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--[=[ Gives a task to the maid for cleanup, but uses an incremented number as a key. @param task MaidTask -- An item to clean @return number -- taskId ]=]
function Maid:GiveTask(maidTask) if not maidTask then error("Task cannot be false or nil", 2) end local taskId = #self._tasks+1 self[taskId] = maidTask if type(maidTask) == "table" and (not maidTask.Destroy) then warn("[Maid.GiveTask] - Gave table task without .Destroy\n\n" .. debug.traceback()) end return taskId end
-- functions
function onDied() stopLoopedSounds() sDied:Play() end local fallCount = 0 local fallSpeed = 0 function onStateFall(state, sound) fallCount = fallCount + 1 if state then sound.Volume = 0 sound:Play() task.spawn(function() local t = 0 local thisFall = fallCount while t < 1.5 and fallCount == thisFall do local vol = math.max(t - 0.3 , 0) sound.Volume = vol task.wait(0.1) t = t + 0.1 end end) else sound:Stop() end fallSpeed = math.max(fallSpeed, math.abs(Head.Velocity.Y)) end function onStateNoStop(state, sound) if state then sound:Play() end end function onRunning(speed) sClimbing:Stop() sSwimming:Stop() if (prevState == "FreeFall" and fallSpeed > 0.1) then local vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110)) sLanding.Volume = vol sLanding:Play() fallSpeed = 0 end if speed>0.5 then sRunning.Playing = true sRunning.Pitch = 1.85 else sRunning:Stop() end prevState = "Run" end function onSwimming(speed) if (prevState ~= "Swim" and speed > 0.1) then local volume = math.min(1.0, speed / 350) sSplash.Volume = volume sSplash:Play() prevState = "Swim" end sClimbing:Stop() sRunning:Stop() sSwimming.Pitch = 1.6 sSwimming:Play() end function onClimbing(speed) sRunning:Stop() sSwimming:Stop() if speed>0.01 then sClimbing:Play() sClimbing.Pitch = speed / 5.5 else sClimbing:Stop() end prevState = "Climb" end
-- hello naca -- things you'll need in this config:
--<Action Code>--
script.Parent.Touched:connect(function(other) if other and game.Players:GetPlayerFromCharacter(other.Parent) then local player = game.Players:GetPlayerFromCharacter(other.Parent); local PlayerGui = player.PlayerGui if not PlayerGui:FindFirstChild("_PlayOnTouchedSound") then CreateSound(SoundID, Volume, player.PlayerGui); elseif PlayerGui:FindFirstChild("_PlayOnTouchedSound") and PlayerGui:FindFirstChild("_PlayOnTouchedSound").SoundId ~= "rbxassetid://"..SoundID then PlayerGui:FindFirstChild("_PlayOnTouchedSound"):Remove() CreateSound(SoundID, Volume, player.PlayerGui); end; end; end);
-- Ring2 ascending
for l = 1,#lifts2 do if (lifts2[l].className == "Part") then lifts2[l].BodyPosition.position = Vector3.new((lifts2[l].BodyPosition.position.x),(lifts2[l].BodyPosition.position.y+2),(lifts2[l].BodyPosition.position.z)) end end wait(0.1) for p = 1,#parts2 do parts2[p].CanCollide = true end wait(0.5)
------------------------------------
function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h~=nil then local teleportfrom=script.Parent.Enabled.Value if teleportfrom~=0 then if h==humanoid then return end local teleportto=script.Parent.Parent:findFirstChild(modelname) if teleportto~=nil then local torso = h.Parent.Torso local location = {teleportto.Position} local i = 1 local x = location[i].x local y = location[i].y local z = location[i].z x = x + math.random(-0, 0) z = z + math.random(-0, 0) y = y + math.random(2, 3) local cf = torso.CFrame local lx = 0 local ly = y local lz = 0 script.Parent.Enabled.Value=0 teleportto.Enabled.Value=0 torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz)) wait(0) script.Parent.Enabled.Value=1 teleportto.Enabled.Value=1 else print("Could not find teleporter!") end end end end end script.Parent.Touched:connect(onTouched)
--LockController
Closed = true function LockUnlock() if script.Parent.Locked.Value == true then script.Parent.SwitchArm.Interactive.ClickDetector.MaxActivationDistance = 0 else script.Parent.SwitchArm.Interactive.ClickDetector.MaxActivationDistance = 10 end end script.Parent.Enclosure.Touched:connect(function(P) if P ~= nil and P.Parent ~= nil and P.Parent:FindFirstChild("CardNumber") ~= nil and P.Parent.CardNumber.Value == 0 then if Closed == true then script.Parent.Locked.Value = false Closed = 1 LockUnlock() wait(1) Closed = false return end if Closed == false then script.Parent.Locked.Value = true Closed = 1 LockUnlock() wait(1) Closed = true return end end end) LockUnlock() --Check
-- Initialize the tool
local RotateTool = { Name = 'Rotate Tool'; Color = BrickColor.new 'Bright green'; -- Default options Increment = 15; Pivot = 'Center'; };
--Physical Util
function Util.checkDist(a,b) local pointA, pointB if typeof(a) == "Vector3" then pointA = a else pointA = a.Position end if typeof(b) == "Vector3" then pointB = b else pointB = b.Position end return (pointA - pointB).Magnitude end
--[[** ensures value matches given interface definition strictly @param checkTable The interface definition @returns A function that will return true iff the condition is passed **--]]
function t.strictInterface(checkTable) assert(checkInterface(checkTable)) return function(value) local tableSuccess, tableErrMsg = t.table(value) if tableSuccess == false then return false, tableErrMsg or "" end for key, check in pairs(checkTable) do local success, errMsg = check(value[key]) if success == false then return false, string.format("[interface] bad value for %s:\n\t%s", tostring(key), errMsg or "") end end for key in pairs(value) do if not checkTable[key] then return false, string.format("[interface] unexpected field %q", tostring(key)) end end return true end end end
--[[** <description> Asynchronously saves the data to the data store. </description> **--]]
function DataStore:SaveAsync() coroutine.wrap(DataStore.Save)(self) end
--> Variables
local Timer = Fountain:GetAttribute("Timer") -- How long you must wait to heal (in seconds) local WaterColor = {}
--local newOre = EntityData.GetEntity(oreName)
GU.SpawnItem(oreName,1,root.CFrame*CFrame.new(0,1,0)) end end) AttitudeCoroutine() while true do if mode == "charLock" then targetLocation = (charRoot.CFrame*CFrame.new(-1,-2,5)).p targetLook = charRoot.CFrame*CFrame.new(charRoot.CFrame.lookVector*1000) end bg.CFrame = targetLook bp.Position = targetLocation wait() end
--[[ LOWGames Studios Date: 27 October 2022 by Elder ]]
-- local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); return function(p1, p2) if type(p1) == "string" then p1 = game.Players:FindFirstChild(p1); end; if type(p2) == "string" then p2 = game.Players:FindFirstChild(p2); end; if p1 and p2 and p1.Character and p2.Character then local l__HumanoidRootPart__1 = p1.Character:FindFirstChild("HumanoidRootPart"); local l__HumanoidRootPart__2 = p2.Character:FindFirstChild("HumanoidRootPart"); if l__HumanoidRootPart__1 and l__HumanoidRootPart__2 then return (l__HumanoidRootPart__1.CFrame.p - l__HumanoidRootPart__2.CFrame.p).Magnitude; end; end; end;
--- Effect kind of like a flashbang (for when you need to surprise the user maybe?)
return function(addTime, decayTime, color, transparency) --- Variables addTime = addTime or 1 decayTime = decayTime or 1 color = color or Color3.new(1, 1, 1) transparency = transparency or 0 -- local animationStartTime = tick() --- Main coroutine.wrap(function() --- Create flash gui local flashGui = Instance.new("Frame") flashGui.BackgroundTransparency = 1 flashGui.BackgroundColor3 = color flashGui.Size = UDim2.new(2, 0, 2, 0) flashGui.AnchorPoint = Vector2.new(0.5, 0.5) flashGui.Position = UDim2.new(0.5, 0, 0.5, 0) flashGui.BorderSizePixel = 0 flashGui.Parent = _L.GUIFX.GetHolder() --- Flash! if addTime > 0 then _L.Functions.FastTween(flashGui, {BackgroundTransparency = transparency}, {addTime, "Linear", "Out"}) wait(addTime) else flashGui.BackgroundTransparency = transparency end --- Fade away flash if decayTime > 0 then _L.Functions.FastTween(flashGui, {BackgroundTransparency = 1}, {decayTime, "Sine", "Out"}) wait(decayTime) else flashGui.BackgroundTransparency = 1 end --- Destroy flash flashGui:Destroy() end)() end
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.At , ToggleMouseDrive = Enum.KeyCode.F4 , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
--[=[ Sets the current and target position, and sets the velocity to 0. @prop pt number @within AccelTween ]=]
