServerReturn pcall(function() ServerReturn = ServerControl:InvokeServer(mode, value) end) return ServerReturn 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 == "MouseData" then return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target} end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[ * * Creates a server listening event ]]
local function createServerListener(id, ...) local args = { ... } local event if isMiddlewareArgument(args) then local _binding = args local middleware = _binding[1] local connect = _binding[2] event = ServerEventV2.new(id, middleware) return event:Connect(connect) else local _binding = args local connect = _binding[1] event = ServerEventV2.new(id) return event:Connect(connect) end end return { default = createServerListener, }
-- Events
ClientOrchestration.ClientSceneMetadataEvent = Orchestra.Events.ClientEvents.ClientSceneMetadata ClientOrchestration.SendMediaControllerConfig = Orchestra.Events.MediaControllerConfigEvents.SendMediaControllerConfig ClientOrchestration.Seek = Orchestra.Events.ClientEvents.Seek ClientOrchestration.Pause = Orchestra.Events.ClientEvents.Pause ClientOrchestration.SceneEnded = Orchestra.Events.ClientEvents.SceneEnded ClientOrchestration.SeekPermissionsEvent = Orchestra.Events.ClientEvents.SeekPermissions ClientOrchestration.SeekerGuiComponent = nil ClientOrchestration.playerGui = Players.LocalPlayer:WaitForChild("PlayerGui") ClientOrchestration.taskLib = task ClientOrchestration._warn = function(msg) warn(msg) end ClientOrchestration._require = function(file) return require(file) end ClientOrchestration.handleSeekPermissionsEvent = function(hasPermission) if hasPermission and not ClientOrchestration.SeekerGuiComponent then local SeekerGuiElement = ClientOrchestration.Roact.createElement(ClientOrchestration.SeekerGui) ClientOrchestration.SeekerGuiComponent = ClientOrchestration.Roact.mount( SeekerGuiElement, ClientOrchestration.playerGui, "SceneSeeker" ) end if not hasPermission and ClientOrchestration.SeekerGuiComponent then if ClientOrchestration.SeekerGuiComponent then ClientOrchestration.Roact.unmount(ClientOrchestration.SeekerGuiComponent) ClientOrchestration.SeekerGuiComponent = nil end end end ClientOrchestration.ClientSceneMetadataRequestConnection = nil ClientOrchestration.setupSchema = function() ClientOrchestration.isSeekable = false local lastCalledOrchestrationTime = ClientOrchestration.lastCalledOrchestrationTime local setupSuccess, setupError = ClientOrchestration.SchemaProcessorInstance:Setup() local isSameScene = lastCalledOrchestrationTime == ClientOrchestration.lastCalledOrchestrationTime if not setupSuccess then ClientOrchestration._warn("Client Schema Setup wasn't successful") ClientOrchestration._warn(setupError) elseif isSameScene then ClientOrchestration.isSeekable = true end return setupSuccess end ClientOrchestration.processSchema = function(isSeeking) local processSuccess, processError = ClientOrchestration.SchemaProcessorInstance:Process(isSeeking) if not processSuccess then ClientOrchestration._warn("Client Schema Process wasn't successful") ClientOrchestration._warn(processError) end end ClientOrchestration.cleanUp = function() if ClientOrchestration.SchemaProcessorInstance then ClientOrchestration.SchemaProcessorInstance:CleanUp() end end ClientOrchestration.handleSceneEnded = function() if ClientOrchestration.SchemaProcessorInstance then local endSceneSuccess, endSceneError = ClientOrchestration.SchemaProcessorInstance:EndScene() if not endSceneSuccess then ClientOrchestration._warn("Client End Scene wasn't successful") ClientOrchestration._warn(endSceneError) end ClientOrchestration.cleanUp() end end
