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-- Assign hotkeys for deletion (left or right shift + X)
|
AssignHotkey({ 'LeftShift', 'X' }, DeleteSelection);
AssignHotkey({ 'RightShift', 'X' }, DeleteSelection);
|
--[[[Default Controls]]
|
--Peripheral Deadzones
Tune.Peripherals = {
MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%)
ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%)
ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%)
}
--Control Mapping
Tune.Controls = {
--Keyboard Controls
--Mode Toggles
--ToggleTCS = Enum.KeyCode.T ,
ToggleABS = Enum.KeyCode.Y ,
ToggleTransMode = Enum.KeyCode.M ,
--ToggleMouseDrive = Enum.KeyCode.R ,
--Primary Controls
Throttle = Enum.KeyCode.Up ,
Brake = Enum.KeyCode.Down ,
SteerLeft = Enum.KeyCode.Left ,
SteerRight = Enum.KeyCode.Right ,
--Secondary Controls
Throttle2 = Enum.KeyCode.W ,
Brake2 = Enum.KeyCode.S ,
SteerLeft2 = Enum.KeyCode.A ,
SteerRight2 = Enum.KeyCode.D ,
--Manual Transmission
ShiftUp = Enum.KeyCode.E ,
ShiftDown = Enum.KeyCode.Q ,
Clutch = Enum.KeyCode.LeftShift ,
--Handbrake
PBrake = Enum.KeyCode.P ,
--Mouse Controls
MouseThrottle = Enum.UserInputType.MouseButton1 ,
MouseBrake = Enum.UserInputType.MouseButton2 ,
MouseClutch = Enum.KeyCode.W ,
MouseShiftUp = Enum.KeyCode.E ,
MouseShiftDown = Enum.KeyCode.Q ,
MousePBrake = Enum.KeyCode.LeftShift ,
--Controller Mapping
ContlrThrottle = Enum.KeyCode.ButtonR2 ,
ContlrBrake = Enum.KeyCode.ButtonL2 ,
ContlrSteer = Enum.KeyCode.Thumbstick1 ,
ContlrShiftUp = Enum.KeyCode.ButtonY ,
ContlrShiftDown = Enum.KeyCode.ButtonX ,
ContlrClutch = Enum.KeyCode.ButtonR1 ,
ContlrPBrake = Enum.KeyCode.ButtonL1 ,
ContlrToggleTMode = Enum.KeyCode.DPadUp ,
ContlrToggleTCS = Enum.KeyCode.DPadDown ,
ContlrToggleABS = Enum.KeyCode.DPadRight ,
}
|
-- Blood cache existing check
|
if not bloodCache then
bloodCache = Instance.new("Folder")
bloodCache.Name = "BloodCache"
bloodCache.Parent = workspace
end
|
--Automatic Gauge Scaling
|
if autoscaling then
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
for i,v in pairs(UNITS) do
v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)
v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20)
end
end
for i=0,revEnd*2 do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Tach
ln.Rotation = 45 + i * 225 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = script.Parent.Tach
ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
ln2.Num:Destroy()
ln2.Visible=true
end
end
if i%2==0 then
ln.Frame.Size = UDim2.new(0,3,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
ln.Num.Visible = false
else
ln.Num:Destroy()
end
ln.Visible=true
end
local lns = Instance.new("Frame",script.Parent.Speedo)
lns.Name = "lns"
lns.BackgroundTransparency = 1
lns.BorderSizePixel = 0
lns.Size = UDim2.new(0,0,0,0)
for i=1,90 do
local ln = script.Parent.ln:clone()
ln.Parent = lns
ln.Rotation = 45 + 225*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
else
ln.Frame.Size = UDim2.new(0,3,0,5)
end
ln.Num:Destroy()
ln.Visible=true
end
for i,v in pairs(UNITS) do
local lnn = Instance.new("Frame",script.Parent.Speedo)
lnn.BackgroundTransparency = 1
lnn.BorderSizePixel = 0
lnn.Size = UDim2.new(0,0,0,0)
lnn.Name = v.units
if i~= 1 then lnn.Visible=false end
for i=0,v.maxSpeed,v.spInc do
local ln = script.Parent.ln:clone()
ln.Parent = lnn
ln.Rotation = 45 + 225*(i/v.maxSpeed)
ln.Num.Text = i
ln.Num.TextSize = 14
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
end
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
script.Parent.Parent.Values.RPM.Changed:connect(function()
script.Parent.Tach.Needle.Rotation = 54 + 282 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)
script.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Parent.Values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
script.Parent.Gear.Text = gearText
end)
script.Parent.Parent.Values.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCS.Value then
script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.TCSActive.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = true
script.Parent.TCS.TextColor3 = Color3.new(1,0,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.Parent.Values.TCSActive.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
end
else
if script.Parent.TCS.Visible then
script.Parent.TCS.Visible = false
end
end
end)
script.Parent.Parent.Values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABS.Value then
script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.ABSActive.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = true
script.Parent.ABS.TextColor3 = Color3.new(1,0,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.Parent.Values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
end
else
if script.Parent.ABS.Visible then
script.Parent.ABS.Visible = false
end
end
end)
function PBrake()
script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end
script.Parent.Parent.Values.PBrake.Changed:connect(PBrake)
function Gear()
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
script.Parent.TMode.Text = "A/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then
script.Parent.TMode.Text = "S/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
script.Parent.TMode.Text = "M/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end
script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear)
script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
script.Parent.Speed.MouseButton1Click:connect(function()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
for i,v in pairs(script.Parent.Speedo:GetChildren()) do
v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
end
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
wait(.1)
Gear()
PBrake()
|
-- 100 == 1 0 == 0 1/0.5
|
function JamCalculation()
local L_132_
if (math.random(1, 100) <= L_21_.JamChance) then
L_132_ = true
L_52_ = true
else
L_132_ = false
end
return L_132_
end
function TracerCalculation()
local L_133_
if (math.random(1, 100) <= L_21_.TracerChance) then
L_133_ = true
else
L_133_ = false
end
return L_133_
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {};
Piano = script.Parent;
Box = Piano.Keys.Camera;
v1.PianoSoundRange = 50;
v1.KeyAesthetics = true;
v1.PianoSounds = { "269058581", "269058744", "269058842", "269058899", "269058974", "269059048" };
v1.SoundSource = Piano.Keys.KeyBox;
v1.CameraCFrame = CFrame.new((Box.CFrame * CFrame.new(0, 0, 1)).p, (Box.CFrame * CFrame.new(0, 0, 0)).p);
return v1;
|
--[=[
Gets the controller by name. Throws an error if the controller
is not found.
]=]
|
function KnitClient.GetController(controllerName: string): Controller
local controller = controllers[controllerName]
if controller then
return controller
end
assert(started, "Cannot call GetController until Knit has been started")
assert(type(controllerName) == "string", "ControllerName must be a string; got " .. type(controllerName))
error("Could not find controller \"" .. controllerName .. "\". Check to verify a controller with this name exists.", 2)
end
|
--Rear Suspension
|
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RPreCompress = .3 -- Pre-compression adds resting length force
Tune.RExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.RCompressLim = .1 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
|
---Creator Module Object Keys
|
local KEY_MESSAGE_TYPE = "MessageType"
local KEY_CREATOR_FUNCTION = "MessageCreatorFunc"
|
-- Now with exciting TeamColors HACK!
|
function waitForChild(parent, childName)
while true do
local child = parent:findFirstChild(childName)
if child then
return child
end
parent.ChildAdded:wait()
end
end
|
--// Special Variables
|
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server;
local service = Vargs.Service;
local MaxLogs = 1000
local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings
local function Init()
Functions = server.Functions;
Admin = server.Admin;
Anti = server.Anti;
Core = server.Core;
HTTP = server.HTTP;
Logs = server.Logs;
Remote = server.Remote;
Process = server.Process;
Variables = server.Variables;
Settings = server.Settings;
MaxLogs = Settings.MaxLogs;
Logs.Init = nil;
Logs:AddLog("Script", "Logging Module Initialized");
end;
server.Logs = {
Init = Init;
Chats = {};
Joins = {};
Leaves = {};
Script = {};
RemoteFires = {};
Commands = {};
Exploit = {};
Errors = {};
DateTime = {};
TempUpdaters = {};
OldCommandLogsLimit = 1000; --// Maximum number of command logs to save to the datastore (the higher the number, the longer the server will take to close)
TabToType = function(tab)
local indToName = {
Chats = "Chat";
Joins = "Join";
Leaves = "Leave";
Script = "Script";
RemoteFires = "RemoteFire";
Commands = "Command";
Exploit = "Exploit";
Errors = "Error";
DateTime = "DateTime";
}
for ind, t in server.Logs do
if t == tab then
return indToName[ind] or ind
end
end
end;
AddLog = function(tab, log, misc)
if misc then
tab = log
log = misc
end
if type(tab) == "string" then
tab = Logs[tab]
end
if type(log) == "string" then
log = {
Text = log;
Desc = log;
}
end
if not log.Time and not log.NoTime then
log.Time = os.time()
end
table.insert(tab, 1, log)
if #tab > tonumber(MaxLogs) then
table.remove(tab, #tab)
end
service.Events.LogAdded:Fire(server.Logs.TabToType(tab), log, tab)
end;
SaveCommandLogs = function()
--// Disable saving command logs in Studio; not required.
if service.RunService:IsStudio() or service.RunService:IsRunMode() then
return
end
warn("Saving command logs...")
if Settings.SaveCommandLogs ~= true or Settings.DataStoreEnabled ~= true then
warn("Skipped saving command logs.")
return
end
local logsToSave = Logs.Commands --{}
local maxLogs = Logs.OldCommandLogsLimit
--local numLogsToSave = 200; --// Save the last X logs from this server
--for i = #Logs.Commands, i = math.max(#Logs.Commands - numLogsToSave, 1), -1 do
-- table.insert(logsToSave, Logs.Commands[i]);
--end
Core.UpdateData("OldCommandLogs", function(oldLogs)
local temp = {}
for _, m in logsToSave do
local newTab = type(m) == "table" and service.CloneTable(m) or m
if type(m) == "table" and newTab.Player then
local p = newTab.Player
newTab.Player = {
Name = p.Name;
UserId = p.UserId;
}
end
table.insert(temp, newTab)--{Time = m.Time; Text = `{m.Text}: {m.Desc}`; Desc = m.Desc})
end
if oldLogs then
for _, m in oldLogs do
table.insert(temp, m)
end
end
table.sort(temp, function(a, b)
if a.Time and b.Time and type(a.Time) == "number" and type(b.Time) == "number" then
return a.Time > b.Time
else
return false
end
end)
--// Trim logs, starting from the oldest
if #temp > maxLogs then
local diff = #temp - maxLogs
for i = 1, diff do
table.remove(temp, 1)
end
end
return temp
end)
warn("Command logs saved!")
end;
ListUpdaters = {
TempUpdate = function(plr, data)
local updateKey = data.UpdateKey
local updater = Logs.TempUpdaters[updateKey]
if updater then
return updater(data)
end
end;
};
};
Logs = Logs
end
|
-- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to
-- decide which camera control module should be instantiated. The old method of converting redundant enum types
|
function CameraModule:GetCameraControlChoice()
local player = Players.LocalPlayer
if player then
if UserInputService:GetLastInputType() == Enum.UserInputType.Touch or UserInputService.TouchEnabled then
-- Touch
if player.DevTouchCameraMode == Enum.DevTouchCameraMovementMode.UserChoice then
return CameraUtils.ConvertCameraModeEnumToStandard( UserGameSettings.TouchCameraMovementMode )
else
return CameraUtils.ConvertCameraModeEnumToStandard( player.DevTouchCameraMode )
end
else
-- Computer
if player.DevComputerCameraMode == Enum.DevComputerCameraMovementMode.UserChoice then
local computerMovementMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode)
return CameraUtils.ConvertCameraModeEnumToStandard(computerMovementMode)
else
return CameraUtils.ConvertCameraModeEnumToStandard(player.DevComputerCameraMode)
end
end
end
end
function CameraModule:OnCharacterAdded(char, player)
if self.activeOcclusionModule then
self.activeOcclusionModule:CharacterAdded(char, player)
end
end
function CameraModule:OnCharacterRemoving(char, player)
if self.activeOcclusionModule then
self.activeOcclusionModule:CharacterRemoving(char, player)
end
end
function CameraModule:OnPlayerAdded(player)
player.CharacterAdded:Connect(function(char)
self:OnCharacterAdded(char, player)
end)
player.CharacterRemoving:Connect(function(char)
self:OnCharacterRemoving(char, player)
end)
end
function CameraModule:OnMouseLockToggled()
if self.activeMouseLockController then
local mouseLocked = self.activeMouseLockController:GetIsMouseLocked()
local mouseLockOffset = self.activeMouseLockController:GetMouseLockOffset()
if self.activeCameraController then
self.activeCameraController:SetIsMouseLocked(mouseLocked)
self.activeCameraController:SetMouseLockOffset(mouseLockOffset)
end
end
end
return CameraModule.new()
|
--------------------------------------------
|
game.Players.CharacterAutoLoads = false
function onPlayerDied(player, character)
wait(respawn_time)
player:LoadCharacter()
end
function onPlayerSpawned(player, character)
while not character:FindFirstChild("Humanoid") do wait() end
character.Humanoid.Died:connect(function () onPlayerDied(player, character) end)
end
function onPlayerChatted(player, message, recipient)
if message == force_respawn and allow_force_respawn then
player:LoadCharacter()
end
end
function onPlayerEntered(player)
player.CharacterAdded:connect(function (char) onPlayerSpawned(player, char) end)
player.Chatted:connect(function (msg, rec) onPlayerChatted(player, msg, rec) end)
player:LoadCharacter()
end
game.Players.PlayerAdded:connect(onPlayerEntered)
|
--Made by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
RunAnim = Tool:WaitForChild("RunAnim")
Returned = Tool:WaitForChild("Returned")
Debris = game:GetService("Debris")
Players = game:GetService("Players")
Anims = {"RightSlash", "LeftSlash", "OverHeadSwing", "LeftSwingFast", "RightSwingFast"}
BaseDamage = 100
SlashDamage = 100
SwingDamage = 100
Damage = BaseDamage
SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = Handle
SlashSound.Volume = 0.7
UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = Handle
UnsheathSound.Volume = 0.5
function Blow(Hit)
if Hit and Hit.Parent then
local humanoid = Hit.Parent:FindFirstChild("Humanoid")
if Character and Player and Humanoid and humanoid and humanoid ~= Humanoid and humanoid.Health > 0 and Humanoid.Health > 0 then
local right_arm = Character:FindFirstChild("Right Arm")
if right_arm then
local joint= right_arm:FindFirstChild("RightGrip")
if joint and (joint.Part0 == Handle or joint.Part1 == Handle) then
TagHumanoid(humanoid, Player)
humanoid:TakeDamage(Damage)
end
end
end
end
end
function TagHumanoid(humanoid, player)
for i, v in pairs(humanoid:GetChildren()) do
if v.Name == "creator" then
v:Destroy()
end
end
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
Debris:AddItem(creator_tag, 1)
creator_tag.Parent = humanoid
end
function OnActivated()
if Tool.Enabled and Returned.Value then
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
Tool.Enabled = false
local TempAnims = {}
for i, v in pairs(Anims) do
if v ~= LastAnim then
table.insert(TempAnims, v)
end
end
NewAnim = TempAnims[math.random(1, #TempAnims)]
LastAnim = NewAnim
RunAnim.Value = NewAnim
if Humanoid and NewAnim then
SlashSound:Play()
if NewAnim == "OverHeadSwing" then
Damage = SwingDamage
else
Damage = SlashDamage
end
wait(0.75)
Damage = BaseDamage
end
Tool.Enabled = true
end
end
function OnEquipped(Mouse)
UnsheathSound:Play()
end
Tool.Activated:connect(OnActivated)
Tool.Equipped:connect(OnEquipped)
Connection = Handle.Touched:connect(Blow)
|
---------------------------
--Seat Offset (Make copies of this block for passenger seats)
|
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)
end
end)
car.Body.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)
end
end)
|
---------------------------------------------------------------------------------
|
game.Players.PlayerAdded:Connect(function(plr)
local DefaultNum = 00000000 -- <-- DO NOT change this to your ID or the script will break!