function AccelTween:__index(index) if AccelTween[index] then return AccelTween[index] elseif index == "p" then local pos, _ = self:_getstate(tick()) return pos elseif index == "v" then local _, vel = self:_getstate(tick()) return vel elseif index == "a" then return self._accel elseif index == "t" then return self._y1 elseif index == "rtime" then local time = tick() return time < self._t1 and self._t1 - time or 0 else error(("Bad index %q"):format(tostring(index))) end end function AccelTween:__newindex(index, value) if index == "p" then self:_setstate(value, nil, nil, nil) elseif index == "v" then self:_setstate(nil, value, nil, nil) elseif index == "a" then self:_setstate(nil, nil, value, nil) elseif index == "t" then self:_setstate(nil, nil, nil, value) elseif index == "pt" then self:_setstate(value, 0, nil, value) else error(("Bad index %q"):format(tostring(index))) end end function AccelTween:_getstate(time) if time < (self._t0 + self._t1)/2 then local t = time - self._t0 return self._y0 + t*t/2*self._a0, t*self._a0 elseif time < self._t1 then local t = time - self._t1 return self._y1 + t*t/2*self._a1, t*self._a1 else return self._y1, 0 end end function AccelTween:_setstate(newpos, newvel, newaccel, newtarg) local time = tick() local pos, vel = self:_getstate(time) pos = newpos or pos vel = newvel or vel self._accel = newaccel or self._accel local targ = newtarg or self._y1 if self._accel*self._accel < 1e-8 then self._t0, self._y0, self._a0 = 0, pos, 0 self._t1, self._y1, self._a1 = math.huge, targ, 0 else local conda = targ < pos local condb = vel < 0 local condc = pos - vel*vel/(2*self._accel) < targ local condd = pos + vel*vel/(2*self._accel) < targ if conda and condb and condc or not conda and (condb or not condb and condd) then self._a0 = self._accel self._t1 = time + ((2*vel*vel + 4*self._accel*(targ - pos))^0.5 - vel)/self._accel else self._a0 = -self._accel self._t1 = time + ((2*vel*vel - 4*self._accel*(targ - pos))^0.5 + vel)/self._accel end self._t0 = time - vel/self._a0 self._y0 = pos - vel*vel/(2*self._a0) self._y1 = targ self._a1 = -self._a0 end end return AccelTween
-- Set up the event handler for the GClippsly button
gClippslyButton.MouseButton1Click:Connect(toggleWindow)
--Tune
OverheatSpeed = 0.2 --How fast the car will overheat CoolingEfficiency = 0.05 --How fast the car will cool down RunningTemp = 82 --In degrees Fan = true --Cooling fan FanTemp = 93 --At what temperature the cooling fan will activate FanSpeed = .05 FanVolume = .25 BlowupTemp = 140 --At what temperature the engine will blow up GUI = true --GUI temperature gauge
----- MAGIC NUMBERS ABOUT THE TOOL ----- -- How much damage a bullet does
local Damage = 1000
--- Returns a unique array of all registered commands (not including aliases)
function Registry:GetCommands () return self.CommandsArray end
-- Variables for the zombie, its humanoid, and destination
local zombie = hroot local destination = nil
--[[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 if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end
--[[ The golden hit detection script! For experimental mode, mainly. Rather than detect superball and slingshot hits by having the ball look for a player in any object it touches, this script makes the player check if any object it touches is a ball or slingshot projectile. It works better because it has all your body parts (about 6 or 7 parts for R6, many more for R15) checking for hits, rather than just one part! --]]
local ds2=true local dp2=true function dmg(Part) script.Parent.Humanoid:TakeDamage(Part.damage.Value) script.Parent.Humanoid.Died:connect(function() if not script.Parent.Humanoid:FindFirstChild("creator") then if Part:FindFirstChild("creator") then if Part:WaitForChild("creator",1).Value:FindFirstChild("leaderstats") then Part:WaitForChild("creator",1):Clone().Parent=script.Parent.Humanoid end end end end) end script.Parent:WaitForChild("Humanoid",1).Touched:connect(function(Part,Limb) local player=game.Players:GetPlayerFromCharacter(script.Parent) if Part.Name=="Cannon Shot" then if ds2==true then ds2=false if Part:WaitForChild("creator",1).Value~=player then if script.Parent.Humanoid.Health~=0 then if player:WaitForChild("AntiTeamKill",1).Value==true then if player.TeamColor~=Part:WaitForChild("creator",1).Value.TeamColor then dmg(Part) end else dmg(Part) end end end wait(1/30) ds2=true end elseif Part.Name=="Pellet" then if dp2==true then ds2=false if Part:WaitForChild("creator",1).Value~=player then if script.Parent.Humanoid.Health~=0 then if player:WaitForChild("AntiTeamKill",1).Value==true then if player.TeamColor~=Part:WaitForChild("creator",1).Value.TeamColor then dmg(Part) end else dmg(Part) end end end wait(.2) ds2=true end end end)
--[[ Sets up event listeners and modifies emote configurations for the user given Parameters: player - The player to set up for humanoidDescription - The HumanoidDecription of the user to set up for ]]
function EmoteManager:setup(player, humanoidDescription) -- Send default emotes to the player self:updateEmotes(player, humanoidDescription) if not self.playerOwnedEmotes[player.UserId] then self:getOwnedEmotesAsync(player, function(ownedEmotes) -- Send paid emotes that the player owns to the player self.playerOwnedEmotes[player.UserId] = ownedEmotes self:updateEmotes(player, humanoidDescription) self.updatedPlayerEmotes:Fire(player.UserId) end) end end
--// If this module returns a ScreenGui object, the script will use that as the gui and --// take care of registering and running the code module n all that. --// RETURNED SCREENGUI MUST CONTAIN A "Config" FOLDER; --// If no Code module is given the default code module will be used.
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) ClassInformationTable:GetClassFolder(player,"Brawler").GuardBreak.Value = true local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) plrData.Money.Gold.Value = plrData.Money.Gold.Value - 45 -- TODO track for dissertation end
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end script.Parent.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) function PBrake() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end script.Parent.Parent.Values.PBrake.Changed:connect(PBrake) function Gear() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) Gear() PBrake()
-- medical station containing NOTHING because we DON'T LIKE GRUNTS that ARE INJURED.
local pivot = script.Parent.Pivot local TS = game:GetService("TweenService") local deb = false local CD = Instance.new("ClickDetector",script.Parent.Door) CD.MaxActivationDistance = 4 local toggle = false CD.MouseClick:Connect(function() if not deb then deb = true local anim if not toggle then anim = TS:Create(pivot,TweenInfo.new(.6,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0),{CFrame = pivot.CFrame * CFrame.Angles(math.rad(140),0,0)}) else anim = TS:Create(pivot,TweenInfo.new(.6,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0),{CFrame = pivot.CFrame * CFrame.Angles(-math.rad(140),0,0)}) end anim.Completed:Connect(function() toggle = not toggle deb = false end) anim:Play() end end)
-- DISGUSTING. NEVER DO THIS.
function nearPlayer() local p = game.Players:GetPlayers() for i=1,#p do if (p[i].Character) then local t = p[i].Character:FindFirstChild("Torso") if t then if (Board.Position - t.Position).magnitude < 20 then return true end end end end return false end function sepuku() -- +1 if not nearPlayer() then if Board.Parent and Board.Parent.Name=="Snowboard" then Board.Parent:remove() else Board:remove() end end end while true do wait(30) sepuku() end
-- Moment of Inertia of any rectangular prism. -- 1/12 * m * sum(deminsionlengths^2)
local function MomentOfInertia(Part, Axis, Origin) --- Calculates the moment of inertia of a cuboid. -- Part is part -- Axis is the axis -- Origin is the origin of the axis local PartSize = Part.Size local Mass = Part:GetMass() local Radius = (Part.Position - Origin):Cross(Axis) local r2 = Radius:Dot(Radius) local ip = Mass * r2--Inertia based on Position local s2 = PartSize*PartSize local sa = (Part.CFrame-Part.Position):inverse()*Axis local id = (Vector3.new(s2.y+s2.z, s2.z+s2.x, s2.x+s2.y)):Dot(sa*sa)*Mass/12 -- Inertia based on Direction return ip+id end local function BodyMomentOfInertia(Parts, Axis, Origin) --- Given a connected body of parts, returns the moment of inertia of these parts -- @param Parts The parts to use -- @param Axis the axis to use (Should be torque, or offset cross force) -- @param Origin The origin of the axis (should be center of mass of the parts) local TotalBodyInertia = 0 for _, Part in pairs(Parts) do TotalBodyInertia = TotalBodyInertia + MomentOfInertia(Part, Axis, Origin) end return TotalBodyInertia end local function GetBackVector(CFrameValue) --- Get's the back vector of a CFrame Value -- @param CFrameValue A CFrame, of which the vector will be retrieved -- @return The back vector of the CFrame local _,_,_,_,_,r6,_,_,r9,_,_,r12 = CFrameValue:components() return Vector3.new(r6,r9,r12) end local function GetCFrameFromTopBack(CFrameAt, Top, Back) --- Get's the CFrame fromt he "top back" vector. or something local Right = Top:Cross(Back) -- Get's the "right" cframe lookvector. return CFrame.new(CFrameAt.x, CFrameAt.y, CFrameAt.z, Right.x, Top.x, Back.x, Right.y, Top.y, Back.y, Right.z, Top.z, Back.z ) end local function GetRotationInXZPlane(CFrameValue) --- Get's the rotation in the XZ plane (global). local Back = GetBackVector(CFrameValue) return GetCFrameFromTopBack(CFrameValue.p, Vector3.new(0,1,0), -- Top lookVector (straight up) Vector3.new(Back.x, 0, Back.z).unit -- Right facing direction (removed Y axis.) ) end local function Sign(Number) -- Return's the mathetmatical sign of an object if Number == 0 then return 0 elseif Number > 0 then return 1 else return -1 end end local EasyConfiguration = require(WaitForChild(script, "EasyConfiguration"))
--s.Pitch = 0.7 --s.Pitch = 0.7
while true do while s.Pitch<0.67 do s.Pitch=s.Pitch+0.010 s:Play() if s.Pitch>0.67 then s.Pitch=0.67 end wait(0.001) end
--use this to determine if you want this human to be harmed or not, returns boolean