-- << VARIABLES >>
local topBarFrame = main.gui.CustomTopBar local topBarY = main.guiService:GetGuiInset().Y local mainFrame = main.gui.MainFrame local imageButton = topBarFrame.ImageButton
--If admin, give access to admin panel
else --Alert user they are an admin createAnnouncement("You are an admin.\nUse the 'B' key to open the admin panel.") uis.InputBegan:Connect(function(inp, p) if not p and inp.KeyCode == Enum.KeyCode.B then --Press B on keyboard to open admin panel panel.Visible = not panel.Visible end end) panel.CloseButton.MouseButton1Click:Connect(function() --Close admin panel when button is clicked on panel.Visible = false end) selectPlrFrame.UserIdBox.FocusLost:Connect(function() --Search UserIds to select players not in the same server as the admin local userId = selectPlrFrame.UserIdBox.Text if tonumber(userId) then local plrInfo = game:GetService("UserService"):GetUserInfosByUserIdsAsync({tonumber(userId)})[1] if plrInfo then local username = plrInfo.Username local displayName = plrInfo.DisplayName local inServer = game.Players:FindFirstChild(username) local image = game.Players:GetUserThumbnailAsync(userId, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size100x100) selectedFrame.PlayerName.Text = username selectedFrame.DisplayName.Text = "@" .. displayName selectedFrame.UserId.Text = userId selectedFrame.InGame.Text = inServer and "Currently in server 🟢" or "Not in server 🔴" selectedFrame.PlayerImage.Image = image selectedFrame.Visible = true end end end) --Command Bar panel.CommandBar.FocusLost:Connect(function(enterPressed) if enterPressed then re:FireServer("COMMAND BAR", panel.CommandBar.Text) end end) local btns = panel.Pages.MainButtonsFrame.ButtonsScroller; btns.Parent.Visible = true local muteFrame = panel.Pages.MuteFrame; muteFrame.Visible = false local banFrame = panel.Pages.BanFrame; banFrame.Visible = false local kickFrame = panel.Pages.KickFrame; kickFrame.Visible = false local annFrame = panel.Pages.AnnounceFrame; annFrame.Visible = false local shutFrame = panel.Pages.ShutdownFrame; shutFrame.Visible = false --MODERATION BUTTONS --Mute Button btns.ModerationButtons.MuteButton.MouseButton1Click:Connect(function() if tonumber(selectedFrame.UserId.Text) then muteFrame.DisplayName.Text = selectedFrame.DisplayName.Text muteFrame.PlayerName.Text = selectedFrame.PlayerName.Text muteFrame.PlayerImage.Image = selectedFrame.PlayerImage.Image muteFrame.Visible = true btns.Parent.Visible = false end end) muteFrame.BackButton.MouseButton1Click:Connect(function() btns.Parent.Visible = true muteFrame.Visible = false end) muteFrame.ConfirmButton.MouseButton1Click:Connect(function() local name = string.gsub(muteFrame.PlayerName.Text, "@", "") local targetId = game.Players:GetUserIdFromNameAsync(name) local length = tonumber(muteFrame.MuteLengthBox.Text) if targetId and length then btns.Parent.Visible = true muteFrame.Visible = false re:FireServer("MUTE", length, targetId) end end) --Unmute Button btns.ModerationButtons.UnmuteButton.MouseButton1Click:Connect(function() if tonumber(selectedFrame.UserId.Text) then re:FireServer("UNMUTE", nil, tonumber(selectedFrame.UserId.Text)) end end) --Ban Button btns.ModerationButtons.BanButton.MouseButton1Click:Connect(function() if tonumber(selectedFrame.UserId.Text) then banFrame.DisplayName.Text = selectedFrame.DisplayName.Text banFrame.PlayerName.Text = selectedFrame.PlayerName.Text banFrame.PlayerImage.Image = selectedFrame.PlayerImage.Image panel.Pages.BanFrame.Visible = true btns.Parent.Visible = false end end) banFrame.BackButton.MouseButton1Click:Connect(function() btns.Parent.Visible = true banFrame.Visible = false end) banFrame.ConfirmButton.MouseButton1Click:Connect(function() local name = string.gsub(banFrame.PlayerName.Text, "@", "") local targetId = game.Players:GetUserIdFromNameAsync(name) local length = tonumber(banFrame.BanLengthBox.Text) local compiled = {length, banFrame.ReasonBox.Text} if targetId and length then btns.Parent.Visible = true banFrame.Visible = false re:FireServer("BAN", compiled, targetId) end end) --Unban Button btns.ModerationButtons.UnbanButton.MouseButton1Click:Connect(function() if tonumber(selectedFrame.UserId.Text) then re:FireServer("UNBAN", nil, tonumber(selectedFrame.UserId.Text)) end end) --Kick Button btns.ModerationButtons.KickButton.MouseButton1Click:Connect(function() if tonumber(selectedFrame.UserId.Text) then kickFrame.DisplayName.Text = selectedFrame.DisplayName.Text kickFrame.PlayerName.Text = selectedFrame.PlayerName.Text kickFrame.PlayerImage.Image = selectedFrame.PlayerImage.Image panel.Pages.KickFrame.Visible = true btns.Parent.Visible = false end end) kickFrame.BackButton.MouseButton1Click:Connect(function() btns.Parent.Visible = true kickFrame.Visible = false end) kickFrame.ConfirmButton.MouseButton1Click:Connect(function() local name = string.gsub(kickFrame.PlayerName.Text, "@", "") local targetId = game.Players:GetUserIdFromNameAsync(name) local reason = kickFrame.ReasonBox.Text if targetId then btns.Parent.Visible = true kickFrame.Visible = false re:FireServer("KICK", reason, targetId) end end) --CHARACTER BUTTONS --Go To Button btns.CharacterButtons.GoToButton.MouseButton1Click:Connect(function() if tonumber(selectedFrame.UserId.Text) then re:FireServer("GO TO", nil, tonumber(selectedFrame.UserId.Text)) end end) --Bring Button btns.CharacterButtons.BringButton.MouseButton1Click:Connect(function() if tonumber(selectedFrame.UserId.Text) then re:FireServer("BRING", nil, tonumber(selectedFrame.UserId.Text)) end end) --Freeze Button btns.CharacterButtons.FreezeButton.MouseButton1Click:Connect(function() if tonumber(selectedFrame.UserId.Text) then re:FireServer("FREEZE", nil, tonumber(selectedFrame.UserId.Text)) end end) --Unfreeze Button btns.CharacterButtons.UnfreezeButton.MouseButton1Click:Connect(function() if tonumber(selectedFrame.UserId.Text) then re:FireServer("UNFREEZE", nil, tonumber(selectedFrame.UserId.Text)) end end) --Speed Input Box btns.CharacterButtons.WalkSpeedBox.FocusLost:Connect(function(enterPressed) if enterPressed and tonumber(selectedFrame.UserId.Text) then re:FireServer("SPEED", tonumber(btns.CharacterButtons.WalkSpeedBox.Text), tonumber(selectedFrame.UserId.Text)) end end) --Jump Input Box btns.CharacterButtons.JumpHeightBox.FocusLost:Connect(function(enterPressed) if enterPressed and tonumber(selectedFrame.UserId.Text) then re:FireServer("JUMP", tonumber(btns.CharacterButtons.JumpHeightBox.Text), tonumber(selectedFrame.UserId.Text)) end end) --Health Input Box btns.CharacterButtons.HealthBox.FocusLost:Connect(function(enterPressed) if enterPressed and tonumber(selectedFrame.UserId.Text) then re:FireServer("HEALTH", tonumber(btns.CharacterButtons.HealthBox.Text), tonumber(selectedFrame.UserId.Text)) end end) --SYSTEM BUTTONS --Announce Button btns.SystemButtons.AnnounceButton.MouseButton1Click:Connect(function() panel.Pages.AnnounceFrame.Visible = true btns.Parent.Visible = false end) annFrame.BackButton.MouseButton1Click:Connect(function() btns.Parent.Visible = true annFrame.Visible = false end) local server = annFrame.ServerButton local global = annFrame.GlobalButton server.CircleBackground.CircleFill.Visible = true server.MouseButton1Click:Connect(function() global.CircleBackground.CircleFill.Visible = false