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-- Set up the click event handlers for each button
for _, button in ipairs(dock:GetChildren()) do if button:IsA("ImageButton") then local appName = button.AppName appName.Visible = false button.MouseEnter:Connect(function() -- Show the AppName frame appName.Visible = true end) button.MouseLeave:Connect(function() -- Hide the AppName frame appName.Visible = false end) end end
--[[Weight and CG]]
Tune.Weight = 700 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 4 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .0 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-------AGAIN
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(21) game.Workspace.doorright.l11.BrickColor = BrickColor.new(106) game.Workspace.doorright.l12.BrickColor = BrickColor.new(21) game.Workspace.doorright.l13.BrickColor = BrickColor.new(106) game.Workspace.doorright.l41.BrickColor = BrickColor.new(21) game.Workspace.doorright.l42.BrickColor = BrickColor.new(106) game.Workspace.doorright.l43.BrickColor = BrickColor.new(21) game.Workspace.doorright.l71.BrickColor = BrickColor.new(106) game.Workspace.doorright.l72.BrickColor = BrickColor.new(21) game.Workspace.doorright.l73.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(21) game.Workspace.doorright.l21.BrickColor = BrickColor.new(21) game.Workspace.doorright.l22.BrickColor = BrickColor.new(106) game.Workspace.doorright.l23.BrickColor = BrickColor.new(21) game.Workspace.doorright.l51.BrickColor = BrickColor.new(106) game.Workspace.doorright.l52.BrickColor = BrickColor.new(21) game.Workspace.doorright.l53.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(106) game.Workspace.doorright.l31.BrickColor = BrickColor.new(106) game.Workspace.doorright.l32.BrickColor = BrickColor.new(21) game.Workspace.doorright.l33.BrickColor = BrickColor.new(106) game.Workspace.doorright.l61.BrickColor = BrickColor.new(21) game.Workspace.doorright.l62.BrickColor = BrickColor.new(106) game.Workspace.doorright.l63.BrickColor = BrickColor.new(21) end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--------------------[ HIT HANDLING FUNCTIONS ]----------------------------------------
function Damage(HitObj, HitPos) local HeadVal = S.Multipliers.Head local ChestVal = S.Multipliers.Chest local LimbsVal = S.Multipliers.Limbs if Humanoid.Health ~= 0 then if HitObj and HitObj.Parent then local HumanoidFound = false local HitHumanoid = nil if HitObj.Parent.ClassName == "Hat" then if FindFirstClass(HitObj.Parent.Parent, "Humanoid") then HitHumanoid = FindFirstClass(HitObj.Parent.Parent, "Humanoid") HumanoidFound = true if HitHumanoid.Health > 0 then if IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Value = Player CreatorTag.Name = "creator" CreatorTag.Parent = HitHumanoid HitHumanoid:TakeDamage(S.Damage * RAND(HeadVal, HeadVal + 0.1, 0.01)) MarkHit() end end end else if FindFirstClass(HitObj.Parent, "Humanoid") then HitHumanoid = FindFirstClass(HitObj.Parent, "Humanoid") HumanoidFound = true if HitHumanoid.Health > 0 then if IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Value = Player CreatorTag.Name = "creator" CreatorTag.Parent = HitHumanoid local ChosenDamage = 0 if HitObj.Name == "Head" then ChosenDamage = S.Damage * RAND(HeadVal, HeadVal + 0.1, 0.01) elseif HitObj.Name == "Torso" then ChosenDamage = S.Damage * RAND(ChestVal, ChestVal + 0.1, 0.01) else ChosenDamage = S.Damage * RAND(LimbsVal, LimbsVal + 0.1, 0.01) end HitHumanoid:TakeDamage(ChosenDamage) MarkHit() end end end end if (not HumanoidFound) then if S.BulletHoles then CreateBulletHole(HitPos, HitObj) end if S.Shockwaves then CreateShockwave(HitPos, S.ShockwaveRadius) end end return HitHumanoid end end end function PenetrateWall(HitPos, Direction, HitHumanoid, OriginPos, Bullet) local HitDist = (HitPos - OriginPos).magnitude local Thickness, Wall, WallHitPos = 0, nil, nil for i = 0.1, S.Penetration, 0.1 do local WallRay = Ray.new(HitPos + (Direction * i), -Direction) local TempWall, TempWallHitPos = game.Workspace:FindPartOnRayWithIgnoreList(WallRay, Ignore) if TempWall then Thickness = i Wall, WallHitPos = TempWall, TempWallHitPos break end end if Wall then CreateBulletHole(WallHitPos, Wall) if S.InstantHit then local HitObj2, HitPos2 = nil, nil if HitHumanoid then HitObj2, HitPos2 = AdvRayCast(WallHitPos, Direction, S.BulletRange - HitDist, {HitHumanoid.Parent,unpack(Ignore)}) else HitObj2, HitPos2 = AdvRayCast(WallHitPos, Direction, S.BulletRange - HitDist) end Damage(HitObj2, HitPos2) return HitPos2 else local LastPos = WallHitPos local TotalDistTraveled = 0 spawn(function() while true do RS:wait() if TotalDistTraveled >= S.BulletRange - HitDist then Bullet:Destroy() break end local DistTraveled = (Bullet.Position - LastPos).magnitude local NewDirection = (Bullet.Position - LastPos).unit local TempHitObj, TempHitPos = nil, nil if HitHumanoid then TempHitObj, TempHitPos = AdvRayCast(LastPos, NewDirection, DistTraveled, {HitHumanoid.Parent,unpack(Ignore)}) else TempHitObj, TempHitPos = AdvRayCast(LastPos, NewDirection, DistTraveled) end if TempHitObj then Damage(TempHitObj, TempHitPos) Bullet:Destroy() return TempHitPos else LastPos = Bullet.Position TotalDistTraveled = TotalDistTraveled + DistTraveled end end end) end else if Bullet then Bullet:Destroy() end return HitPos end end function IsEnemy(Human) local Plyr = game.Players:GetPlayerFromCharacter(Human.Parent) if (not Plyr) then return S.CanDamageNPCs end return S.AllowFriendlyFire or (Plyr.TeamColor ~= Player.TeamColor or Plyr.Neutral) end
-- << BANLAND >>
local banlandDe = true function module:CreateBanland() coroutine.wrap(function() if not banlandDe then return else banlandDe = false end local totalY = 0 if main.pdata.Rank < main.settings.ViewBanland then main:GetModule("cf"):ClearPage(pages.banland) local label = templates.banTitle:Clone() label.BackgroundColor3 = Color3.fromRGB(95, 95, 95) label.TextLabel.TextColor3 = Color3.fromRGB(255, 255, 255) label.TextLabel.Text = "Must be rank '".. main:GetModule("cf"):GetRankName(main.settings.ViewBanland).."' or higher to view the Banland" label.Name = "TitleLabel" label.Visible = true label.Parent = pages.banland else --Retrieve Info local banlandInfo = main.signals.RetrieveBanland:InvokeServer() local canModifyBans = false if main.pdata.Rank >= (main.commandRanks.directban or 4) then canModifyBans = true end --Clear labels main:GetModule("cf"):ClearPage(pages.banland) --Setup Labels local sectionNames = {"Current Server", "All Servers"} for section, records in pairs(banlandInfo) do -- if #records > 0 then local label = templates.banTitle:Clone() label.BackgroundColor3 = Color3.fromRGB(95, 95, 95) label.TextLabel.TextColor3 = Color3.fromRGB(255, 255, 255) label.TextLabel.Text = sectionNames[section] label.Name = "TitleLabel" totalY = totalY + templates.banTitle.AbsoluteSize.Y label.Visible = true label.Parent = pages.banland end -- for i, record in pairs(records) do local userId = record.UserId if userId > 0 then totalY = totalY + templates.ban.AbsoluteSize.Y local settingsBan = record.SettingsBan local label = templates.ban:Clone() label.Name = "BanLabel" label.PlrName.Text = main:GetModule("cf"):GetName(userId) local banDateString local banTime = record.BanTime if tonumber(banTime) then banDateString = main:GetModule("cf"):GetBanDateString(os.date("*t", banTime)) elseif settingsBan then banDateString = "Auto Settings Ban" else banDateString = "Infinite" end label.BanLength.Text = banDateString label.PlayerImage.Image = main:GetModule("cf"):GetUserImage(userId) label.BackgroundColor3 = main:GetModule("cf"):GetLabelBackgroundColor(i) local viewMore = label.ViewMore if canModifyBans and not settingsBan then viewMore.Visible = true viewMore.MouseButton1Down:Connect(function() main:GetModule("cf"):ShowBannedUser{label.PlrName.Text, userId, record.Reason, record.BannedBy} end) else viewMore.Visible = false end label.Visible = true label.Parent = pages.banland end end end end --Canvas Size pages.banland.CanvasSize = UDim2.new(0, 0, 0, totalY) banlandDe = true end)() end function module:UpdatePages() module:CreateServerRanks() module:CreateBanland() module:CreateRanks() end
--------------- -- Variables -- ---------------
local RunService = game:GetService('RunService') local PlayersService = game:GetService('Players') local Player = PlayersService.LocalPlayer local Camera = nil local Character = nil local Torso = nil local Mode = nil local BehaviorFunction = nil local childAddedConn = nil local childRemovedConn = nil local Behaviors = {} -- Map of modes to behavior fns local SavedHits = {} -- Objects currently being faded in/out local TrackedLimbs = {} -- Used in limb-tracking casting modes
--
for i = 1, 50 do wait(.1) bar.ImageTransparency = i/20+0.2 end bar:Destroy()
--Internal functions
function DataStore:Debug(...) if self.debug then --print("[DataStore2.Debug]", ...) end end function DataStore:_GetRaw() if self.getRawPromise then return self.getRawPromise end self.getRawPromise = self.savingMethod:Get():andThen(function(value) self.value = value self:Debug("value received") self.haveValue = true self.getting = false end):catch(function(reason) self.getting = false self.getRawPromise = nil return Promise.reject(reason) end) return self.getRawPromise end function DataStore:_Update(dontCallOnUpdate) if not dontCallOnUpdate then for _, callback in ipairs(self.callbacks) do callback(self.value, self) end end self.haveValue = true self.valueUpdated = true end
-- -- THESE ARE THE CORE SETTINGS -- YOU WILL NOT BE ABLE TO CHANGE THEM IN-GAME
local Settings={ --[[ Style Options ������������� ]] Flat=false; -- Enables Flat theme / Disables Aero theme ForcedColor=false; -- Forces everyone to have set color & transparency Color=Color3.new(0,0,0); -- Changes the Color of the user interface ColorTransparency=.75; -- Changes the Transparency of the user interface Chat=false; -- Enables the custom chat BubbleChat=false; -- Enables the custom bubble chat --[[ Basic Settings �������������� ]] AdminCredit=true; -- Enables the credit GUI for that appears in the bottom right AutoClean=false; -- Enables automatic cleaning of hats & tools in the Workspace AutoCleanDelay=60; -- The delay between each AutoClean routine CommandBar=true; -- Enables the Command Bar | GLOBAL KEYBIND: \ FunCommands=true; -- Enables fun yet unnecessary commands FreeAdmin=true; -- Set to 1-5 to grant admin powers to all, otherwise set to false PublicLogs=false; -- Allows all users to see the command & chat logs Prefix=':'; -- Character to begin a command --[[ Admin Powers ������������ 0 Player 1 VIP Can use nonabusive commands only on self 2 Moderator Can kick, mute, & use most commands 3 Administrator Can ban, crash, & set Moderators/VIP 4 SuperAdmin Can grant permanent powers, & shutdown the game 5 Owner Can set SuperAdmins, & use all the commands 6 Game Creator Can set owners & use all the commands Group & VIP Admin ����������������� You can set multiple Groups & Ranks to grant users admin powers GroupAdmin={ [12345]={[254]=4,[253]=3}; [GROUPID]={[RANK]=ADMINPOWER} }; You can set multiple Assets to grant users admin powers VIPAdmin={ [12345]=3; [54321]=4; [ITEMID]=ADMINPOWER; }; ]] GroupAdmin={ }; VIPAdmin={ }; --[[ Permissions ����������� -- You can set the admin power required to use a command -- COMMANDNAME=ADMINPOWER; ]] Permissions={ }; } return {Settings,{Owners,SuperAdmins,Admins,Mods,VIP,Banned}}
--// UI Tween Info
local L_166_ = TweenInfo.new( 1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0 ) local L_167_ = { TextTransparency = 1 }
-- Advanced example, using promises to get points:
PointsService:GetPointsPromise():Then(function(points) print("Got points:", points) end) Knit.Start():Then(function() print("Knit running") end):Catch(function(err) warn(err) end) wait(3) CameraController:LockTo(workspace.SpawnLocation) wait(6) CameraController:Unlock()
--Updates the tach
val.RPM.Changed:connect(function() Guages.RPM.Text = tostring(math.floor(val.RPM.Value)) --Updates the RPM Lights local LightFraction = tostring(math.ceil(math.max(((val.RPM.Value - BeginRPM) / (MaxRPM - BeginRPM)) * 15,0))) print(LightFraction) Guages.RPM_LIGHTS[LightFraction].Visible = true for i = 1,15 do if tonumber(Guages.RPM_LIGHTS[i].Name) > tonumber(LightFraction)then Guages.RPM_LIGHTS[i].Visible = false end end end)
--[[ Changelog: - Add ExtraData and Attachments to gun instance data ]]
return function(Data) for _, Gun in pairs(Data.OwnedGuns) do if (not Gun.ExtraData) then Gun.ExtraData = { Attachments = {}; XP = 0; } end end end
-- Set up the Local Player
if RunService:IsClient() then if LocalPlayer.Character then onCharacterAdded(LocalPlayer.Character) end LocalPlayer.CharacterAdded:Connect(onCharacterAdded) LocalPlayer.CharacterRemoving:Connect(onCharacterRemoving) end local ShoulderCamera = {} ShoulderCamera.__index = ShoulderCamera ShoulderCamera.SpringService = nil function ShoulderCamera.new(weaponsSystem) local self = setmetatable({}, ShoulderCamera) self.weaponsSystem = weaponsSystem -- Configuration parameters (constants) self.fieldOfView = 70 self.minPitch = math.rad(-75) -- min degrees camera can angle down self.maxPitch = math.rad(75) -- max degrees camera can cangle up self.normalOffset = Vector3.new(.5, 2, -0.5) -- this is the camera's offset from the player self.zoomedOffsetDistance = 8 -- number of studs to zoom in from default offset when zooming self.normalCrosshairScale = 1 self.zoomedCrosshairScale = 0.75 self.defaultZoomFactor = 1 self.canZoom = true self.zoomInputs = { Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2 } self.sprintInputs = { Enum.KeyCode.LeftShift } self.mouseRadsPerPixel = Vector2.new(1 / 480, 1 / 480) self.zoomedMouseRadsPerPixel = Vector2.new(1 / 1200, 1 / 1200) self.touchSensitivity = Vector2.new(1 / 100, 1 / 100) self.zoomedTouchSensitivity = Vector2.new(1 / 200, 1 / 200) self.touchDelayTime = 0.25 -- max time for a touch to count as a tap (to shoot the weapon instead of control camera), -- also the amount of time players have to start a second touch after releasing the first time to trigger automatic fire self.recoilDecay = 2 -- higher number means faster recoil decay rate self.rotateCharacterWithCamera = true self.gamepadSensitivityModifier = Vector2.new(0.85, 0.65) -- Walk speeds self.zoomWalkSpeed = 8 self.normalWalkSpeed = 16 self.sprintingWalkSpeed = 24 -- Current state self.enabled = false self.yaw = 0 self.pitch = 0 self.currentCFrame = CFrame.new() self.currentOffset = self.normalOffset self.currentRecoil = Vector2.new(0, 0) self.currentMouseRadsPerPixel = self.mouseRadsPerPixel self.currentTouchSensitivity = self.touchSensitivity self.mouseLocked = true self.touchPanAccumulator = Vector2.new(0, 0) -- used for touch devices, represents amount the player has dragged their finger since starting a touch self.currentTool = nil self.sprintingInputActivated = false self.desiredWalkSpeed = self.normalWalkSpeed self.sprintEnabled = false -- true means player will move faster while doing sprint inputs self.slowZoomWalkEnabled = false -- true means player will move slower while doing zoom inputs self.desiredFieldOfView = self.fieldOfView -- Zoom variables self.zoomedFromInput = false -- true if player has performed input to zoom self.forcedZoomed = false -- ignores zoomedFromInput and canZoom self.zoomState = false -- true if player is currently zoomed in self.zoomAlpha = 0 self.hasScope = false self.hideToolWhileZoomed = false self.currentZoomFactor = self.defaultZoomFactor self.zoomedFOV = self.fieldOfView -- Gamepad variables self.gamepadPan = Vector2.new(0, 0) -- essentially the amount the gamepad has moved from resting position self.movementPan = Vector2.new(0, 0) -- this is for movement (gamepadPan is for camera) self.lastThumbstickPos = Vector2.new(0, 0) self.lastThumbstickTime = nil self.currentGamepadSpeed = 0 self.lastGamepadVelocity = Vector2.new(0, 0) -- Occlusion self.lastOcclusionDistance = 0 self.lastOcclusionReachedTime = 0 -- marks the last time camera was at the true occlusion distance self.defaultTimeUntilZoomOut = 0 self.timeUntilZoomOut = self.defaultTimeUntilZoomOut -- time after lastOcclusionReachedTime that camera will zoom out self.timeLastPoppedWayIn = 0 -- this holds the last time camera popped nearly into first person self.isZoomingOut = false self.tweenOutTime = 0.2 self.curOcclusionTween = nil self.occlusionTweenObject = nil -- Side correction (when player is against a wall) self.sideCorrectionGoalVector = nil self.lastSideCorrectionMagnitude = 0 self.lastSideCorrectionReachedTime = 0 -- marks the last time the camera was at the true correction distance self.revertSideCorrectionSpeedMultiplier = 2 -- speed at which camera reverts the side correction (towards 0 correction) self.defaultTimeUntilRevertSideCorrection = 0.75 self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection -- time after lastSideCorrectionReachedTime that camera will revert the correction self.isRevertingSideCorrection = false -- Datamodel references self.eventConnections = {} self.raycastIgnoreList = {} self.currentCamera = nil self.currentCharacter = nil self.currentHumanoid = nil self.currentRootPart = nil self.controlModule = nil -- used to get player's touch input for moving character self.random = Random.new() return self end function ShoulderCamera:setEnabled(enabled) if self.enabled == enabled then return end self.enabled = enabled if self.enabled then RunService:BindToRenderStep(CAMERA_RENDERSTEP_NAME, Enum.RenderPriority.Camera.Value - 1, function(dt) self:onRenderStep(dt) end) ContextActionService:BindAction(ZOOM_ACTION_NAME, function(...) self:onZoomAction(...) end, false, unpack(self.zoomInputs)) ContextActionService:BindAction(SPRINT_ACTION_NAME, function(...) self:onSprintAction(...) end, false, unpack(self.sprintInputs)) table.insert(self.eventConnections, LocalPlayer.CharacterAdded:Connect(function(character) self:onCurrentCharacterChanged(character) end)) table.insert(self.eventConnections, LocalPlayer.CharacterRemoving:Connect(function() self:onCurrentCharacterChanged(nil) end)) table.insert(self.eventConnections, workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:onCurrentCameraChanged(workspace.CurrentCamera) end)) table.insert(self.eventConnections, UserInputService.InputBegan:Connect(function(inputObj, wasProcessed) self:onInputBegan(inputObj, wasProcessed) end)) table.insert(self.eventConnections, UserInputService.InputChanged:Connect(function(inputObj, wasProcessed) self:onInputChanged(inputObj, wasProcessed) end)) table.insert(self.eventConnections, UserInputService.InputEnded:Connect(function(inputObj, wasProcessed) self:onInputEnded(inputObj, wasProcessed) end)) self:onCurrentCharacterChanged(LocalPlayer.Character) self:onCurrentCameraChanged(workspace.CurrentCamera) -- Make transition to shouldercamera smooth by facing in same direction as previous camera local cameraLook = self.currentCamera.CFrame.lookVector self.yaw = math.atan2(-cameraLook.X, -cameraLook.Z) self.pitch = math.asin(cameraLook.Y) self.currentCamera.CameraType = Enum.CameraType.Scriptable self:setZoomFactor(self.currentZoomFactor) -- this ensures that zoomedFOV reflecs currentZoomFactor workspace.CurrentCamera.CameraSubject = self.currentRootPart self.occlusionTweenObject = Instance.new("NumberValue") self.occlusionTweenObject.Name = "OcclusionTweenObject" self.occlusionTweenObject.Parent = script self.occlusionTweenObject.Changed:Connect(function(value) self.lastOcclusionDistance = value end) -- Sets up weapon system to use camera for raycast direction instead of gun look vector self.weaponsSystem.aimRayCallback = function() local cameraCFrame = self.currentCFrame return Ray.new(cameraCFrame.p, cameraCFrame.LookVector * 500) end else RunService:UnbindFromRenderStep(CAMERA_RENDERSTEP_NAME) ContextActionService:UnbindAction(ZOOM_ACTION_NAME) ContextActionService:UnbindAction(SPRINT_ACTION_NAME) if self.currentHumanoid then self.currentHumanoid.AutoRotate = true end if self.currentCamera then self.currentCamera.CameraType = Enum.CameraType.Custom end self:updateZoomState() self.yaw = 0 self.pitch = 0 for _, conn in pairs(self.eventConnections) do conn:Disconnect() end self.eventConnections = {} UserInputService.MouseBehavior = Enum.MouseBehavior.Default UserInputService.MouseIconEnabled = true end end function ShoulderCamera:onRenderStep(dt) if not self.enabled or not self.currentCamera or not self.currentCharacter or not self.currentHumanoid or not self.currentRootPart then return end -- Hide mouse and lock to center if applicable if self.mouseLocked and not GuiService:GetEmotesMenuOpen() then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter UserInputService.MouseIconEnabled = false else UserInputService.MouseBehavior = Enum.MouseBehavior.Default UserInputService.MouseIconEnabled = true end -- Handle gamepad input self:processGamepadInput(dt) -- Smoothly zoom to desired values if self.hasScope then ShoulderCamera.SpringService:Target(self, 0.8, 8, { zoomAlpha = self.zoomState and 1 or 0 }) ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 8, { FieldOfView = self.desiredFieldOfView }) else ShoulderCamera.SpringService:Target(self, 0.8, 3, { zoomAlpha = self.zoomState and 1 or 0 }) ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 3, { FieldOfView = self.desiredFieldOfView }) end -- Handle walk speed changes if self.sprintEnabled or self.slowZoomWalkEnabled then self.desiredWalkSpeed = self.normalWalkSpeed if self.sprintEnabled and (self.sprintingInputActivated or self:sprintFromTouchInput() or self:sprintFromGamepadInput()) and not self.zoomState then self.desiredWalkSpeed = self.sprintingWalkSpeed end if self.slowZoomWalkEnabled and self.zoomAlpha > 0.1 then self.desiredWalkSpeed = self.zoomWalkSpeed end ShoulderCamera.SpringService:Target(self.currentHumanoid, 0.95, 4, { WalkSpeed = self.desiredWalkSpeed }) end -- Initialize variables used for side correction, occlusion, and calculating camera focus/rotation local rootPartPos = self.currentRootPart.CFrame.Position local rootPartUnrotatedCFrame = CFrame.new(rootPartPos) local yawRotation = CFrame.Angles(0, self.yaw, 0) local pitchRotation = CFrame.Angles(self.pitch + self.currentRecoil.Y, 0, 0) local xOffset = CFrame.new(self.normalOffset.X, 0, 0) local yOffset = CFrame.new(0, self.normalOffset.Y, 0) local zOffset = CFrame.new(0, 0, self.normalOffset.Z) local collisionRadius = self:getCollisionRadius() local cameraYawRotationAndXOffset = yawRotation * -- First rotate around the Y axis (look left/right) xOffset -- Then perform the desired offset (so camera is centered to side of player instead of directly on player) local cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset -- Handle/Calculate side correction when player is adjacent to a wall (so camera doesn't go in the wall) local vecToFocus = cameraFocus.p - rootPartPos local rayToFocus = Ray.new(rootPartPos, vecToFocus + (vecToFocus.Unit * collisionRadius)) local hitPart, hitPoint, hitNormal = self:penetrateCast(rayToFocus, self.raycastIgnoreList) local currentTime = tick() local sideCorrectionGoalVector = Vector3.new() -- if nothing is adjacent to player, goal vector is (0, 0, 0) if hitPart then hitPoint = hitPoint + (hitNormal * collisionRadius) sideCorrectionGoalVector = hitPoint - cameraFocus.p if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then -- make it easy for camera to pop closer to player (move left) if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection and self.lastSideCorrectionMagnitude ~= 0 then self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection * 2 -- double time until revert if popping in repeatedly elseif self.lastSideCorrectionMagnitude == 0 and self.timeUntilRevertSideCorrection ~= self.defaultTimeUntilRevertSideCorrection then self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection end self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude self.lastSideCorrectionReachedTime = currentTime self.isRevertingSideCorrection = false else self.isRevertingSideCorrection = true end elseif self.lastSideCorrectionMagnitude ~= 0 then self.isRevertingSideCorrection = true end if self.isRevertingSideCorrection then -- make it hard/slow for camera to revert side correction (move right) if sideCorrectionGoalVector.Magnitude > self.lastSideCorrectionMagnitude - 1 and sideCorrectionGoalVector.Magnitude ~= 0 then self.lastSideCorrectionReachedTime = currentTime -- reset timer if occlusion significantly increased since last frame end if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection then local sideCorrectionChangeAmount = dt * (vecToFocus.Magnitude) * self.revertSideCorrectionSpeedMultiplier self.lastSideCorrectionMagnitude = self.lastSideCorrectionMagnitude - sideCorrectionChangeAmount if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude self.lastSideCorrectionReachedTime = currentTime self.isRevertingSideCorrection = false end end end -- Update cameraFocus to reflect side correction cameraYawRotationAndXOffset = cameraYawRotationAndXOffset + (-vecToFocus.Unit * self.lastSideCorrectionMagnitude) cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset self.currentCamera.Focus = cameraFocus -- Calculate and apply CFrame for camera local cameraCFrameInSubjectSpace = cameraYawRotationAndXOffset * pitchRotation * -- rotate around the X axis (look up/down) yOffset * -- move camera up/vertically zOffset -- move camera back self.currentCFrame = rootPartUnrotatedCFrame * cameraCFrameInSubjectSpace -- Move camera forward if zoomed in if self.zoomAlpha > 0 then local trueZoomedOffset = math.max(self.zoomedOffsetDistance - self.lastOcclusionDistance, 0) -- don't zoom too far in if already occluded self.currentCFrame = self.currentCFrame:lerp(self.currentCFrame + trueZoomedOffset * self.currentCFrame.LookVector.Unit, self.zoomAlpha) end self.currentCamera.CFrame = self.currentCFrame -- Handle occlusion local occlusionDistance = self.currentCamera:GetLargestCutoffDistance(self.raycastIgnoreList) if occlusionDistance > 1e-5 then occlusionDistance = occlusionDistance + collisionRadius end if occlusionDistance >= self.lastOcclusionDistance then -- make it easy for the camera to pop in towards the player if self.curOcclusionTween ~= nil then self.curOcclusionTween:Cancel() self.curOcclusionTween = nil end if currentTime > self.lastOcclusionReachedTime + self.timeUntilZoomOut and self.lastOcclusionDistance ~= 0 then self.timeUntilZoomOut = self.defaultTimeUntilZoomOut * 2 -- double time until zoom out if popping in repeatedly elseif self.lastOcclusionDistance == 0 and self.timeUntilZoomOut ~= self.defaultTimeUntilZoomOut then self.timeUntilZoomOut = self.defaultTimeUntilZoomOut end if occlusionDistance / self.normalOffset.Z > 0.8 and self.timeLastPoppedWayIn == 0 then self.timeLastPoppedWayIn = currentTime end self.lastOcclusionDistance = occlusionDistance self.lastOcclusionReachedTime = currentTime self.isZoomingOut = false else -- make it hard/slow for camera to zoom out self.isZoomingOut = true if occlusionDistance > self.lastOcclusionDistance - 2 and occlusionDistance ~= 0 then -- reset timer if occlusion significantly increased since last frame self.lastOcclusionReachedTime = currentTime end -- If occlusion pops camera in to almost first person for a short time, pop out instantly if currentTime < self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.lastOcclusionDistance / self.normalOffset.Z > 0.8 then self.lastOcclusionDistance = occlusionDistance self.lastOcclusionReachedTime = currentTime self.isZoomingOut = false elseif currentTime >= self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.timeLastPoppedWayIn ~= 0 then self.timeLastPoppedWayIn = 0 end end -- Update occlusion amount if timeout time has passed if currentTime >= self.lastOcclusionReachedTime + self.timeUntilZoomOut and not self.zoomState then if self.curOcclusionTween == nil then self.occlusionTweenObject.Value = self.lastOcclusionDistance local tweenInfo = TweenInfo.new(self.tweenOutTime) local goal = {} goal.Value = self.lastOcclusionDistance - self.normalOffset.Z self.curOcclusionTween = TweenService:Create(self.occlusionTweenObject, tweenInfo, goal) self.curOcclusionTween:Play() end end -- Apply occlusion to camera CFrame local currentOffsetDir = self.currentCFrame.LookVector.Unit self.currentCFrame = self.currentCFrame + (currentOffsetDir * self.lastOcclusionDistance) self.currentCamera.CFrame = self.currentCFrame -- Apply recoil decay self.currentRecoil = self.currentRecoil - (self.currentRecoil * self.recoilDecay * dt) if self:isHumanoidControllable() and self.rotateCharacterWithCamera then self.currentHumanoid.AutoRotate = false self.currentRootPart.CFrame = CFrame.Angles(0, self.yaw, 0) + self.currentRootPart.Position -- rotate character to be upright and facing the same direction as camera self:applyRootJointFix() else self.currentHumanoid.AutoRotate = true end self:handlePartTransparencies() self:handleTouchToolFiring() end
--!strict -- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
return function(value) return type(value) == "number" and value ~= math.huge and value == math.floor(value) end
--[[ Returns a new list with the new value replaced at the given index. ]]
local function replaceIndex(list, index, value) local new = {} local len = #list assert(index <= len, "index must be less or equal than the list length") for i = 1, len do if i == index then new[i] = value else new[i] = list[i] end end return new end return replaceIndex
--------AUDIENCE BACK RIGHT--------
game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(1013) game.Workspace.audiencebackright1.Part2.BrickColor = BrickColor.new(1013) game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(1013) game.Workspace.audiencebackright1.Part4.BrickColor = BrickColor.new(1023) game.Workspace.audiencebackright1.Part5.BrickColor = BrickColor.new(1023) game.Workspace.audiencebackright1.Part6.BrickColor = BrickColor.new(1023) game.Workspace.audiencebackright1.Part7.BrickColor = BrickColor.new(106) game.Workspace.audiencebackright1.Part8.BrickColor = BrickColor.new(106) game.Workspace.audiencebackright1.Part9.BrickColor = BrickColor.new(106)
--WARNING! --DO NOT MODIFY THE CODE BELOW! (Unless you know what you're doing, in that case: Go nuts!)