if BadgeID == DefaultNum then
error("Forgot to add badge ID (line 26)")
elseif DefaultNum == BadgeID then
error("Do not change \"DefaultNum\" to your ID (Line 33)")
elseif BadgeID == nil then
error("Badge ID doesn't exist or is nil (line 26)")
end
print("Giving BadgeID: " .. BadgeID .. " to: " .. plr.Name)
local b = game:GetService("BadgeService")
b:AwardBadge(plr.userId, BadgeID)
end)
|
--Xfabri_YT
|
local BHTextValue = game.Workspace.HoursValues.BHTextValue
BHTextValue.Changed:Connect(function()
if BHTextValue.Value == 2 then
wait()
script.Parent.BHText.Visible = true
wait(2)
script.Parent.BHText.Visible = false
BHTextValue.Value = 0
end
end)
|
--Var
|
local WaitingInputs = {}
local UIS = {}
function UIS.WaitForInput(inputType)
local Event = Instance.new("BindableEvent")
local uisCon
uisCon = UserInputService.InputBegan:Connect(function(input, gp)
if (input.UserInputType == inputType) then
uisCon:Disconnect()
Event:Fire()
end
end)
Event.Event:Wait()
end
return UIS
|
--[[ReadMe*
Please improve upon this script as needed, I'm a noob scripter and I only script
through ways I know that work. This loop works, so I'm happy with it. But please,
edit as you may.
This model uses MeshParts to animate the flag. The previous frame turns transparent
while the next frame becomes visible.
If you would like to use your own custom flag, for your ROBLOX group or country,
select all the children in the "Flag" model and paste in a ROBLOX decal asset in
the "TextureID" slot. If you receive an error, try subtracting 1 from the decal id.
http://www.roblox.com/asset/?id={decal id}
rbxassetid://{decal id}
Any ROBLOX decal in the Developers Library will work, or you may upload your own
flag decal to insert in. Rectangular decals are recommended for this flag.
*If you use a decal with a transparent background in the MeshPart's TextureID,
the transparent background will default to black. Instead, insert the actual
decal into every MeshPart in "Flag." This will allow you to change the BrickColor
of the flag with the decal on top.
The flags have been UV mapped to flip the flag design on the other side.
e.g. You won't see the blue box of the United States flag on the other side
of the flag on its end, but close to the pole for both sides.
Thank you and have a wonderful day.
(MeshParts rendered using Blender)
--]]
|
sp=script.Parent
flag=sp.Flag
reset=function()
for _,meshpart in pairs (flag:GetChildren()) do
if meshpart:IsA("MeshPart") then
meshpart.Transparency=1
end
end
end
waittime=.01 --Time between each "Frame"
while true do
wait(waittime)
reset()
flag["2"].Transparency=0
wait(waittime)
reset()
flag["3"].Transparency=0
wait(waittime)
reset()
flag["4"].Transparency=0
wait(waittime)
reset()
flag["5"].Transparency=0
wait(waittime)
reset()
flag["6"].Transparency=0
wait(waittime)
reset()
flag["7"].Transparency=0
wait(waittime)
reset()
flag["8"].Transparency=0
wait(waittime)
reset()
flag["9"].Transparency=0
wait(waittime)
reset()
flag["10"].Transparency=0
wait(waittime)
reset()
flag["11"].Transparency=0
wait(waittime)
reset()
flag["12"].Transparency=0
wait(waittime)
reset()
flag["13"].Transparency=0
wait(waittime)
reset()
flag["14"].Transparency=0
wait(waittime)
reset()
flag["15"].Transparency=0
wait(waittime)
reset()
flag["16"].Transparency=0
wait(waittime)
reset()
flag["1"].Transparency=0
end
|
--// All global vars will be wiped/replaced except script
|
local function Expand(ent, point)
ent.MouseLeave:Connect(function(x,y)
point.Visible = false
end)
ent.MouseMoved:Connect(function(x,y)
point.Label.Text = ent.Desc.Value
point.Size = UDim2.new(0, 10000, 0, 10000)
local bounds = point.Label.TextBounds.X
local rows = math.floor(bounds/500)
rows = rows+1
if rows<1 then rows = 1 end
local newx = 500
if bounds<500 then newx = bounds end
point.Visible = true
point.Size = UDim2.new(0, newx+5, 0, (rows*20)+5)
point.Position = UDim2.new(0, x, 0, y-40-((rows*20)+5))
end)
end
return function(data)
local gTable = data.gTable
local gui = gTable.Object
local drag = gui.Drag
local Main = gui.Drag.Main
local Close = gui.Drag.Close
local Hide = gui.Drag.Hide
local Search = gui.Drag.Search
local cTab = gui.Drag.Main.ClientTab
local sTab = gui.Drag.Main.ServerTab
local Dragger = gui.Drag.Main.Dragger
local cFrame = gui.Drag.Main.Client
local sFrame = gui.Drag.Main.Server
local Title = gui.Drag.Title
local Entry = gui.Entry
local Desc = gui.Desc
local num = 0
local mouse = service.Players.LocalPlayer:GetMouse()
local nx,ny = drag.AbsoluteSize.X,Main.AbsoluteSize.Y
local dragging = false
local defx,defy = nx,ny
local topText = ""
local function openClient()
sFrame.Visible = false
cFrame.Visible = true
cTab.BackgroundTransparency = 0
sTab.BackgroundTransparency = 0.5
end
local function openServer()
sFrame.Visible = true
cFrame.Visible = false
cTab.BackgroundTransparency = 0.5
sTab.BackgroundTransparency = 0
end
local updateLists; updateLists = function()
local serverTasks --= client.Remote.Get("TaskCommand","GetTasks")
local clientTasks = service.GetTasks() --service.Threads.Tasks
--// Unfinished
cFrame:ClearAllChildren()
local cNum = 0
for index,task in pairs(clientTasks) do
local new = Entry:Clone()
local frame = new.Frame
local status = task:Status()
new.Parent = cFrame
new.Visible = true
new.Desc.Value = task.Name
new.Position = UDim2.new(0,0,0,cNum*20)
frame.Text.Text = tostring(task.Function)
frame.Status.Text = status
if status == "suspended" then
frame.Resume.Text = "Resume"
elseif status == "normal" or status == "running" then
frame.Resume.Text = "Suspend"
end
frame.Resume.MouseButton1Down:Connect(function()
if frame.Resume.Text == "Resume" and task:Status() == "Suspended" then
task:Resume()
else
task:Pause()
end
wait(0.5)
updateLists()
end)
frame.Kill.MouseButton1Down:Connect(function()
task:Kill()
wait(0.5)
updateLists()
end)
frame.Stop.MouseButton1Down:Connect(function()
task:Stop()
wait(0.5)
updateLists()
end)
Expand(new,Desc)
cNum = cNum+1
end
cFrame.CanvasSize = UDim2.new(0, 0, 0, num*20)
end
sTab.MouseButton1Down:Connect(openServer)
cTab.MouseButton1Down:Connect(openClient)
Close.MouseButton1Click:Connect(function()
drag.Draggable = false
drag:TweenPosition(UDim2.new(drag.Position.X.Scale, drag.Position.X.Offset, 1,0), "Out", "Sine", 0.5, true)
wait(0.5)
gTable:Destroy()
end)
drag.BackgroundColor3 = Main.BackgroundColor3
Hide.MouseButton1Click:Connect(function()
if Main.Visible then
Main.Visible = false
drag.BackgroundTransparency = Main.BackgroundTransparency
Hide.Text = "+"
else
Main.Visible = true
drag.BackgroundTransparency = 1
Hide.Text = "-"
end
end)
mouse.Move:Connect(function(x,y)
if dragging then
nx=defx+(Dragger.Position.X.Offset+20)
ny=defy+(Dragger.Position.Y.Offset+20)
if nx<200 then nx=200 end
if ny<200 then ny=200 end
drag.Size=UDim2.new(0, nx, 0, 30)
Main.Size=UDim2.new(1, 0, 0, ny)
if nx<220 then
if topText=="" then
topText=Title.Text
end
Title.Text=""
else
if topText~="" then
Title.Text=topText
topText=""
end
end
end
end)
Dragger.DragBegin:Connect(function(init)
dragging = true
end)
Dragger.DragStopped:Connect(function(x,y)
dragging = false
defx = nx
defy = ny
Dragger.Position = UDim2.new(1,-20,1,-20)
end)
gTable:Ready()
while wait(1) do
updateLists()
end
end
|
--[[
Cancels the promise, disallowing it from rejecting or resolving, and calls
the cancellation hook if provided.
]]
|
function Promise.prototype:cancel()
if self._status ~= Promise.Status.Started then
return
end
self._status = Promise.Status.Cancelled
if self._cancellationHook then
self._cancellationHook()
end
if self._parent then
self._parent:_consumerCancelled(self)
end
for child in pairs(self._consumers) do
child:cancel()
end
self:_finalize()
end
|
-- Sprint key pressed or released
|
replicatedStorage.RemoteEvents.Sprint.OnServerEvent:Connect(function(player, state)
local humanoid = player.Character.Humanoid
if state == "Began" and humanoid:GetState() == Enum.HumanoidStateType.RunningNoPhysics and humanoid.MoveDirection.Magnitude > 0 then
sprintingPlayers[player.Name] = humanoid.WalkSpeed
humanoid.WalkSpeed = humanoid.WalkSpeed * sprintModifier
elseif state == "Ended" and sprintingPlayers[player.Name] then
humanoid.WalkSpeed = sprintingPlayers[player.Name]
sprintingPlayers[player.Name] = nil
end
end)
runService.Heartbeat:Connect(function()
for index, player in pairs(players:GetChildren()) do
local stamina = player.Stamina
local name = player.Name
if not sprintingPlayers[name] then
if stamina.Value > maxStamina then
stamina.Value = maxStamina
elseif stamina.Value < maxStamina then
stamina.Value = stamina.Value + staminaRegen
end
else
if stamina.Value >= sprintStaminaCost then
stamina.Value = stamina.Value - sprintStaminaCost
else
player.Character.Humanoid.WalkSpeed = sprintingPlayers[name]
sprintingPlayers[name] = nil
end
end
end
end)
|
--// Animations
|
-- Idle Anim
IdleAnim = function(char, speed, objs)
TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
-- FireMode Anim
FireModeAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.1)
TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.25)
objs[4]:WaitForChild("Click"):Play()
end;
-- Reload Anim
ReloadAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-1.13045335, -0.385085344, -1.60160995, 0.996194661, -0.0871555507, -3.8096899e-09, -0.0435778052, -0.498097777, 0.866025209, -0.0754788965, -0.862729728, -0.500000358)}):Play()
ts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(0.306991339, 0.173449978, -2.47386241, 0.596156955, -0.666716337, 0.447309881, -0.79129082, -0.393649101, 0.4678666, -0.135851175, -0.632874191, -0.762243152)}):Play()
wait(0.6)
local MagC = objs[4]:clone()
MagC:FindFirstChild("Mag"):Destroy()
MagC.Parent = Tool
MagC.Name = "MagC"
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame)
objs[4].Transparency = 1
objs[6]:WaitForChild("MagOut"):Play()
ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.0507154427, -0.345223904, -3.19228816, 0.625797808, -0.752114773, 0.206640378, -0.779792726, -0.609173417, 0.144329756, 0.0173272491, -0.2514579, -0.967713058)}):Play()
ts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.13045335, -0.385085344, -1.63183177, 0.996194661, -0.0871555507, -3.8096899e-09, -0.0435778052, -0.498097777, 0.866025209, -0.0754788965, -0.862729728, -0.500000358)}):Play()
wait(0.3)
ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-1.13045335, -0.385085344, -1.60160995, 0.996194661, -0.0871555507, -3.8096899e-09, -0.0435778052, -0.498097777, 0.866025209, -0.0754788965, -0.862729728, -0.500000358)}):Play()
ts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(-0.0507154427, -0.345223933, -3.1922884, 0.625797808, -0.752114773, 0.206640378, 0.0507019535, 0.303593874, 0.95145148, -0.778335571, -0.584939361, 0.2281221)}):Play()
wait(1.10)
objs[6]:WaitForChild("MagFall"):Play()
wait(0.27)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-1.23319471, 0.238857567, -2.20046425, 0.360941499, -0.928539753, -0.0868042335, -0.476528496, -0.263641387, 0.838697612, -0.801649332, -0.261356145, -0.53763473)}):Play()
wait(0.25)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.0507154427, -0.345223904, -3.19228816, 0.625797808, -0.752114773, 0.206640378, -0.779792726, -0.609173417, 0.144329756, 0.0173272491, -0.2514579, -0.967713058)}):Play()
wait(0.25)
objs[6]:WaitForChild('MagIn'):Play()
ts:Create(objs[3],TweenInfo.new(0.2),{C1 = CFrame.new(0.306991339, 0.173449978, -2.47386241, 0.596156955, -0.666716337, 0.447309881, -0.79129082, -0.393649101, 0.4678666, -0.135851175, -0.632874191, -0.762243152)}):Play()
wait(0.40)
ts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.13045335, -0.385085344, -1.51256108, 0.996194661, -0.0871555507, -3.8096899e-09, -0.0435778052, -0.498097777, 0.866025209, -0.0754788965, -0.862729728, -0.500000358)}):Play()
ts:Create(objs[3],TweenInfo.new(0.13),{C1 = CFrame.new(0.306991339, 0.173449978, -2.37906742, 0.596156955, -0.666716337, 0.447309881, -0.79129082, -0.393649101, 0.4678666, -0.135851175, -0.632874191, -0.762243152)}):Play()
wait(0.33)
MagC:Destroy()
objs[4].Transparency = 0
TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
end;
-- Bolt Anim
BoltBackAnim = function(char, speed, objs)
TweenJoint(objs[3], nil , CFrame.new(0.944218755, 0.740618229, -1.28885138, 0.173648149, 0.98480773, -1.17437144e-08, 0, 1.19248806e-08, 1, 0.98480773, -0.173648149, 2.07073336e-09), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.3)
TweenJoint(objs[2], nil , CFrame.new(0.886063039, -0.192576975, -1.25888276, 0.529399753, -0.312324286, 0.788789809, -0.848180771, -0.2146101, 0.48428458, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.3)
objs[5]:WaitForChild("BoltBack"):Play()
TweenJoint(objs[2], nil , CFrame.new(0.0553048849, -0.575121164, -1.07748175, 0.529399753, -0.312324286, 0.788789809, -0.848180771, -0.2146101, 0.48428458, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.430387408, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[3], nil , CFrame.new(0.944218755, 0.740618229, -1.28885138, 0.173648149, 0.98480773, -1.17437144e-08, 0, 1.19248806e-08, 1, 0.98480773, -0.173648149, 2.07073336e-09), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.3)
end;
BoltForwardAnim = function(char, speed, objs)
objs[5]:WaitForChild("BoltForward"):Play()
TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)
TweenJoint(objs[2], nil , CFrame.new(0.0553048849, -0.874324203, -1.07748175, 0.529399753, -0.312324286, 0.788789809, -0.848180771, -0.2146101, 0.48428458, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.1)
TweenJoint(objs[3], nil , CFrame.new(0.944218755, 1.18022871, -1.28885138, 0.173648149, 0.98480773, -1.17437144e-08, 0, 1.19248806e-08, 1, 0.98480773, -0.173648149, 2.07073336e-09), function(X) return math.sin(math.rad(X)) end, 0.2)
wait(0.2)
end;
-- Bolting Back
BoltingBackAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.001)
end;
BoltingForwardAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.001)
end;
InspectAnim = function(char, speed, objs)
ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()
wait(1)
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()
wait(1)
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
wait(1)
local MagC = Tool:WaitForChild("Mag"):clone()
MagC:FindFirstChild("Mag"):Destroy()
MagC.Parent = Tool
MagC.Name = "MagC"
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame)
Tool.Mag.Transparency = 1
Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play()
ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
wait(0.13)
ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
wait(0.20)
ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play()
wait(0.8)
ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
wait(0.5)
Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play()
ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
wait(0.3)
MagC:Destroy()
Tool.Mag.Transparency = 0
wait(0.1)
end;
nadeReload = function(char, speed, objs)
ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()
ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()
wait(0.6)
ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()
wait(0.6)
end;
AttachAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
-- Patrol Anim
PatrolAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
}
return Settings
|
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/pretty-format/src/plugins/lib/markup.ts
--[[*
* Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
]]
|
type unknown = any --[[ ROBLOX FIXME: adding `unknown` type alias to make it easier to use Luau unknown equivalent when supported ]]
local CurrentModule = script.Parent.Parent.Parent
local Packages = CurrentModule.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
local Array = LuauPolyfill.Array
local Boolean = LuauPolyfill.Boolean
type Array<T> = LuauPolyfill.Array<T>
type Record<K, T> = { [K]: T }
local exports = {}
|
--// Player
|
local Player = Players.LocalPlayer
local Camera = game.Workspace.CurrentCamera
local Gui = script.Parent
local Sounds = Gui.Sounds
local PromptLabel = Gui.PromptLabel
local LineLabel = Gui.LineLabel
|
--- Lua-side duplication of the API of events on Roblox objects.