server.CircleBackground.CircleFill.Visible = true end) global.CircleBackground.CircleFill.Visible = false global.MouseButton1Click:Connect(function() server.CircleBackground.CircleFill.Visible = false global.CircleBackground.CircleFill.Visible = true end) annFrame.ConfirmButton.MouseButton1Click:Connect(function() local message = annFrame.AnnouncementBox.Text local messageGlobal = global.CircleBackground.CircleFill.Visible and "GLOBAL" or "SERVER" if string.len(message) > 0 then btns.Parent.Visible = true annFrame.Visible = false re:FireServer("ANNOUNCE", message, messageGlobal) end end) --Shutdown Button btns.SystemButtons.ShutdownButton.MouseButton1Click:Connect(function() panel.Pages.ShutdownFrame.Visible = true btns.Parent.Visible = false end) shutFrame.BackButton.MouseButton1Click:Connect(function() btns.Parent.Visible = true shutFrame.Visible = false end) shutFrame.ConfirmButton.MouseButton1Click:Connect(function() btns.Parent.Visible = true shutFrame.Visible = false re:FireServer("SHUT DOWN") end) end
--[=[ Executes the task delayed after some time. ```lua -- delays cleanup by 5 seconds maid:GiveTask(MaidTaskUtils.delayed(5, gui)) ``` @param time number -- Time in seconds @param job MaidTask -- Job to delay execution @return () -> () -- function that will execute the job delayed ]=]
function MaidTaskUtils.delayed(time, job) assert(type(time) == "number", "Bad time") assert(MaidTaskUtils.isValidTask(job), "Bad job") return function() task.delay(time, function() MaidTaskUtils.doTask(job) end) end end return MaidTaskUtils
-- if ACS_Client:GetAttribute("Tourniquet") then -- Dor.Value = math.clamp(Dor.Value + 0.05, 0, 300) -- end
--camShake:ShakeSustain(CameraShaker.Presets.RoughDriving)
-- The states where the Last Standing Y Position variable will not be changed.
local States = { [Enum.HumanoidStateType.Running] = true; [Enum.HumanoidStateType.RunningNoPhysics] = true; [Enum.HumanoidStateType.Climbing] = true; [Enum.HumanoidStateType.Ragdoll] = true; [Enum.HumanoidStateType.FallingDown] = true; [Enum.HumanoidStateType.Flying] = true; [Enum.HumanoidStateType.GettingUp] = true; [Enum.HumanoidStateType.Dead] = true; [Enum.HumanoidStateType.None] = true; [Enum.HumanoidStateType.Physics] = true; [Enum.HumanoidStateType.Swimming] = true; [Enum.HumanoidStateType.Seated] = true; [Enum.HumanoidStateType.PlatformStanding] = true; } local Character repeat wait() until script.Parent.Parent:FindFirstChild("Humanoid") Character = script.Parent.Parent local Humanoid = Character:WaitForChild("Humanoid") local HRP = Character:WaitForChild("HumanoidRootPart") local Values = require(script.Parent.Values) while true do local state = getHumanoidState(Humanoid) --print(state) if States[state] and not Values.DontUpdateYet then Values.LastStandingPos = HRP.Position --print(Values.LastStandingYPos) end task.wait() end
-- Driver Input Loop --
while script.Parent ~= nil do --Update throttle, steer, handbrake getInputValues() local currentVel = Chassis.GetAverageVelocity() if Car:GetAttribute("Fuel") > 0 and Car:GetAttribute("Health") > 0 then local steer = script.Steering.Value Chassis.UpdateSteering(steer, currentVel) -- Taking care of throttling local throttle = script.Throttle.Value script.AngularMotorVelocity.Value = currentVel script.ForwardVelocity.Value = DriverSeat.CFrame.LookVector:Dot(DriverSeat.Velocity) Chassis.UpdateThrottle(currentVel, throttle) -- Taking care of handbrake if script.HandBrake.Value > 0 then Chassis.EnableHandbrake() end else script.AngularMotorVelocity.Value = 0 script.ForwardVelocity.Value = 0 Chassis.UpdateThrottle(0, 0) end task.wait() end
-- Decompiled with the Synapse X Luau decompiler.