local motor = script.Parent.Main.Base.HingeConstraint local display = script.Parent.Display.SurfaceGui.TextLabel local current_mode = 0 function Mode_Up() if current_mode < max_mode then current_mode = current_mode + 1 motor.AngularVelocity = motor.AngularVelocity + increment_speed display.Text = current_mode end end function Mode_Down() if current_mode > min_mode then current_mode = current_mode - 1 motor.AngularVelocity = motor.AngularVelocity - increment_speed display.Text = current_mode end end script.Parent.Button_Up.ClickDetector.mouseClick:connect(Mode_Up) script.Parent.Button_Down.ClickDetector.mouseClick:connect(Mode_Down)
--[[ Returns the existing instance of the specified `instanceType` with name `instanceName` that is a child of 'parent', otherwise that instance to return. This function is called when creating or obtaining the instance for the AvatarScreenGui or AssetsFolder used for MerchBooth. ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage")
-- Fetch the ID list
local IDList = require(script:FindFirstChildWhichIsA("ModuleScript"))
--For Omega Rainbow Katana thumbnail to display a lot of particles.
for i, v in pairs(Handle:GetChildren()) do if v:IsA("ParticleEmitter") then v.Rate = 20 end end Tool.Grip = Grips.Up Tool.Enabled = true function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Blow(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then return end local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand") if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then return end local character = Hit.Parent if character == Character then return end local humanoid = character:FindFirstChildOfClass("Humanoid") if not humanoid or humanoid.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(Damage) task.wait(0.25) Tool:Destroy() end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R6 then local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Slash" Anim.Parent = Tool elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then local Anim = Tool:FindFirstChild("R15Slash") if Anim then local Track = Humanoid:LoadAnimation(Anim) Track:Play(0) end end end end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R6 then local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Lunge" Anim.Parent = Tool elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then local Anim = Tool:FindFirstChild("R15Lunge") if Anim then local Track = Humanoid:LoadAnimation(Anim) Track:Play(0) end end end --[[ if CheckIfAlive() then local Force = Instance.new("BodyVelocity") Force.velocity = Vector3.new(0, 10, 0) Force.maxForce = Vector3.new(0, 4000, 0) Debris:AddItem(Force, 0.4) Force.Parent = Torso end ]] task.wait(0.2) Tool.Grip = Grips.Out task.wait(0.6) Tool.Grip = Grips.Up Damage = DamageValues.SlashDamage end Tool.Enabled = true LastAttack = 0 function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false local Tick = task.wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Damage = DamageValues.BaseDamage local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){ Name = "R15Slash", AnimationId = BaseUrl .. Animations.R15Slash, Parent = Tool }) local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){ Name = "R15Lunge", AnimationId = BaseUrl .. Animations.R15Lunge, Parent = Tool }) Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChildOfClass("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart") if not CheckIfAlive() then return end ToolEquipped = true Sounds.Unsheath:Play() end function Unequipped() Tool.Grip = Grips.Up ToolEquipped = false end Tool.Activated:Connect(Activated) Tool.Equipped:Connect(Equipped) Tool.Unequipped:Connect(Unequipped) Connection = Handle.Touched:Connect(Blow)
--yes i did put that thing there to hide how simple this is :) --ignore
local CPSI = 0 local Values = script.Parent.Parent:FindFirstChild("A-Chassis Interface") local Throttle = Values.Values.Throttle.Value local CurrentGear = Values.Values.Gear.Value local CurrentRPM = Values.Values.RPM.Value local _Tune = require(car["A-Chassis Tune"]) local MaxRPM = _Tune.Redline Values.Values.TPSI.Value = PSI local DEADBOOST = PSI - 0.5 local active = false local boom = true
----------------- --| Functions |-- -----------------
local function MakeBaseRocket() -- Set up the rocket part local rocket = Instance.new('Part') rocket.Name = 'Rocket' rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size rocket.Size = ROCKET_PART_SIZE rocket.CanCollide = false rocket.BottomSurface = Enum.SurfaceType.Smooth rocket.TopSurface = Enum.SurfaceType.Smooth -- Add the mesh local mesh = Instance.new('SpecialMesh', rocket) mesh.MeshId = ROCKET_MESH_ID mesh.Scale = ROCKET_MESH_SCALE mesh.TextureId = ToolHandle.Mesh.TextureId -- Add fire local fire = Instance.new('Fire', rocket) fire.Heat = 5 fire.Size = 2 -- Add the propulsion local rocketPropulsion = Instance.new('RocketPropulsion', rocket) rocketPropulsion.CartoonFactor = 1 rocketPropulsion.TargetRadius = TARGET_RADIUS rocketPropulsion.MaxSpeed = MAX_SPEED rocketPropulsion.MaxTorque = MAX_TORQUE rocketPropulsion.MaxThrust = MAX_THRUST rocketPropulsion.ThrustP = THRUST_P rocketPropulsion.ThrustD = THRUST_D -- Clone the sounds local swooshSoundClone = SwooshSound:Clone() swooshSoundClone.Parent = rocket local boomSoundClone = BoomSound:Clone() boomSoundClone.Parent = rocket -- Attach creator tags local creatorTag = Instance.new('ObjectValue', rocket) creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats creatorTag.Value = MyPlayer local iconTag = Instance.new('StringValue', creatorTag) iconTag.Name = 'icon' iconTag.Value = Tool.TextureId -- Finally, clone the rocket script and enable it local rocketScriptClone = RocketScript:Clone() rocketScriptClone.Parent = rocket rocketScriptClone.Disabled = false return rocket end local function OnEquipped() MyModel = Tool.Parent MyPlayer = PlayersService:GetPlayerFromCharacter(MyModel) BaseRocket = MakeBaseRocket() RocketClone = BaseRocket:Clone() end local function OnActivated(byFireButton) if Tool.Enabled and MyModel and MyModel:FindFirstChild('Humanoid') and MyModel.Humanoid.Health > 0 then Tool.Enabled = false -- Get the target position local targetPosition = MyModel.Humanoid.TargetPoint if byFireButton then -- Using Fire Button, shoot forwards targetPosition = MyModel.Humanoid.Torso.CFrame.lookVector * 1000 end -- Position the rocket clone local spawnPosition = ToolHandle.Position + (ToolHandle.CFrame.lookVector * (ToolHandle.Size.z / 2)) RocketClone.CFrame = CFrame.new(spawnPosition, targetPosition) --NOTE: This must be done before assigning Parent DebrisService:AddItem(RocketClone, 30) RocketClone.Parent = Workspace -- Assign target and launch! local rocketPropulsion = RocketClone:FindFirstChild('RocketPropulsion') if rocketPropulsion then local direction = (targetPosition - RocketClone.Position).unit rocketPropulsion.TargetOffset = RocketClone.Position + (direction * TARGET_OVERSHOOT_DISTANCE) rocketPropulsion:Fire() end wait(0) --TODO: Remove when sounds realize they can be played as soon as they enter the Workspace -- Swoosh! local swooshSound = RocketClone:FindFirstChild('Swoosh') if swooshSound then swooshSound:Play() end -- Prepare the next rocket to be fired RocketClone = BaseRocket:Clone() ReloadSound:Play() wait(COOLDOWN) -- Stop the reloading sound if it hasn't already finished ReloadSound:Stop() Tool.Enabled = true end end local function OnUnequipped() ReloadSound:Stop() --TODO: This does not work online end
-------------------------
function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors.F04 then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors.F04.Position clicker = true end function DoorOpen() while Shaft03.MetalDoor.Transparency < 1.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency + .1 wait(0.000001) end Shaft03.MetalDoor.CanCollide = false end
--WeldRec(P.Parent.Lights)
for _,v in pairs(weldedParts) do if v:IsA("BasePart") then v.Anchored = false end end script.Parent.Keyscreen.Fob.Value = script.Parent script:Destroy()
-- @Description Clamp a certain vector's magnitude to a Max -- @Arg1 Vector -- @Arg2 Max
function Basic.ClampMagnitude(v, max) return v.Unit * math.min(v.Magnitude, max) end
-- Nominal distance, set by dollying in and out with the mouse wheel or equivalent, not measured distance
function BaseCamera:GetCameraToSubjectDistance(): number return self.currentSubjectDistance end
--[[ Chooses between the different GuiTypes that the emotes can be displayed in ]]
local Roact = require(script.Parent.Parent.Packages.Roact) local t = require(script.Parent.Parent.Packages.t) local configs = require(script.Parent.Parent.config) local ConfigurationContext = require(script.Parent.Parent.DevModuleConfig.ConfigurationContext) local enums = require(script.Parent.Parent.enums) local EmoteBar = require(script.Parent.EmoteBar) local EmoteWheelBillboard = require(script.Parent.EmoteWheelBillboard) local EmoteView = Roact.Component:extend("EmoteView") EmoteView.defaultProps = { isVisible = true, forceHide = false, } EmoteView.validateProps = t.strictInterface({ forceHide = t.boolean, isVisible = t.boolean, configuration = configs.client.validate, }) function EmoteView:render() local guiType = self.props.configuration.guiType if guiType == enums.GuiType.EmoteBar then return Roact.createElement(EmoteBar, { isVisible = self.props.isVisible and not self.props.forceHide, }) elseif guiType == enums.GuiType.EmoteWheel then return Roact.createElement(EmoteWheelBillboard, { isVisible = self.props.isVisible, }) end end return ConfigurationContext.withConfiguration(EmoteView)
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function Datastore.Get(datastore, key, scope) --- Sanity check if key == nil or datastore == nil then _L.Print("Key or datastore nil", true) return end --- If datastore argument is not a datastore obj - find it, and cache it to save memory if type(datastore) == "string" then if not datastoresCache[datastore] then datastoresCache[datastore] = {} end if not datastoresCache[datastore][scope] then datastoresCache[datastore][scope] = _L.Services.DataStoreService:GetDataStore(datastore, scope) end datastore = datastoresCache[datastore][scope] end --- Attempt it local attempts = 0 local success = false local returnedValue -- while (attempts < maxGetAttempts and returnedValue == nil) do attempts = attempts + 1 success = pcall(function() returnedValue = datastore:GetAsync(key) end) if not success then wait(.5) end end --- Debug prints if Debug then if attempts >= maxGetAttempts or returnedValue == nil then _L.Print("Could not get key --- [bold]" .. key .. "[/bold]", true) end end -- return returnedValue, success end function Datastore.Set(datastore, key, value, scope) --- Sanity check if key == nil or value == nil or datastore == nil then _L.Print("Key, value, or datastore nil", true) return false end --- If datastore argument is not a datastore obj - find it, and cache it to save memory if type(datastore) == "string" then if not datastoresCache[datastore] then datastoresCache[datastore] = {} end if not datastoresCache[datastore][scope] then datastoresCache[datastore][scope] = _L.Services.DataStoreService:GetDataStore(datastore, scope) end datastore = datastoresCache[datastore][scope] end --- Attempt it local attempts = 0 local success = false -- repeat attempts = attempts + 1 success = pcall(function() datastore:SetAsync(key, value) end) if not success then wait(.5) end until success or attempts >= maxSetAttempts --- Debug prints if Debug then if attempts >= maxSetAttempts then _L.Print("Failed to set key --- [bold]" .. key .. "[/bold]", true) end end -- return success end function Datastore.Update(datastore, key, updateFunction, scope) --- Sanity check if key == nil or updateFunction == nil or datastore == nil then _L.Print("Key, function, or datastore nil", true) return false end --- If datastore argument is not a datastore obj - find it, and cache it to save memory if type(datastore) == "string" then if not datastoresCache[datastore] then datastoresCache[datastore] = {} end if not datastoresCache[datastore][scope] then datastoresCache[datastore][scope] = _L.Services.DataStoreService:GetDataStore(datastore, scope) end datastore = datastoresCache[datastore][scope] end --- Attempt it local attempts = 0 local success = false -- repeat attempts = attempts + 1 success = pcall(function() datastore:UpdateAsync(key, updateFunction) end) if not success then wait(.5) end until success or attempts >= maxUpdateAttempts --- Debug prints if Debug then if attempts >= maxUpdateAttempts then _L.Print("Failed to update key --- [bold]" .. key .. "[/bold]", true) end end -- return success end
--Weld stuff here
unit.MainSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0) end end)
--------------------------------------------------------------------------------
local function queryPoint(origin, unitDir, dist, lastPos) debug.profilebegin("queryPoint") local originalSize = #blacklist dist = dist + nearPlaneZ local target = origin + unitDir*dist local softLimit = inf local hardLimit = inf local movingOrigin = origin local numPierced = 0 repeat local entryPart, entryPos = workspace:FindPartOnRayWithIgnoreList(ray(movingOrigin, target - movingOrigin), blacklist, false, true) numPierced += 1 if entryPart then -- forces the current iteration into a hard limit to cap the number of raycasts local earlyAbort = numPierced >= QUERY_POINT_CAST_LIMIT if canOcclude(entryPart) or earlyAbort then local wl = {entryPart} local exitPart = workspace:FindPartOnRayWithWhitelist(ray(target, entryPos - target), wl, true) local lim = (entryPos - origin).Magnitude if exitPart and not earlyAbort then local promote = false if lastPos then promote = workspace:FindPartOnRayWithWhitelist(ray(lastPos, target - lastPos), wl, true) or workspace:FindPartOnRayWithWhitelist(ray(target, lastPos - target), wl, true) end if promote then -- Ostensibly a soft limit, but the camera has passed through it in the last frame, so promote to a hard limit. hardLimit = lim elseif dist < softLimit then -- Trivial soft limit softLimit = lim end else -- Trivial hard limit hardLimit = lim end end blacklist[#blacklist + 1] = entryPart movingOrigin = entryPos - unitDir*1e-3 end until hardLimit < inf or not entryPart eraseFromEnd(blacklist, originalSize) debug.profileend() return softLimit - nearPlaneZ, hardLimit - nearPlaneZ end local function queryViewport(focus, dist) debug.profilebegin("queryViewport") local fP = focus.p local fX = focus.rightVector local fY = focus.upVector local fZ = -focus.lookVector local viewport = camera.ViewportSize local hardBoxLimit = inf local softBoxLimit = inf -- Center the viewport on the PoI, sweep points on the edge towards the target, and take the minimum limits for viewX = 0, 1 do local worldX = fX*((viewX - 0.5)*projX) for viewY = 0, 1 do local worldY = fY*((viewY - 0.5)*projY) local origin = fP + nearPlaneZ*(worldX + worldY) local lastPos = camera:ViewportPointToRay( viewport.x*viewX, viewport.y*viewY ).Origin local softPointLimit, hardPointLimit = queryPoint(origin, fZ, dist, lastPos) if hardPointLimit < hardBoxLimit then hardBoxLimit = hardPointLimit end if softPointLimit < softBoxLimit then softBoxLimit = softPointLimit end end end debug.profileend() return softBoxLimit, hardBoxLimit end local function testPromotion(focus, dist, focusExtrapolation) debug.profilebegin("testPromotion") local fP = focus.p local fX = focus.rightVector local fY = focus.upVector local fZ = -focus.lookVector do -- Dead reckoning the camera rotation and focus debug.profilebegin("extrapolate") local SAMPLE_DT = 0.0625 local SAMPLE_MAX_T = 1.25 local maxDist = (getCollisionPoint(fP, focusExtrapolation.posVelocity*SAMPLE_MAX_T) - fP).Magnitude -- Metric that decides how many samples to take local combinedSpeed = focusExtrapolation.posVelocity.magnitude for dt = 0, min(SAMPLE_MAX_T, focusExtrapolation.rotVelocity.magnitude + maxDist/combinedSpeed), SAMPLE_DT do local cfDt = focusExtrapolation.extrapolate(dt) -- Extrapolated CFrame at time dt if queryPoint(cfDt.p, -cfDt.lookVector, dist) >= dist then return false end end debug.profileend() end do -- Test screen-space offsets from the focus for the presence of soft limits debug.profilebegin("testOffsets") for _, offset in ipairs(SCAN_SAMPLE_OFFSETS) do local scaledOffset = offset local pos = getCollisionPoint(fP, fX*scaledOffset.x + fY*scaledOffset.y) if queryPoint(pos, (fP + fZ*dist - pos).Unit, dist) == inf then return false end end debug.profileend() end debug.profileend() return true end local function Popper(focus, targetDist, focusExtrapolation) debug.profilebegin("popper") subjectRoot = subjectPart and subjectPart:GetRootPart() or subjectPart local dist = targetDist local soft, hard = queryViewport(focus, targetDist) if hard < dist then dist = hard end if soft < dist and testPromotion(focus, targetDist, focusExtrapolation) then dist = soft end subjectRoot = nil debug.profileend() return dist end return Popper
--[[Rear]]
-- Tune.RTireProfile = 1 -- Tire profile, aggressive or smooth Tune.RProfileHeight = .45 -- Profile height, conforming to tire Tune.RTireCompound = 2 -- The more compounds you have, the harder your tire will get towards the middle, sacrificing grip for wear Tune.RTireFriction = 1.8 -- Your tire's friction in the best conditions.