-- Signals are needed for to ensure that for local events objects are passed by
-- reference rather than by value where possible, as the BindableEvent objects
-- always pass signal arguments by value, meaning tables will be deep copied.
-- Roblox's deep copy method parses to a non-lua table compatable format.
-- @classmod Signal
|
local Signal = {}
Signal.__index = Signal
Signal.ClassName = "Signal"
|
-- main program
|
local nextTime = 0
local runService = game:service("RunService");
while Figure.Parent ~= nil do
local time = runService.Stepped:wait()
if time > nextTime then
move(time)
nextTime = time + 0.1
end
end
|
--[[
Adds a change listener. When the watched state changes value, the listener
will be fired.
Returns a function which, when called, will disconnect the change listener.
As long as there is at least one active change listener, this Compat object
will be held in memory, preventing GC, so disconnecting is important.
]]
|
function class:onChange(callback: () -> ())
self._numChangeListeners += 1
self._changeListeners[callback] = true
-- disallow gc (this is important to make sure changes are received)
strongRefs[self] = true
local disconnected = false
return function()
if disconnected then
return
end
disconnected = true
self._changeListeners[callback] = nil
self._numChangeListeners -= 1
if self._numChangeListeners == 0 then
-- allow gc if all listeners are disconnected
strongRefs[self] = nil
end
end
end
local function Compat(watchedState: Types.State<any>)
local self = setmetatable({
type = "State",
kind = "Compat",
dependencySet = {[watchedState] = true},
dependentSet = {},
_changeListeners = {},
_numChangeListeners = 0
}, CLASS_METATABLE)
initDependency(self)
-- add this object to the watched state's dependent set
watchedState.dependentSet[self] = true
return self
end
return Compat
|
-- places a brick at pos and returns the position of the brick's opposite corner
|
function placeBrick(cf, pos, color)
local brick = Instance.new("Part")
brick.BrickColor = color
brick.CFrame = cf * CFrame.new(pos + brick.size / 2)
brick.Parent = script.Parent.Bricks
brick:makeJoints()
return brick, pos + brick.size
end
function buildWall(cf)
local color = BrickColor.random()
local bricks = {}
assert(wallWidth>0)
local y = 0
while y < wallHeight do
local p
local x = -wallWidth/2
while x < wallWidth/2 do
local brick
brick, p = placeBrick(cf, Vector3.new(x, y, 0), color)
x = p.x
table.insert(bricks, brick)
wait(brickSpeed)
end
y = p.y
end
wait(wallLifetime)
-- now delete them!
while #bricks>0 do
table.remove(bricks):remove()
wait(brickSpeed/2)
end
end
script.Parent.ChildAdded:connect(function(item)
if item.Name=="NewWall" then
item:remove()
buildWall(item.Value)
end
end)
|
-- Coroutine runner that we create coroutines of. The coroutine can be
-- repeatedly resumed with functions to run followed by the argument to run
-- them with.
|
local function runEventHandlerInFreeThread(...)
acquireRunnerThreadAndCallEventHandler(...)
while true do
acquireRunnerThreadAndCallEventHandler(coroutine.yield())
end
end
|
--!strict
--[=[
@function reduceRight
@within Array
@param array {T} -- The array to reduce.
@param reducer (accumulator: U, value: T, index: number, array: {T}) -> U -- The reducer to use.
@param initialReduction? U = {T}[#{T}] -- The initial accumulator value.
@return U -- The final accumulator value.
Reduces the array using the given reducer and initial accumulator value,
starting from the end of the array. If no `initialReduction` value is given,
the last item in the array is used.
```lua
local array = { 1, 2, 3 }
local value = ReduceRight(array, function(accumulator, item, index)
return accumulator - item
end) -- 0
local value = ReduceRight(array, function(accumulator, item, index)
table.insert(accumulator, item)
return accumulator
end, {}) -- { 3, 2, 1 }
```
]=]
|
local function reduceRight<T, U>(
array: { T },
reducer: (accumulator: U, value: T, index: number, array: { T }) -> U,
initReduction: U?
): U
local result = initReduction
local start = #array
if not result then
result = array[start]
start -= 1
end
for index = start, 1, -1 do
result = reducer(result, array[index], index, array)
end
return result
end
return reduceRight
|
-- Create a confetti particle.
|
function _Confetti.createParticle(paramEmitter, paramForce, paramParent, paramColors)
local _Particle = {}; setmetatable(_Particle, _Confetti);
--colors = paramColors;
-- Adjust forces.
local xforce = paramForce.X; if (xforce < 0) then xforce = xforce * -1; end;
local distanceFromZero = 0 - xforce;
paramForce = Vector2.new(paramForce.X, paramForce.Y + (distanceFromZero * 0.75));
--if (paramColors == nil) then paramColors = colors; end;
-- Confetti data.
_Particle.EmitterPosition = paramEmitter;
_Particle.EmitterPower = paramForce;
_Particle.Position = Vector2.new(0,0);
_Particle.Power = paramForce;
--_Particle.Color = paramColors[math.random(#paramColors)];
local function getParticle()
local label = shapes[math.random(#shapes)]:Clone();
--label.ImageColor3 = _Particle.Color;
label.Parent = paramParent;
label.Rotation = math.random(360);
label.Visible = true;
label.ZIndex = 20;
return label;
end;
_Particle.Label = getParticle();
_Particle.DefaultSize = 30;
_Particle.Size = 1; _Particle.Side = -1;
_Particle.OutOfBounds = false;
_Particle.Enabled = false;
_Particle.Cycles = 0;
return _Particle;
end;
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
|
function onRunning(speed)
if speed > 0.01 then
playAnimation("walk", 0.1, Humanoid)
if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
setAnimationSpeed(speed / 14.5)
end
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / 12.0)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function onSwimming(speed)
if speed > 0 then
pose = "Running"
else
pose = "Standing"
end
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
local lastTick = 0
function move(time)
local amplitude = 1
local frequency = 1
local deltaTime = time - lastTick
lastTick = time
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
playAnimation("sit", 0.5, Humanoid)
return
elseif (pose == "Running") then
playAnimation("walk", 0.1, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
|
--Extra 20 levels
|
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
math.huge,
}
return module
|
-- if player rig is R6 swap to R15 and vice versa on click
|
Player = game:GetService("Players").LocalPlayer
Camera = workspace.CurrentCamera
repeat task.wait() until Player.Character
script.Parent.MouseButton1Down:Connect(function()
local OGCamCF = Camera.CFrame
game.ReplicatedStorage.Events.RigSwap:FireServer()
task.wait(.2)
script.Parent.Parent.Parent.ScreenBlocker.Visible = true
task.wait(.15)
workspace.CurrentCamera.CFrame = OGCamCF
task.wait(.1)
script.Parent.Parent.Parent.ScreenBlocker.Visible = false
end)
|
--[[
Enqueues a callback to be run next render step.
]]
|
function Scheduler.enqueueCallback(callback: () -> ())
willUpdate = true
callbacks[callback] = true
end
|
--[[
Constructs a new computed state object, which follows the value of another
state object using a tween.
]]
|
local Package = script.Parent.Parent
local TweenScheduler = require(Package.Animation.TweenScheduler)
local useDependency = require(Package.Dependencies.useDependency)
local initDependency = require(Package.Dependencies.initDependency)
local class = {}
local CLASS_METATABLE = {__index = class}
local WEAK_KEYS_METATABLE = {__mode = "k"}
local ENABLE_PARAM_SETTERS = false
|
-- Module for converting player to and from a model
|
local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts")
local PlayerConverter = require(ReplicatedModuleScripts:FindFirstChild("PlayerConverter"))
local RaceManager = require(ReplicatedModuleScripts:FindFirstChild("RaceManager"))
|
-- Public Methods
|
function TextMaskClass:GetValue()
return self._MaskType:ToType(self.Frame.Text)
end
function TextMaskClass:GetMaskType()
return self._MaskType.Name
end
function TextMaskClass:SetMaxLength(len)
self._MaxLength = len
end
function TextMaskClass:SetMaskType(name)
local mask = MASKS[name]
if (not mask) then
mask = MASKS.String
warn(WARN_MSG:format(name))
end
self._MaskType = mask
self.Frame.Text = mask:Process(self.Frame.Text):sub(1, self._MaxLength)
-- Add increment/decrement buttons for numeric inputs
if name == "Number" then
-- Initialize text to 0, consumer can override
self.Frame.Text = 0
self.IncrementButton = INCREMENT_BUTTON:Clone()
self.IncrementButton.AnchorPoint = Vector2.new(1, 0)
self.IncrementButton.Position = UDim2.new(1, 0, 0, 0)
self._Maid:Mark(self.IncrementButton.Activated:Connect(function()
self.Frame.Text = tonumber(self.Frame.Text) + 1
end))
self.IncrementButton.Parent = self.Frame
self._Maid:Mark(self.IncrementButton)
self.DecrementButton = DECREMENT_BUTTON:Clone()
self.DecrementButton.AnchorPoint = Vector2.new(1, 1)
self.DecrementButton.Position = UDim2.new(1, 0, 1, 0)
self._Maid:Mark(self.DecrementButton.Activated:Connect(function()
self.Frame.Text = tonumber(self.Frame.Text) - 1
end))
self.DecrementButton.Parent = self.Frame
self._Maid:Mark(self.DecrementButton)
end
end
function TextMaskClass:Destroy()
self._Maid:Sweep()
end
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 592 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--[[*
* Quickly scans a glob pattern and returns an object with a handful of
* useful properties, like `isGlob`, `path` (the leading non-glob, if it exists),
* `glob` (the actual pattern), `negated` (true if the path starts with `!` but not
* with `!(`) and `negatedExtglob` (true if the path starts with `!(`).
*
* ```js
* const pm = require('picomatch');
* console.log(pm.scan('foo/bar/*.js'));
* { isGlob: true, input: 'foo/bar/*.js', base: 'foo/bar', glob: '*.js' }
* ```
* @param {String} `str`
* @param {Object} `options`
* @return {Object} Returns an object with tokens and regex source string.