local l__Value__1 = script.Parent.Car.Value; local l__AC6_FE_Sounds__2 = l__Value__1:WaitForChild("AC6_FE_Sounds"); local v3 = require(l__Value__1["A-Chassis Tune"]); local v4 = 0; local v5 = 0; local v6 = 0; script:WaitForChild("Rev"); local u1 = 0; local u2 = 0; script.Parent.Values.Gear.Changed:connect(function() u1 = 1; if script.Parent.Values.RPM.Value > 5000 then u2 = 0.2; end; end); for v7, v8 in pairs(l__Value__1.DriveSeat:GetChildren()) do for v9, v10 in pairs(script:GetChildren()) do if v8.Name == v10.Name then v8:Stop(); wait(); v8:Destroy(); end; end; end; l__AC6_FE_Sounds__2:FireServer("newSound", true, "Rev", l__Value__1.DriveSeat, script.Rev.SoundId, 0, script.Rev.Volume, true); l__AC6_FE_Sounds__2:FireServer("playSound", "Rev"); l__Value__1.DriveSeat:WaitForChild("Rev"); while wait() do u1 = math.max(0, u1 - 0.1); if script.Parent.Values.Throttle.Value <= v3.IdleThrottle / 100 then local v11 = math.max(0.6, 0 - 0.2); local v12 = math.max(0, 0 - 0.05); local v13 = 1; else v11 = math.min(1.1, 0 + 0.1); v12 = 1; v13 = 0; end; u2 = math.min(1, u2 + 0.2); if v3.Redline - v3.RevBounce / 4 < script.Parent.Values.RPM.Value and v3.IdleThrottle / 100 < script.Parent.Values.Throttle.Value then local v14 = 1; else v14 = 1; end; if not script.Parent.IsOn.Value then v4 = math.max(v4 - 0.015, 0); else v4 = 1; end; l__AC6_FE_Sounds__2:FireServer("updateSound", true, "Rev", script.Rev.SoundId, math.max((script.Rev.SetPitch.Value + script.Rev.SetRev.Value * script.Parent.Values.RPM.Value / v3.Redline) * v4 ^ 2 + v5 * u1 * math.sin(80 * tick()), script.Rev.SetPitch.Value), 1 * 0 * u2 * v14 + v6 * v13 * 0 * (3 - 0) * math.sin(tick() * 50)); end;
--Services
local UserInputService = game:GetService("UserInputService")
------------------------------------------------------------------------------- -- Core:
local MAX_PATHS = 10 local pathfindingService = game:GetService("PathfindingService") local function SimplifyPointsStraight(points) local simplified = {} local i = 1 while (i < #points) do local pt = points[i] table.insert(simplified, pt) if (i < #points) then local ptNext = points[i + 1] local dx, dy, dz = (ptNext.x - pt.x), (ptNext.y - pt.y), (ptNext.z - pt.z) for j = i+1, #points do i = j local ptLast = points[i - 1] local pt2 = points[i] local dx2, dy2, dz2 = (pt2.x - ptLast.x), (pt2.y - ptLast.y), (pt2.z - ptLast.z) if (dx ~= dx2 or dy ~= dy2 or dz ~= dz2) then i = (i - 1) break end end end end table.insert(simplified, points[#points]) return simplified end local function SimplifyPointsDiagonal(points) local simplified = {} local i = 3 while (i < #points) do local p1 = points[i - 2] local p2 = points[i - 1] local p3 = points[i] local a = (p1 - p2).magnitude local b = (p2 - p3).magnitude local c = (p1 - p3).magnitude table.insert(simplified, p1) if (a == b) then i = (i + 2) else i = (i + 1) end end table.insert(simplified, points[#points]) return simplified end function CreatePathObject(paths, points, finalStatus) local path = {} local api = {} api.Status = finalStatus function api:GetPointCoordinates() return points end function api:CheckOcclusionAsync(start) local n = 0 local startIndex = 1 for i,p in pairs(paths) do local numPoints = #p:GetPointCoordinates() n = (n + numPoints) if (n >= start) then startIndex = i + 1 local test = p:CheckOcclusionAsync(n - numPoints + start) if (test ~= -1) then return (n - numPoints + test) end break end end for i = startIndex, #paths do local p = paths[i] local numPoints = #p:GetPointCoordinates() n = (n + numPoints) if (numPoints > 0) then local test = p:CheckOcclusionAsync(1) if (test ~= -1) then return (n - numPoints + test) end end end return -1 end return setmetatable(path, { __metatable = true; __index = api; __newindex = function() error("Cannot edit Path") end; }) end
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.CutieBear -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--// This script should be placed as a decendant to StarterGui for it to properly work.
local GENERAL_DAMPING = 2.5 -- Higher number equals less bob local TILT_DAMPING = 1 -- Higher number equals less tilt local OFFSET_DAMPING = 0.1 -- Higher number equals less camera offset bobbing
--l__LocalPlayer__1.Character.RightFoot.Touched:connect(function(p1) --r15
l__LocalPlayer__1.Character["Right Leg"].Touched:connect(function(p1) --r6 if p1.Name == "floor" and l__Running__2.SoundId ~= "rbxassetid://1977094302" then l__Running__2.Pitch = 2.8; l__Running__2.Volume = 0.2; l__Running__2.SoundId = "rbxassetid://1977094302"; l__Running__2:Play(); end; if p1.Name == "grass" and l__Running__2.SoundId ~= "rbxassetid://252965149" then l__Running__2.Pitch = 2.3; l__Running__2.Volume = 2; l__Running__2.SoundId = "rbxassetid://252965149"; l__Running__2:Play(); end; if p1.Name == "wood" and l__Running__2.SoundId ~= "rbxassetid://1244506786" then l__Running__2.Pitch = 2.3; l__Running__2.Volume = 0.1; l__Running__2.SoundId = "rbxassetid://1244506786"; l__Running__2:Play(); end; if p1.Name == "metal" and l__Running__2.SoundId ~= "rbxassetid://3477114901" then l__Running__2.Pitch = 2.6; l__Running__2.Volume = 1; l__Running__2.SoundId = "rbxassetid://3477114901"; l__Running__2:Play(); end; if p1.Name == "nasty" and l__Running__2.SoundId ~= "rbxassetid://3477114901" then l__Running__2.Pitch = 3.1; l__Running__2.Volume = 0.4; l__Running__2.SoundId = "rbxassetid://344167846"; l__Running__2:Play(); end; end);
-- скрипт ПРИМЕР по созданию ландшафта из блоков и переделке в воду -- game.Workspace.Terrain:FillBlock(game.Workspace.Baseplate.CFrame, game.Workspace.Baseplate.Size, Enum.Material.Grass)
local mod=game.Workspace.Base
--[[spawn(function() while wait(5) do for i = 1,5 do module:Notice(main.hdAdminCoreName, "Your rank is 'Owner'! Click to view the commands.", {"ShowSpecificPage", "Commands", "Commands"}) wait(1) --module:Notice(main.hdAdminCoreName, "You're a Donor! Click to view Donor commands." ) --wait(1) end end end)--]]
return module
-- Main script execution
game.Players.PlayerAdded:Connect(function(player) local leaderstats = Instance.new("Folder") leaderstats.Name = "leaderstats" local points = Instance.new("IntValue") points.Name = "Points" points.Parent = leaderstats local survival = Instance.new("IntValue") survival.Name = "Survival" survival.Parent = leaderstats leaderstats.Parent = player end) dayNightCycle()
-- Fixed By DT4E --