-- Get all possible gamepasses
for i,v in pairs(Tycoon:WaitForChild('Buttons'):GetChildren()) do if v:FindFirstChild('Gamepass') then if v.Gamepass.Value > 0 then GamePasses[v.Gamepass.Value] = v -- the button end end end MarketplaceService.ProcessReceipt = function(receiptInfo) for i,plr in pairs(game.Players:GetPlayers()) do if plr.userId == receiptInfo.PlayerId then if DevProducts[receiptInfo.ProductId] then for p,b in pairs(script.Parent.Tycoons[plr.team.name]:WaitForChild('Buttons'):GetChildren()) do if b:FindFirstChild('DevProduct') then if b.DevProduct.Value == receiptInfo.ProductId then local PlrT = game.ServerStorage.PlayerMoney:WaitForChild(plr.Name).OwnsTycoon if PlrT.Value ~= nil then local PlayerStats = game.ServerStorage.PlayerMoney:FindFirstChild(plr.Name) Create({[1] = 0,[2] = b,[3] = PlayerStats}, PlrT.Value.BuyObject) end break end end end end end end end local function gamepassPurchaseFinished(player,gamepass,bought) if bought then for i,plr in pairs(game.Players:GetPlayers()) do if plr.userId == player.userId then if GamePasses[gamepass] then for p,b in pairs(script.Parent.Tycoons[plr.team.name]:WaitForChild('Buttons'):GetChildren()) do if b:FindFirstChild('Gamepass') then if b.Gamepass.Value == gamepass then local PlrT = game.ServerStorage.PlayerMoney:WaitForChild(plr.Name).OwnsTycoon if PlrT.Value ~= nil then local PlayerStats = game.ServerStorage.PlayerMoney:FindFirstChild(plr.Name) Create({[1] = 0,[2] = b, [3] = PlayerStats}, PlrT.Value.BuyObject) end break end end end end end end end end MarketplaceService.PromptGamePassPurchaseFinished:Connect(gamepassPurchaseFinished) function Create(tab, prnt) local x = Instance.new('Model') Instance.new('NumberValue',x).Value = tab[1] x.Value.Name = "Cost" Instance.new('ObjectValue',x).Value = tab[2] x.Value.Name = "Button" local Obj = Instance.new('ObjectValue',x) Obj.Name = "Stats" Obj.Value = tab[3] x.Parent = prnt end
--[=[ The same as [Promise.new](/api/Promise#new), except execution begins after the next `Heartbeat` event. This is a spiritual replacement for `spawn`, but it does not suffer from the same [issues](https://eryn.io/gist/3db84579866c099cdd5bb2ff37947cec) as `spawn`. ```lua local function waitForChild(instance, childName, timeout) return Promise.defer(function(resolve, reject) local child = instance:WaitForChild(childName, timeout) ;(child and resolve or reject)(child) end) end ``` @param executor (resolve: (...: any) -> (), reject: (...: any) -> (), onCancel: (abortHandler?: () -> ()) -> boolean) -> () @return Promise ]=]
function Promise.defer(executor) local traceback = debug.traceback(nil, 2) local promise promise = Promise._new(traceback, function(resolve, reject, onCancel) local connection connection = Promise._timeEvent:Connect(function() connection:Disconnect() local ok, _, result = runExecutor(traceback, executor, resolve, reject, onCancel) if not ok then reject(result[1]) end end) end) return promise end
--!nonstrict --[[ Constants ]]
-- local ZERO_VECTOR3 = Vector3.new(0,0,0) local TOUCH_CONTROLS_SHEET = "rbxasset://textures/ui/Input/TouchControlsSheetV2.png" local DYNAMIC_THUMBSTICK_ACTION_NAME = "DynamicThumbstickAction" local DYNAMIC_THUMBSTICK_ACTION_PRIORITY = Enum.ContextActionPriority.High.Value local MIDDLE_TRANSPARENCIES = { 1 - 0.89, 1 - 0.70, 1 - 0.60, 1 - 0.50, 1 - 0.40, 1 - 0.30, 1 - 0.25 } local NUM_MIDDLE_IMAGES = #MIDDLE_TRANSPARENCIES local FADE_IN_OUT_BACKGROUND = true local FADE_IN_OUT_MAX_ALPHA = 0.35 local FADE_IN_OUT_HALF_DURATION_DEFAULT = 0.3 local FADE_IN_OUT_BALANCE_DEFAULT = 0.5 local ThumbstickFadeTweenInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) local Players = game:GetService("Players") local GuiService = game:GetService("GuiService") local UserInputService = game:GetService("UserInputService") local ContextActionService = game:GetService("ContextActionService") local RunService = game:GetService("RunService") local TweenService = game:GetService("TweenService") local LocalPlayer = Players.LocalPlayer if not LocalPlayer then Players:GetPropertyChangedSignal("LocalPlayer"):Wait() LocalPlayer = Players.LocalPlayer end
-- Decompiled with the Synapse X Luau decompiler.
return { Name = "blink", Aliases = { "b" }, Description = "Teleports you to where your mouse is hovering.", Group = "DefaultDebug", Args = {}, ClientRun = function(p1) local l__Character__1 = p1.Executor.Character; if not l__Character__1 then return "You don't have a character."; end; l__Character__1:MoveTo(p1.Executor:GetMouse().Hit.p); return "Blinked!"; end };
-- Load Roblox Camera Controller Modules
local ClassicCamera = require(script:WaitForChild("ClassicCamera")) local OrbitalCamera = require(script:WaitForChild("OrbitalCamera")) local LegacyCamera = require(script:WaitForChild("LegacyCamera"))
-- functions
return function(character, boost) local upperTorso = character.UpperTorso local icon = script[boost].IconEmitter:Clone() icon.Parent = upperTorso local spark = script[boost].SparkEmitter:Clone() spark.Parent = upperTorso --[[local sound = script[boost .. "Sound"]:Clone() sound.Parent = upperTorso]] icon:Emit(10) spark:Emit(25) --sound:Play() Debris:AddItem(icon, 2) Debris:AddItem(spark, 2) --Debris:AddItem(sound, sound.TimeLength) end
-- xSIXx, Create an animatable joint when tool is equipped.
local motorName = "Handle" -- Change this to the target Motor6D name you want in the Right Arm/RightHand.
-- This finds the Aircraft that we are controlling
Parts = game.Players.LocalPlayer:FindFirstChild("Turret").Value; VehicleStats = Parts.Stats; local Settings = require(Parts.Parent.VehicleSettings) function move(point, engine) local origincframe = engine:findFirstChild("BodyGyro").cframe local size = engine.Parent.Parent:GetExtentsSize() local target = engine.Position+((point - engine.Position).unit*100) local dir = (target - engine.Position).unit local spawnPos = engine.Position local left = engine.CFrame*CFrame.new(-size.x/2, 0, 0).p local right = engine.CFrame*CFrame.new(size.x/2, 0, 0).p local md = (target - engine.Position).magnitude local foebmd = engine.CFrame*CFrame.new(0, 0, -md).p local toleft = (target -left).magnitude local toright = (target -right).magnitude local rot = ((foebmd - target).magnitude/10) local pos = spawnPos + (dir * 1) local turn = math.rad((rot/10)*Settings.TiltFactor) if turn > math.rad(89) then turn = math.rad(89) end if toleft< toright and toleft >rot then engine:findFirstChild("BodyGyro").cframe = CFrame.new(pos, (pos + dir))*CFrame.fromEulerAnglesXYZ(0, 0, turn) elseif toleft > toright and toright >rot then engine:findFirstChild("BodyGyro").cframe = CFrame.new(pos, (pos + dir))*CFrame.fromEulerAnglesXYZ(0, 0, -turn) else engine:findFirstChild("BodyGyro").cframe = CFrame.new(pos, -(pos + dir)) end engine:findFirstChild("BodyGyro").P = Settings.TurnSpeed end function onMouseMove(mouse)
-- <Region> CreateRegion(<Vector3> Center, <Vector3> Rotation, <Vector3> Size)
--Creates Region with specific input --Returns <Region> local function CreateRegion(Center, Rotation, Size) local Region = {} Region.Center = Center or Vector3.new(0, 0, 0) Region.Rotation = Rotation or Vector3.new(0, 0, 0) Region.Size = Size or Vector3.new(0, 0, 0) function Region:isInRegion(Part) return isInRegion(Region, Part) end function Region:isInRegionIgnoreY(Part) return isInRegionIgnoreY(Region, Part) end return Region end
--!nonstrict --[[ VRCamera - Roblox VR camera control module 2021 Roblox VR --]]
--now, load the zone & music data into the script
local zones = {} local music = {} local globali if settings.UseMusicZones == true then for i,zone in pairs(zonesfolder:GetChildren()) do if zone:IsA("Model") and zone:FindFirstChild("Music") then music[i] = {} for _,sound in pairs(zone.Music:GetChildren()) do --save all of the music data for this zone if sound:IsA("Sound") then table.insert(music[i], {["SoundId"] = sound.SoundId, ["Volume"] = sound.Volume, ["Pitch"] = sound.Pitch}) end end zones[i] = { ["Priority"] = zone:FindFirstChild("Priority") and zone.Priority.Value or 1, ["Parts"] = {}, ["Music"] = music[i] } for _,part in pairs(zone:GetChildren()) do if part:IsA("Part") then if IsCleanRotation({part.Rotation.X,part.Rotation.Y,part.Rotation.Z}) == true then --store the min and max X/Y/Z position coordinates of this part local lx,ly,lz = math.huge,math.huge,math.huge local mx,my,mz = -math.huge,-math.huge,-math.huge local function ApplyValues(p) if p.x < lx then lx = p.x end if p.x > mx then mx = p.x end if p.y < ly then ly = p.y end if p.y > my then my = p.y end if p.z < lz then lz = p.z end if p.z > mz then mz = p.z end end local points = {} --a bunch of sloppy math stuff to calculate the coordinates on each of the part's faces so we can figure out the min and max values. mathematicians, pls don't kill me if i'm doing this terribly local cf1 = part.CFrame local cf2 = (part.CFrame * CFrame.Angles(0,math.pi/2,0)) local cf3 = (part.CFrame * CFrame.Angles(math.pi/2,0,0)) local lvz = (cf1.lookVector * (part.Size.Z/2)) local lvx = (cf2.lookVector * (part.Size.X/2)) local lvy = (cf3.lookVector * (part.Size.Y/2)) points[1] = cf1+lvz points[2] = cf1-lvz points[3] = cf2+lvx points[4] = cf2-lvx points[5] = cf3+lvy points[6] = cf3-lvy for _,p in pairs(points) do ApplyValues(p) end table.insert(zones[i]["Parts"],{["Coordinates"] = {lx=lx,ly=ly,lz=lz, mx=mx,my=my,mz=mz}}) else --save a reference to the part itself to be used for GetTouchingParts(), since it has a complex rotation that can't be solved with my own feeble calculations table.insert(zones[i]["Parts"],{["Part"] = part}) end end end end end end if settings.UseGlobalBackgroundMusic == true then globali = #music + 1 music[globali] = {} for _,sound in pairs(globalfolder:GetChildren()) do if sound:IsA("Sound") then table.insert(music[globali], {["SoundId"] = sound.SoundId, ["Volume"] = sound.Volume, ["Pitch"] = sound.Pitch}) end end end
--[=[ Utility methods involving maids and tasks. @class MaidTaskUtils ]=]
-- @Description Basic linear interpolation -- @Arg1 Time -- @Arg2 StartingValue -- @Arg3 EndingValue
function Interpolate.Linear(p0, p1, t) t = math.clamp(t, 0, 1) return (1-t)*p0 + t*p1 end function Interpolate.QuadInOut(t) return t < 0.5 and 2 * t * t or 1 - math.pow(-2 * t + 2, 2) / 2 end function Interpolate.Bezier(p0, p1, p2, t) return (1 - t)^2 * p0 + 2 * (1 - t) * t * p1 + t^2 * p2 end return Interpolate
-- Require this module on the client. Add timers to operate and coordinate UI.