* @api public
]]
|
local function scan(input: string, options: Object?)
local opts: Object = options or {}
local length = #input + 1
local scanToEnd = opts.parts == true or opts.scanToEnd == true
local slashes = {}
local tokens = {}
local parts = {}
local str = input
local index = 0
local start = 1
local lastIndex = 1
local isBrace = false
local isBracket = false
local isGlob = false
local isExtglob = false
local isGlobstar = false
local braceEscaped = false
local backslashes = false
local negated = false
local negatedExtglob = false
local finished = false
local braces = 0
local prev
local code
-- ROBLOX FIXME: specify type explicitely to avoid type narrowing
local token: Token = { value = "", depth = 0, isGlob = false }
local function eos()
return index >= length
end
local function peek()
return String.charCodeAt(str, index + 1)
end
local function advance()
prev = code
index += 1
return String.charCodeAt(str, index)
end
while index < length do
code = advance()
local next
if code == CHAR_BACKWARD_SLASH then
token.backslashes = true
backslashes = token.backslashes
code = advance()
if code == CHAR_LEFT_CURLY_BRACE then
braceEscaped = true
end
continue
end
if braceEscaped == true or code == CHAR_LEFT_CURLY_BRACE then
braces += 1
while eos() ~= true and Boolean.toJSBoolean((function()
code = advance()
return code
end)()) do
if code == CHAR_BACKWARD_SLASH then
token.backslashes = true
backslashes = token.backslashes
advance()
continue
end
if code == CHAR_LEFT_CURLY_BRACE then
braces += 1
continue
end
if
braceEscaped ~= true
and code == CHAR_DOT
and (function()
code = advance()
return code
end)() == CHAR_DOT
then
token.isBrace = true
isBrace = token.isBrace
token.isGlob = true
isGlob = token.isGlob
finished = true
if scanToEnd == true then
continue
end
break
end
if braceEscaped ~= true and code == CHAR_COMMA then
token.isBrace = true
isBrace = token.isBrace
token.isGlob = true
isGlob = token.isGlob
finished = true
if scanToEnd == true then
continue
end
break
end
if code == CHAR_RIGHT_CURLY_BRACE then
braces -= 1
if braces == 0 then
braceEscaped = false
token.isBrace = true
isBrace = token.isBrace
finished = true
break
end
end
end
if scanToEnd == true then
continue
end
break
end
if code == CHAR_FORWARD_SLASH then
table.insert(slashes, index)
table.insert(tokens, token)
token = { value = "", depth = 0, isGlob = false }
if finished == true then
continue
end
if prev == CHAR_DOT and index == start + 1 then
start += 2
continue
end
lastIndex = index + 1
continue
end
if opts.noext ~= true then
local isExtglobChar = code == CHAR_PLUS
or code == CHAR_AT
or code == CHAR_ASTERISK
or code == CHAR_QUESTION_MARK
or code == CHAR_EXCLAMATION_MARK
if isExtglobChar == true and peek() == CHAR_LEFT_PARENTHESES then
token.isGlob = true
isGlob = token.isGlob
token.isExtglob = true
isExtglob = token.isExtglob
finished = true
if code == CHAR_EXCLAMATION_MARK and index == start then
negatedExtglob = true
end
if scanToEnd == true then
while
eos() ~= true
and Boolean.toJSBoolean((function()
code = advance()
return code
end)())
do
if code == CHAR_BACKWARD_SLASH then
token.backslashes = true
backslashes = token.backslashes
code = advance()
continue
end
if code == CHAR_RIGHT_PARENTHESES then
token.isGlob = true
isGlob = token.isGlob
finished = true
break
end
end
continue
end
break
end
end
if code == CHAR_ASTERISK then
if prev == CHAR_ASTERISK then
token.isGlobstar = true
isGlobstar = token.isGlobstar
end
token.isGlob = true
isGlob = token.isGlob
finished = true
if scanToEnd == true then
continue
end
break
end
if code == CHAR_QUESTION_MARK then
token.isGlob = true
isGlob = token.isGlob
finished = true
if scanToEnd == true then
continue
end
break
end
if code == CHAR_LEFT_SQUARE_BRACKET then
while eos() ~= true and Boolean.toJSBoolean((function()
next = advance()
return next
end)()) do
if next == CHAR_BACKWARD_SLASH then
token.backslashes = true
backslashes = token.backslashes
advance()
continue
end
if next == CHAR_RIGHT_SQUARE_BRACKET then
token.isBracket = true
isBracket = token.isBracket
token.isGlob = true
isGlob = token.isGlob
finished = true
break
end
end
if scanToEnd == true then
continue
end
break
end
if opts.nonegate ~= true and code == CHAR_EXCLAMATION_MARK and index == start then
token.negated = true
negated = token.negated
start += 1
continue
end
if opts.noparen ~= true and code == CHAR_LEFT_PARENTHESES then
token.isGlob = true
isGlob = token.isGlob
if scanToEnd == true then
while
eos() ~= true
and Boolean.toJSBoolean((function()
code = advance()
return code
end)())
do
if code == CHAR_LEFT_PARENTHESES then
token.backslashes = true
backslashes = token.backslashes
code = advance()
continue
end
if code == CHAR_RIGHT_PARENTHESES then
finished = true
break
end
end
continue
end
break
end
if isGlob == true then
finished = true
if scanToEnd == true then
continue
end
break
end
end
if opts.noext == true then
isExtglob = false
isGlob = false
end
local base = str
local prefix = ""
local glob = ""
if start > 1 then
prefix = String.slice(str, 1, start)
str = String.slice(str, start)
lastIndex -= start
end
if Boolean.toJSBoolean(base) and isGlob == true and lastIndex > 1 then
base = String.slice(str, 1, lastIndex)
glob = String.slice(str, lastIndex)
elseif isGlob == true then
base = ""
glob = str
else
base = str
end
if Boolean.toJSBoolean(base) and base ~= "" and base ~= "/" and base ~= str then
if isPathSeparator(String.charCodeAt(base, #base)) then
base = String.slice(base, 1, -1)
end
end
if opts.unescape == true then
if Boolean.toJSBoolean(glob) then
glob = utils.removeBackslashes(glob)
end
if Boolean.toJSBoolean(base) and backslashes == true then
base = utils.removeBackslashes(base)
end
end
local state = {
prefix = prefix,
input = input,
start = start,
base = base,
glob = glob,
isBrace = isBrace,
isBracket = isBracket,
isGlob = isGlob,
isExtglob = isExtglob,
isGlobstar = isGlobstar,
negated = negated,
negatedExtglob = negatedExtglob,
}
if opts.tokens == true then
state.maxDepth = 0
if not isPathSeparator(code) then
table.insert(tokens, token)
end
state.tokens = tokens
end
if opts.parts == true or opts.tokens == true then
local prevIndex
for idx = 1, #slashes do
local n = if Boolean.toJSBoolean(prevIndex) then prevIndex + 1 else start
local i = slashes[idx]
local value = String.slice(input, n, i)
if Boolean.toJSBoolean(opts.tokens) then
if idx == 1 and start ~= 1 then
tokens[idx].isPrefix = true
tokens[idx].value = prefix
else
tokens[idx].value = value
end
depth(tokens[idx])
state.maxDepth += tokens[idx].depth
end
if idx ~= 1 or value ~= "" then
table.insert(parts, value)
end
prevIndex = i
end
if Boolean.toJSBoolean(prevIndex) and prevIndex + 1 < #input then
local value = String.slice(input, prevIndex + 1)
table.insert(parts, value)
if Boolean.toJSBoolean(opts.tokens) then
tokens[#tokens].value = value
depth(tokens[#tokens])
state.maxDepth += tokens[#tokens].depth
end
end
state.slashes = slashes
state.parts = parts
end
return state
end
return scan
|
--------END AUDIENCE BACK RIGHT--------
|
end
wait(0.15)
if game.Workspace.DoorFlashing.Value == true then
|
--LIGHTS BUTTONS
|
for _,i in pairs(lights:GetChildren()) do
if i:IsA("ImageButton") and i.Name ~= "header" then
if string.match(i.Name,"%l+") == "td" then
i.MouseButton1Click:connect(function()
script.Parent.lighty.Value = tonumber(string.match(i.Name,"%d"))
if script.Parent.lighty.Value == 0 then
lights.td0.Image = imgassets.sirenson
lights.td1.Image = imgassets.hazardoff
lights.td2.Image = imgassets.leftyoff
lights.td3.Image = imgassets.rightyoff
lights.td4.Image = imgassets.outoff
seat.Parent.SSC.Beep:Play()
elseif script.Parent.lighty.Value == 1 then
lights.td0.Image = imgassets.sirensoff
lights.td1.Image = imgassets.hazardon
lights.td2.Image = imgassets.leftyoff
lights.td3.Image = imgassets.rightyoff
lights.td4.Image = imgassets.outoff
seat.Parent.SSC.Beep:Play()
elseif script.Parent.lighty.Value == 2 then
lights.td0.Image = imgassets.sirensoff
lights.td1.Image = imgassets.hazardoff
lights.td2.Image = imgassets.leftyon
lights.td3.Image = imgassets.rightyoff
lights.td4.Image = imgassets.outoff
seat.Parent.SSC.Beep:Play()
elseif script.Parent.lighty.Value == 3 then
lights.td0.Image = imgassets.sirensoff
lights.td1.Image = imgassets.hazardoff
lights.td2.Image = imgassets.leftyoff
lights.td3.Image = imgassets.rightyon
lights.td4.Image = imgassets.outoff
seat.Parent.SSC.Beep:Play()
elseif script.Parent.lighty.Value == 4 then
lights.td0.Image = imgassets.sirensoff
lights.td1.Image = imgassets.hazardoff
lights.td2.Image = imgassets.leftyoff
lights.td3.Image = imgassets.rightyoff
lights.td4.Image = imgassets.outon
seat.Parent.SSC.Beep:Play()
end
end)
elseif string.match(i.Name,"%l+") == "fl" then
i.MouseButton1Click:connect(function()
script.Parent.flasher.Value = tonumber(string.match(i.Name,"%d"))
if script.Parent.flasher.Value == 0 then
lights.fl0.Image = imgassets.sirenson
lights.fl1.Image = imgassets.slowoff
lights.fl2.Image = imgassets.fastoff
lights.fl3.Image = imgassets.x2off
lights.fl4.Image = imgassets.x4off
seat.Parent.SSC.Beep:Play()
elseif script.Parent.flasher.Value == 1 then
lights.fl0.Image = imgassets.sirensoff
lights.fl1.Image = imgassets.slowon
lights.fl2.Image = imgassets.fastoff
lights.fl3.Image = imgassets.x2off
lights.fl4.Image = imgassets.x4off
seat.Parent.SSC.Beep:Play()
elseif script.Parent.flasher.Value == 2 then
lights.fl0.Image = imgassets.sirensoff
lights.fl1.Image = imgassets.slowoff
lights.fl2.Image = imgassets.faston
lights.fl3.Image = imgassets.x2off
lights.fl4.Image = imgassets.x4off
seat.Parent.SSC.Beep:Play()
elseif script.Parent.flasher.Value == 3 then
lights.fl0.Image = imgassets.sirensoff
lights.fl1.Image = imgassets.slowoff
lights.fl2.Image = imgassets.fastoff
lights.fl3.Image = imgassets.x2on
lights.fl4.Image = imgassets.x4off
seat.Parent.SSC.Beep:Play()
elseif script.Parent.flasher.Value == 4 then
lights.fl0.Image = imgassets.sirensoff
lights.fl1.Image = imgassets.slowoff
lights.fl2.Image = imgassets.fastoff
lights.fl3.Image = imgassets.x2off
lights.fl4.Image = imgassets.x4on
seat.Parent.SSC.Beep:Play()
end
end)
end
end
end
|
--Если отпущена
|
Mos.KeyUp:connect(function(key)
if key:lower() == string.char(48) then --Если нажата
game.Workspace.Camera.FieldOfView = game.Workspace.Camera.FieldOfView - 1.6
local Player1 = game.Players.LocalPlayer.Character.Humanoid
if Player1 then
Player1.WalkSpeed = 16
end
end
end)
|
--// Aim|Zoom|Sensitivity Customization
|
ZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween
AimZoom = 60; -- Default zoom
AimSpeed = 0.23;
UnaimSpeed = 0.23;
CycleAimZoom = 60; -- Cycled zoom
MouseSensitivity = 0.5; -- Number between 0.1 and 1
SensitivityIncrement = 0.05; -- No touchy
|
-- PubTypes that can be expressed as vectors of numbers, and so can be animated.
|
export type Animatable =
number |
CFrame |
Color3 |
ColorSequenceKeypoint |
DateTime |
NumberRange |
NumberSequenceKeypoint |
PhysicalProperties |
Ray |
Rect |
Region3 |
Region3int16 |
UDim |
UDim2 |
Vector2 |
Vector2int16 |
Vector3 |
Vector3int16
|
-- wait(7.5)
|
leftTweenClose:Play()
rightTweenClose:Play()
model.Part.DoorStart:Play()
wait(4)
model.Part.DoorStart:Stop()
model.Part.DoorStop:Play()
model.Part.DoorHit:Play()
wait(0.1)
triggered=false
script.Enabled = false
|
------------------------------------------------------------------------
|
local PlayerState = {} do
local mouseBehavior
local mouseIconEnabled
local cameraType
local cameraFocus
local cameraCFrame
local cameraFieldOfView
local screenGuis = {}
local coreGuis = {
Backpack = true,
Chat = true,
Health = true,
PlayerList = true,
}
local setCores = {
BadgesNotificationsActive = true,
PointsNotificationsActive = true,
}
-- Save state and set up for freecam
function PlayerState.Push()
for name in pairs(coreGuis) do
coreGuis[name] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType[name])
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], false)
end
for name in pairs(setCores) do
setCores[name] = StarterGui:GetCore(name)
StarterGui:SetCore(name, false)
end
local playergui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
if playergui then
for _, gui in pairs(playergui:GetChildren()) do
if gui:IsA("ScreenGui") and gui.Enabled then
screenGuis[#screenGuis + 1] = gui
gui.Enabled = false
end
end
end
cameraFieldOfView = Camera.FieldOfView
Camera.FieldOfView = 70
cameraType = Camera.CameraType
Camera.CameraType = Enum.CameraType.Custom
cameraCFrame = Camera.CFrame
cameraFocus = Camera.Focus
mouseIconEnabled = UserInputService.MouseIconEnabled
UserInputService.MouseIconEnabled = false
mouseBehavior = UserInputService.MouseBehavior
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
-- Restore state
function PlayerState.Pop()
for name, isEnabled in pairs(coreGuis) do
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], isEnabled)
end
for name, isEnabled in pairs(setCores) do
StarterGui:SetCore(name, isEnabled)
end
for _, gui in pairs(screenGuis) do
if gui.Parent then
gui.Enabled = true
end
end
Camera.FieldOfView = cameraFieldOfView
cameraFieldOfView = nil
Camera.CameraType = cameraType
cameraType = nil
Camera.CFrame = cameraCFrame
cameraCFrame = nil
Camera.Focus = cameraFocus
cameraFocus = nil
UserInputService.MouseIconEnabled = mouseIconEnabled
mouseIconEnabled = nil
UserInputService.MouseBehavior = mouseBehavior
mouseBehavior = nil
end
end
local function StartFreecam()
local cameraCFrame = Camera.CFrame
cameraRot = Vector2.new(cameraCFrame:toEulerAnglesYXZ())
cameraPos = cameraCFrame.p
cameraFov = Camera.FieldOfView
velSpring:Reset(Vector3.new())
panSpring:Reset(Vector2.new())
fovSpring:Reset(0)
PlayerState.Push()
RunService:BindToRenderStep("Freecam", Enum.RenderPriority.Camera.Value + 10, StepFreecam)
Input.StartCapture()
local charParts = LocalPlayer.Character:GetChildren()
for i = 1, #charParts do
local part = charParts[i]
if part:IsA("BasePart") or part:IsA("MeshPart") then
part.Transparency = 1
end
end
end
local function StopFreecam()
Input.StopCapture()
RunService:UnbindFromRenderStep("Freecam")
PlayerState.Pop()
local charParts = LocalPlayer.Character:GetChildren()
for i = 1, #charParts do
local part = charParts[i]
if (part:IsA("BasePart") or part:IsA("MeshPart")) and part.Name ~= "HumanoidRootPart" then
part.Transparency = 0
end
end
end
|
------------------------------------------------------------------------
--
-- * used in luaK:dischargejpc(), luaK:patchlist(), luaK:exp2reg()
------------------------------------------------------------------------
|
function luaK:patchlistaux(fs, list, vtarget, reg, dtarget)
while list ~= self.NO_JUMP do
local _next = self:getjump(fs, list)
if self:patchtestreg(fs, list, reg) then
self:fixjump(fs, list, vtarget)
else
self:fixjump(fs, list, dtarget) -- jump to default target
end
list = _next
end
end
|
--[WEIGHT // Cubic stud : pounds ratio]
|
Tune.WeightScaling = 1/50 --Default = 1/50 (1 cubic stud = 50 lbs)
Tune.LegacyScaling = 1/10 --Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF]
|
-- Create the spark effect for the bullet impact
|
function MakeParticleFX(position, normal)
-- This is a trick I do with attachments all the time.