while true do script.Parent.BrickColor = BrickColor.new("Lime green") wait(0.15) script.Parent.BrickColor = BrickColor.new("Bright Blue") wait(0.15) end
--[[Drivetrain Initialize]]
local Drive={} --Power Front Wheels if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then table.insert(Drive,v) end end end --Power Rear Wheels 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 --Determine Wheel Size local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end --Pre-Toggled PBrake for i,v in pairs(car.Wheels:GetChildren()) do if math.abs(v["#AV"].maxTorque.Magnitude-PBrakeForce)<1 then _PBrake=true end end
--[[** Gets the player's primary group if it exists. @param [Instance<Player>] Player The player you are checking for. Can also be their UserID. @returns [DictionaryOrNil] The player's primary group if it exists, otherwise nil. **--]]
function GroupService:GetPrimaryGroupAsync(Player) for _, Group in ipairs(GroupService:GetGroupsAsync(Player)) do if Group.IsPrimary then return Group end end return nil end
--create tables:
for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "e" then table.insert(e, 1, part) end end for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "f" then table.insert(f, 1, part) end end function lightOn(T) for i, part in pairs (T) do if part:FindFirstChild("On") then part.On.Value = true end end end function lightOff(T) for i, part in pairs (T) do if part:FindFirstChild("On") then part.On.Value = false end end end while true do lightOn(e) lightOn(f) wait(0.15) lightOff(e) lightOff(f) wait(0.15) end
--[=[ Transforms the observable with the following transformers ```lua Rx.of(1, 2, 3):Pipe({ Rx.map(function(result) return result + 1 end); Rx.map(function(value) return ("%0.2f"):format(value) end); }):Subscribe(print) --> 2.00 --> 3.00 --> 4.00 ``` @param transformers { (observable: Observable<T>) -> Observable<T> } @return Observable<T> ]=]
function Observable:Pipe(transformers) assert(type(transformers) == "table", "Bad transformers") local current = self for _, transformer in pairs(transformers) do assert(type(transformer) == "function", "Bad transformer") current = transformer(current) assert(Observable.isObservable(current), "Transformer must return an observable") end return current end
---------------------------------- -----------CONNECTIONS------------ ----------------------------------
PianoKeysConnections = {} ExitButtonConnection = nil SheetsButtonConnection = nil SheetsEditedConnection = nil CapsButtonConnection = nil function MakeGuiConnections() for i, v in pairs(PianoGui.Keys:GetChildren()) do PianoKeysConnections[i] = v.InputBegan:connect(function(Object) PianoKeyPressed(Object, tonumber(v.Name)) end) end ExitButtonConnection = PianoGui.ExitButton.InputBegan:connect(ExitButtonPressed) SheetsButtonConnection = PianoGui.SheetsButton.InputBegan:connect(SheetsButtonPressed) SheetsEditedConnection = SheetsGui.Sheet.ScrollingFrame.TextBox.Changed:connect(SheetsEdited) CapsButtonConnection = PianoGui.CapsButton.InputBegan:connect(CapsButtonPressed) end function BreakGuiConnections() for i, v in pairs(PianoKeysConnections) do v:disconnect() end ExitButtonConnection:disconnect() SheetsButtonConnection:disconnect() SheetsEditedConnection:disconnect() CapsButtonConnection:disconnect() end