--Char.Humanoid.BreakJointsOnDeath = false
if configuracao.EnableRagdoll == true then Char.Humanoid.Died:Connect(function() Ragdoll(Char) end) end RS.Heartbeat:connect(function() if Sangrando.Value == true then if PastasStan.Tourniquet.Value == false then Sang.Value = (Sang.Value - (MLs.Value/120)) UltimoSang = Sang.Value MLs.Value = MLs.Value + 0.025 end end if PastasStan.Tourniquet.Value == true then Dor.Value = Dor.Value + 0.1 end if (human.Health - ultimavida < 0) then Sang.Value = Sang.Value + (human.Health - ultimavida)*((configuracao.BloodMult)*(configuracao.BloodMult)*(configuracao.BloodMult)) UltimoSang = Sang.Value end if (human.Health - ultimavida < 0) then Dor.Value = math.ceil(Dor.Value + (human.Health - ultimavida)*(-configuracao.PainMult)) --Energia.Value = math.ceil(Energia.Value + (human.Health - ultimavida)*(5)) end if (human.Health - ultimavida < 0) --[[and (Sangrando.Value == true)]] then MLs.Value = MLs.Value + ((ultimavida - human.Health)* (configuracao.BloodMult)) end if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.BleedDamage) then Sangrando.Value = true if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.InjuredDamage) then Ferido.Value = true if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.KODamage) then Caido.Value = true end end end if human.Health >= human.MaxHealth and Sangrando.Value == false then Sang.Value = Sang.Value + 0.5 Dor.Value = Dor.Value - 0.025 MLs.Value = MLs.Value - 0.025 end if Sang.Value <= 0 then human.Health = 0 end ultimavida = script.Parent.Parent.Humanoid.Health spawn(function(timer) if Sang.Value >= 3500 and Dor.Value < 200 and Caido.Value == true and debounce == false then debounce = true wait(60) Caido.Value = false debounce = false end end) end) -- Quero um pouco de credito,plox :P -- -- FEITO 100% POR SCORPION -- -- Oficial Release 1.5 --
-- Dropdowns
local dropdownContainer = Instance.new("Frame") dropdownContainer.Name = "DropdownContainer" dropdownContainer.BackgroundTransparency = 1 dropdownContainer.BorderSizePixel = 0 dropdownContainer.AnchorPoint = Vector2.new(0.5, 0) dropdownContainer.ZIndex = -2 dropdownContainer.ClipsDescendants = true dropdownContainer.Visible = true dropdownContainer.Parent = iconContainer dropdownContainer.Selectable = false dropdownContainer.Active = false local dropdownFrame = Instance.new("ScrollingFrame") dropdownFrame.Name = "DropdownFrame" dropdownFrame.BackgroundTransparency = 1 dropdownFrame.BorderSizePixel = 0 dropdownFrame.AnchorPoint = Vector2.new(0.5, 0) dropdownFrame.Position = UDim2.new(0.5, 0, 0, 0) dropdownFrame.Size = UDim2.new(0.5, 2, 1, 0) dropdownFrame.ZIndex = -1 dropdownFrame.ClipsDescendants = false dropdownFrame.Visible = true dropdownFrame.TopImage = dropdownFrame.MidImage dropdownFrame.BottomImage = dropdownFrame.MidImage dropdownFrame.VerticalScrollBarInset = Enum.ScrollBarInset.Always dropdownFrame.VerticalScrollBarPosition = Enum.VerticalScrollBarPosition.Right dropdownFrame.Parent = dropdownContainer dropdownFrame.Active = false dropdownFrame.Selectable = false dropdownFrame.ScrollingEnabled = false local dropdownList = Instance.new("UIListLayout") dropdownList.Name = "DropdownList" dropdownList.FillDirection = Enum.FillDirection.Vertical dropdownList.SortOrder = Enum.SortOrder.LayoutOrder dropdownList.Parent = dropdownFrame local dropdownPadding = Instance.new("UIPadding") dropdownPadding.Name = "DropdownPadding" dropdownPadding.PaddingRight = UDim.new(0, 2) dropdownPadding.Parent = dropdownFrame
--wait(0.1)
checker = Instance.new("Model") checker.Name = "PGSCH" checker.Parent = game.Workspace checkertb = Instance.new("Part") checkertb.Name = "Test" checkertb.Parent = checker checkertb.CanCollide = false checkertb.TopSurface = Enum.SurfaceType.SmoothNoOutlines checkertb.BottomSurface = Enum.SurfaceType.SmoothNoOutlines checkertb.Transparency = 0.8 StiffnessFront = StiffnessFront/0.5 StiffnessRear = StiffnessRear/0.5 AntiRollFront = AntiRollFront/0.5 AntiRollRear = AntiRollRear/0.5 checkertop = Instance.new("Part") checkertop.Name = "Top" checkertop.Parent = checker checkertop.Anchored = true checkertop.CanCollide = false checkertop.TopSurface = Enum.SurfaceType.SmoothNoOutlines checkertop.BottomSurface = Enum.SurfaceType.SmoothNoOutlines checkertop.Transparency = 0.8 checker1 = Instance.new("Attachment", checkertb) checker2 = Instance.new("Attachment", checkertop) checkerrope = Instance.new("RopeConstraint", checkertb) checkerrope.Attachment0 = checker1 checkerrope.Attachment1 = checker2 checkerbf = Instance.new("BodyForce", checkertb) checkerbf.Force = Vector3.new(0, -1000000, 0) alertbbg = Instance.new("BillboardGui", script.Parent) alertbbg.Size = UDim2.new(0, 500, 0, 100) alertbbg.StudsOffset = Vector3.new(0,8,0) alertbbg.AlwaysOnTop = true alertbbg.Enabled = false alerttext = Instance.new("TextLabel", alertbbg) alerttext.BackgroundColor3 = Color3.new(97/255, 255/255, 176/255) alerttext.BackgroundTransparency = 0.5 alerttext.TextSize = 24 alerttext.TextStrokeTransparency = 0.8 alerttext.Size = UDim2.new(1,0,1,0) alerttext.BorderSizePixel = 0 alerttext.TextColor3 = Color3.new(1,1,1) alerttext.TextWrapped = true alerttext.Font = "SourceSans" alerttext.Text = "PGSPhysicsSolver must be enabled to use this chassis! Enable this feature in the Workspace." finesse = true vr = 0 checker.ChildRemoved:connect(function(instance) if finesse == true then alertbbg.Enabled = true vr = 1 end end) wait(0.8) if vr == 0 then finesse = false checker:remove() local PreS = script.Assets.PreSet:Clone() PreS.Parent = script.Parent PreS.Disabled = false script.Parent:WaitForChild("PreSet") script.Parent.CFrame = script.Parent.CFrame * CFrame.Angles(math.rad(0.59), math.rad(0), math.rad(0)) if BRAKES_VISIBLE == true then bv = 0 else bv = 1 end
-- Settings and GameSettings are read only
local Settings = UserSettings() -- ignore warning local GameSettings = Settings.GameSettings local ShiftLockController = {}
-- Detect input ended
UIS.InputEnded:Connect(function(keycode) -- Check if input lost was the U key. if(keycode.KeyCode==Enum.KeyCode.E)then -- make variable false holdingUKey = false Part.Gui.Label.ImageColor3 = Color3.fromRGB(255,255,255) end end)
--- Validates that the argument will work without any type errors.
function Argument:Validate(isFinal) if self.RawValue == nil or #self.RawValue == 0 and self.Required == false then return true end if self.Required and (self.RawSegments[1] == nil or #self.RawSegments[1] == 0) then return false, "This argument is required." end if self.Type.Validate or self.Type.ValidateOnce then for i = 1, #self.TransformedValues do if self.Type.Validate then local valid, errorText = self.Type.Validate(self:GetTransformedValue(i)) if not valid then return valid, errorText or "Invalid value" end end if isFinal and self.Type.ValidateOnce then local validOnce, errorTextOnce = self.Type.ValidateOnce(self:GetTransformedValue(i)) if not validOnce then return validOnce, errorTextOnce end end end return true else return true end end
-- ================================================================================ -- GUI BUTTON FUNCTIONS -- ================================================================================
local function EnterFreeFlight() -- Hide current window hide() -- Set selected game mode SelectedMode.Value = "FreeFlight" -- Show selection window SelectionFrame.Visible = true end local function EnterRace() -- Hide current window hide() -- Set selected game mode SelectedMode.Value = "Racing" -- Show selections window SelectionFrame.Visible = true end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 20 -- cooldown for use of the tool again ZoneModelName = "Dust star" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- As far as is known, the functions in this library are foolproof. -- It cannot be fooled by a fake value that looks like a real one. -- If it says a value is a CFrame, then it _IS_ a CFrame, period.
local lib = {} local function set(object, property, value) -- Sets the 'property' property of 'object' to 'value'. -- This is used with pcall to avoid creating functions needlessly. object[property] = value end function lib.isAnInstance(value) -- Returns whether 'value' is an Instance value. local _, result = pcall(Game.IsA, value, 'Instance') return result == true end function lib.isALibrary(value) -- Returns whether 'value' is a RbxLibrary. -- Finds its result by checking whether the value's GetApi function (if it has one) can be dumped (and therefore is a non-Lua function). if pcall(function() assert(type(value.GetApi) == 'function') end) then -- Check if the value has a GetApi function. local success, result = pcall(string.dump, value.GetApi) -- Try to dump the GetApi function. return result == "unable to dump given function" -- Return whether the GetApi function could be dumped. end return false end function lib.isAnEnum(value) -- Returns whether the value is an enum. return pcall(Enum.Material.GetEnumItems, value) == true end function lib.coerceIntoEnum(value, enum) -- Coerces a value into an enum item, if possible, throws an error otherwise. if lib.isAnEnum(enum) then for _, enum_item in next, enum:GetEnumItems() do if value == enum_item or value == enum_item.Name or value == enum_item.Value then return enum_item end end else error("The 'enum' argument must be an enum.", 2) end error("The value cannot be coerced into a enum item of the specified type.", 2) end function lib.isOfEnumType(value, enum) -- Returns whether 'value' is coercible into an enum item of the type 'enum'. if lib.isAnEnum(enum) then return pcall(lib.coerceIntoEnum, value, enum) == true else error("The 'enum' argument must be an enum.", 2) end end local Color3Value = Instance.new('Color3Value') function lib.isAColor3(value) -- Returns whether 'value' is a Color3 value. return pcall(set, Color3Value, 'Value', value) == true end local CFrameValue = Instance.new('CFrameValue') function lib.isACoordinateFrame(value) -- Returns whether 'value' is a CFrame value. return pcall(set, CFrameValue, 'Value', value) == true end local BrickColor3Value = Instance.new('BrickColorValue') function lib.isABrickColor(value) -- Returns whether 'value' is a BrickColor value. return pcall(set, BrickColor3Value, 'Value', value) == true end local RayValue = Instance.new('RayValue') function lib.isARay(value) -- Returns whether 'value' is a Ray value. return pcall(set, RayValue, 'Value', value) == true end local Vector3Value = Instance.new('Vector3Value') function lib.isAVector3(value) -- Returns whether 'value' is a Vector3 value. return pcall(set, Vector3Value, 'Value', value) == true end function lib.isAVector2(value) -- Returns whether 'value' is a Vector2 value. return pcall(function() return Vector2.new() + value end) == true end local FrameValue = Instance.new('Frame') function lib.isAUdim2(value) -- Returns whether 'value' is a UDim2 value. return pcall(set, FrameValue, 'Position', value) == true end function lib.isAUDim(value) -- Returns whether 'value' is a UDim value. return pcall(function() return UDim.new() + value end) == true end local ArcHandleValue = Instance.new('ArcHandles') function lib.isAAxis(value) -- Returns whether 'value' is an Axes value. return pcall(set, ArcHandleValue, 'Axes', value) == true end local FaceValue = Instance.new('Handles') function lib.isAFace(value) -- Returns whether 'value' is a Faces value. return pcall(set, FaceValue, 'Faces', value) == true end function lib.isASignal(value) -- Returns whether 'value' is a RBXScriptSignal. local success, connection = pcall(function() return Game.AllowedGearTypeChanged.connect(value) end) if success and connection then connection:disconnect() return true end end function lib.getType(value) -- Returns the most specific obtainable type of a value it can. -- Useful for error messages or anything that is meant to be shown to the user. local valueType = type(value) if valueType == 'userdata' then if lib.isAnInstance(value) then return value.ClassName elseif lib.isAColor3(value) then return 'Color3' elseif lib.isACoordinateFrame(value) then return 'CFrame' elseif lib.isABrickColor(value) then return 'BrickColor' elseif lib.isAUDim2(value) then return 'UDim2' elseif lib.isAUDim(value) then return 'UDim' elseif lib.isAVector3(value) then return 'Vector3' elseif lib.isAVector2(value) then return 'Vector2' elseif lib.isARay(value) then return 'Ray' elseif lib.isAnEnum(value) then return 'Enum' elseif lib.isASignal(value) then return 'RBXScriptSignal' elseif lib.isALibrary(value) then return 'RbxLibrary' elseif lib.isAAxis(value) then return 'Axes' elseif lib.isAFace(value) then return 'Faces' end else return valueType; end end function lib.isAnInt(value) -- Returns whether 'value' is an interger or not return type(value) == "number" and value % 1 == 1; end function lib.isPositiveInt(number) -- Returns whether 'value' is a positive interger or not. -- Useful for money transactions, and is used in the method isAnArray ( ) return type(value) == "number" and number > 0 and math.floor(number) == number end function lib.isAnArray(value) -- Returns if 'value' is an array or not if type(value) == "table" then local maxNumber = 0; local totalCount = 0; for index, _ in next, value do if lib.isPositiveInt(index) then maxNumber = math.max(maxNumber, index) totalCount = totalCount + 1 else return false; end end return maxNumber == totalCount; else return false; end end return lib
-- Hook events
Entry.TextBox.FocusLost:Connect( function(submit) return Window:LoseFocus(submit) end ) UserInputService.InputBegan:Connect( function(input, gameProcessed) return Window:BeginInput(input, gameProcessed) end ) Entry.TextBox:GetPropertyChangedSignal("Text"):Connect( function() if Entry.TextBox.Text:match("\t") then -- Eat \t Entry.TextBox.Text = Entry.TextBox.Text:gsub("\t", "") return end if Window.OnTextChanged then Gui.CanvasPosition = Vector2.new(0, math.clamp(Gui.CanvasSize.Height.Offset - 300, 0, math.huge)) return Window.OnTextChanged(Entry.TextBox.Text) end end ) Gui.ChildAdded:Connect(Window.UpdateWindowHeight) return Window
-- When key pressed
function onKeyDown(key) if key == nil then return end key = key:lower() -- Coaxial Machine Gun Control if key == 'f' then if firingMg then return end firingMg = true; while firingMg do if not fireCoax() then firingMg = false; wait() end updateAmmo(); end end -- Switch ammo type if key == 'e' then parts.Engine.BodyGyro.MaxTorque = Vector3.new(0,0,100) print("Flipping Vehicle") wait(5) parts.Engine.BodyGyro.MaxTorque = Vector3.new(0,0,0) end if key == 'q' then if braking then return end braking = true; while braking do if not Brakes() then braking = false; end updateAmmo(); end end end