function boom() wait(2) Used = true Object.Anchored = true Object.CanCollide = false Object.Sparks.Enabled = false Object.Orientation = Vector3.new(0,0,0) Object.Transparency = 1 Object.Fuse:Stop() Object.Explode:Play() Object.Dist1:Play() Object.Dist2:Play() Object.Explosion:Emit(100) Object.Smoke1:Emit(150) Object.Smoke2:Emit(150) Object.Smoke3:Emit(150) Object.Smoke4:Emit(50) Object.Debris:Emit(1000) Object.Debris2:Emit(1000) Object.Shockwave:Emit(5) Explode() end boom()
--Gas.InputChanged:Connect(TouchThrottle)
local function TouchBrake(input, GPE) if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end end Brake.InputBegan:Connect(TouchBrake) Brake.InputEnded:Connect(TouchBrake)
---------------------------------- ------------FUNCTIONS------------- ----------------------------------
function UnDigify(digit) if digit < 1 or digit > 61 then return "" elseif digit == 1 then return "1" elseif digit == 2 then return "!" elseif digit == 3 then return "2" elseif digit == 4 then return "@" elseif digit == 5 then return "3" elseif digit == 6 then return "4" elseif digit == 7 then return "$" elseif digit == 8 then return "5" elseif digit == 9 then return "%" elseif digit == 10 then return "6" elseif digit == 11 then return "^" elseif digit == 12 then return "7" elseif digit == 13 then return "8" elseif digit == 14 then return "*" elseif digit == 15 then return "9" elseif digit == 16 then return "(" elseif digit == 17 then return "0" elseif digit == 18 then return "q" elseif digit == 19 then return "Q" elseif digit == 20 then return "w" elseif digit == 21 then return "W" elseif digit == 22 then return "e" elseif digit == 23 then return "E" elseif digit == 24 then return "r" elseif digit == 25 then return "t" elseif digit == 26 then return "T" elseif digit == 27 then return "y" elseif digit == 28 then return "Y" elseif digit == 29 then return "u" elseif digit == 30 then return "i" elseif digit == 31 then return "I" elseif digit == 32 then return "o" elseif digit == 33 then return "O" elseif digit == 34 then return "p" elseif digit == 35 then return "P" elseif digit == 36 then return "a" elseif digit == 37 then return "s" elseif digit == 38 then return "S" elseif digit == 39 then return "d" elseif digit == 40 then return "D" elseif digit == 41 then return "f" elseif digit == 42 then return "g" elseif digit == 43 then return "G" elseif digit == 44 then return "h" elseif digit == 45 then return "H" elseif digit == 46 then return "j" elseif digit == 47 then return "J" elseif digit == 48 then return "k" elseif digit == 49 then return "l" elseif digit == 50 then return "L" elseif digit == 51 then return "z" elseif digit == 52 then return "Z" elseif digit == 53 then return "x" elseif digit == 54 then return "c" elseif digit == 55 then return "C" elseif digit == 56 then return "v" elseif digit == 57 then return "V" elseif digit == 58 then return "b" elseif digit == 59 then return "B" elseif digit == 60 then return "n" elseif digit == 61 then return "m" else return "?" end end function IsBlack(note) if note%12 == 2 or note%12 == 4 or note%12 == 7 or note%12 == 9 or note%12 == 11 then return true end end local TweenService = game:GetService("TweenService") function fade(cln,t) local Goal = {} Goal.Transparency = 1 local TwInfo = TweenInfo.new(t) local Tween = TweenService:Create(cln, TwInfo, Goal) Tween:Play() Tween.Completed:wait() return end function clone(key,sharp) if sharp then local cln = key:Clone() cln.Material = "Neon" --You can change / remove the neon if you want cln.Color = Color3.fromRGB(70,70,70) --along with the color cln.Anchored = true cln.Parent = key cln.Position = key.Position cln.CanCollide = false for i,v in pairs(cln:GetChildren()) do if v and v:IsA("MeshPart") then v:Destroy() end end local light = Instance.new("PointLight",cln) light.Brightness = 2 light.Range = 5 light.Color = Color3.fromRGB(120, 120, 120) local Goal = {} Goal.Position = Vector3.new(cln.Position.x,cln.Position.y + 5,cln.Position.z) local TwInfo = TweenInfo.new(1,Enum.EasingStyle.Linear) local Tween = TweenService:Create(cln, TwInfo, Goal) coroutine.resume(coroutine.create(fade),cln,1) Tween:Play() Tween.Completed:wait() local l = cln:FindFirstChildOfClass("PointLight") if l then l:Destroy() end if cln.Transparency ~= 1 then cln.Transparency = 1 end cln:Destroy() else local cln = key:Clone() cln.Material = "Neon" --You can change / remove the neon if you want cln.Color = Color3.fromRGB(255,255,255) --along with the color cln.Anchored = true cln.Parent = key cln.Position = key.Position cln.CanCollide = false for i,v in pairs(cln:GetChildren()) do if v and v:IsA("MeshPart") then v:Destroy() end end local light = Instance.new("PointLight",cln) light.Brightness = 2 light.Range = 5 light.Color = Color3.fromRGB(120, 120, 120) local Goal = {} Goal.Position = Vector3.new(cln.Position.x,cln.Position.y + 5,cln.Position.z) local TwInfo = TweenInfo.new(1,Enum.EasingStyle.Linear) local Tween = TweenService:Create(cln, TwInfo, Goal) coroutine.resume(coroutine.create(fade),cln,1) Tween:Play() Tween.Completed:wait() local l = cln:FindFirstChildOfClass("PointLight") if l then l:Destroy() end if cln.Transparency ~= 1 then cln.Transparency = 1 end cln:Destroy() end return end function HighlightPianoKey(note1,transpose) if not Settings.KeyAesthetics then return end local octave = math.ceil(note1/12) local note2 = (note1 - 1)%12 + 1 local key = Keys[octave][note2] key.Material = "Neon" if IsBlack(note1) then key.Color = Color3.fromRGB(70,70,70) coroutine.resume(coroutine.create(clone),key,true) wait(.2) key.Color = Color3.fromRGB(10,10,10) key.Material = "SmoothPlastic" else coroutine.resume(coroutine.create(clone),key,false) wait(.2) key.Material = "SmoothPlastic" end return end
--------------------[ GUI UPDATE FUNCTIONS ]------------------------------------------
local function updateClipAmmo() clipAmmoGUI.Text = Ammo.Value clipAmmoGUI.TextColor3 = (Ammo.Value <= (ClipSize.Value / 3) and Color3.new(1, 0, 0) or Color3.new(1, 1, 1)) end local function updateStoredAmmo() storedAmmoGUI.Text = StoredAmmo.Value storedAmmoGUI.TextColor3 = (StoredAmmo.Value <= (ClipSize.Value * 2) and Color3.new(1, 0, 0) or Color3.new(1, 1, 1)) end local function updateHealth() HUD.Health.Num.Text = CEIL(Humanoid.Health).."%" HUD.Health.Num.TextColor3 = ( (Humanoid.Health > 200 / 3) and Color3.new(1, 1, 1) or (Humanoid.Health <= 200 / 3 and Humanoid.Health > 100 / 3) and Color3.new(1, 1, 0) or (Humanoid.Health <= 100 / 3) and Color3.new(1, 0, 0) ) end local function updateModeLabels(prevState, newState, X) for Num, Mode in pairs(fireModes:GetChildren()) do local guiAngOffset2 = guiAngOffset + 90 local Ang = numLerp( (guiAngOffset2 * prevState) - (guiAngOffset2 * Num) - guiAngOffset2, (guiAngOffset2 * newState) - (guiAngOffset2 * Num) - guiAngOffset2, Sine(X) ) + guiAngOffset local XPos = COS(RAD(Ang)) local YPos = SIN(RAD(Ang)) Mode.Position = UDim2.new(0.5, XPos * 100, 0.5, YPos * 100) local R = COS(math.atan2(Mode.Position.Y.Offset, Mode.Position.X.Offset) + RAD(90)) Mode.Label.TextTransparency = 1 - ((R / 4) + 0.75) local Scale = (R * 10) + 50 Mode.Label.Position = UDim2.new(0, -Scale / 2, 0, 0) Mode.Label.Size = UDim2.new(0, Scale, 0, Scale / 2) end end
-- Set Pet Canvas Size --
module.SetCanvasSize = function(ScrollingFrame) local PADDING,SIZE,MaxCells = getSizes() local UIGridLayout = ScrollingFrame.UIGridLayout local AbsoluteSize = ScrollingFrame.AbsoluteSize local NewPadding = PADDING * AbsoluteSize NewPadding = UDim2.new(0, NewPadding .X, 0, NewPadding .Y) local NewSize = SIZE * AbsoluteSize NewSize = UDim2.new(0, NewSize.X, 0, NewSize.Y) UIGridLayout.CellPadding = NewPadding UIGridLayout.CellSize = NewSize local items = getItems(ScrollingFrame) --ScrollingFrame:GetChildren() local frameSizeY = ScrollingFrame.AbsoluteSize.Y local ySize = UIGridLayout.CellSize.Y.Offset local yPadding = UIGridLayout.CellPadding.Y.Offset UIGridLayout.FillDirectionMaxCells = MaxCells local rows = math.ceil((items-1)/UIGridLayout.FillDirectionMaxCells) local pixels = rows*ySize + (rows-1)*yPadding ScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, (pixels + 5)) end local main = script.Parent.Parent.Parent.Parent.Parent:WaitForChild("main") local weaponShopUI = main.WeaponShop function module:Int() game:GetService("Workspace").CurrentCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function() delay(.5, function() module.SetCanvasSize(weaponShopUI.Storage.Swords) module.SetCanvasSize(weaponShopUI.Storage.Robot) module.SetCanvasSize(weaponShopUI.Storage.Storage) end) end) end return module
-- Customizable variables
local TWEEN_TIME = .7 -- Time for the animation local TWEEN_MOVE_DISTANCE = 1 -- Distance to move
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi"} --[[ [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 = "Speed" --[[ [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 = 2.93 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.460 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 5.00 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 3.20 , --[[ 3 ]] 2.14 , --[[ 4 ]] 1.72 , --[[ 5 ]] 1.31 , --[[ 6 ]] 1.00 , --[[ 7 ]] 0.82 , --[[ 8 ]] 0.64 , } Tune.FDMult = 2 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--print("JeepScript: connecting events...")
seat.ChildAdded:connect(seatChildAddedHandler) seat.ChildRemoved:connect(seatChildRemovedHandler) seat.Changed:connect(seatChangedHandler)
--// Event for making player say chat message.