-- Parent attachments to the Terrain - It counts as a part, and setting position/rotation/etc. of it will be in world space.
-- UPD 11 JUNE 2019 - Attachments now have a "WorldPosition" value, but despite this, I still see it fit to parent attachments to terrain since its position never changes.
local attachment = Instance.new("Attachment")
attachment.CFrame = CFrame.new(position, position + normal)
attachment.Parent = workspace.Terrain
local particle = ImpactParticle:Clone()
particle.Parent = attachment
Debris:AddItem(attachment, particle.Lifetime.Max) -- Automatically delete the particle effect after its maximum lifetime.
-- A potentially better option in favor of this would be to use the Emit method (Particle:Emit(numParticles)) though I prefer this since it adds some natural spacing between the particles.
particle.Enabled = true
wait(0.05)
particle.Enabled = false
end
|
--!strict
--[=[
@function copyDeep
@within Array
@param array {T} -- The array to copy.
@return {T} -- The copied array.
Copies an array, with deep copies of all nested arrays.
```lua
local array = { 1, 2, 3, { 4, 5 } }
local result = CopyDeep(array) -- { 1, 2, 3, { 4, 5 } }
print(result == array) -- false
print(result[4] == array[4]) -- false
```
]=]
|
local function copyDeep<T>(array: { T }): { T }
local result = {}
for _, value in ipairs(array) do
if type(value) == "table" then
table.insert(result, copyDeep(value))
else
table.insert(result, value)
end
end
return result
end
return copyDeep
|
--[[
For when the server is in postgame
]]
|
local ServerStorage = game:GetService("ServerStorage")
local SystemManager = require(ServerStorage.Source.Managers.SystemManager)
local ServerPostGame = {}
|
--why is this not a library funciton?!
|
function randUniform(a, b)
return a + math.random() * (b - a)
end
function randVector(a, b)
return Vector3.new(randUniform(a.x, b.x), randUniform(a.y, b.y), randUniform(a.z, b.z))
end
TriggerEffect.Event:Connect(function()
local liveBlox = CollectionService:GetTagged("blox")
script.Parent.PointLight:SetAttribute("SpawnTime", workspace.DistributedGameTime)
verticalBeamPS:SetAttribute("SpawnTime", workspace.DistributedGameTime)
plasmaBeamA:SetAttribute("SpawnTime", workspace.DistributedGameTime)
plasmaBeamB:SetAttribute("SpawnTime", workspace.DistributedGameTime)
dustParticles:Emit(15)
flashPS:Emit(1)
shockwave:Emit(1)
verticalBeamPS:Emit(8)
verticalBeamPS.Enabled = true
bloxParticles:Emit(100)
plasmaBeamA.Enabled = true
plasmaBeamB.Enabled = true
if #liveBlox < maxBlox then
for i = -1, 1, 1 do
for j = -1, 1, 1 do
for k = -1, 1, 1 do
local bloxInstance = blox:Clone()
bloxInstance.Transparency = 0
bloxInstance.Parent = workspace
bloxInstance.Position = bloxSpawnLoc.Position + Vector3.new(i * (blox.Size.x + spacing), j * (blox.Size.y + spacing), k * (blox.Size.z + spacing))
bloxInstance.Anchored = false
bloxInstance:ApplyImpulse(randVector(Vector3.new(-hSpeed, 0, -hSpeed), Vector3.new(hSpeed, vSpeed, hSpeed)))
bloxInstance:ApplyAngularImpulse(randVector(Vector3.new(-0.0005, -0.0005, -0.0005), Vector3.new(0.0005, 0.0005, 0.0005)))
bloxInstance:SetAttribute("ID", math.random())
bloxInstance:SetAttribute("SpawnTime", workspace.DistributedGameTime)
bloxInstance:SetAttribute("Lifetime", randUniform(2.0, 3.0))
CollectionService:AddTag(bloxInstance, "blox")
end
end
end
end
end)
|
--# selene: allow(divide_by_zero, multiple_statements)
|
local bit = bit32
local unpack = table.unpack or unpack
local stm_lua_bytecode
local wrap_lua_func
local stm_lua_func
|
-- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Clears the array.
|
Table.clear = function (tbl)
table.clear(tbl)
end
return setmetatable({}, {
__index = function(tbl, index)
if Table[index] ~= nil then
return Table[index]
else
return RobloxTable[index]
end
end;
__newindex = function(tbl, index, value)
error("Add new table entries by editing the Module itself.")
end;
})
|
--<================================= DO NOT EDIT BELOW THIS LINE. MADE BY 404ERROR_060. =================================>--
|
wait()
script.Parent.Text=script.Parent.Parent.Parent.Parent.Configuration["Sign Text"].Value;
script.Parent.Parent.Parent.Parent.Frame.Neon1.BrickColor=script.Parent.Parent.Parent.Parent.Configuration["Bar Accent Color"].Value;
script.Parent.Parent.Parent.Parent.Frame.Neon2.BrickColor=script.Parent.Parent.Parent.Parent.Configuration["Bar Accent Color"].Value;
script.Parent.Parent.Parent.Parent.Frame.Neon3.BrickColor=script.Parent.Parent.Parent.Parent.Configuration["Bar Accent Color"].Value;
script.Parent.Parent.Parent.BrickColor=script.Parent.Parent.Parent.Parent.Configuration["Screen Color 1"].Value;
script.Parent.Parent.Parent.Parent.DoubledScreen.BrickColor=script.Parent.Parent.Parent.Parent.Configuration["Screen Color 2"].Value;
script.Parent.TextColor3=script.Parent.Parent.Parent.Parent.Configuration["Text Color"]
script.Parent.TextStrokeColor3=script.Parent.Parent.Parent.Parent.Configuration["Text Outline Color"]
|
--[[
Create a new TestPlan from a list of specification functions.
These functions should call a combination of `describe` and `it` (and their
variants), which will be turned into a test plan to be executed.
Parameters:
- modulesList - list of tables describing test modules {
method, -- specification function described above
path, -- array of parent entires, first element is the leaf that owns `method`
pathStringForSorting -- a string representation of `path`, used for sorting of the test plan
}
- planArgs - table of additional plan params {
runTestsByPath - Runs only tests with these exact paths
testNamePattern - Only tests matching this Lua pattern string will run. Pass empty or nil to run all tests
testPathPattern - Only tests paths matching this pattern will run
testPathIgnorePatterns - Only tests paths that do not match this pattern will run
extraEnvironment - Lua table holding additional functions and variables to be injected into the specification
function during execution
}
]]
|
function TestPlanner.createPlan(modulesList, planArgs)
local testPlanArgs
if type(planArgs) == "string" then
testPlanArgs = { testNamePattern = planArgs }
else
testPlanArgs = planArgs
end
local plan = TestPlan.new(testPlanArgs)
table.sort(modulesList, function(a, b)
return a.pathStringForSorting < b.pathStringForSorting
end)
for _, module in ipairs(modulesList) do
plan:addRoot(module.path, module.method, module.instance)
end
return plan
end
return TestPlanner
|
-- init chat bubble tables
|
local function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect)
this.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect)
this.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect)
this.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect)
end
initChatBubbleType(BubbleColor.WHITE, "ui/dialog_white", "ui/chatBubble_white_notify_bkg", false, Rect.new(5,5,15,15))
initChatBubbleType(BubbleColor.BLUE, "ui/dialog_blue", "ui/chatBubble_blue_notify_bkg", true, Rect.new(7,7,33,33))
initChatBubbleType(BubbleColor.RED, "ui/dialog_red", "ui/chatBubble_red_notify_bkg", true, Rect.new(7,7,33,33))
initChatBubbleType(BubbleColor.GREEN, "ui/dialog_green", "ui/chatBubble_green_notify_bkg", true, Rect.new(7,7,33,33))
function this:SanitizeChatLine(msg)
if string.len(msg) > MaxChatMessageLengthExclusive then
return string.sub(msg, 1, MaxChatMessageLengthExclusive + string.len(ELIPSES))
else
return msg
end
end
local function createBillboardInstance(adornee)
local billboardGui = Instance.new("BillboardGui")
billboardGui.Adornee = adornee
billboardGui.Size = UDim2.new(0,BILLBOARD_MAX_WIDTH,0,BILLBOARD_MAX_HEIGHT)
billboardGui.StudsOffset = Vector3.new(0, 1.5, 2)
billboardGui.Parent = BubbleChatScreenGui
local billboardFrame = Instance.new("Frame")
billboardFrame.Name = "BillboardFrame"
billboardFrame.Size = UDim2.new(1,0,1,0)
billboardFrame.Position = UDim2.new(0,0,-0.5,0)
billboardFrame.BackgroundTransparency = 1
billboardFrame.Parent = billboardGui
local billboardChildRemovedCon = nil
billboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function()
if #billboardFrame:GetChildren() <= 1 then
billboardChildRemovedCon:disconnect()
billboardGui:Destroy()
end
end)
this:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame
return billboardGui
end
function this:CreateBillboardGuiHelper(instance, onlyCharacter)
if instance and not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then
if not onlyCharacter then
if instance:IsA("BasePart") then
-- Create a new billboardGui object attached to this player
local billboardGui = createBillboardInstance(instance)
this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui
return
end
end
if instance:IsA("Model") then
local head = instance:FindFirstChild("Head")
if head and head:IsA("BasePart") then
-- Create a new billboardGui object attached to this player
local billboardGui = createBillboardInstance(head)
this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui
end
end
end
end
local function distanceToBubbleOrigin(origin)
if not origin then return 100000 end
return (origin.Position - game.Workspace.CurrentCamera.CoordinateFrame.p).magnitude
end
local function isPartOfLocalPlayer(adornee)
if adornee and PlayersService.LocalPlayer.Character then
return adornee:IsDescendantOf(PlayersService.LocalPlayer.Character)
end
end
function this:SetBillboardLODNear(billboardGui)
local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee)
billboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT)
billboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0.1)
billboardGui.Enabled = true
local billChildren = billboardGui.BillboardFrame:GetChildren()
for i = 1, #billChildren do
billChildren[i].Visible = true
end
billboardGui.BillboardFrame.SmallTalkBubble.Visible = false
end
function this:SetBillboardLODDistant(billboardGui)
local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee)
billboardGui.Size = UDim2.new(4,0,3,0)
billboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0.1)
billboardGui.Enabled = true
local billChildren = billboardGui.BillboardFrame:GetChildren()
for i = 1, #billChildren do
billChildren[i].Visible = false
end
billboardGui.BillboardFrame.SmallTalkBubble.Visible = true
end
function this:SetBillboardLODVeryFar(billboardGui)
billboardGui.Enabled = false
end
function this:SetBillboardGuiLOD(billboardGui, origin)
if not origin then return end
if origin:IsA("Model") then
local head = origin:FindFirstChild("Head")
if not head then origin = origin.PrimaryPart
else origin = head end
end
local bubbleDistance = distanceToBubbleOrigin(origin)
if bubbleDistance < NEAR_BUBBLE_DISTANCE then
this:SetBillboardLODNear(billboardGui)
elseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then
this:SetBillboardLODDistant(billboardGui)
else
this:SetBillboardLODVeryFar(billboardGui)
end
end
function this:CameraCFrameChanged()
for index, value in pairs(this.CharacterSortedMsg:GetData()) do
local playerBillboardGui = value["BillboardGui"]
if playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end
end
end
function this:CreateBubbleText(message, shouldAutoLocalize)
local bubbleText = Instance.new("TextLabel")
bubbleText.Name = "BubbleText"
bubbleText.BackgroundTransparency = 1
bubbleText.Position = UDim2.new(0,CHAT_BUBBLE_WIDTH_PADDING/2,0,0)
bubbleText.Size = UDim2.new(1,-CHAT_BUBBLE_WIDTH_PADDING,1,0)
bubbleText.Font = CHAT_BUBBLE_FONT
if shouldClipInGameChat then
bubbleText.ClipsDescendants = true
end
bubbleText.TextWrapped = true
bubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE
bubbleText.Text = message
bubbleText.Visible = false
bubbleText.AutoLocalize = shouldAutoLocalize
return bubbleText
end
function this:CreateSmallTalkBubble(chatBubbleType)
local smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone()
smallTalkBubble.Name = "SmallTalkBubble"
smallTalkBubble.AnchorPoint = Vector2.new(0, 0.5)
smallTalkBubble.Position = UDim2.new(0,0,0.5,0)
smallTalkBubble.Visible = false
local text = this:CreateBubbleText("...")