--------------| SYSTEM SETTINGS |--------------
Prefix = ";"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 3140355872; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 2; -- The minimum rank required to use LoopCommands. MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 4; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 2; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = true; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 2; ["Administrator"] =2; ["Settings"] = 2; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 2; ["HeadAdmin"] = 2; ["Admin"] = 2; ["Mod"] = 2; ["VIP"] = 2; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 2; ["SpecificUsers"] = 5; ["Gamepasses"] = 2; ["Assets"] = 2; ["Groups"] = 2; ["Friends"] = 2; ["FreeAdmin"] = 2; ["VipServerOwner"] = 2; }; RankRequiredToViewIcon = 2; WelcomeRankNotice = false; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = false; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = false; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = true; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; CommandLimitPerMinute = 60; -- Command limit per admin per minute IgnoreCommandLimitPerMinute = 4; -- Rank requires to ignore limit VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397, 1055299}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; }; ChatVoiceAutoEnabled = true; ChatVoiceRequiredRank = 0;
-- Constants for SHA3
do local sh_reg = 29 local function next_bit() local r = sh_reg % 2 sh_reg = bit32_bxor((sh_reg - r) / 2, 142 * r) return r end for idx = 1, 24 do local lo, m = 0, nil for _ = 1, 6 do m = m and m * m * 2 or 1 lo = lo + next_bit() * m end local hi = next_bit() * m sha3_RC_hi[idx], sha3_RC_lo[idx] = hi, lo + hi * hi_factor_keccak end end
-- Tween variables
local tweenInfo = TweenInfo.new( TWEEN_TIME, -- Time Enum.EasingStyle.Quad, -- EasingStyle Enum.EasingDirection.InOut, -- EasingDirection -1, -- RepeatCount (when less than zero the tween will loop indefinitely) true -- Reverses (tween will reverse once reaching its goal) ) local function startTween() -- If the part is already tweening, prevent it from starting a new tween if inTween == true then return end -- Calculate new CFrame for part position local offsetCFrame = CFrame.new(0, TWEEN_MOVE_DISTANCE, 0) local newCFrame = partToTween.CFrame:ToWorldSpace(offsetCFrame) -- Create a tween and play it local tweenPart = TweenService:Create(partToTween, tweenInfo, {CFrame = newCFrame}) tweenPart:Play() inTween = true -- On tween completion, make part ready for another tween tweenPart.Completed:Connect(function() inTween = false end) end startTween() -- Start the animation
-- CONSTRUCTORS
function Icon.new() local self = {} setmetatable(self, Icon) -- Maids (for autocleanup) local maid = Maid.new() self._maid = maid self._hoveringMaid = maid:give(Maid.new()) self._dropdownClippingMaid = maid:give(Maid.new()) self._menuClippingMaid = maid:give(Maid.new()) -- These are the GuiObjects that make up the icon local instances = {} self.instances = instances local iconContainer = maid:give(iconTemplate:Clone()) iconContainer.Visible = true iconContainer.Parent = topbarContainer instances["iconContainer"] = iconContainer instances["iconButton"] = iconContainer.IconButton instances["iconImage"] = instances.iconButton.IconImage instances["iconLabel"] = instances.iconButton.IconLabel instances["iconGradient"] = instances.iconButton.IconGradient instances["iconCorner"] = instances.iconButton.IconCorner instances["iconOverlay"] = iconContainer.IconOverlay instances["iconOverlayCorner"] = instances.iconOverlay.IconOverlayCorner instances["noticeFrame"] = instances.iconButton.NoticeFrame instances["noticeLabel"] = instances.noticeFrame.NoticeLabel instances["captionContainer"] = iconContainer.CaptionContainer instances["captionFrame"] = instances.captionContainer.CaptionFrame instances["captionLabel"] = instances.captionContainer.CaptionLabel instances["captionCorner"] = instances.captionFrame.CaptionCorner instances["captionOverlineContainer"] = instances.captionContainer.CaptionOverlineContainer instances["captionOverline"] = instances.captionOverlineContainer.CaptionOverline instances["captionOverlineCorner"] = instances.captionOverline.CaptionOverlineCorner instances["captionVisibilityBlocker"] = instances.captionFrame.CaptionVisibilityBlocker instances["captionVisibilityCorner"] = instances.captionVisibilityBlocker.CaptionVisibilityCorner instances["tipFrame"] = iconContainer.TipFrame instances["tipLabel"] = instances.tipFrame.TipLabel instances["tipCorner"] = instances.tipFrame.TipCorner instances["dropdownContainer"] = iconContainer.DropdownContainer instances["dropdownFrame"] = instances.dropdownContainer.DropdownFrame instances["dropdownList"] = instances.dropdownFrame.DropdownList instances["menuContainer"] = iconContainer.MenuContainer instances["menuFrame"] = instances.menuContainer.MenuFrame instances["menuList"] = instances.menuFrame.MenuList instances["clickSound"] = iconContainer.ClickSound -- These determine and describe how instances behave and appear self._settings = { action = { ["toggleTransitionInfo"] = {}, ["resizeInfo"] = {}, ["repositionInfo"] = {}, ["captionFadeInfo"] = {}, ["tipFadeInfo"] = {}, ["dropdownSlideInfo"] = {}, ["menuSlideInfo"] = {}, }, toggleable = { ["iconBackgroundColor"] = {instanceNames = {"iconButton"}, propertyName = "BackgroundColor3"}, ["iconBackgroundTransparency"] = {instanceNames = {"iconButton"}, propertyName = "BackgroundTransparency"}, ["iconCornerRadius"] = {instanceNames = {"iconCorner", "iconOverlayCorner"}, propertyName = "CornerRadius"}, ["iconGradientColor"] = {instanceNames = {"iconGradient"}, propertyName = "Color"}, ["iconGradientRotation"] = {instanceNames = {"iconGradient"}, propertyName = "Rotation"}, ["iconImage"] = {callMethods = {self._updateIconSize}, instanceNames = {"iconImage"}, propertyName = "Image"}, ["iconImageColor"] = {instanceNames = {"iconImage"}, propertyName = "ImageColor3"}, ["iconImageTransparency"] = {instanceNames = {"iconImage"}, propertyName = "ImageTransparency"}, ["iconScale"] = {instanceNames = {"iconButton"}, propertyName = "Size"}, ["forcedIconSize"] = {}, ["iconSize"] = {callSignals = {self.updated}, callMethods = {self._updateIconSize}, instanceNames = {"iconContainer"}, propertyName = "Size", tweenAction = "resizeInfo"}, ["iconOffset"] = {instanceNames = {"iconButton"}, propertyName = "Position"}, ["iconText"] = {callMethods = {self._updateIconSize}, instanceNames = {"iconLabel"}, propertyName = "Text"}, ["iconTextColor"] = {instanceNames = {"iconLabel"}, propertyName = "TextColor3"}, ["iconFont"] = {instanceNames = {"iconLabel"}, propertyName = "Font"}, ["iconImageYScale"] = {callMethods = {self._updateIconSize}}, ["iconImageRatio"] = {callMethods = {self._updateIconSize}}, ["iconLabelYScale"] = {callMethods = {self._updateIconSize}}, ["noticeCircleColor"] = {instanceNames = {"noticeFrame"}, propertyName = "ImageColor3"}, ["noticeCircleImage"] = {instanceNames = {"noticeFrame"}, propertyName = "Image"}, ["noticeTextColor"] = {instanceNames = {"noticeLabel"}, propertyName = "TextColor3"}, ["noticeImageTransparency"] = {instanceNames = {"noticeFrame"}, propertyName = "ImageTransparency"}, ["noticeTextTransparency"] = {instanceNames = {"noticeLabel"}, propertyName = "TextTransparency"}, ["baseZIndex"] = {callMethods = {self._updateBaseZIndex}}, ["order"] = {callSignals = {self.updated}, instanceNames = {"iconContainer"}, propertyName = "LayoutOrder"}, ["alignment"] = {callSignals = {self.updated}, callMethods = {self._updateDropdown}}, ["iconImageVisible"] = {instanceNames = {"iconImage"}, propertyName = "Visible"}, ["iconImageAnchorPoint"] = {instanceNames = {"iconImage"}, propertyName = "AnchorPoint"}, ["iconImagePosition"] = {instanceNames = {"iconImage"}, propertyName = "Position", tweenAction = "resizeInfo"}, ["iconImageSize"] = {instanceNames = {"iconImage"}, propertyName = "Size", tweenAction = "resizeInfo"}, ["iconImageTextXAlignment"] = {instanceNames = {"iconImage"}, propertyName = "TextXAlignment"}, ["iconLabelVisible"] = {instanceNames = {"iconLabel"}, propertyName = "Visible"}, ["iconLabelAnchorPoint"] = {instanceNames = {"iconLabel"}, propertyName = "AnchorPoint"}, ["iconLabelPosition"] = {instanceNames = {"iconLabel"}, propertyName = "Position", tweenAction = "resizeInfo"}, ["iconLabelSize"] = {instanceNames = {"iconLabel"}, propertyName = "Size", tweenAction = "resizeInfo"}, ["iconLabelTextXAlignment"] = {instanceNames = {"iconLabel"}, propertyName = "TextXAlignment"}, ["iconLabelTextSize"] = {instanceNames = {"iconLabel"}, propertyName = "TextSize"}, ["noticeFramePosition"] = {instanceNames = {"noticeFrame"}, propertyName = "Position"}, ["clickSoundId"] = {instanceNames = {"clickSound"}, propertyName = "SoundId"}, ["clickVolume"] = {instanceNames = {"clickSound"}, propertyName = "Volume"}, ["clickPlaybackSpeed"] = {instanceNames = {"clickSound"}, propertyName = "PlaybackSpeed"}, ["clickTimePosition"] = {instanceNames = {"clickSound"}, propertyName = "TimePosition"}, }, other = { ["captionBackgroundColor"] = {instanceNames = {"captionFrame"}, propertyName = "BackgroundColor3"}, ["captionBackgroundTransparency"] = {instanceNames = {"captionFrame"}, propertyName = "BackgroundTransparency", group = "caption"}, ["captionBlockerTransparency"] = {instanceNames = {"captionVisibilityBlocker"}, propertyName = "BackgroundTransparency", group = "caption"}, ["captionOverlineColor"] = {instanceNames = {"captionOverline"}, propertyName = "BackgroundColor3"}, ["captionOverlineTransparency"] = {instanceNames = {"captionOverline"}, propertyName = "BackgroundTransparency", group = "caption"}, ["captionTextColor"] = {instanceNames = {"captionLabel"}, propertyName = "TextColor3"}, ["captionTextTransparency"] = {instanceNames = {"captionLabel"}, propertyName = "TextTransparency", group = "caption"}, ["captionFont"] = {instanceNames = {"captionLabel"}, propertyName = "Font"}, ["captionCornerRadius"] = {instanceNames = {"captionCorner", "captionOverlineCorner", "captionVisibilityCorner"}, propertyName = "CornerRadius"}, ["tipBackgroundColor"] = {instanceNames = {"tipFrame"}, propertyName = "BackgroundColor3"}, ["tipBackgroundTransparency"] = {instanceNames = {"tipFrame"}, propertyName = "BackgroundTransparency", group = "tip"}, ["tipTextColor"] = {instanceNames = {"tipLabel"}, propertyName = "TextColor3"}, ["tipTextTransparency"] = {instanceNames = {"tipLabel"}, propertyName = "TextTransparency", group = "tip"}, ["tipFont"] = {instanceNames = {"tipLabel"}, propertyName = "Font"}, ["tipCornerRadius"] = {instanceNames = {"tipCorner"}, propertyName = "CornerRadius"}, ["dropdownSize"] = {instanceNames = {"dropdownContainer"}, propertyName = "Size", unique = "dropdown"}, ["dropdownCanvasSize"] = {instanceNames = {"dropdownFrame"}, propertyName = "CanvasSize"}, ["dropdownMaxIconsBeforeScroll"] = {callMethods = {self._updateDropdown}}, ["dropdownMinWidth"] = {callMethods = {self._updateDropdown}}, ["dropdownSquareCorners"] = {callMethods = {self._updateDropdown}}, ["dropdownBindToggleToIcon"] = {}, ["dropdownToggleOnLongPress"] = {}, ["dropdownToggleOnRightClick"] = {}, ["dropdownCloseOnTapAway"] = {}, ["dropdownHidePlayerlistOnOverlap"] = {}, ["dropdownListPadding"] = {callMethods = {self._updateDropdown}, instanceNames = {"dropdownList"}, propertyName = "Padding"}, ["dropdownAlignment"] = {callMethods = {self._updateDropdown}}, ["dropdownScrollBarColor"] = {instanceNames = {"dropdownFrame"}, propertyName = "ScrollBarImageColor3"}, ["dropdownScrollBarTransparency"] = {instanceNames = {"dropdownFrame"}, propertyName = "ScrollBarImageTransparency"}, ["dropdownScrollBarThickness"] = {instanceNames = {"dropdownFrame"}, propertyName = "ScrollBarThickness"}, ["dropdownIgnoreClipping"] = {callMethods = {self._dropdownIgnoreClipping}}, ["menuSize"] = {instanceNames = {"menuContainer"}, propertyName = "Size", unique = "menu"}, ["menuCanvasSize"] = {instanceNames = {"menuFrame"}, propertyName = "CanvasSize"}, ["menuMaxIconsBeforeScroll"] = {callMethods = {self._updateMenu}}, ["menuBindToggleToIcon"] = {}, ["menuToggleOnLongPress"] = {}, ["menuToggleOnRightClick"] = {}, ["menuCloseOnTapAway"] = {}, ["menuListPadding"] = {callMethods = {self._updateMenu}, instanceNames = {"menuList"}, propertyName = "Padding"}, ["menuDirection"] = {callMethods = {self._updateMenu}}, ["menuScrollBarColor"] = {instanceNames = {"menuFrame"}, propertyName = "ScrollBarImageColor3"}, ["menuScrollBarTransparency"] = {instanceNames = {"menuFrame"}, propertyName = "ScrollBarImageTransparency"}, ["menuScrollBarThickness"] = {instanceNames = {"menuFrame"}, propertyName = "ScrollBarThickness"}, ["menuIgnoreClipping"] = {callMethods = {self._menuIgnoreClipping}}, } } --------------------------------- self._groupSettings = {} for _, settingsDetails in pairs(self._settings) do for settingName, settingDetail in pairs(settingsDetails) do local group = settingDetail.group if group then local groupSettings = self._groupSettings[group] if not groupSettings then groupSettings = {} self._groupSettings[group] = groupSettings end table.insert(groupSettings, settingName) settingDetail.forcedGroupValue = DEFAULT_FORCED_GROUP_VALUES[group] settingDetail.useForcedGroupValue = true end end end --------------------------------- -- The setting values themselves will be set within _settings -- Setup a dictionary to make it quick and easy to reference setting by name self._settingsDictionary = {} -- Some instances require unique behaviours. These are defined with the 'unique' key -- for instance, we only want caption transparency effects to be applied on hovering self._uniqueSettings = {} self._uniqueSettingsDictionary = {} self.uniqueValues = {} local uniqueBehaviours = { ["dropdown"] = function(settingName, instance, propertyName, value) local tweenInfo = self:get("dropdownSlideInfo") local bindToggleToIcon = self:get("dropdownBindToggleToIcon") local hidePlayerlist = self:get("dropdownHidePlayerlistOnOverlap") == true and self:get("alignment") == "right" local