function chatBarFocusLost(enterPressed, inputObject) DoBackgroundFadeIn() chatBarFocusChanged:Fire(false) if (enterPressed) then local message = ChatBar:GetTextBox().Text if ChatBar:IsInCustomState() then local customMessage = ChatBar:GetCustomMessage() if customMessage then message = customMessage end local messageSunk = ChatBar:CustomStateProcessCompletedMessage(message) ChatBar:ResetCustomState() if messageSunk then return end end if not FFlagUserChatNewMessageLengthCheck2 then message = string.sub(message, 1, ChatSettings.MaximumMessageLength) end ChatBar:GetTextBox().Text = "" if message ~= "" then --// Sends signal to eventually call Player:Chat() to handle C++ side legacy stuff. moduleApiTable.MessagePosted:fire(message) if not CommandProcessor:ProcessCompletedChatMessage(message, ChatWindow) then if ChatSettings.DisallowedWhiteSpace then for i = 1, #ChatSettings.DisallowedWhiteSpace do if ChatSettings.DisallowedWhiteSpace[i] == "\t" then message = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], " ") else message = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], "") end end end message = string.gsub(message, "\n", "") message = string.gsub(message, "[ ]+", " ") local targetChannel = ChatWindow:GetTargetMessageChannel() if targetChannel then MessageSender:SendMessage(message, targetChannel) else MessageSender:SendMessage(message, nil) end end end end end local ChatBarConnections = {} function setupChatBarConnections() for i = 1, #ChatBarConnections do ChatBarConnections[i]:Disconnect() end ChatBarConnections = {} local focusLostConnection = ChatBar:GetTextBox().FocusLost:connect(chatBarFocusLost) table.insert(ChatBarConnections, focusLostConnection) local focusGainedConnection = ChatBar:GetTextBox().Focused:connect(chatBarFocused) table.insert(ChatBarConnections, focusGainedConnection) end setupChatBarConnections() ChatBar.GuiObjectsChanged:connect(setupChatBarConnections) function getEchoMessagesInGeneral() if ChatSettings.EchoMessagesInGeneralChannel == nil then return true end return ChatSettings.EchoMessagesInGeneralChannel end EventFolder.OnMessageDoneFiltering.OnClientEvent:connect(function(messageData) if not ChatSettings.ShowUserOwnFilteredMessage then if messageData.FromSpeaker == LocalPlayer.Name then return end end local channelName = messageData.OriginalChannel local channelObj = ChatWindow:GetChannel(channelName) if channelObj then channelObj:UpdateMessageFiltered(messageData) end if getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:UpdateMessageFiltered(messageData) end end end) EventFolder.OnNewMessage.OnClientEvent:connect(function(messageData, channelName) local channelObj = ChatWindow:GetChannel(channelName) if (channelObj) then channelObj:AddMessageToChannel(messageData) if (messageData.FromSpeaker ~= LocalPlayer.Name) then ChannelsBar:UpdateMessagePostedInChannel(channelName) end if getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessageToChannel(messageData) end end moduleApiTable.MessageCount = moduleApiTable.MessageCount + 1 moduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount) DoFadeInFromNewInformation() end end) EventFolder.OnNewSystemMessage.OnClientEvent:connect(function(messageData, channelName) channelName = channelName or "System" local channelObj = ChatWindow:GetChannel(channelName) if (channelObj) then channelObj:AddMessageToChannel(messageData) ChannelsBar:UpdateMessagePostedInChannel(channelName) moduleApiTable.MessageCount = moduleApiTable.MessageCount + 1 moduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount) DoFadeInFromNewInformation() if getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessageToChannel(messageData) end end else warn(string.format("Just received system message for channel I'm not in [%s]", channelName)) end end) function HandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, addHistoryToGeneralChannel, addWelcomeMessageToGeneralChannel) if ChatWindow:GetChannel(channel) then --- If the channel has already been added, remove it first. ChatWindow:RemoveChannel(channel) end if (channel == ChatSettings.GeneralChannelName) then DidFirstChannelsLoads = true end if channelNameColor then ChatBar:SetChannelNameColor(channel, channelNameColor) end local channelObj = ChatWindow:AddChannel(channel) if (channelObj) then if (channel == ChatSettings.GeneralChannelName) then DoSwitchCurrentChannel(channel) end if (messageLog) then local startIndex = 1 if #messageLog > ChatSettings.MessageHistoryLengthPerChannel then startIndex = #messageLog - ChatSettings.MessageHistoryLengthPerChannel end for i = startIndex, #messageLog do channelObj:AddMessageToChannel(messageLog[i]) end if getEchoMessagesInGeneral() and addHistoryToGeneralChannel then if ChatSettings.GeneralChannelName and channel ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessagesToChannelByTimeStamp(messageLog, startIndex) end end end end if (welcomeMessage ~= "") then local welcomeMessageObject = { ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = channel, IsFiltered = true, MessageLength = string.len(welcomeMessage), Message = trimTrailingSpaces(welcomeMessage), MessageType = ChatConstants.MessageTypeWelcome, Time = os.time(), ExtraData = nil, } channelObj:AddMessageToChannel(welcomeMessageObject) if getEchoMessagesInGeneral() and addWelcomeMessageToGeneralChannel and not ChatSettings.ShowChannelsBar then if channel ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessageToChannel(welcomeMessageObject) end end end end DoFadeInFromNewInformation() end end EventFolder.OnChannelJoined.OnClientEvent:connect(function(channel, welcomeMessage, messageLog, channelNameColor) HandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, false, true) end) EventFolder.OnChannelLeft.OnClientEvent:connect(function(channel) ChatWindow:RemoveChannel(channel) DoFadeInFromNewInformation() end) EventFolder.OnMuted.OnClientEvent:connect(function(channel) --// Do something eventually maybe? --// This used to take away the chat bar in channels the player was muted in. --// We found out this behavior was inconvenient for doing chat commands though. end) EventFolder.OnUnmuted.OnClientEvent:connect(function(channel) --// Same as above. end) EventFolder.OnMainChannelSet.OnClientEvent:connect(function(channel) DoSwitchCurrentChannel(channel) end) coroutine.wrap(function() -- ChannelNameColorUpdated may not exist if the client version is older than the server version. local ChannelNameColorUpdated = DefaultChatSystemChatEvents:WaitForChild("ChannelNameColorUpdated", 5) if ChannelNameColorUpdated then ChannelNameColorUpdated.OnClientEvent:connect(function(channelName, channelNameColor) ChatBar:SetChannelNameColor(channelName, channelNameColor) end) end end)()
--game.Lighting:WaitForChild("Blur").Enabled = true --game.Lighting.ColorCorrection.Enabled = true
local contenProvider = game:GetService("ContentProvider") game.Loaded:Wait() local toLoad = workspace:GetDescendants() local total = #toLoad for i,v in pairs(toLoad) do loadingScreen.Background.Counter.Text = "Loading: " .. i .. "/" .. total .. " " .. v.Name contenProvider:PreloadAsync({v}) end
--[=[ @param object any -- Object to track @param cleanupMethod string? -- Optional cleanup name override @return object: any Adds an object to the trove. Once the trove is cleaned or destroyed, the object will also be cleaned up. The object must be any of the following: - Roblox instance (e.g. Part) - RBXScriptConnection (e.g. `workspace.ChildAdded:Connect(function() end)`) - Function - Table with either a `Destroy` or `Disconnect` method - Table with custom `cleanupMethod` name provided Returns the object added. ```lua -- Add a part to the trove, then destroy the trove, -- which will also destroy the part: local part = Instance.new("Part") trove:Add(part) trove:Destroy() -- Add a function to the trove: trove:Add(function() print("Cleanup!") end) trove:Destroy() -- Standard cleanup from table: local tbl = {} function tbl:Destroy() print("Cleanup") end trove:Add(tbl) -- Custom cleanup from table: local tbl = {} function tbl:DoSomething() print("Do something on cleanup") end trove:Add(tbl, "DoSomething") ``` ]=]
function Trove:Add(object: any, cleanupMethod: string?): any local cleanup = GetObjectCleanupFunction(object, cleanupMethod) table.insert(self._objects, {object, cleanup}) return object end
--[[ Creates a new promise that receives the result of this promise. The given callbacks are invoked depending on that result. ]]
function Promise.prototype:_andThen(traceback, successHandler, failureHandler) self._unhandledRejection = false -- Create a new promise to follow this part of the chain return Promise._new(traceback, function(resolve, reject) -- Our default callbacks just pass values onto the next promise. -- This lets success and failure cascade correctly! local successCallback = resolve if successHandler then successCallback = createAdvancer(traceback, successHandler, resolve, reject) end local failureCallback = reject if failureHandler then failureCallback = createAdvancer(traceback, failureHandler, resolve, reject) end if self._status == Promise.Status.Started then -- If we haven't resolved yet, put ourselves into the queue table.insert(self._queuedResolve, successCallback) table.insert(self._queuedReject, failureCallback) elseif self._status == Promise.Status.Resolved then -- This promise has already resolved! Trigger success immediately. successCallback(unpack(self._values, 1, self._valuesLength)) elseif self._status == Promise.Status.Rejected then -- This promise died a terrible death! Trigger failure immediately. failureCallback(unpack(self._values, 1, self._valuesLength)) elseif self._status == Promise.Status.Cancelled then -- We don't want to call the success handler or the failure handler, -- we just reject this promise outright. reject(Error.new({ error = "Promise is cancelled", kind = Error.Kind.AlreadyCancelled, context = "Promise created at\n\n" .. traceback, })) end end, self) end
--Supercharger
local Whine_Pitch = 1.4 --max pitch of the whine (not exact so might have to mess with it)
--[[ Controller for the sounds of the vehicle ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local TweenService = game:GetService("TweenService") local Debris = game:GetService("Debris") local SoundsFolder = ReplicatedStorage:FindFirstChild("SFX") local CarSoundsFolder = SoundsFolder:FindFirstChild("Car") local VehicleSoundComponent = {} local tweenInfo = TweenInfo.new(0.6)
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries' local Signal = require(Libraries:WaitForChild 'Signal') History = { -- Record stack Stack = {}, -- Current position in record stack Index = 0, -- History change event Changed = Signal.new() }; function History.Undo() -- Unapplies the previous record in stack -- Stay within boundaries if History.Index - 1 < 0 then return; end; -- Get the history record, unapply it local Record = History.Stack[History.Index]; Record:Unapply(); -- Update the index History.Index = History.Index - 1; -- Fire the Changed event History.Changed:Fire(); end; function History.Redo() -- Applies the next record in stack -- Stay within boundaries if History.Index + 1 > #History.Stack then return; end; -- Update the index History.Index = History.Index + 1; -- Get the history record and apply it local Record = History.Stack[History.Index]; Record:Apply(); -- Fire the Changed event History.Changed:Fire(); end; function History.Add(Record) -- Adds new history record to stack -- Update the index History.Index = History.Index + 1; -- Register the new history record History.Stack[History.Index] = Record; -- Clear history ahead for Index = History.Index + 1, #History.Stack do History.Stack[Index] = nil; end; -- Fire the Changed event History.Changed:Fire(); end; return History;