text.TextScaled = true
text.TextWrapped = false
text.Visible = true
text.Parent = smallTalkBubble
return smallTalkBubble
end
function this:UpdateChatLinesForOrigin(origin, currentBubbleYPos)
local bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo
local bubbleQueueSize = bubbleQueue:Size()
local bubbleQueueData = bubbleQueue:GetData()
if #bubbleQueueData <= 1 then return end
for index = (#bubbleQueueData - 1), 1, -1 do
local value = bubbleQueueData[index]
local bubble = value.RenderBubble
if not bubble then return end
local bubblePos = bubbleQueueSize - index + 1
if bubblePos > 1 then
local tail = bubble:FindFirstChild("ChatBubbleTail")
if tail then tail:Destroy() end
local bubbleText = bubble:FindFirstChild("BubbleText")
if bubbleText then bubbleText.TextTransparency = 0.5 end
end
local udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset,
1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT )
bubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true)
currentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT
end
end
function this:DestroyBubble(bubbleQueue, bubbleToDestroy)
if not bubbleQueue then return end
if bubbleQueue:Empty() then return end
local bubble = bubbleQueue:Front().RenderBubble
if not bubble then
bubbleQueue:PopFront()
return
end
spawn(function()
while bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do
wait()
end
bubble = bubbleQueue:Front().RenderBubble
local timeBetween = 0
local bubbleText = bubble:FindFirstChild("BubbleText")
local bubbleTail = bubble:FindFirstChild("ChatBubbleTail")
while bubble and bubble.ImageTransparency < 1 do
timeBetween = wait()
if bubble then
local fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED
bubble.ImageTransparency = bubble.ImageTransparency + fadeAmount
if bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end
if bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end
end
end
if bubble then
bubble:Destroy()
bubbleQueue:PopFront()
end
end)
end
function this:CreateChatLineRender(instance, line, onlyCharacter, fifo, shouldAutoLocalize)
if not instance then return end
if not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then
this:CreateBillboardGuiHelper(instance, onlyCharacter)
end
local billboardGui = this.CharacterSortedMsg:Get(instance)["BillboardGui"]
if billboardGui then
local chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone()
chatBubbleRender.Visible = false
local bubbleText = this:CreateBubbleText(line.Message, shouldAutoLocalize)
bubbleText.Parent = chatBubbleRender
chatBubbleRender.Parent = billboardGui.BillboardFrame
line.RenderBubble = chatBubbleRender
local currentTextBounds = TextService:GetTextSize(
bubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT,
Vector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT))
local bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING)/BILLBOARD_MAX_WIDTH, 0.1)
local numOflines = (currentTextBounds.Y/CHAT_BUBBLE_FONT_SIZE_INT)
-- prep chat bubble for tween
chatBubbleRender.Size = UDim2.new(0,0,0,0)
chatBubbleRender.Position = UDim2.new(0.5,0,1,0)
local newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT
chatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY),
UDim2.new( (1-bubbleWidthScale)/2, 0, 1, -newChatBubbleOffsetSizeY),
Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true,
function() bubbleText.Visible = true end)
-- todo: remove when over max bubbles
this:SetBillboardGuiLOD(billboardGui, line.Origin)
this:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY)
delay(line.BubbleDieDelay, function()
this:DestroyBubble(fifo, chatBubbleRender)
end)
end
end
function this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer)
if not this:BubbleChatEnabled() then return end
local localPlayer = PlayersService.LocalPlayer
local fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer
local safeMessage = this:SanitizeChatLine(message)
local line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers)
if sourcePlayer and line.Origin then
local fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo
fifo:PushBack(line)
--Game chat (badges) won't show up here
this:CreateChatLineRender(sourcePlayer.Character, line, true, fifo, false)
end
end
function this:OnGameChatMessage(origin, message, color)
local localPlayer = PlayersService.LocalPlayer
local fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin)
local bubbleColor = BubbleColor.WHITE
if color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE
elseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN
elseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end
local safeMessage = this:SanitizeChatLine(message)
local line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor)
this.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line)
if UserShouldLocalizeGameChatBubble then
this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, true)
else
this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, false)
end
end
function this:BubbleChatEnabled()
local clientChatModules = ChatService:FindFirstChild("ClientChatModules")
if clientChatModules then
local chatSettings = clientChatModules:FindFirstChild("ChatSettings")
if chatSettings then
local chatSettings = require(chatSettings)
if chatSettings.BubbleChatEnabled ~= nil then
return chatSettings.BubbleChatEnabled
end
end
end
return PlayersService.BubbleChat
end
function this:ShowOwnFilteredMessage()
local clientChatModules = ChatService:FindFirstChild("ClientChatModules")
if clientChatModules then
local chatSettings = clientChatModules:FindFirstChild("ChatSettings")
if chatSettings then
chatSettings = require(chatSettings)
return chatSettings.ShowUserOwnFilteredMessage
end
end
return false
end
function findPlayer(playerName)
for i,v in pairs(PlayersService:GetPlayers()) do
if v.Name == playerName then
return v
end
end
end
ChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end)
local cameraChangedCon = nil
if game.Workspace.CurrentCamera then
cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end)
end
game.Workspace.Changed:connect(function(prop)
if prop == "CurrentCamera" then
if cameraChangedCon then cameraChangedCon:disconnect() end
if game.Workspace.CurrentCamera then
cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end)
end
end
end)
local AllowedMessageTypes = nil
function getAllowedMessageTypes()
if AllowedMessageTypes then
return AllowedMessageTypes
end
local clientChatModules = ChatService:FindFirstChild("ClientChatModules")
if clientChatModules then
local chatSettings = clientChatModules:FindFirstChild("ChatSettings")
if chatSettings then
chatSettings = require(chatSettings)
if chatSettings.BubbleChatMessageTypes then
AllowedMessageTypes = chatSettings.BubbleChatMessageTypes
return AllowedMessageTypes
end
end
local chatConstants = clientChatModules:FindFirstChild("ChatConstants")
if chatConstants then
chatConstants = require(chatConstants)
AllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper}
end
return AllowedMessageTypes
end
return {"Message", "Whisper"}
end
function checkAllowedMessageType(messageData)
local allowedMessageTypes = getAllowedMessageTypes()
for i = 1, #allowedMessageTypes do
if allowedMessageTypes[i] == messageData.MessageType then
return true
end
end
return false
end
local ChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents")
local OnMessageDoneFiltering = ChatEvents:WaitForChild("OnMessageDoneFiltering")
local OnNewMessage = ChatEvents:WaitForChild("OnNewMessage")
OnNewMessage.OnClientEvent:connect(function(messageData, channelName)
if not checkAllowedMessageType(messageData) then
return
end
local sender = findPlayer(messageData.FromSpeaker)
if not sender then
return
end
if not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then
if messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then
return
end
end
this:OnPlayerChatMessage(sender, messageData.Message, nil)
end)
OnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName)
if not checkAllowedMessageType(messageData) then
return
end
local sender = findPlayer(messageData.FromSpeaker)
if not sender then
return
end
if messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then
return
end
this:OnPlayerChatMessage(sender, messageData.Message, nil)
end)
|
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
|
runService.RenderStepped:connect(function()
if running then
if freemouse == true then
game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.Default
else
game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.LockCenter
end
end
if not CanToggleMouse.allowed then
freemouse = false
end
end)
|
-- Table setup containing product IDs and functions for handling purchases
|
local productFunctions = {
[1527684360] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 5
return true
end
end;
[1527684736] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 10
return true
end
end;
[1527684772] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 15
return true
end
end;
[1527684906] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 25
return true
end
end;
[1527684963] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 50
return true
end
end;
[1527685101] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 75
return true
end
end;
[1527685172] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 100
return true
end
end;
[1527685229] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 250
return true
end
end;
[1527685281] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 500
return true
end
end;
[1527685476] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 1000
return true
end
end;
[1527685554] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 2500
return true
end
end;
[1527685603] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 5000
return true
end
end;
[1527685835] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 10000
return true
end
end;
[1527685970] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 25000
return true
end
end;
[1527689815] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 50000
return true
end
end;
[1527686109] = function(receipt, player)
local stats = player:FindFirstChild("DonationValue")
local donation = stats
if donation then
donation.Value = donation.Value + 100000
return true
end
end;
}
MarketplaceService.ProcessReceipt = function(receiptInfo)
local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId
local purchased = false
local success, errorMessage = pcall(function()
purchased = purchaseHistoryStore:GetAsync(playerProductKey)
end)
if success and purchased then
return Enum.ProductPurchaseDecision.PurchaseGranted
elseif not success then
error("Data store error:" .. errorMessage)
end
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if not player then
return Enum.ProductPurchaseDecision.NotProcessedYet
end
local handler = productFunctions[receiptInfo.ProductId]
local success, result = pcall(handler, receiptInfo, player)
if not success or not result then
warn("Error occurred while processing a product purchase")
print("\nProductId:", receiptInfo.ProductId)
print("\nPlayer:", player)
return Enum.ProductPurchaseDecision.NotProcessedYet
end
local success, errorMessage = pcall(function()
purchaseHistoryStore:SetAsync(playerProductKey, true)
end)
if not success then
error("Cannot save purchase data: " .. errorMessage)
end
return Enum.ProductPurchaseDecision.PurchaseGranted
end
|
--[[ Constants ]]
|
--
local RECALCULATE_PATH_THRESHOLD = 4
local NO_PATH_THRESHOLD = 12
local MAX_PATHING_DISTANCE = 200
local POINT_REACHED_THRESHOLD = 1
local OFFTRACK_TIME_THRESHOLD = 2
local THUMBSTICK_DEADZONE = 0.22
local ZERO_VECTOR3 = Vector3.new(0,0,0)
local XZ_VECTOR3 = Vector3.new(1,0,1)
|
--Grenade variables
|
local grenade = script.Parent.Grenade
|
--[[
ROBLOX deviation START: some strings require escaped version
depending where they are used
]]
|
local SUPPORTED_PLACEHOLDERS = RegExp("%[sdifjoOp]")
local SUPPORTED_PLACEHOLDERS_PATTERN = "%%[sdifjoOp]"
local PRETTY_PLACEHOLDER = "%p"
local PRETTY_PLACEHOLDER_PATTERN = "%%p"
local INDEX_PLACEHOLDER = "%%#"
local PLACEHOLDER_PREFIX = "%%"
local ESCAPED_PLACEHOLDER_PREFIX = "%%"
local ESCAPED_PLACEHOLDER_PREFIX_PATTERN = "%%%%"
local JEST_EACH_PLACEHOLDER_ESCAPE = "@@__JEST_EACH_PLACEHOLDER_ESCAPE__@@"
|
--- Trims whitespace from both sides of a string.
|
function Util.TrimString(s)
return s:match "^%s*(.-)%s*$"
end
|
-- Check if shift key, mobile sprint button, or Xbox gamepad button is being held down
|
local function checkSprintKeyDown()
if UserInputService.TouchEnabled then
return true
elseif UserInputService.GamepadEnabled then
return UserInputService:IsGamepadButtonDown(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonL2)
else
return UserInputService:IsKeyDown(Enum.KeyCode.LeftShift) or UserInputService:IsKeyDown(Enum.KeyCode.RightShift)
end
end
|
--!strict
|
type Object = { [string]: any }
type Array<T> = { [number]: T }
local function isfrozen(t: Object | Array<any>): boolean
return table.isfrozen(t)
end
return isfrozen
|
--the reason for this script being 2 instead of 1 is MAGIC
|
WheelSize = 3.4--diameter of the wheel
|
-- Roblox NPC sound script
|
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local SOUND_DATA = {
Climbing = {
SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
Looped = true,
},
Died = {
SoundId = "rbxassetid://3361342315",
},
FreeFalling = {
SoundId = "rbxasset://sounds/action_falling.mp3",
Looped = true,
},
GettingUp = {
SoundId = "rbxasset://sounds/action_get_up.mp3",
},
Jumping = {
SoundId = "rbxasset://sounds/action_jump.mp3",
},
Landing = {
SoundId = "rbxasset://sounds/action_jump_land.mp3",
},
Running = {
SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
Looped = true,
Pitch = 1.85,
},
Splash = {
SoundId = "rbxasset://sounds/impact_water.mp3",
},
Swimming = {
SoundId = "rbxasset://sounds/action_swim.mp3",
Looped = true,
Pitch = 1.6,
},
}
|
--// Probabilities
|
JamChance = 0,1; -- This is percent scaled. For 100% Chance of jamming, put 100, for 0%, 0; and everything inbetween
TracerChance = 100; -- This is the percen scaled. For 100% Chance of showing tracer, put 100, for 0%, 0; and everything inbetween
|
-----------------
--| Constants |--
-----------------
|
local GRAVITY_ACCELERATION = workspace.Gravity
local RELOAD_TIME = 0.0000000000000000001 -- Seconds until tool can be used again
local ROCKET_SPEED = 1200 -- Speed of the projectile
local ROCKET_TRAIL = true -- Whether rockets will create a smoke trail
local MISSILE_MESH_ID = 'http://www.roblox.com/asset/?id=2251534'
local MISSILE_MESH_SCALE = Vector3.new(0.35, 0.35, 0.25)
local ROCKET_PART_SIZE = Vector3.new(1.2, 1.2, 3.27)
|
-- local TeleportService = game:GetService("TeleportService") -- подключение телепортаций
|
local Players = game:GetService("Players") -- подключение сервиса игроков
local teleporter = script.Parent -- что должны коснуться
local showPrompt = true -- показывать сообщение
|
--Running with animation and field of view--
|
Humanoid.Running:connect(function(Speed)
if Speed >= 10 and Running and not RAnimation.IsPlaying then
RAnimation:Play()
Humanoid.WalkSpeed = RunningSpeed
T:Play()
elseif Speed >= 10 and not Running and RAnimation.IsPlaying then
RAnimation:Stop()
Humanoid.WalkSpeed = NormalSpeed
rT:Play()
elseif Speed < 10 and RAnimation.IsPlaying then
RAnimation:Stop()
Humanoid.WalkSpeed = NormalSpeed
rT:Play()
end
end)
game:GetService('ContextActionService'):BindAction('RunBind', Handler, true, Enum.KeyCode[key])
|
--print("Motion blur disabled")
|
script.Disabled = true
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__Boards__1 = game.Workspace:WaitForChild("Boards");
local l__Retriever__2 = l__Boards__1:WaitForChild("SettingsHandler"):WaitForChild("Retriever");
local v3 = l__Retriever__2:InvokeServer("Authenticate");
local v4 = v3 == true and l__Retriever__2:InvokeServer("GetData") or nil;
local v5 = nil;
for v6, v7 in pairs(l__Boards__1:GetChildren()) do
if v7.Name == "Buttons" then