dropdownContainer = self.instances.dropdownContainer local dropdownFrame = self.instances.dropdownFrame local newValue = value local isOpen = true local isDeselected = not self.isSelected if bindToggleToIcon == false then isDeselected = not self.dropdownOpen end local isSpecialPressing = self._longPressing or self._rightClicking if self._tappingAway or (isDeselected and not isSpecialPressing) or (isSpecialPressing and self.dropdownOpen) then local dropdownSize = self:get("dropdownSize") local XOffset = (dropdownSize and dropdownSize.X.Offset/1) or 0 newValue = UDim2.new(0, XOffset, 0, 0) isOpen = false end if #self.dropdownIcons > 0 and isOpen and hidePlayerlist then if starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.PlayerList) then starterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false) end IconController._bringBackPlayerlist = (IconController._bringBackPlayerlist and IconController._bringBackPlayerlist + 1) or 1 self._bringBackPlayerlist = true elseif self._bringBackPlayerlist and not isOpen and IconController._bringBackPlayerlist then IconController._bringBackPlayerlist -= 1 if IconController._bringBackPlayerlist <= 0 then IconController._bringBackPlayerlist = nil starterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, true) end self._bringBackPlayerlist = nil end local tween = tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}) local connection connection = tween.Completed:Connect(function() connection:Disconnect() --dropdownContainer.ClipsDescendants = not self.dropdownOpen end) tween:Play() if isOpen then dropdownFrame.CanvasPosition = self._dropdownCanvasPos else self._dropdownCanvasPos = dropdownFrame.CanvasPosition end self.dropdownOpen = isOpen self:_decideToCallSignal("dropdown") end, ["menu"] = function(settingName, instance, propertyName, value) local tweenInfo = self:get("menuSlideInfo") local bindToggleToIcon = self:get("menuBindToggleToIcon") local menuContainer = self.instances.menuContainer local menuFrame = self.instances.menuFrame local newValue = value local isOpen = true local isDeselected = not self.isSelected if bindToggleToIcon == false then isDeselected = not self.menuOpen end local isSpecialPressing = self._longPressing or self._rightClicking if self._tappingAway or (isDeselected and not isSpecialPressing) or (isSpecialPressing and self.menuOpen) then local menuSize = self:get("menuSize") local YOffset = (menuSize and menuSize.Y.Offset/1) or 0 newValue = UDim2.new(0, 0, 0, YOffset) isOpen = false end if isOpen ~= self.menuOpen then self.updated:Fire() end if isOpen and tweenInfo.EasingDirection == Enum.EasingDirection.Out then tweenInfo = TweenInfo.new(tweenInfo.Time, tweenInfo.EasingStyle, Enum.EasingDirection.In) end local tween = tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}) local connection connection = tween.Completed:Connect(function() connection:Disconnect() --menuContainer.ClipsDescendants = not self.menuOpen end) tween:Play() if isOpen then if self._menuCanvasPos then menuFrame.CanvasPosition = self._menuCanvasPos end else self._menuCanvasPos = menuFrame.CanvasPosition end self.menuOpen = isOpen self:_decideToCallSignal("menu") end, } for settingsType, settingsDetails in pairs(self._settings) do for settingName, settingDetail in pairs(settingsDetails) do if settingsType == "toggleable" then settingDetail.values = settingDetail.values or { deselected = nil, selected = nil, } else settingDetail.value = nil end settingDetail.additionalValues = {} settingDetail.type = settingsType self._settingsDictionary[settingName] = settingDetail -- local uniqueCat = settingDetail.unique if uniqueCat then local uniqueCatArray = self._uniqueSettings[uniqueCat] or {} table.insert(uniqueCatArray, settingName) self._uniqueSettings[uniqueCat] = uniqueCatArray self._uniqueSettingsDictionary[settingName] = uniqueBehaviours[uniqueCat] end -- end end -- Signals (events) self.updated = maid:give(Signal.new()) self.selected = maid:give(Signal.new()) self.deselected = maid:give(Signal.new()) self.toggled = maid:give(Signal.new()) self.hoverStarted = maid:give(Signal.new()) self.hoverEnded = maid:give(Signal.new()) self.dropdownOpened = maid:give(Signal.new()) self.dropdownClosed = maid:give(Signal.new()) self.menuOpened = maid:give(Signal.new()) self.menuClosed = maid:give(Signal.new()) self.notified = maid:give(Signal.new()) self._endNotices = maid:give(Signal.new()) self._ignoreClippingChanged = maid:give(Signal.new()) -- Connections -- This enables us to chain icons and features like menus and dropdowns together without them being hidden by parent frame with ClipsDescendants enabled local function setFeatureChange(featureName, value) local parentIcon = self._parentIcon self:set(featureName.."IgnoreClipping", value) if value == true and parentIcon then local connection = parentIcon._ignoreClippingChanged:Connect(function(_, value) self:set(featureName.."IgnoreClipping", value) end) local endConnection endConnection = self[featureName.."Closed"]:Connect(function() endConnection:Disconnect() connection:Disconnect() end) end end self.dropdownOpened:Connect(function() setFeatureChange("dropdown", true) end) self.dropdownClosed:Connect(function() setFeatureChange("dropdown", false) end) self.menuOpened:Connect(function() setFeatureChange("menu", true) end) self.menuClosed:Connect(function() setFeatureChange("menu", false) end) --]] -- Properties self.deselectWhenOtherIconSelected = true self.name = "" self.isSelected = false self.presentOnTopbar = true self.accountForWhenDisabled = false self.enabled = true self.hovering = false self.tipText = nil self.captionText = nil self.totalNotices = 0 self.notices = {} self.dropdownIcons = {} self.menuIcons = {} self.dropdownOpen = false self.menuOpen = false self.locked = false self.topPadding = UDim.new(0, 4) self.targetPosition = nil self.toggleItems = {} self.lockedSettings = {} -- Private Properties self._draggingFinger = false self._updatingIconSize = true self._previousDropdownOpen = false self._previousMenuOpen = false self._bindedToggleKeys = {} self._bindedEvents = {} -- Apply start values self:setName("UnnamedIcon") self:setTheme(DEFAULT_THEME, true) -- Input handlers -- Calls deselect/select when the icon is clicked instances.iconButton.MouseButton1Click:Connect(function() if self._draggingFinger then return false elseif self.isSelected then self:deselect() return true end self:select() end) instances.iconButton.MouseButton2Click:Connect(function() self._rightClicking = true if self:get("dropdownToggleOnRightClick") == true then self:_update("dropdownSize") end if self:get("menuToggleOnRightClick") == true then self:_update("menuSize") end self._rightClicking = false end) -- Shows/hides the dark overlay when the icon is presssed/released instances.iconButton.MouseButton1Down:Connect(function() if self.locked then return end self:_updateStateOverlay(0.7, Color3.new(0, 0, 0)) end) instances.iconButton.MouseButton1Up:Connect(function() if self.locked then return end self:_updateStateOverlay(0.9, Color3.new(1, 1, 1)) end) -- Tap away + KeyCode toggles userInputService.InputBegan:Connect(function(input, touchingAnObject) local validTapAwayInputs = { [Enum.UserInputType.MouseButton1] = true, [Enum.UserInputType.MouseButton2] = true, [Enum.UserInputType.MouseButton3] = true, [Enum.UserInputType.Touch] = true, } if not touchingAnObject and validTapAwayInputs[input.UserInputType] then self._tappingAway = true if self.dropdownOpen and self:get("dropdownCloseOnTapAway") == true then self:_update("dropdownSize") end if self.menuOpen and self:get("menuCloseOnTapAway") == true then self:_update("menuSize") end self._tappingAway = false end -- if self._bindedToggleKeys[input.KeyCode] and not touchingAnObject then if self.isSelected then self:deselect() else self:select() end end -- end) -- hoverStarted and hoverEnded triggers and actions -- these are triggered when a mouse enters/leaves the icon with a mouse, is highlighted with -- a controller selection box, or dragged over with a touchpad self.hoverStarted:Connect(function(x, y) self.hovering = true if not self.locked then self:_updateStateOverlay(0.9, Color3.fromRGB(255, 255, 255)) end self:_updateHovering() end) self.hoverEnded:Connect(function() self.hovering = false self:_updateStateOverlay(1) self._hoveringMaid:clean() self:_updateHovering() end) instances.iconButton.MouseEnter:Connect(function(x, y) -- Mouse (started) self.hoverStarted:Fire(x, y) end) instances.iconButton.MouseLeave:Connect(function() -- Mouse (ended) self.hoverEnded:Fire() end) instances.iconButton.SelectionGained:Connect(function() -- Controller (started) self.hoverStarted:Fire() end) instances.iconButton.SelectionLost:Connect(function() -- Controller (ended) self.hoverEnded:Fire() end) instances.iconButton.MouseButton1Down:Connect(function() -- TouchPad (started) if self._draggingFinger then self.hoverStarted:Fire() end -- Long press check local heartbeatConnection local releaseConnection local longPressTime = 0.7 local endTick = tick() + longPressTime heartbeatConnection = runService.Heartbeat:Connect(function() if tick() >= endTick then releaseConnection:Disconnect() heartbeatConnection:Disconnect() self._longPressing = true if self:get("dropdownToggleOnLongPress") == true then self:_update("dropdownSize") end if self:get("menuToggleOnLongPress") == true then self:_update("menuSize") end self._longPressing = false end end) releaseConnection = instances.iconButton.MouseButton1Up:Connect(function() releaseConnection:Disconnect() heartbeatConnection:Disconnect() end) end) if userInputService.TouchEnabled then instances.iconButton.MouseButton1Up:Connect(function() -- TouchPad (ended), this was originally enabled for non-touchpads too if self.hovering then self.hoverEnded:Fire() end end) -- This is used to highlight when a mobile/touch device is dragging their finger accross the screen -- this is important for determining the hoverStarted and hoverEnded events on mobile local dragCount = 0 userInputService.TouchMoved:Connect(function(touch, touchingAnObject) if touchingAnObject then return end self._draggingFinger = true end) userInputService.TouchEnded:Connect(function() self._draggingFinger = false end) end -- Finish self._updatingIconSize = false self:_updateIconSize() IconController.iconAdded:Fire(self) return self end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Humanoid) pose = "Standing" end end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end 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 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 local lastTick = 0 function stepAnimate(currentTime) local amplitude = 1 local frequency = 1 local deltaTime = currentTime - lastTick lastTick = currentTime 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", 0.2, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = Character:FindFirstChildOfClass("Tool") end
--[[ Loadin' Dem Stats --]]
game.Players.PlayerAdded:connect(function(player) local datastore = game:GetService("DataStoreService"):GetDataStore(player.Name.."Stats") player:WaitForChild("leaderstats") wait(1) local stats = player:FindFirstChild("leaderstats"):GetChildren() for i = 1, #stats do stats[i].Value = datastore:GetAsync(stats[i].Name) print("stat numba "..i.." has been found") end end)
--[[** Links several instances to a janitor, which is then returned. @param [t:...Instance] ... All the instances you want linked. @returns [t:Janitor] A janitor that can be used to manually disconnect all LinkToInstances. **--]]
function Janitor.__index:LinkToInstances(...) local ManualCleanup = Janitor.new() for _, Object in ipairs({...}) do ManualCleanup:Add(self:LinkToInstance(Object, true), "Disconnect") end return ManualCleanup end return Janitor
--// All global vars will be wiped/replaced except script --// All guis are autonamed using client.Functions.GetRandom()
return function(data) local gui = service.New("ScreenGui") local mode = data.Mode local gTable = client.UI.Register(gui, {Name = "Effect"}) local BindEvent = gTable.BindEvent client.UI.Remove("Effect", gui) gTable:Ready() if mode == "Off" or not mode then gTable:Destroy() elseif mode == "Pixelize" then local frame = Instance.new("Frame",gui) local camera = workspace.CurrentCamera local pixels = {} local resY = data.Resolution or 20 local resX = data.Resolution or 20 local depth = 0 local distance = data.Distance or 80 local function renderScreen() for i,pixel in pairs(pixels) do local ray = camera:ScreenPointToRay(pixel.X,pixel.Y,depth) local part, endPoint = workspace:FindPartOnRay(Ray.new(ray.Origin,ray.Direction*distance)) if part and part.Transparency < 1 then pixel.Pixel.BackgroundColor3 = part.BrickColor.Color else pixel.Pixel.BackgroundColor3 = Color3.fromRGB(105, 170, 255) end end end frame.Size = UDim2.new(1,0,1,40) frame.Position = UDim2.new(0,0,0,-35) for y = 0,gui.AbsoluteSize.Y+50,resY do for x = 0,gui.AbsoluteSize.X+30,resX do local pixel = Instance.new("TextLabel") pixel.Text = "" pixel.BorderSizePixel = 0 pixel.Size = UDim2.new(0,resX,0,resY) pixel.Position = UDim2.new(0,x-(resX/2),0,y-(resY/2)) pixel.BackgroundColor3 = Color3.fromRGB(105, 170, 255) pixel.Parent = frame table.insert(pixels,{Pixel = pixel,X = x, Y = y}) end end while wait() and not gTable.Destroyed and gui.Parent do if not gTable.Destroyed and not gTable.Active then wait(5) else renderScreen() end end gTable:Destroy() elseif mode == "FadeOut" then service.StarterGui:SetCore("TopbarEnabled",false) service.UserInputService.MouseIconEnabled = false for i,v in pairs(service.PlayerGui:GetChildren()) do pcall(function() if v~=gui then v:Destroy() end end) end local bg = Instance.new("Frame", gui) bg.BackgroundTransparency = 1 bg.BackgroundColor3 = Color3.new(0,0,0) bg.Size = UDim2.new(2,0,2,0) bg.Position = UDim2.new(-0.5,0,-0.5,0) for i = 1,0,-0.01 do bg.BackgroundTransparency = i wait(0.1) end bg.BackgroundTransparency = 0 client.Functions.BrickBlur(true,0,BrickColor.new("Really black")) elseif mode == "Trippy" then local v = service.Player local bg = Instance.new("Frame", gui) bg.BackgroundColor3 = Color3.new(0,0,0) bg.BackgroundTransparency = 0 bg.Size = UDim2.new(10,0,10,0) bg.Position = UDim2.new(-5,0,-5,0) bg.ZIndex = 10 while gui and gui.Parent do wait(1/44) bg.BackgroundColor3 = Color3.new(math.random(255)/255,math.random(255)/255,math.random(255)/255) end if gui then