-- other code
local bgm = handle.SONG tool.Equipped:Connect(function() bgm:Play() -- other code end) tool.Unequipped:Connect(function() bgm:Stop() -- other code end)
--Player related
local Camera = Workspace.CurrentCamera local Player = Players.LocalPlayer local GameSettings = UserSettings().GameSettings local CanShow = GameSettings.SavedQualityLevel.Value >= 8
-- / Configuration / --
local Configuration = Tool.Configuration
--// # key, ManOff
mouse.KeyUp:connect(function(key) if key=="f" then veh.Lightbar.middle.Man:Stop() veh.Lightbar.middle.Wail.Volume = 1 veh.Lightbar.middle.Yelp.Volume = 1 veh.Lightbar.middle.Priority.Volume = 1 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62) veh.Lightbar.MAN.Transparency = 1 end end)
--[=[ @within TableUtil @function Find @param tbl table @param callback (value: any, index: any, tbl: table) -> boolean @return (value: any?, key: any?) Performs a linear scan across the table and calls `callback` on each item in the array. Returns the value and key of the first pair in which the callback returns `true`. ```lua local t = { {Name = "Bob", Age = 20}; {Name = "Jill", Age = 30}; {Name = "Ann", Age = 25}; } -- Find first person who has a name starting with J: local firstPersonWithJ = TableUtil.Find(t, function(person) return person.Name:sub(1, 1):lower() == "j" end) print(firstPersonWithJ) --> {Name = "Jill", Age = 30} ``` :::caution Dictionary Ordering While `Find` can also be used with dictionaries, dictionary ordering is never guaranteed, and thus the result could be different if there are more than one possible matches given the data and callback function. ]=]
local function Find(tbl: Table, callback: FindCallback): (any?, any?) for k,v in pairs(tbl) do if callback(v, k, tbl) then return v, k end end return nil, nil end
--------SIDE SQUARES--------
game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(1002) game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(1002) game.Workspace.sidesquares.l13.BrickColor = BrickColor.new(1002) game.Workspace.sidesquares.l14.BrickColor = BrickColor.new(1002) game.Workspace.sidesquares.l15.BrickColor = BrickColor.new(1002) game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(1002) game.Workspace.sidesquares.l23.BrickColor = BrickColor.new(1002) game.Workspace.sidesquares.l24.BrickColor = BrickColor.new(1002) game.Workspace.sidesquares.l25.BrickColor = BrickColor.new(1002) game.Workspace.sidesquares.l31.BrickColor = BrickColor.new(1002) game.Workspace.sidesquares.l33.BrickColor = BrickColor.new(1002) game.Workspace.sidesquares.l34.BrickColor = BrickColor.new(1002) game.Workspace.sidesquares.l35.BrickColor = BrickColor.new(1002)
--Main function
local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container) local AnimObj local function Start() AnimObj = {} AnimObj["LastUpdate"] = tick() AnimObj["Parts"] = {} for i = 1, 3 do local np = EFFECT_LIB.NewInvisiblePart() local particlez = script.Energy:Clone() particlez.Parent = np particlez.Enabled = true AnimObj["Parts"][i] = np np.Parent = eff_cont end end local function Update() local loop = EFFECT_LIB.Loop(6) for i = 1, #AnimObj["Parts"] do AnimObj["Parts"][i].CFrame = source_part.CFrame * CFrame.Angles(0, math.rad(-loop * 360 + (360 / #AnimObj["Parts"] * (i - 1))), 0) * CFrame.new(0, -3, -3.2) --* CFrame.Angles(0, math.rad(90), 0) --* CFrame.Angles(math.rad(loop2 * -360 + (i * 180)), 0, 0) end end local function Stop() eff_cont:ClearAllChildren() AnimObj = nil end return {Start = Start, Update = Update, Stop = Stop} end return AttachAuraControl
-- services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerScriptService = game:GetService("ServerScriptService") local RunService = game:GetService("RunService") local Workspace = game:GetService("Workspace") local Players = game:GetService("Players")
--[[Drivetrain]]
Tune.Config = "AWD" -- "FWD" , "RWD" , "AWD" Tune.TorqueVector = .4 -- AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range. -- Differential Settings Tune.DifferentialType = 'New' -- New: Fairly precise and accurate settings based on a real differential -- Old: Same differential as previous iterations of AC6 -- Old Options Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 80 -- 1 - 100% Tune.RDiffLockThres = 20 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] -- New Options (LuaInt) Tune.FDiffPower = 30 -- 0 - 100 Higher values yield more wheel lock-up under throttle, more stability (Front wheels if driven only) Tune.FDiffCoast = 10 -- 0 - 100 Higher values yield more wheel lock-up when off throttle, more stability (Front wheels if driven only) Tune.FDiffPreload = 10 -- 0 - 100 Higher values will make the wheels generally lock up faster in any environment (Front wheels if driven only) Tune.RDiffPower = 40 -- 0 - 100 (Rear wheels if driven only) Tune.RDiffCoast = 20 -- 0 - 100 (Rear wheels if driven only) Tune.RDiffPreload = 20 -- 0 - 100 (Rear wheels if driven only) -- Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
-- DRIVE LOOP ----------------------------------------
while true do -- Valores de entrada retirados do VehicleSeat local steerFloat = vehicleSeat.SteerFloat -- Direção para frente e para trás, entre -1 e 1 local throttle = vehicleSeat.ThrottleFloat -- Direção esquerda e direita, entre -1 e 1 -- Converte "steerFloat" em um ângulo para os servos HingeConstraint local turnAngle = steerFloat * MAX_TURN_ANGLE wheelHingeR.TargetAngle = turnAngle wheelHingeL.TargetAngle = turnAngle -- Aplique torque aos motores CylindricalConstraint dependendo da entrada do acelerador e da velocidade atual do carro local currentVel = getAverageVelocity() local targetVel = 0 local motorTorque = 0 -- Em marcha lenta if math.abs(throttle) < 0.1 then motorTorque = 100 -- Accelerating elseif math.abs(throttle * currentVel) > 0 then -- Reduzir o torque com a velocidade (se o torque fosse constante, haveria um solavanco atingindo a velocidade alvo) -- Isso também produz uma redução na velocidade ao girar local r = math.abs(currentVel) / MAX_SPEED -- O torque deve ser mais sensível à entrada em baixa aceleração do que alta, portanto, esquadre o valor de "acelerador" motorTorque = math.exp( - 3 * r * r ) * TORQUE * throttle * throttle targetVel = math.sign(throttle) * 10000 -- Número grande arbitrário -- Frenagem else motorTorque = BRAKING_TORQUE * throttle * throttle end -- Use funções auxiliares para aplicar torque e velocidade alvo a todos os motores setMotorTorque(motorTorque) setMotorVelocity(targetVel) wait() end
--[=[ @param keyCodeOne Enum.KeyCode @param keyCodeTwo Enum.KeyCode @return areKeysDown: boolean Returns `true` if both keys are down. Useful for key combinations. ```lua local shiftA = keyboard:AreKeysDown(Enum.KeyCode.LeftShift, Enum.KeyCode.A) if shiftA then ... end ``` ]=]
function Keyboard:AreKeysDown(keyCodeOne, keyCodeTwo) return self:IsKeyDown(keyCodeOne) and self:IsKeyDown(keyCodeTwo) end function Keyboard:_setup() self._trove:Connect(UserInputService.InputBegan, function(input, processed) if processed then return end if input.UserInputType == Enum.UserInputType.Keyboard then self.KeyDown:Fire(input.KeyCode) end end) self._trove:Connect(UserInputService.InputEnded, function(input, processed) if processed then return end if input.UserInputType == Enum.UserInputType.Keyboard then self.KeyUp:Fire(input.KeyCode) end end) end
--[[ Reference renderer intended for use in tests as well as for documenting the minimum required interface for a Roact renderer. ]]
local NoopRenderer = {} function NoopRenderer.isHostObject(target) -- Attempting to use NoopRenderer to target a Roblox instance is almost -- certainly a mistake. return target == nil end function NoopRenderer.mountHostNode(reconciler, node) end function NoopRenderer.unmountHostNode(reconciler, node) end function NoopRenderer.updateHostNode(reconciler, node, newElement) return node end return NoopRenderer
--[[ Called when the goal state changes value; this will initiate a new tween. Returns false as the current value doesn't change right away. ]]
function class:update() self._prevValue = self._currentValue self._nextValue = self._goalState:get(false) self._currentTweenStartTime = os.clock() self._currentTweenInfo = self._tweenInfo local tweenDuration = self._tweenInfo.DelayTime + self._tweenInfo.Time if self._tweenInfo.Reverses then tweenDuration += self._tweenInfo.Time end tweenDuration *= self._tweenInfo.RepeatCount self._currentTweenDuration = tweenDuration -- start animating this tween TweenScheduler.add(self) return false end function class:setCurrentValue(Value) self._goalState:set(Value) end if ENABLE_PARAM_SETTERS then --[[ Specifies a new TweenInfo to use when the goal state changes in the future. ]] function class:setTweenInfo(newTweenInfo: TweenInfo) self._tweenInfo = newTweenInfo end end local function Tween(goalState: Types.State<Types.Animatable>, tweenInfo: TweenInfo?) local currentValue = goalState:get(false) local self = setmetatable({ type = "State", kind = "Tween", dependencySet = {[goalState] = true}, -- if we held strong references to the dependents, then they wouldn't be -- able to get garbage collected when they fall out of scope dependentSet = setmetatable({}, WEAK_KEYS_METATABLE), _goalState = goalState, _tweenInfo = tweenInfo or TweenInfo.new(), _prevValue = currentValue, _nextValue = currentValue, _currentValue = currentValue, -- store current tween into separately from 'real' tween into, so it -- isn't affected by :setTweenInfo() until next change _currentTweenInfo = tweenInfo, _currentTweenDuration = 0, _currentTweenStartTime = 0 }, CLASS_METATABLE) initDependency(self) -- add this object to the goal state's dependent set goalState.dependentSet[self] = true return self end return Tween
-- @outline // RUNNERS
function Camera.ClientUpdate(dt : number) if not Camera.Enabled then return end Cam.CameraType = Enum.CameraType.Scriptable Cam.CFrame = Camera:GetCFrame(dt) end return Camera
--[[ Returns a new promise that: * is resolved when all input promises resolve * is rejected if ANY input promises reject ]]
function Promise.all(...) local promises = {...} -- check if we've been given a list of promises, not just a variable number of promises if type(promises[1]) == "table" and promises[1]._type ~= "Promise" then -- we've been given a table of promises already promises = promises[1] end return Promise.new(function(resolve, reject) local isResolved = false local results = {} local totalCompleted = 0 local function promiseCompleted(index, result) if isResolved then return end results[index] = result totalCompleted = totalCompleted + 1 if totalCompleted == #promises then resolve(results) isResolved = true end end if #promises == 0 then resolve(results) isResolved = true return end for index, promise in ipairs(promises) do -- if a promise isn't resolved yet, add listeners for when it does if promise._status == Promise.Status.Started then promise:andThen(function(result) promiseCompleted(index, result) end):catch(function(reason) isResolved = true reject(reason) end) -- if a promise is already resolved, move on elseif promise._status == Promise.Status.Resolved then promiseCompleted(index, unpack(promise._value)) -- if a promise is rejected, reject the whole chain else --if promise._status == Promise.Status.Rejected then isResolved = true reject(unpack(promise._value)) end end end) end
--How to do: --Put BassParts in body --And this script in DriverSeat --Please make sure to have the songMod installed!