local l__SurfaceGui__8 = v7:WaitForChild("SurfaceGui");
for v9, v10 in pairs(l__SurfaceGui__8.MainFrame.ScrollingFrame:GetChildren()) do
v10.TextButton.MouseButton1Click:connect(function()
game:GetService("MarketplaceService"):PromptProductPurchase(game.Players.LocalPlayer, v10.Id.Value, true);
end);
v10.MouseEnter:connect(function()
v10.Title.BackgroundTransparency = 0;
end);
v10.MouseLeave:connect(function()
v10.Title.BackgroundTransparency = 0.25;
end);
end;
l__SurfaceGui__8.MainFrame.ScrollingFrame.ChildAdded:connect(function(p1)
p1.TextButton.MouseButton1Click:connect(function()
game:GetService("MarketplaceService"):PromptProductPurchase(game.Players.LocalPlayer, p1.Id.Value, true);
end);
p1.MouseEnter:connect(function()
p1.Title.BackgroundTransparency = 0;
end);
p1.MouseLeave:connect(function()
p1.Title.BackgroundTransparency = 0.25;
end);
end);
elseif v7.Name == "Screen" then
local l__SurfaceGui__11 = v7:WaitForChild("SurfaceGui");
l__SurfaceGui__11.MainFrame.Information.Take.MouseButton1Click:connect(function()
game:GetService("MarketplaceService"):PromptPurchase(game.Players.LocalPlayer, 391248083);
end);
local u1 = true;
l__SurfaceGui__11.MainFrame.Footer.Title.ImageButton.MouseButton1Click:connect(function()
if u1 then
u1 = false;
l__SurfaceGui__11.MainFrame.Title:TweenPosition(UDim2.new(1, 0, 0, 5), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.ScrollingFrame:TweenPosition(UDim2.new(1, 0, 0, 35), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Footer:TweenPosition(UDim2.new(1, 0, 1, -25), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Information:TweenPosition(UDim2.new(0, 0, 0, 0), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Information.Title:TweenPosition(UDim2.new(0, 5, 0, 5), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Information.Message1:TweenPosition(UDim2.new(0, 10, 0, 35), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Information.Message2:TweenPosition(UDim2.new(0, 10, 0, 140), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Information.Close:TweenPosition(UDim2.new(0.5, 5, 0, 245), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Information.Take:TweenPosition(UDim2.new(0, 10, 0, 245), "InOut", "Quart", 0.5, true);
wait(0.5);
u1 = true;
end;
end);
l__SurfaceGui__11.MainFrame.Information.Close.MouseButton1Click:connect(function()
if u1 then
u1 = false;
l__SurfaceGui__11.MainFrame.Information.Title:TweenPosition(UDim2.new(-1, 5, 0, 5), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Information.Message1:TweenPosition(UDim2.new(-1, 10, 0, 35), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Information.Message2:TweenPosition(UDim2.new(-1, 10, 0, 140), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Information.Take:TweenPosition(UDim2.new(-1, 10, 0, 245), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Information.Close:TweenPosition(UDim2.new(-1, 5, 0, 245), "InOut", "Quart", 0.5, true);
wait();
delay(0.5, function()
l__SurfaceGui__11.MainFrame.Information.Position = UDim2.new(-1, 0, 0, 0);
end);
wait();
l__SurfaceGui__11.MainFrame.Title:TweenPosition(UDim2.new(0, 5, 0, 5), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.ScrollingFrame:TweenPosition(UDim2.new(0, 5, 0, 35), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Footer:TweenPosition(UDim2.new(0, 5, 1, -25), "InOut", "Quart", 0.5, true);
wait(0.5);
u1 = true;
end;
end);
if v3 == true then
l__SurfaceGui__11.MainFrame.Footer.Title.Settings.Visible = true;
local u2 = v4;
local u3 = v5;
l__SurfaceGui__11.MainFrame.Footer.Title.Settings.MouseButton1Click:connect(function()
if u1 then
u1 = false;
local v12, v13 = l__Retriever__2:InvokeServer("GetData");
u2 = v12;
u3 = v13;
l__SurfaceGui__11.MainFrame.Settings.Message2.ListSize.TextBox.Text = u2.ListSize;
l__SurfaceGui__11.MainFrame.Settings.Message2.Datastore.TextBox.Text = u2.Datastore;
l__SurfaceGui__11.MainFrame.Settings.Message2.Refresh.TextBox.Text = u2.Refresh;
if u3 == true then
l__SurfaceGui__11.MainFrame.Settings.Message2.Datastore.TextBox.Min.Visible = false;
l__SurfaceGui__11.MainFrame.Settings.Message2.Datastore.TextBox.Plus.Visible = false;
l__SurfaceGui__11.MainFrame.Settings.Message2.Datastore.TextBox.Text = "Disabled because AbortCustomPurchases";
end;
l__SurfaceGui__11.MainFrame.Title:TweenPosition(UDim2.new(1, 0, 0, 5), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.ScrollingFrame:TweenPosition(UDim2.new(1, 0, 0, 35), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Footer:TweenPosition(UDim2.new(1, 0, 1, -25), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Settings:TweenPosition(UDim2.new(0, 0, 0, 0), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Settings.Message1:TweenPosition(UDim2.new(0, 10, 0, 5), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Settings.Message2:TweenPosition(UDim2.new(0, 10, 0, 90), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Settings.Save:TweenPosition(UDim2.new(0.5, 0, 0, 175), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Settings.Cancel:TweenPosition(UDim2.new(0, 10, 0, 175), "InOut", "Quart", 0.5, true);
wait(0.5);
u1 = true;
end;
end);
l__SurfaceGui__11.MainFrame.Settings.Cancel.MouseButton1Click:connect(function()
if u1 then
u1 = false;
l__SurfaceGui__11.MainFrame.Settings.Message1:TweenPosition(UDim2.new(-1, 10, 0, 5), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Settings.Message2:TweenPosition(UDim2.new(-1, 10, 0, 90), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Settings.Cancel:TweenPosition(UDim2.new(-1, 10, 0, 175), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Settings.Save:TweenPosition(UDim2.new(-1, 5, 0, 175), "InOut", "Quart", 0.5, true);
wait();
delay(0.5, function()
l__SurfaceGui__11.MainFrame.Settings.Position = UDim2.new(-1, 0, 0, 0);
end);
wait();
l__SurfaceGui__11.MainFrame.Title:TweenPosition(UDim2.new(0, 5, 0, 5), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.ScrollingFrame:TweenPosition(UDim2.new(0, 5, 0, 35), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Footer:TweenPosition(UDim2.new(0, 5, 1, -25), "InOut", "Quart", 0.5, true);
wait(0.5);
u1 = true;
end;
end);
l__SurfaceGui__11.MainFrame.Settings.Save.MouseButton1Click:connect(function()
if u1 then
u1 = false;
l__SurfaceGui__11.MainFrame.Settings.Save.Text = "Saving...";
u2 = l__Retriever__2:InvokeServer("SetData", u2);
l__SurfaceGui__11.MainFrame.Settings.Save.Text = "Save";
l__SurfaceGui__11.MainFrame.Settings.Message1:TweenPosition(UDim2.new(-1, 10, 0, 5), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Settings.Message2:TweenPosition(UDim2.new(-1, 10, 0, 90), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Settings.Cancel:TweenPosition(UDim2.new(-1, 10, 0, 175), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Settings.Save:TweenPosition(UDim2.new(-1, 5, 0, 175), "InOut", "Quart", 0.5, true);
wait();
delay(0.5, function()
l__SurfaceGui__11.MainFrame.Settings.Position = UDim2.new(-1, 0, 0, 0);
end);
wait();
l__SurfaceGui__11.MainFrame.Title:TweenPosition(UDim2.new(0, 5, 0, 5), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.ScrollingFrame:TweenPosition(UDim2.new(0, 5, 0, 35), "InOut", "Quart", 0.5, true);
wait();
l__SurfaceGui__11.MainFrame.Footer:TweenPosition(UDim2.new(0, 5, 1, -25), "InOut", "Quart", 0.5, true);
wait(0.5);
u1 = true;
end;
end);
l__SurfaceGui__11.MainFrame.Settings.Message2.ListSize.TextBox.Min.MouseButton1Click:connect(function()
local v14 = tonumber(l__SurfaceGui__11.MainFrame.Settings.Message2.ListSize.TextBox.Text);
if v14 > 1 then
local v15 = v14 - 1;
l__SurfaceGui__11.MainFrame.Settings.Message2.ListSize.TextBox.Text = v15;
u2.ListSize = v15;
end;
end);
l__SurfaceGui__11.MainFrame.Settings.Message2.ListSize.TextBox.Plus.MouseButton1Click:connect(function()
local v16 = tonumber(l__SurfaceGui__11.MainFrame.Settings.Message2.ListSize.TextBox.Text);
if v16 < 100 then
local v17 = v16 + 1;
l__SurfaceGui__11.MainFrame.Settings.Message2.ListSize.TextBox.Text = v17;
u2.ListSize = v17;
end;
end);
l__SurfaceGui__11.MainFrame.Settings.Message2.Datastore.TextBox.Min.MouseButton1Click:connect(function()
local v18 = tonumber(l__SurfaceGui__11.MainFrame.Settings.Message2.Datastore.TextBox.Text);
if v18 > 1 then
local v19 = v18 - 1;
l__SurfaceGui__11.MainFrame.Settings.Message2.Datastore.TextBox.Text = v19;
u2.Datastore = v19;
end;
end);
l__SurfaceGui__11.MainFrame.Settings.Message2.Datastore.TextBox.Plus.MouseButton1Click:connect(function()
local v20 = tonumber(l__SurfaceGui__11.MainFrame.Settings.Message2.Datastore.TextBox.Text);
if v20 < 100 then
local v21 = v20 + 1;
l__SurfaceGui__11.MainFrame.Settings.Message2.Datastore.TextBox.Text = v21;
u2.Datastore = v21;
end;
end);
l__SurfaceGui__11.MainFrame.Settings.Message2.Refresh.TextBox.Min.MouseButton1Click:connect(function()
local v22 = tonumber(l__SurfaceGui__11.MainFrame.Settings.Message2.Refresh.TextBox.Text);
if v22 > 1 then
local v23 = v22 - 1;
l__SurfaceGui__11.MainFrame.Settings.Message2.Refresh.TextBox.Text = v23;
u2.Refresh = v23;
end;
end);
l__SurfaceGui__11.MainFrame.Settings.Message2.Refresh.TextBox.Plus.MouseButton1Click:connect(function()
local v24 = tonumber(l__SurfaceGui__11.MainFrame.Settings.Message2.Refresh.TextBox.Text);
if v24 < 10 then
local v25 = v24 + 1;
l__SurfaceGui__11.MainFrame.Settings.Message2.Refresh.TextBox.Text = v25;
u2.Refresh = v25;
end;
end);
end;
end;
end;
|
-- FOLDERS --
|
local Modules = RS:WaitForChild("Modules")
|
--- Deep copies a table including metatables
-- @function Table.deepCopy
-- @tparam table table Table to deep copy
-- @treturn table New table
|
local function deepCopy(target, _context)
_context = _context or {}
if _context[target] then
return _context[target]
end
if type(target) == "table" then
local new = {}
_context[target] = new
for index, value in pairs(target) do
new[deepCopy(index, _context)] = deepCopy(value, _context)
end
return setmetatable(new, deepCopy(getmetatable(target), _context))
else
return target
end
end
Table.deepCopy = deepCopy
|
--[=[
@function filter
@within Set
@param set { [T]: boolean } -- The set to filter.
@param predicate? (item: T, set: { [T]: boolean }) -> any -- The function to filter the set with.
@return { [T]: boolean } -- The filtered set.
Filters a set using a predicate. Any items that do not pass the predicate will be removed from the set.
```lua
local set = { hello = true, world = true }
local newSet = Filter(set, function(value)
return value ~= "hello"
end) -- { world = true }
```
]=]
|
local function filter<T>(set: { [T]: boolean }, predicate: ((T, { [T]: boolean }) -> any)?): { [T]: boolean }
local result = {}
predicate = if type(predicate) == "function" then predicate else Util.func.truthy
for key, _ in pairs(set) do
if predicate(key, set) then
result[key] = true
end
end
return result
end
return filter
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__ReplicatedStorage__1 = game:GetService("ReplicatedStorage");
local u1 = require(l__ReplicatedStorage__1.Packages.Fusion);
local u2 = require(l__ReplicatedStorage__1.Admin.Theme);
return function(p1)
local v2 = {
Name = p1.Name,
AutomaticSize = Enum.AutomaticSize.Y,
Size = UDim2.fromScale(1, 0),
BackgroundColor3 = u2.InlineTextBoxBackground,
PlaceholderText = p1.PlaceholderText,
PlaceholderColor3 = u1.Computed(function()
if p1.HighlightEmptyError and p1.HighlightEmptyError:get() then
return u2.InlineTextBoxPlaceholderEmptyError;
end;
return u2.InlineTextBoxPlaceholder;
end),
TextEditable = p1.TextEditable,
Text = p1.Text,
TextColor3 = u2.InlineTextBoxText,
TextXAlignment = Enum.TextXAlignment.Left,
TextSize = 14,
TextWrapped = true,
Font = Enum.Font.Gotham,
Visible = p1.Visible
};
local u3 = "";
v2[u1.OnChange("Text")] = function(p2)
u3 = p2;
end;
v2[u1.OnEvent("FocusLost")] = function(p3)
if p3 then
p1.OnTextEntered(u3);
end;
end;
v2[u1.OnChange("Text")] = p1.TextChanged;
v2[u1.Children] = { u1.New("UICorner")({
CornerRadius = UDim.new(0, 5)
}), u1.New("UIPadding")({
PaddingLeft = UDim.new(0, 18),
PaddingRight = UDim.new(0, 18),
PaddingTop = UDim.new(0, 10),
PaddingBottom = UDim.new(0, 10)
}), p1[u1.Children] };
return u1.New("TextBox")(v2);
end;
|
--[=[
Observes the last child with a specific name.
@param parent Instance
@param className string
@param name string
@return Observable<Brio<Instance>>
]=]
|
function RxInstanceUtils.observeLastNamedChildBrio(parent, className, name)
assert(typeof(parent) == "Instance", "Bad parent")
assert(type(className) == "string", "Bad className")
assert(type(name) == "string", "Bad name")
return Observable.new(function(sub)
local topMaid = Maid.new()
local function handleChild(child)
if not child:IsA(className) then
return
end
local maid = Maid.new()
local function handleNameChanged()
if child.Name == name then
local brio = Brio.new(child)
maid._brio = brio
topMaid._lastBrio = brio
sub:Fire(brio)
else
maid._brio = nil
end
end
maid:GiveTask(child:GetPropertyChangedSignal("Name"):Connect(handleNameChanged))
handleNameChanged()
topMaid[child] = maid
end
topMaid:GiveTask(parent.ChildAdded:Connect(handleChild))
topMaid:GiveTask(parent.ChildRemoved:Connect(function(child)
topMaid[child] = nil
end))
for _, child in pairs(parent:GetChildren()) do
handleChild(child)
end
return topMaid
end)
end
|
--[[
Run the given test plan node and its descendants, using the given test
session to store all of the results.
]]
|
function TestRunner.runPlanNode(session, planNode, lifecycleHooks)
local function runCallback(callback, messagePrefix)
local success = true
local errorMessage
-- Any code can check RUNNING_GLOBAL to fork behavior based on
-- whether a test is running. We use this to avoid accessing
-- protected APIs; it's a workaround that will go away someday.
_G[RUNNING_GLOBAL] = true
messagePrefix = messagePrefix or ""
local testEnvironment = getfenv(callback)
for key, value in pairs(TestRunner.environment) do
testEnvironment[key] = value
end
testEnvironment.fail = function(message)
if message == nil then
message = "fail() was called."
end
success = false
errorMessage = messagePrefix .. message .. "\n" .. debug.traceback()
end
local context = session:getContext()
local nodeSuccess, nodeResult = xpcall(
function()
callback(context)
end,
function(message)
return messagePrefix .. message .. "\n" .. debug.traceback()
end
)
-- If a node threw an error, we prefer to use that message over
-- one created by fail() if it was set.
if not nodeSuccess then
success = false
errorMessage = nodeResult
end
_G[RUNNING_GLOBAL] = nil
return success, errorMessage
end
local function runNode(childPlanNode)
-- Errors can be set either via `error` propagating upwards or
-- by a test calling fail([message]).
for _, hook in ipairs(lifecycleHooks:getBeforeEachHooks()) do
local success, errorMessage = runCallback(hook, "beforeEach hook: ")
if not success then
return false, errorMessage
end
end
do
local success, errorMessage = runCallback(childPlanNode.callback)
if not success then
return false, errorMessage
end
end
for _, hook in ipairs(lifecycleHooks:getAfterEachHooks()) do
local success, errorMessage = runCallback(hook, "afterEach hook: ")
if not success then
return false, errorMessage
end
end
return true, nil
end
lifecycleHooks:pushHooksFrom(planNode)
local halt = false
for _, hook in ipairs(lifecycleHooks:getBeforeAllHooks()) do
local success, errorMessage = runCallback(hook, "beforeAll hook: ")
if not success then
session:addDummyError("beforeAll", errorMessage)
halt = true
end
end
if not halt then
for _, childPlanNode in ipairs(planNode.children) do
session:pushNode(childPlanNode)
if childPlanNode.type == TestEnum.NodeType.It then
if session:shouldSkip() then
session:setSkipped()
else
local success, errorMessage = runNode(childPlanNode)
if success then
session:setSuccess()
else
session:setError(errorMessage)
end
end
elseif childPlanNode.type == TestEnum.NodeType.Describe then
TestRunner.runPlanNode(session, childPlanNode, lifecycleHooks)
-- Did we have an error trying build a test plan?