if script.Parent:IsA("VehicleSeat") then script.Parent.ChildAdded:connect(function(child) if child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then local p= game.Players:GetPlayerFromCharacter(child.Part1.Parent) local g= script.SendRgb:Clone() g.Parent=p.PlayerGui g.src.Value = script.RgbEvent g.Disabled = false end end) script.Parent.ChildRemoved:Connect(function(child) if child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent).PlayerGui.SendRgb:Destroy() end end) end script.RgbEvent.OnServerEvent:Connect(function(plr) local body = script.Parent.Parent.Body if body:FindFirstChild("LightPart") then local lightPart = body:FindFirstChild("LightPart") if lightPart.PointLight.Enabled == false then lightPart.PointLight.Enabled = true else lightPart.PointLight.Enabled = false end end end)
-- ProductId 1218011973 for 500 Cash
developerProductFunctions[Config.DeveloperProductIds["500 Cash"]] = function(receipt, player) -- Logic/code for player buying 500 Cash (may vary) local leaderstats = player:FindFirstChild("leaderstats") local cash = leaderstats and leaderstats:FindFirstChild("Cash") if cash then if Utilities:OwnsGamepass(player, gamepassID) then cash.Value += 1000 else cash.Value += 500 end return true end end
--[[** Gets the player's role in the given group. @param [Instance<Player>] Player The player you are checking for. Can also be their UserID. @param [Integer] GroupID The ID of the group you are checking role in. @returns [String] The player's role. **--]]
function GroupService:GetRoleInGroupAsync(Player, GroupID) for _, Group in ipairs(GroupService:GetGroupsAsync(Player)) do if Group.Id == GroupID then return Group.Role end end return DEFAULT_ROLE end
--// Probabilities
JamChance = 0; -- This is percent scaled. For 100% Chance of jamming, put 100, for 0%, 0; and everything inbetween TracerChance = 100; -- This is the percen scaled. For 100% Chance of showing tracer, put 100, for 0%, 0; and everything inbetween
--Stop disliking it put it in starterplayerscripts
script.Parent:WaitForChild("PlayerModule"):WaitForChild("CameraModule"):WaitForChild("MouseLockController"):WaitForChild("BoundKeys").Value = "LeftControl"
-- Roact
local Roact = require(Vendor:WaitForChild 'Roact') local new = Roact.createElement
---------------------------------------------------------------------- -- -- HERE BE DRAGONS! -- -- You can hack together your own scripts using the objects -- in here, but this is all highly experimental and *WILL BREAK* -- in a future release. If that bothers you, look away... -- -- T -- -----------------------------------------------------------------------
local Board = script.Parent local Controller local Gyro local CoastingAnim local KickAnim local LeftAnim local RightAnim local OllieAnim local OllieHack = script.Parent:FindFirstChild("OllieThrust") if (OllieHack == nil) then OllieHack = Instance.new("BodyThrust") OllieHack.Name = "OllieThrust" OllieHack.force = Vector3.new(0,0,0) OllieHack.location = Vector3.new(0,0,-2) OllieHack.Parent = Board end local lastaction = nil local lasttime = nil local jumpok = true function didAction(action) lastaction = action lasttime = time() end function onAxisChanged(axis) Board.Steer = Controller.Steer Board.Throttle = Controller.Throttle if (Board.Steer == -1) then print("Left") --CoastingAnim:Stop(1) KickAnim:Stop() OllieAnim:Stop() RightAnim:Stop(.5) LeftAnim:Play(.5) didAction("left") end if (Board.Steer == 1) then print("Right") KickAnim:Stop() --CoastingAnim:Stop(1) LeftAnim:Stop(.5) OllieAnim:Stop() RightAnim:Play(.5) didAction("right") end if (Board.Steer == 0) then print("Straight") KickAnim:Stop() LeftAnim:Stop(.5) OllieAnim:Stop() RightAnim:Stop(.5) if (lastaction == "go" and time() - lasttime < .1) then end didAction("go") --CoastingAnim:Play(1) end end function enterAirState() -- gyrate towards vertical position for better landing Gyro.maxTorque = Vector3.new(100, 0, 100) jumpok = false end function exitAirState() -- turn off gyro Gyro.maxTorque = Vector3.new(0,0,0) jumpok = true end function enterPushingState() KickAnim:Play() end function onMoveStateChanged(newState, oldState) print(oldState) print(newState) -- do state exits here if oldState == Enum.MoveState.AirFree then exitAirState() end -- do state transitions here -- do state entries here if newState == Enum.MoveState.AirFree then enterAirState() end if newState == Enum.MoveState.Pushing then enterPushingState() end end
--this is a little bad, but shouldn't really be part of the 'class' of the gun
local Intangibles = {shock=1, bolt=1, bullet=1, plasma=1, effect=1, laser=1, handle=1, effects=1, flash=1,} function CheckIntangible(hitObj) print(hitObj.Name) return Intangibles[(string.lower(hitObj.Name))] or hitObj.Transparency == 1 end function CastRay(startpos, vec, length, ignore, delayifhit) if length > 999 then length = 999 end hit, endpos2 = game.Workspace:FindPartOnRay(Ray.new(startpos, vec * length), ignore) if hit ~= nil then if CheckIntangible(hit) then if delayifhit then wait() end hit, endpos2 = CastRay(endpos2 + (vec * .01), vec, length - ((startpos - endpos2).magnitude), ignore, delayifhit) end end return hit, endpos2 end function DrawBeam(beamstart, beamend, clr, fadedelay, templatePart) local dis = 2 --(beamstart - beamend).magnitude local tlaser=templatePart:Clone() tlaser.BrickColor = clr tlaser.Size = Vector3.new(.1, .1, dis + .2) tlaser.CFrame = CFrame.new((beamend+beamstart)/2, beamstart) * CFrame.new(0, 0, - dis/2) tlaser.Parent = game.Workspace game.Debris:AddItem(tlaser, fadedelay) end
--[[ Public API ]]
-- function MasterControl:Init() RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, updateMovement) end function MasterControl:Enable() areControlsEnabled = true isJumpEnabled = true if self.ControlState.Current then self.ControlState.Current:Enable() end end function MasterControl:Disable() if self.ControlState.Current then self.ControlState.Current:Disable() end --After current control state is disabled, moveValue has been set to zero, --Call updateMovement one last time to make sure this propagates to the engine - --Otherwise if disabled while humanoid is moving, humanoid won't stop moving. updateMovement() isJumping = false areControlsEnabled = false end function MasterControl:EnableJump() isJumpEnabled = true if areControlsEnabled and self.ControlState:IsTouchJumpModuleUsed() then self.TouchJumpModule:Enable() end end function MasterControl:DisableJump() isJumpEnabled = false if self.ControlState:IsTouchJumpModuleUsed() then self.TouchJumpModule:Disable() end end function MasterControl:AddToPlayerMovement(playerMoveVector) moveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, moveValue.Z + playerMoveVector.Z) end function MasterControl:GetMoveVector() return moveValue end function MasterControl:SetIsJumping(jumping) if not isJumpEnabled then return end isJumping = jumping local humanoid = self:GetHumanoid() if humanoid and not humanoid.PlatformStand then humanoid.Jump = isJumping end end function MasterControl:DoJump() if not isJumpEnabled then return end local humanoid = self:GetHumanoid() if humanoid then humanoid.Jump = true end end function MasterControl:GetClickToMoveFailStateChanged() return clickToMoveFailStateChanged end return MasterControl
--This script creates a leaderstat and saves it with the DataStoreService. --Put this inside of the ServerScriptService.
local stat = "Equipped" --Change to your stat name local startamount = "Light" --Change to how much points the player will start out with local DataStore = game:GetService("DataStoreService") local ds = DataStore:GetDataStore("LeaderStatSave")
-------------------- --| Script Logic |-- --------------------
BaseShot = Instance.new('Part') BaseShot.Name = 'Effect' BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(0.2, 0.2, 3) BaseShot.CanCollide = false BaseShot.BrickColor = BrickColor.new('Lime green') SelectionBoxify(BaseShot) Light(BaseShot) HitFadeSound:Clone().Parent = BaseShot Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped) Tool.Activated:connect(OnActivated)
--Wait until at least the first Heartbeat so we can ensure any other ClientWeaponsScript instances have time to get started as well.
RunService.Heartbeat:Wait()
--[=[ @within TableUtil @function Find @param tbl table @param callback (value: any, index: any, tbl: table) -> boolean @return (value: any?, key: any?) Performs a linear scan across the table and calls `callback` on each item in the array. Returns the value and key of the first pair in which the callback returns `true`. ```lua local t = { {Name = "Bob", Age = 20}; {Name = "Jill", Age = 30}; {Name = "Ann", Age = 25}; } -- Find first person who has a name starting with J: local firstPersonWithJ = TableUtil.Find(t, function(person) return person.Name:sub(1, 1):lower() == "j" end) print(firstPersonWithJ) --> {Name = "Jill", Age = 30} ``` :::caution Dictionary Ordering While `Find` can also be used with dictionaries, dictionary ordering is never guaranteed, and thus the result could be different if there are more than one possible matches given the data and callback function. ]=]
local function Find<K, V>(tbl: { [K]: V }, callback: (V, K, { [K]: V }) -> boolean): (V?, K?) for k, v in tbl do if callback(v, k, tbl) then return v, k end end return nil, nil end
--// Setting things up
for ind,loc in pairs({ _G = _G; game = game; spawn = spawn; script = script; getfenv = getfenv; setfenv = setfenv; workspace = workspace; getmetatable = getmetatable; setmetatable = setmetatable; loadstring = loadstring; coroutine = coroutine; rawequal = rawequal; typeof = typeof; print = print; math = math; warn = warn; error = error; assert = assert; pcall = pcall; xpcall = xpcall; select = select; rawset = rawset; rawget = rawget; ipairs = ipairs; pairs = pairs; next = next; Rect = Rect; Axes = Axes; os = os; time = time; Faces = Faces; unpack = unpack; string = string; Color3 = Color3; newproxy = newproxy; tostring = tostring; tonumber = tonumber; Instance = Instance; TweenInfo = TweenInfo; BrickColor = BrickColor; NumberRange = NumberRange; ColorSequence = ColorSequence; NumberSequence = NumberSequence; ColorSequenceKeypoint = ColorSequenceKeypoint; NumberSequenceKeypoint = NumberSequenceKeypoint; PhysicalProperties = PhysicalProperties; Region3int16 = Region3int16; Vector3int16 = Vector3int16; require = require; table = table; type = type; wait = wait; Enum = Enum; UDim = UDim; UDim2 = UDim2; Vector2 = Vector2; Vector3 = Vector3; Region3 = Region3; CFrame = CFrame; Ray = Ray; task = task; service = service }) do locals[ind] = loc end
--Over complicated function for instantly switching targets upon kill
local targetDeathConnection = nil local trackedTarget = nil function trackDeath(newTarget) if trackedTarget ~= newTarget then if targetDeathConnection then targetDeathConnection:Disconnect() targetDeathConnection = nil end trackedTarget = newTarget targetDeathConnection = newTarget.Parent.Humanoid.Died:Connect(function() targetDeathConnection:Disconnect() targetDeathConnection = nil if combat.getMunition(munition) then target = core.findTarget() if target then trackDeath(target) end end end) end end core.spawn(function() while myHuman.Health > 0 do if combat.getMunition(munition) then if target then --If we have a target unless we haven't attacked in 5 seconds don't switch if tick() - lastAttack > 5 then target = core.findTarget() end else target = core.findTarget() end if target then --Instant target switching trackDeath(target) end else --Sets target to nil when no ammo to return home and restock target = nil end wait(1) end end) myHuman.Died:Connect(function() crash() if targetDeathConnection then targetDeathConnection:Disconnect() targetDeathConnection = nil end wait(mySettings.Respawn.Time.Value) if mySettings.Respawn.Value then clone.Parent = script.Parent.Parent end script.Parent:Destroy() end)
-- Create material variables
local floorMaterial local material
-- Listen for the parent part being touched
part.Touched:Connect(onTouched)
--[[ local require = function(mod, ...) if mod and tonumber(mod) then warn("Requiring Module by ID; Expand for module URL > ", {URL = "https://www.roblox.com/library/".. moduleId}) end return require(mod, ...) end --]]
function CloneTable(tab, recursive) local clone = table.clone(tab) if recursive then for i,v in pairs(clone) do if type(v) == "table" then clone[i] = CloneTable(v, recursive) end end end return clone end local function Pcall(func, ...) local pSuccess, pError = pcall(func, ...) if not pSuccess then warn(pError) logError(pError) end return pSuccess, pError end local function cPcall(func, ...) return Pcall(function(...) return coroutine.resume(coroutine.create(func), ...) end, ...) end local function Routine(func, ...) return coroutine.resume(coroutine.create(func), ...) end local function GetEnv(env, repl) local scriptEnv = setmetatable({}, { __index = function(tab, ind) return (locals[ind] or (env or origEnv)[ind]) end; __metatable = unique; }) if repl and type(repl) == "table" then for ind, val in pairs(repl) do scriptEnv[ind] = val end end return scriptEnv end local function GetVargTable() return { Server = server; Service = service; } end local function LoadModule(plugin, yield, envVars, noEnv, isCore) noEnv = false --// Seems to make loading take longer when true (?) local isFunc = type(plugin) == "function" local plugin = (isFunc and service.New("ModuleScript", {Name = "Non-Module Loaded"})) or plugin local plug = (isFunc and plugin) or require(plugin) if server.Modules and type(plugin) ~= "function" then table.insert(server.Modules,plugin) end if type(plug) == "function" then if isCore then local ran,err = service.TrackTask("CoreModule: ".. tostring(plugin), plug, GetVargTable(), GetEnv) if not ran then warn("Core Module encountered an error while loading:", plugin) warn(err) else return err; end elseif yield then --Pcall(setfenv(plug,GetEnv(getfenv(plug), envVars))) local ran,err = service.TrackTask("Plugin: ".. tostring(plugin), (noEnv and plug) or setfenv(plug, GetEnv(getfenv(plug), envVars)), GetVargTable()) if not ran then warn("Module encountered an error while loading:", plugin) warn(err) else return err; end else --service.Threads.RunTask("PLUGIN: "..tostring(plugin),setfenv(plug,GetEnv(getfenv(plug), envVars))) local ran, err = service.TrackTask("Thread: Plugin: ".. tostring(plugin), (noEnv and plug) or setfenv(plug, GetEnv(getfenv(plug), envVars)), GetVargTable()) if not ran then warn("Module encountered an error while loading:", plugin) warn(err) else return err; end end else server[plugin.Name] = plug end if server.Logs then server.Logs.AddLog(server.Logs.Script,{ Text = "Loaded "..tostring(plugin).." Module"; Desc = "Adonis loaded a core module or plugin"; }) end end;
-- Event Binding
TimeObject.Changed:connect(OnTimeChanged) DisplayTimerInfo.OnClientEvent:connect(OnDisplayTimerInfo) return TimerManager
--[[ HOC that wraps a component that can be hot swapped with a GUI instance. Parameters: - guiName (string): name of GUI that is stored in the `CustomGui` folder Returns: - Function that injects the custom GUI instance into the wrapped component as a prop ]]
local function withCustomGui(guiName) return function(Component) local CustomGui = Roact.Component:extend("CustomGui") function CustomGui:init() self.StarterGui = self.props.StarterGui or StarterGui -- Find the custom GUI folder and clone the instance local instance = self.StarterGui:FindFirstChild(guiName, true) -- No custom GUI defined if not instance then return end -- Invalid class of GUI defined if not instance:IsA("Frame") then warn( string.format( "[FriendsLocator] Custom GUI provided expected to be Frame, got %s instead", instance.ClassName ) ) return end -- Clone GUI self.instance = instance:Clone() end function CustomGui:render() return Roact.createElement( Component, Cryo.Dictionary.join(self.props, { customGui = self.instance, }) ) end function CustomGui:willUnmount() if self.instance then self.instance:Destroy() self.instance = nil end end return CustomGui end end return withCustomGui
-- Modules
local NotificationModule = require(script.NotificationModule)
--
script.Parent.OnServerEvent:Connect(function(p) local Character = p.Character local Humanoid = Character.Humanoid local RootPart = Character.HumanoidRootPart local Slash = RS.Effects.Part3:Clone() script.Attack:Play() Humanoid.WalkSpeed = 16 Slash.Parent = FX Slash.CFrame = RootPart.CFrame * CFrame.new(0,0,-3) local BV = Instance.new("BodyVelocity",Slash) BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge) BV.Velocity = p.Character.HumanoidRootPart.CFrame.LookVector * 60 Slash.Touched:Connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= p.Name then hit.Parent.Humanoid:TakeDamage(Damage) local HitEffect = Effects.Hit3.Attachment:Clone() local RootPart2 = hit.Parent.HumanoidRootPart HitEffect.Parent = RootPart2 for _,Particles in pairs(HitEffect:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end HitEffect.Hit:Play() local vel = Instance.new("BodyVelocity", RootPart2) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = RootPart2 vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,1) Slash:Destroy() end wait(1) Slash.Anchored = true for _,Particles in pairs(Slash.Part.Parent:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles.Enabled = false end end Slash.PointLight.Enabled = false end) end)
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 2500 -- Front brake force Tune.RBrakeForce = 200 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
-- Represents a FastCastBehavior :: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/fcbehavior/
export type FastCastBehavior = { RaycastParams: RaycastParams?, MaxDistance: number, Acceleration: Vector3, HighFidelityBehavior: number, HighFidelitySegmentSize: number, CosmeticBulletTemplate: Instance?, CosmeticBulletProvider: any, -- Intended to be a PartCache. Dictated via TypeMarshaller. CosmeticBulletContainer: Instance?, AutoIgnoreContainer: boolean, CanPierceFunction: CanPierceFunction }
-- Settings
local Configuration = Home:WaitForChild("Configuration") local SwingPower = Configuration:WaitForChild("SwingPower") local function SetPhysicalProperties(Part,Density) if Part then Part.CustomPhysicalProperties = PhysicalProperties.new(Density,Part.Friction,Part.Elasticity) end end GetAllDescendants = function(instance, func) func(instance) for _, child in next, instance:GetChildren() do GetAllDescendants(child, func) end end local function SetCharacterToWeight(ToDensity,Char) GetAllDescendants(Char,function(d) if d and d.Parent and d:IsA("BasePart") then SetPhysicalProperties(d,ToDensity) end end) end local function OnSeatChange(Seat) if Seat.Occupant then local CurrentThrottle = Seat.Throttle local BodyForce = Seat:WaitForChild("BodyForce") -- Adjust swing when interacted if CurrentThrottle == 1 then BodyForce.Force = Seat.CFrame.lookVector * SwingPower.Value * 100 elseif CurrentThrottle == -1 then BodyForce.Force = Seat.CFrame.lookVector * SwingPower.Value * -100 else BodyForce.Force = Vector3New() end delay(0.2,function() BodyForce.Force = Vector3New() end) -- Make the character weightless for the swing to behave correctly if CurrentOccupant == nil then CurrentOccupant = Seat.Occupant SetCharacterToWeight(0,CurrentOccupant.Parent) end elseif CurrentOccupant then -- Set the character's weight back SetCharacterToWeight(0.7,CurrentOccupant.Parent) CurrentOccupant = nil end end SwingSeat1.Changed:connect(function() OnSeatChange(SwingSeat1) end) SwingSeat2.Changed:connect(function() OnSeatChange(SwingSeat2) end)
--Services
local tweenService = game:GetService("TweenService") local playerService = game:GetService("Players")
--local inspd = car.Body.Dash.Spd.G.Needle --Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) intach.Rotation = -90 + script.Parent.Parent.Values.RPM.Value * 270 / 10000 end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) script.Parent.Parent.Values.PBrake.Changed:connect(function() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end) script.Parent.Parent.Values.TransmissionMode.Changed:connect(function() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
--Gear Ratios
Tune.FinalDrive = 3.21 -- [TRANSMISSION CALCULATIONS FOR NERDS] Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier) --[[Reverse]] 5.000 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier --[[Neutral]] 0 , --[[ 1 ]] 3.519 , --[[ 2 ]] 2.320 , --[[ 3 ]] 1.700 , --[[ 4 ]] 1.400 , --[[ 5 ]] 0.907 , } Tune.FDMult = 1.3 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--//Remove default loading bar
script.Parent:RemoveDefaultLoadingScreen()
--[[** ensures all values in given table pass check @param check The function to use to check the values @returns A function that will return true iff the condition is passed **--]]
function t.values(check) assert(t.callback(check)) return function(value) local tableSuccess = t.table(value) if tableSuccess == false then return false end for _, val in pairs(value) do local success = check(val) if success == false then return false end end return true end end
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version if script.Parent.L.Value == true then --because you can't get in a locked car wait() script.Parent.Disabled = true wait() script.Parent.Disabled = false end script.Parent.Occupied.Value = true script.Parent.Parent.Body.Dash.Spd.Interface.Enabled = true script.Parent.Parent.Body.Dash.Tac.Interface.Enabled = true script.Parent.Parent.Body.Dash.Screen.G.Enabled = true script.Parent.Parent.Body.Dash.Screen.G.Startup.Visible = true script.Parent.Parent.Body.Dash.Screen.G.Caution.Visible = false script.Parent.Parent.Body.Dash.DashSc.G.Unit.Visible = true script.Parent.Parent.Body.Dash.DashSc.G.Enabled = true script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.Info.Value = true script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.Speed.Value = false script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.Version.Value = false script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.MPG.Value = false script.Parent.Parent.DriveSeat.SS3.Radios.FMOne.Value = true script.Parent.Parent.DriveSeat.SS3.Radios.FMTwo.Value = false script.Parent.Parent.DriveSeat.SS3.Radios.FMThree.Value = false script.Parent.Parent.DriveSeat.SS3.Radios.FMFour.Value = false script.Parent.Parent.Body.Dash.DashSc.G.Modes.SpeedStats.Visible = false script.Parent.Parent.Body.Dash.DashSc.G.Modes.Info.Visible = false script.Parent.Parent.Body.Dash.DashSc.G.Modes.Stats.Visible = false script.Parent.Parent.Body.Dash.DashSc.G.Frame.Position = UDim2.new(0, 0, 0, -5) script.Parent.Parent.Body.Dash.DashSc.G.Select.Position = UDim2.new(0, 0, 0, -5) script.Parent.Parent.Body.Dash.DashSc.G.Unit.Text = "Welcome" script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.9 