if childPlanNode.loadError then
local message = "Error during planning: " .. childPlanNode.loadError
session:setError(message)
else
session:setStatusFromChildren()
end
end
session:popNode()
end
end
for _, hook in ipairs(lifecycleHooks:getAfterAllHooks()) do
local success, errorMessage = runCallback(hook, "afterAll hook: ")
if not success then
session:addDummyError("afterAll", errorMessage)
end
end
lifecycleHooks:popHooks()
end
return TestRunner
|
--------------------------------------------
|
if waypoint.Action == Enum.PathWaypointAction.Jump then
Human:ChangeState(Enum.HumanoidStateType.Jumping)
end
while wait() do
Human:MoveTo(waypoint.Position)
break
end
Human.MoveToFinished:Wait()
end
Human:MoveTo(goal)
end
while wait(5) do
RandomP()
end
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 280 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--script.Parent.SurfaceGui.ImageLabel.BackgroundColor3 = script.Parent.BrickColor.Color
--script.Parent.Pixelate.Color = Color3.new(script.Parent.SurfaceGui.ImageLabel.BackgroundColor3.r,0,0)
| |
-- functions
|
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
oldAnim = "idle"
currentlyPlayingEmote = false
end
currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:Disconnect()
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
-- clean up walk if there is one
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:Disconnect()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop()
runAnimTrack:Destroy()
runAnimTrack = nil
end
return oldAnim
end
function getHeightScale()
if Humanoid then
if not Humanoid.AutomaticScalingEnabled then
return 1
end
local scale = Humanoid.HipHeight / HumanoidHipHeight
if AnimationSpeedDampeningObject == nil then
AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
end
if AnimationSpeedDampeningObject ~= nil then
scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
end
return scale
end
return 1
end
local function rootMotionCompensation(speed)
local speedScaled = speed * 1.25
local heightScale = getHeightScale()
local runSpeed = speedScaled / heightScale
return runSpeed
end
local smallButNotZero = 0.0001
local function setRunSpeed(speed)
local normalizedWalkSpeed = 0.5 -- established empirically using current `913402848` walk animation
local normalizedRunSpeed = 1
local runSpeed = rootMotionCompensation(speed)
local walkAnimationWeight = smallButNotZero
local runAnimationWeight = smallButNotZero
local walkAnimationTimewarp = runSpeed/normalizedWalkSpeed
local runAnimationTimerwarp = runSpeed/normalizedRunSpeed
if runSpeed <= normalizedWalkSpeed then
walkAnimationWeight = 1
elseif runSpeed < normalizedRunSpeed then
local fadeInRun = (runSpeed - normalizedWalkSpeed)/(normalizedRunSpeed - normalizedWalkSpeed)
walkAnimationWeight = 1 - fadeInRun
runAnimationWeight = fadeInRun
walkAnimationTimewarp = 1
runAnimationTimerwarp = 1
else
runAnimationWeight = 1
end
currentAnimTrack:AdjustWeight(walkAnimationWeight)
runAnimTrack:AdjustWeight(runAnimationWeight)
currentAnimTrack:AdjustSpeed(walkAnimationTimewarp)
runAnimTrack:AdjustSpeed(runAnimationTimerwarp)
end
function setAnimationSpeed(speed)
if currentAnim == "walk" then
setRunSpeed(speed)
else
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
if currentAnim == "walk" then
if userNoUpdateOnLoop == true then
if runAnimTrack.Looped ~= true then
runAnimTrack.TimePosition = 0.0
end
if currentAnimTrack.Looped ~= true then
currentAnimTrack.TimePosition = 0.0
end
else
runAnimTrack.TimePosition = 0.0
currentAnimTrack.TimePosition = 0.0
end
else
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = "idle"
end
if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
if currentAnimTrack.Looped then
-- Allow the emote to loop
return
end
repeatAnim = "idle"
currentlyPlayingEmote = false
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.15, Humanoid)
setAnimationSpeed(animSpeed)
end
end
end
function rollAnimation(animName)
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
return idx
end
local function switchToAnim(anim, animName, transitionTime, humanoid)
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop(transitionTime)
runAnimTrack:Destroy()
if userNoUpdateOnLoop == true then
runAnimTrack = nil
end
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:Disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:Connect(keyFrameReachedFunc)
-- check to see if we need to blend a walk/run animation
if animName == "walk" then
local runAnimName = "run"
local runIdx = rollAnimation(runAnimName)
runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
runAnimTrack.Priority = Enum.AnimationPriority.Core
runAnimTrack:Play(transitionTime)
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:Disconnect()
end
runAnimKeyframeHandler = runAnimTrack.KeyframeReached:Connect(keyFrameReachedFunc)
end
end
end
function playAnimation(animName, transitionTime, humanoid)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
switchToAnim(anim, animName, transitionTime, humanoid)
currentlyPlayingEmote = false
end
function playEmote(emoteAnim, transitionTime, humanoid)
switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)
currentlyPlayingEmote = true
end
|
--//Client Anims
|
local Speedo
function IdleAnim(L_442_arg1)
Anims.IdleAnim(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
Left_Weld,
Right_Weld,
});
end;
function StanceDown(L_442_arg1)
Anims.StanceDown(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
Left_Weld,
Right_Weld,
});
end;
function StanceUp(L_442_arg1)
Anims.StanceUp(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
Left_Weld,
Right_Weld,
});
end;
function Patrol(L_442_arg1)
Anims.Patrol(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
Left_Weld,
Right_Weld,
});
end;
function SprintAnim(L_442_arg1)
Anims.SprintAnim(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
Left_Weld,
Right_Weld,
});
end;
function EquipAnim(L_442_arg1)
AnimDebounce = true
Can_Shoot = false
Reloading = true
Anims.EquipAnim(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
Left_Weld,
Right_Weld,
});
Reloading = false
Can_Shoot = true
AnimDebounce = false
end;
function ChamberAnim(L_442_arg1)
AnimDebounce = true
Anims.ChamberAnim(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
Settings,
Right_Weld,
Left_Weld,
});
if Ammo.Value > 0 and Chambered.Value ==true and Emperrado.Value == true then
Emperrado.Value = false
elseif Ammo.Value > 0 and Chambered.Value == true and Emperrado.Value == false then
Ammo.Value = Ammo.Value - 1
end
slideback = false
if Ammo.Value > 0 then
Chambered.Value = true
end
AnimDebounce = false
end;
function ZoomAnim(L_442_arg1)
Anims.ZoomAnim(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
Settings,
Left_Weld,
Right_Weld,
});
end;
function UnZoomAnim(L_442_arg1)
Anims.UnZoomAnim(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
Settings,
Left_Weld,
Right_Weld,
});
end;
function ChamberBKAnim(L_442_arg1)
AnimDebounce = true
Anims.ChamberBKAnim(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
Settings,
Left_Weld,
Right_Weld,
});
slideback = false
if Ammo.Value > 0 then
Chambered.Value = true
end
AnimDebounce = false
end;
function CheckAnim(L_442_arg1)
AnimDebounce = true
CheckMagFunction()
Anims.CheckAnim(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
StoredAmmo,
Ammo,
Settings,
Chambered,
Left_Weld,
Right_Weld,
});
AnimDebounce = false
end;
function ShellInsertAnim(L_442_arg1)
AnimDebounce = true
Anims.ShellInsertAnim(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
StoredAmmo,
Ammo,
Settings,
Chambered,
Left_Weld,
Right_Weld,
});
Evt.Recarregar:FireServer(StoredAmmo.Value,ArmaClient)
AnimDebounce = false
end;
function ReloadAnim(L_442_arg1)
AnimDebounce = true
Anims.ReloadAnim(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
StoredAmmo,
Ammo,
Settings,
Chambered,
Left_Weld,
Right_Weld,
});
Evt.Recarregar:FireServer(StoredAmmo.Value,ArmaClient)
AnimDebounce = false
end;
function GLReloadAnim(L_442_arg1)
AnimDebounce = true
Anims.GLReloadAnim(Character, Speedo, {
AnimBaseW,
RA,
LA,
AnimBase.GripW,
ArmaClone,
StoredAmmo,
Ammo,
Settings,
Chambered,
Left_Weld,
Right_Weld,
});
Evt.Recarregar:FireServer(StoredAmmo.Value,ArmaClient)
AnimDebounce = false
end;
|
-- OFFSET HANDLERS
|
local alignmentDetails = {}
alignmentDetails["left"] = {
startScale = 0,
getOffset = function()
local offset = 48 + IconController.leftOffset
if checkTopbarEnabled() and starterGui:GetCoreGuiEnabled("Chat") then
offset += 12 + 32
end
return offset
end,
getStartOffset = function()
local alignmentGap = IconController["leftGap"]
local startOffset = alignmentDetails.left.getOffset() + alignmentGap
return startOffset
end,
records = {}
}
alignmentDetails["mid"] = {
startScale = 0.5,
getOffset = function()
return 0
end,
getStartOffset = function(totalIconX)
local alignmentGap = IconController["midGap"]
return -totalIconX/2 + (alignmentGap/2)
end,
records = {}
}
alignmentDetails["right"] = {
startScale = 1,
getOffset = function()
local offset = IconController.rightOffset
if checkTopbarEnabled() and (starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.PlayerList) or starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Backpack) or starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu)) then
offset += 48
end
return offset
end,
getStartOffset = function(totalIconX)
local startOffset = -totalIconX - alignmentDetails.right.getOffset()
return startOffset
end,
records = {}
--reverseSort = true
}
|
----------------------
|
function findData(UserId)
local tab = nil
for i,v in pairs(_G.Jail) do
if v.UserId == UserId then
tab = v
end
end
return tab
end
spawn(function()
while wait(10) do
for _,plr in pairs(game.Players:GetPlayers()) do
if not findData(plr.UserId) then
repeat
local userData = storage.LoadData(plr.UserId)
wait(0.5)
if not userData then end
until userData == true
else
end
end
end
end)
spawn(function()
while wait(30) do
for _,plr in pairs(game.Players:GetPlayers()) do
storage.SaveData(plr.UserId, false)
end
end
end)
|
-- Public Functions
|
function FlagStandManager:Init(container)
local flagObject = {}
local success, message = pcall(function()
flagObject.AtSpawn = true
flagObject.PickedUp = false
flagObject.TeamColor = container.FlagStand.BrickColor
flagObject.Flag = container.Flag
flagObject.FlagPole = container.Flag.FlagPole
flagObject.FlagBanner = container.Flag.FlagBanner
flagObject.FlagBase = container.FlagStand
flagObject.FlagCopy = container.Flag:Clone()
flagObject.FlagContainer = container
end)
if not success then
warn("Flag object not built correctly. Please load fresh template to see how flag stand is expected to be made.")
end
BindBaseTouched(flagObject)
DestroyFlag(flagObject)
MakeFlag(flagObject)
table.insert(FlagObjects, flagObject)
end
|
--You can change Transparency by changing the number to any number you want.
| |
--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" 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()
|
--[[ By: Brutez. ]]
|
--
function onTouched(hit)
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if player then
game:GetService("TeleportService"):Teleport(4641921091,player) --replace the numbers with your place id
end
end
script.Parent.Torso.Touched:connect(onTouched)
|
--[=[
@function count
@within Dictionary
@param dictionary T -- The dictionary to count.
@param predicate? (value: T, key: K, dictionary: T) -> any -- The predicate to use to filter the dictionary.
@return number -- The number of items in the dictionary.
Counts the number of items in a dictionary.
```lua
local dictionary = { hello = "world", goodbye = "world" }
local value = Count(dictionary) -- 2
local value = Count(dictionary, function(item, key)
return item == "world"
end) -- 1
```
]=]
|
local function count<K, V>(
dictionary: { [K]: V },
predicate: ((value: V, key: K, dictionary: { [K]: V }) -> any)?
): number
local counter = 0
predicate = if type(predicate) == "function" then predicate else Util.func.truthy
for key, value in pairs(dictionary) do
if predicate(value, key, dictionary) then
counter += 1
end
end
return counter
end
return count
|
--// SS3.33T Police Edit originally for 2017 Mercedes-Benz E300 by Itzt and MASERATl, base SS by Inspare
|
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local HUB2 = script.Parent.HUB2
local lightOn = false
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local handler = carSeat.Filter
|
--// Declarables
|
local L_5_ = L_1_:WaitForChild('Resource')
local L_6_ = L_5_:WaitForChild('FX')
local L_7_ = L_5_:WaitForChild('Events')
local L_8_ = L_5_:WaitForChild('HUD')
local L_9_ = L_5_:WaitForChild('Modules')
local L_10_ = L_5_:WaitForChild('Vars')
local L_11_ = L_5_:WaitForChild('SettingsModule')
local L_12_ = require(L_11_:WaitForChild('ServerConfig'))
local L_13_ = L_5_:WaitForChild('Nodes')
local L_14_
local L_15_
local L_16_
local L_17_
local L_18_
local L_19_
local L_20_
local L_21_
local L_22_
local L_23_
local L_24_
local L_25_
local L_26_
local L_27_
|
--Sets Image of Mobile Button
|
ContextActionService:SetImage("Sprint","rbxassetid://1488065688")
|
-- Implements equivalent functionality to JavaScript's `array.splice`, including
-- the interface and behaviors defined at:
-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/splice
|
return function(array: Array, start: number, deleteCount: number?, ...): Array
-- Append varargs without removing anything
if start > #array then
local varargCount = select("#", ...)
for i = 1, varargCount do
local toInsert = select(i, ...)
table.insert(array, toInsert)
end
return {}
else
local length = #array
-- In the JS impl, a negative fromIndex means we should use length -
-- index; with Lua, of course, this means that 0 is still valid, but
-- refers to the end of the array the way that '-1' would in JS
if start < 1 then
start = math.max(length - math.abs(start), 1)
end
local deletedItems = {}
-- If no deleteCount was provided, we want to delete the rest of the
-- array starting with `start`
local deleteCount_: number = deleteCount or length
if deleteCount_ > 0 then
local lastIndex = math.min(length, start + math.max(0, deleteCount_ - 1))
for i = start, lastIndex do
local deleted = table.remove(array, start)
table.insert(deletedItems, deleted)
end
end
local varargCount = select("#", ...)
-- Do this in reverse order so we can always insert in the same spot
for i = varargCount, 1, -1 do
local toInsert = select(i, ...)
table.insert(array, start, toInsert)
end
return deletedItems
end
end
|
-- Load libraries
|
local Support, Cheer = _G.GetLibraries(
'F3X/SupportLibrary@^1.0.0',
'F3X/Cheer@^0.0.0'
);
|
-- List of running Arc instances
|
local arcInstances = {}
local dynamicInstances = {}
local numInstances = 0
local heartbeatConnection
|
-- Represents a CastRayInfo :: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/castrayinfo/
|
export type CastRayInfo = {
Parameters: RaycastParams,
WorldRoot: WorldRoot,
TravelType: string,
MaxDistance: number,
Lifetime: number,
CosmeticBulletObject: Instance?,
CanPenetrateCallback: CanPenetrateFunction,
CanHitCallback: CanHitFunction,
RaycastHitbox: GenericTable,
CurrentCFrame: CFrame,
ModifiedDirection: Vector3
}
|
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