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.8 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.7 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.6 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.5 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.4 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.3 script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = 1.5 script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = 1.5 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.Car.ImageTransparency = 0.7 script.Parent.Parent.Body.Dash.DashSc.G.Speed.ImageTransparency = 0.7 script.Parent.Parent.Body.Dash.DashSc.G.Info1.ImageTransparency = 0.7 script.Parent.Parent.Body.Dash.DashSc.G.Gas.ImageTransparency = 0.7 script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.2 script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = 1 script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = 1 script.Parent.Parent.Body.Dash.DashSc.G.Select:TweenPosition(UDim2.new(0, 0, 0, 20), "InOut", "Quint", 1, true) script.Parent.Parent.Body.Dash.DashSc.G.Frame:TweenPosition(UDim2.new(0, 0, 0, 20), "InOut", "Quint", 1, true) wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.Car.ImageTransparency = 0.4 script.Parent.Parent.Body.Dash.DashSc.G.Speed.ImageTransparency = 0.4 script.Parent.Parent.Body.Dash.DashSc.G.Info1.ImageTransparency = 0.4 script.Parent.Parent.Body.Dash.DashSc.G.Gas.ImageTransparency = 0.4 script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.1 script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = .5 script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = .5 wait(0.2) script.Parent.Parent.Body.Dash.DashSc.G.Car.ImageTransparency = 0 script.Parent.Parent.Body.Dash.DashSc.G.Speed.ImageTransparency = 0 script.Parent.Parent.Body.Dash.DashSc.G.Info1.ImageTransparency = 0 script.Parent.Parent.Body.Dash.DashSc.G.Gas.ImageTransparency = 0 script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0 script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = 0 script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = 0 wait(2.2) script.Parent.Parent.Body.Dash.DashSc.G.Modes.SpeedStats.Position = UDim2.new(0, 0, 0, 0) script.Parent.Parent.Body.Dash.DashSc.G.Modes.SpeedStats.Visible = true script.Parent.Parent.Body.Dash.DashSc.G.Unit.Visible = false script.Parent.Parent.Body.Dash.Screen.G.Startup.Visible = false script.Parent.Parent.Body.Dash.Screen.G.Caution.Visible = true wait(6) script.Parent.Parent.Body.Dash.Screen.G.Caution.Visible = false
---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ----------------------------------------------------------------
local MainFrame = Instance.new("Frame") MainFrame.Name = "MainFrame" MainFrame.Size = UDim2.new(1, -1 * ScrollBarWidth, 1, 0) MainFrame.Position = UDim2.new(0, 0, 0, 0) MainFrame.BackgroundTransparency = 1 MainFrame.ClipsDescendants = true MainFrame.Parent = PropertiesFrame ContentFrame = Instance.new("Frame") ContentFrame.Name = "ContentFrame" ContentFrame.Size = UDim2.new(1, 0, 0, 0) ContentFrame.BackgroundTransparency = 1 ContentFrame.Parent = MainFrame scrollBar = ScrollBar(false) scrollBar.PageIncrement = 1 Create(scrollBar.GUI,{ Position = UDim2.new(1,-ScrollBarWidth,0,0); Size = UDim2.new(0,ScrollBarWidth,1,0); Parent = PropertiesFrame; }) scrollBarH = ScrollBar(true) scrollBarH.PageIncrement = ScrollBarWidth Create(scrollBarH.GUI,{ Position = UDim2.new(0,0,1,-ScrollBarWidth); Size = UDim2.new(1,-ScrollBarWidth,0,ScrollBarWidth); Visible = false; Parent = PropertiesFrame; }) do local listEntries = {} local nameConnLookup = {} function scrollBar.UpdateCallback(self) scrollBar.TotalSpace = ContentFrame.AbsoluteSize.Y scrollBar.VisibleSpace = MainFrame.AbsoluteSize.Y ContentFrame.Position = UDim2.new(ContentFrame.Position.X.Scale,ContentFrame.Position.X.Offset,0,-1*scrollBar.ScrollIndex) end function scrollBarH.UpdateCallback(self) end MainFrame.Changed:connect(function(p) if p == 'AbsoluteSize' then scrollBarH.VisibleSpace = math.ceil(MainFrame.AbsoluteSize.x) scrollBarH:Update() scrollBar.VisibleSpace = math.ceil(MainFrame.AbsoluteSize.y) scrollBar:Update() end end) local wheelAmount = Row.Height PropertiesFrame.MouseWheelForward:connect(function() if scrollBar.VisibleSpace - 1 > wheelAmount then scrollBar:ScrollTo(scrollBar.ScrollIndex - wheelAmount) else scrollBar:ScrollTo(scrollBar.ScrollIndex - scrollBar.VisibleSpace) end end) PropertiesFrame.MouseWheelBackward:connect(function() if scrollBar.VisibleSpace - 1 > wheelAmount then scrollBar:ScrollTo(scrollBar.ScrollIndex + wheelAmount) else scrollBar:ScrollTo(scrollBar.ScrollIndex + scrollBar.VisibleSpace) end end) end scrollBar.VisibleSpace = math.ceil(MainFrame.AbsoluteSize.y) scrollBar:Update() showProperties(GetSelection()) bindSelectionChanged.Event:connect(function() showProperties(GetSelection()) end) bindSetAwait.Event:connect(function(obj) if AwaitingObjectValue then AwaitingObjectValue = false local mySel = obj if mySel then pcall(function() Set(AwaitingObjectObj, AwaitingObjectProp, mySel) end) end end end) propertiesSearch:GetPropertyChangedSignal("Text"):Connect(function() showProperties(GetSelection()) end) bindGetApi.OnInvoke = function() return RbxApi end bindGetAwait.OnInvoke = function() return AwaitingObjectValue end
-- Set first join time
function Main:SetFirstJoinTime(newTime: number) self.FirstJoinTime = newTime self.Data.FirstJoinTime = newTime return newTime end
--local ClickerModule = require(343254562) --local clickEvent = ClickerModule.RemoteEvent
local interactiveParts = {} local activationDistance = 12 local flushing = false local water = script.Parent.Parent.Water local sound = script.Parent.Parent.ToiletBowl.Sound sound:Play() wait(0.885) for i, v in pairs(script.Parent.Parent:GetChildren()) do if v.Name == "WaterSwirl" then v.ParticleEmitter.Transparency = NumberSequence.new(0.55) v.ParticleEmitter.Rate = 500 end end for i = 1, 4 do water.CFrame = water.CFrame * CFrame.new(0, 0.01, 0) wait() end wait(4.05) for i = 1, 10 do for ii, v in pairs(script.Parent.Parent:GetChildren()) do if v.Name == "WaterSwirl" then v.ParticleEmitter.Transparency = NumberSequence.new(0.55 + (0.015 * i)) if i == 10 then v.ParticleEmitter.Rate = 0 end end end wait(0) end wait(1.22) for i = 1, 52 do water.Mesh.Scale = water.Mesh.Scale + Vector3.new(-0.007, 0, -0.007) water.CFrame = water.CFrame * CFrame.new(0, -0.007, 0) wait() end if script.Parent.Parent.ToiletUsed.Value == true then water.BrickColor = BrickColor.new("Pastel yellow") end wait(0.5) script.Parent.Parent.ToiletUsed.Value = false water.BrickColor = BrickColor.new("Fog") for i = 1, 52 do water.Mesh.Scale = water.Mesh.Scale + Vector3.new(0.0066, 0, 0.0066) water.CFrame = water.CFrame * CFrame.new(0, 0.0066, 0) wait() end water.CFrame = script.Parent.Parent.WaterResetPos.CFrame water.Mesh.Scale = Vector3.new(1,0,1) flushing = false script.Disabled = true
--[=[ @within TableUtil @function Keys @param tbl table @return table Returns an array with all the keys in the table. ```lua local t = {A = 10, B = 20, C = 30} local keys = TableUtil.Keys(t) print(keys) --> {"A", "B", "C"} ``` :::caution Ordering The ordering of the keys is never guaranteed. If order is imperative, call `table.sort` on the resulting `keys` array. ```lua local keys = TableUtil.Keys(t) table.sort(keys) ``` ]=]
local function Keys(tbl: Table): Table local keys = table.create(#tbl) for k in pairs(tbl) do table.insert(keys, k) end return keys end
--wait(math.random(0,5)/10)
while true do game:GetService("RunService").Stepped:Wait() local target = workspace:FindFirstChild(script.Parent.TargetName.Value)--findNearestTorso(script.Parent:WaitForChild("HumanoidRootPart").Position) if target ~= nil and target:FindFirstChild("HumanoidRootPart") ~= nil then target = target:FindFirstChild("HumanoidRootPart") --script.Parent.Humanoid:MoveTo(target.Position, target) script.Parent.HumanoidRootPart.CFrame = CFrame.new(script.Parent.HumanoidRootPart.Position,target.Position) script.Parent.HumanoidRootPart.CFrame = script.Parent.HumanoidRootPart.CFrame + (script.Parent.HumanoidRootPart.CFrame.LookVector) / Vector3.new(3.5,3.5,3.5) if target ~= nil and (target.Position - script.Parent.HumanoidRootPart.Position).Magnitude < 0.5 then target.Parent.Humanoid.Health = 0 script.Parent:Destroy() wait() end end end
-- Simple realistic suspension script (<100 lines), put inside your car -- Inside your A-Chassis Tune make sure to change both susAngles to 75 for best results
local Wheels = script.Parent.Wheels:GetChildren() local fSprings = {Wheels[1]:WaitForChild("Spring"), Wheels[2]:WaitForChild("Spring")} -- FL, FR local rSprings = {Wheels[3]:WaitForChild("Spring"), Wheels[4]:WaitForChild("Spring")} -- RL, RR local customSettings = { Thickness = 0.12; MaxLength = 4; -- Make sure "LimitsEnabled" is true MinLength = 0.05; -- Make sure "LimitsEnabled" is true Damping = 180; -- For a less responsive suspension increase this value FreeLength = 2.5; -- This determines the stance LimitsEnabled = false; MaxForce = 50000; Stiffness = 4500; -- If you have a race car then increase this value }
-- FEATURE METHODS
function Icon:bindEvent(iconEventName, eventFunction) local event = self[iconEventName] assert(event and typeof(event) == "table" and event.Connect, "argument[1] must be a valid topbarplus icon event name!") assert(typeof(eventFunction) == "function", "argument[2] must be a function!") self._bindedEvents[iconEventName] = event:Connect(function(...) eventFunction(self, ...) end) return self end function Icon:unbindEvent(iconEventName) local eventConnection = self._bindedEvents[iconEventName] if eventConnection then eventConnection:Disconnect() self._bindedEvents[iconEventName] = nil end return self end function Icon:bindToggleKey(keyCodeEnum) assert(typeof(keyCodeEnum) == "EnumItem", "argument[1] must be a KeyCode EnumItem!") self._bindedToggleKeys[keyCodeEnum] = true return self end function Icon:unbindToggleKey(keyCodeEnum) assert(typeof(keyCodeEnum) == "EnumItem", "argument[1] must be a KeyCode EnumItem!") self._bindedToggleKeys[keyCodeEnum] = nil return self end function Icon:lock() self.locked = true return self end function Icon:unlock() self.locked = false return self end function Icon:setTopPadding(offset, scale) local newOffset = offset or 4 local newScale = scale or 0 self.topPadding = UDim.new(newScale, newOffset) self.updated:Fire() return self end function Icon:bindToggleItem(guiObjectOrLayerCollector) if not guiObjectOrLayerCollector:IsA("GuiObject") and not guiObjectOrLayerCollector:IsA("LayerCollector") then error("Toggle item must be a GuiObject or LayerCollector!") end self.toggleItems[guiObjectOrLayerCollector] = true return self end function Icon:unbindToggleItem(guiObjectOrLayerCollector) self.toggleItems[guiObjectOrLayerCollector] = nil return self end function Icon:_setToggleItemsVisible(bool, byIcon) for toggleItem, _ in pairs(self.toggleItems) do if not byIcon or byIcon.toggleItems[toggleItem] == nil then local property = "Visible" if toggleItem:IsA("LayerCollector") then property = "Enabled" end toggleItem[property] = bool end end end function Icon:give(userdata) local valueToGive = userdata if typeof(userdata) == "function" then local returnValue = userdata(self) if typeof(userdata) ~= "function" then valueToGive = returnValue else valueToGive = nil end end if valueToGive ~= nil then self._maid:give(valueToGive) end return self end