gui:Destroy() end elseif mode == "Spooky" then local frame = Instance.new("Frame",gui) frame.BackgroundColor3=Color3.new(0,0,0) frame.Size=UDim2.new(1,0,1,50) frame.Position=UDim2.new(0,0,0,-50) local img = Instance.new("ImageLabel",frame) img.Position = UDim2.new(0,0,0,0) img.Size = UDim2.new(1,0,1,0) img.BorderSizePixel = 0 img.BackgroundColor3 = Color3.new(0,0,0) local textures = { 299735022; 299735054; 299735082; 299735103; 299735133; 299735156; 299735177; 299735198; 299735219; 299735245; 299735269; 299735289; 299735304; 299735320; 299735332; 299735361; 299735379; } local sound = Instance.new("Sound",gui) sound.SoundId = "rbxassetid://174270407" sound.Looped = true sound:Play() while gui and gui.Parent do for i=1,#textures do img.Image = "rbxassetid://"..textures[i] wait(0.1) end end sound:Stop() elseif mode == "lifeoftheparty" then local frame = Instance.new("Frame",gui) frame.BackgroundColor3 = Color3.new(0,0,0) frame.Size = UDim2.new(1,0,1,50) frame.Position = UDim2.new(0,0,0,-50) local img = Instance.new("ImageLabel",frame) img.Position = UDim2.new(0,0,0,0) img.Size = UDim2.new(1,0,1,0) img.BorderSizePixel = 0 img.BackgroundColor3 = Color3.new(0,0,0) local textures = { 299733203; 299733248; 299733284; 299733309; 299733355; 299733386; 299733404; 299733425; 299733472; 299733489; 299733501; 299733523; 299733544; 299733551; 299733564; 299733570; 299733581; 299733597; 299733609; 299733621; 299733632; 299733640; 299733648; 299733663; 299733674; 299733694; } local sound = Instance.new("Sound",gui) sound.SoundId = "rbxassetid://172906410" sound.Looped = true sound:Play() while gui and gui.Parent do for i=1,#textures do img.Image = "rbxassetid://"..textures[i] wait(0.1) end end sound:Stop() elseif mode == "Strobe" then local bg = Instance.new("Frame", gui) bg.BackgroundColor3 = Color3.new(0,0,0) bg.BackgroundTransparency = 0 bg.Size = UDim2.new(10,0,10,0) bg.Position = UDim2.new(-5,0,-5,0) bg.ZIndex = 10 while gui and gui.Parent do wait(1/44) bg.BackgroundColor3 = Color3.new(1,1,1) wait(1/44) bg.BackgroundColor3 = Color3.new(0,0,0) end if gui then gui:Destroy() end elseif mode == "Blind" then local bg = Instance.new("Frame", gui) bg.BackgroundColor3 = Color3.new(0,0,0) bg.BackgroundTransparency = 0 bg.Size = UDim2.new(10,0,10,0) bg.Position = UDim2.new(-5,0,-5,0) bg.ZIndex = 10 elseif mode == "ScreenImage" then local bg = Instance.new("ImageLabel", gui) bg.Image="rbxassetid://"..data.Image bg.BackgroundColor3 = Color3.new(0,0,0) bg.BackgroundTransparency = 0 bg.Size = UDim2.new(1,0,1,0) bg.Position = UDim2.new(0,0,0,0) bg.ZIndex = 10 end end
--M4 Variables
local m4 = script.Parent:WaitForChild("M4") local m4Weld = m4:WaitForChild("M4 Weld") local barrel = script.Parent:WaitForChild("Barrel") local aimer = script.Parent:WaitForChild("Aimer") local aimerWeld = aimer:WaitForChild("Aimer Weld")
--[[** <description> Saves the data to the data store. Called when a player leaves. </description> **--]]
function DataStore:Save() local success, result = self:SaveAsync():await() if success then print("saved " .. self.Name) else error(result) end end
-- Function to play an audio asset
AudioPlayer.playAudio = function(asset) if not asset then warn("Could not find audio asset: " .. asset) return end if not asset.IsLoaded then asset.Loaded:wait() end asset:Play() end AudioPlayer.pauseAudio = function(asset) if asset.IsPlaying then AudioPlayer.reduceVolume(asset, 0) asset:Pause() end end AudioPlayer.resumeAudio = function(asset) if asset.IsPaused then asset:Resume() AudioPlayer.increaseVolume(asset, 0.5) end end AudioPlayer.reduceVolume = function(asset, goalVolume) for i = asset.Volume, goalVolume, -0.02 do asset.Volume = i wait() end end AudioPlayer.increaseVolume = function(asset, goalVolume) for i = 0, goalVolume, 0.02 do asset.Volume = i wait() end end AudioPlayer.getCurrentlyPlaying = function(assets) for _, asset in ipairs(assets) do if asset.IsPlaying then return asset end end end AudioPlayer.getCurrentlyPaused = function(assets) for _, asset in ipairs(assets) do if asset.IsPaused and asset.TimePosition > 0 then return asset end end end return AudioPlayer
--------END RIGHT DOOR --------
game.Workspace.post1.Light.BrickColor = BrickColor.new(133) game.Workspace.post2.Light.BrickColor = BrickColor.new(133) end wait(0.15) if game.Workspace.DoorFlashing.Value == true then
--------------------------CHARACTER CONTROL-------------------------------
local CurrentIgnoreList local CurrentIgnoreTag = nil local TaggedInstanceAddedConnection = nil local TaggedInstanceRemovedConnection = nil local function GetCharacter() return Player and Player.Character end local function UpdateIgnoreTag(newIgnoreTag) if newIgnoreTag == CurrentIgnoreTag then return end if TaggedInstanceAddedConnection then TaggedInstanceAddedConnection:Disconnect() TaggedInstanceAddedConnection = nil end if TaggedInstanceRemovedConnection then TaggedInstanceRemovedConnection:Disconnect() TaggedInstanceRemovedConnection = nil end CurrentIgnoreTag = newIgnoreTag CurrentIgnoreList = {GetCharacter()} if CurrentIgnoreTag ~= nil then local ignoreParts = CollectionService:GetTagged(CurrentIgnoreTag) for _, ignorePart in ipairs(ignoreParts) do table.insert(CurrentIgnoreList, ignorePart) end TaggedInstanceAddedConnection = CollectionService:GetInstanceAddedSignal( CurrentIgnoreTag):Connect(function(ignorePart) table.insert(CurrentIgnoreList, ignorePart) end) TaggedInstanceRemovedConnection = CollectionService:GetInstanceRemovedSignal( CurrentIgnoreTag):Connect(function(ignorePart) for i = 1, #CurrentIgnoreList do if CurrentIgnoreList[i] == ignorePart then CurrentIgnoreList[i] = CurrentIgnoreList[#CurrentIgnoreList] table.remove(CurrentIgnoreList) break end end end) end end local function getIgnoreList() if CurrentIgnoreList then return CurrentIgnoreList end CurrentIgnoreList = {} table.insert(CurrentIgnoreList, GetCharacter()) return CurrentIgnoreList end
--//Script
Plaka() print(Stats.Plate.Value) CarColor() Stats.Locked.Changed:Connect(function() ToogleLock(Stats.Locked.Value) end) Stats.Color.Changed:Connect(function() CarColor() end) Fuel = script.Parent.Parent.Stats.Fuel MainPart = script.Parent.Parent.Body.Main while wait(.5) do if oldpos == nil then oldpos = MainPart.Position else newpos = MainPart.Position Fuel.Value = Fuel.Value - (oldpos - newpos).Magnitude/150 oldpos = newpos end end
--[=[ http://reactivex.io/documentation/operators/just.html ```lua Rx.of(1, 2, 3):Subscribe(print, function() print("Complete") end)) --> 1, 2, 3, "Complete" ``` @param ... any -- Arguments to emit @return Observable ]=]
function Rx.of(...) local args = table.pack(...) return Observable.new(function(sub) for i=1, args.n do sub:Fire(args[i]) end sub:Complete() end) end
-- Print version
print(gameRules.Version) print("Ina's Ro-Combat Mod: Patch v1.2.3")
-- Place this script in a LocalScript
local toolName = "Him" -- The name of the tool to give local tool = game.Workspace:FindFirstChild('Him')
--[[** ensures value is NaN @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
function t.nan(value) local valueType = typeof(value) if valueType == "number" then if value ~= value then return true else return false, "unexpected non-NaN value" end else return false, string.format("number expected, got %s", valueType) end end
--- DONT TOUCH ---
local UIS = game:GetService("UserInputService") local RunService = game:GetService("RunService") local TweenService = game:GetService("TweenService") local player = game.Players.LocalPlayer local char = player.Character or player.CharacterAdded:Wait() local Values = script.Parent.Parent:WaitForChild("Values") local car = script.Parent.Parent.Car.Value local DriveSeat = car:WaitForChild("DriveSeat") local Tune = require(car:WaitForChild("A-Chassis Tune")) local IsOn = Values.Parent:WaitForChild("IsOn") local LightEvent = car:WaitForChild("LightEvent") local LI = script.Values.Left local RI = script.Values.Right local H = script.Values.Hazard local RL = script.Values.RunningLights local HL = script.Values.Headlights local setup = false local current_seq_seg = 1 local flashing = false local parklightActive = false local fogActive = false local popupsActive = false local gui_tweeninfo = TweenInfo.new(0.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local indgui_tweeninfo = TweenInfo.new(Indicator_Flash_Rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) function input(key, gameprocessed) if not gameprocessed then if key.KeyCode == Headlights then if HL.Value == 0 then HL.Value = 1 LightEvent:FireServer("Headlights", Low_Beam_Brightness, 0.2, 48, parklightActive, Popups_Enabled, Headlight_Type, HL.Value) LightEvent:FireServer("RearLights", Rear_Light_Type, Rear_Light_Brightness, 0.2, Trunk_Lights) if fogActive then LightEvent:FireServer("FogLights", Fog_Light_Brightness, 0.02, Fog_Light_Type) TweenService:Create(script.Parent.FogLights, gui_tweeninfo, {ImageTransparency = 0}):Play() end TweenService:Create(script.Parent.LowBeams, gui_tweeninfo, {ImageTransparency = 0}):Play() elseif HL.Value == 1 then HL.Value = 2 LightEvent:FireServer("Headlights", High_Beam_Brightness, 0.02, 60, parklightActive, Popups_Enabled, Headlight_Type, HL.Value) TweenService:Create(script.Parent.LowBeams, gui_tweeninfo, {ImageTransparency = 1}):Play() TweenService:Create(script.Parent.HighBeams, gui_tweeninfo, {ImageTransparency = 0}):Play() elseif HL.Value == 2 then HL.Value = 0 LightEvent:FireServer("Headlights", 0, 1, 60, parklightActive, Popups_Enabled, Headlight_Type, HL.Value) LightEvent:FireServer("RearLights", Rear_Light_Type, 0, 1, Trunk_Lights) LightEvent:FireServer("FogLights", 0, 1, Fog_Light_Type) TweenService:Create(script.Parent.LowBeams, gui_tweeninfo, {ImageTransparency = 1}):Play() TweenService:Create(script.Parent.HighBeams, gui_tweeninfo, {ImageTransparency = 1}):Play() TweenService:Create(script.Parent.FogLights, gui_tweeninfo, {ImageTransparency = 1}):Play() end if Plate_Lights then if HL.Value >= 1 then LightEvent:FireServer("PlateLights", true, Plate_Light_Type) else LightEvent:FireServer("PlateLights", false, Plate_Light_Type) end end elseif key.KeyCode == Popups then if Popups_Enabled then if popupsActive == false then LightEvent:FireServer("Popups", true, Popups_Enabled, Popup_Hinge_Angle) popupsActive = true else LightEvent:FireServer("Popups", false, Popups_Enabled, Popup_Hinge_Angle) popupsActive = false end end elseif key.KeyCode == RunningLights then if not parklightActive then parklightActive = true TweenService:Create(script.Parent.ParkLights, gui_tweeninfo, {ImageTransparency = 0}):Play() else parklightActive = false TweenService:Create(script.Parent.ParkLights, gui_tweeninfo, {ImageTransparency = 1}):Play() end if HL.Value == 0 then LightEvent:FireServer("Headlights", 0, 1, 60, parklightActive, Popups_Enabled, Headlight_Type, HL.Value) end elseif key.KeyCode == FogLights then if HL.Value > 0 then if not fogActive then LightEvent:FireServer("FogLights", Fog_Light_Brightness, 0.02, Fog_Light_Type) TweenService:Create(script.Parent.FogLights, gui_tweeninfo, {ImageTransparency = 0}):Play() fogActive = true else LightEvent:FireServer("FogLights", 0, 1, Fog_Light_Type) TweenService:Create(script.Parent.FogLights, gui_tweeninfo, {ImageTransparency = 1}):Play() fogActive = false end else if not fogActive then fogActive = true else fogActive = false end end elseif key.KeyCode == Flash then if not flashing then end elseif key.KeyCode == SignalLeft then if not LI.Value then LI.Value = true script.StackOn:Play() else LI.Value = false script.StackOff:Play() end elseif key.KeyCode == SignalRight then if not RI.Value then RI.Value = true script.StackOn:Play() else RI.Value = false script.StackOff:Play() end elseif key.KeyCode == Hazards then if not H.Value then H.Value = true else H.Value = false end end end end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "String broke reality" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- << FUNCTIONS >>
function module:InsertStat(key, statName, value, specificData) if updating and not specificData then repeat wait(0.1) until not updating end key = tostring(key) if specificData then table.insert(specificData[statName], value) specificData.DataToUpdate = true else table.insert(main.sd[key][statName], value) main.sd[key].DataToUpdate = true end end function module:ChangeStat(key, statName, newValue) if updating then repeat wait(0.1) until not updating end main.sd[key][statName] = newValue main.sd[key].DataToUpdate = true end
--Services
local Players = game:GetService("Players")
-- This function actually creates the weld.
function CreateWeld(x, y) local weld = Instance.new("Weld") weld.Part0 = x weld.Part1 = y weld.C0 = x.CFrame:inverse() * x.CFrame weld.C1 = y.CFrame:inverse() * x.CFrame weld.Parent = x return weld end
--Enter the name of the model you want to go to here. ------------------------------------
modelname="Head"
--------[LOCAL FUNCTIONS]-------- ----[UPDATE SLIDER POSITIONS]----
local function RGBSliderMovement(MouseX, z, i) --z = ColorPicker, i = RGBSlider if MouseX > (RGBSliderHitboxes[z][i].AbsolutePosition.X) and MouseX < (RGBSliderHitboxes[z][i].AbsolutePosition.X + RGBSliderHitboxes[z][i].AbsoluteSize.X) then RGBSliders[z][i].Position = UDim2.new(0, MouseX - RGBSliderHitboxes[z][i].AbsolutePosition.X, RGBSliders[z][i].Position.Y.Scale, 0) elseif MouseX < (RGBSliderHitboxes[z][i].AbsolutePosition.X) then RGBSliders[z][i].Position = UDim2.new(0, 0, RGBSliders[z][i].Position.Y.Scale, 0) elseif MouseX > (RGBSliderHitboxes[z][i].AbsolutePosition.X + RGBSliderHitboxes[z][i].AbsoluteSize.X) then RGBSliders[z][i].Position = UDim2.new(0, RGBSliderHitboxes[z][i].AbsoluteSize.X + 1, RGBSliders[z][i].Position.Y.Scale, 0) end RGBInputs[z][i].Text = math.floor(((RGBSliders[z][i].Position.X.Offset / RGBSliderHitboxes[z][i].AbsoluteSize.X) * 255)) PreviewColor[z].BackgroundColor3 = Color3.fromRGB(tonumber(RGBInputs[z][1].Text), tonumber(RGBInputs[z][2].Text), tonumber(RGBInputs[z][3].Text)) end
--[[local gui = Instance.new("ScreenGui") local bg = Instance.new("Frame",gui) local bar = Instance.new("Frame",bg) local bvl = Instance.new("ImageLabel", bg) bvl.Name = "Bevel" bvl.BackgroundTransparency = 1 bvl.Image = "http://www.roblox.com/asset/?id=56852431" bvl.Size = UDim2.new(1,0,1,0) bg.Name = "Back" bar.Name = "Charge" bar.BackgroundColor3 = Color3.new(200/255,0/255,0/255) bg.BackgroundColor3 = Color3.new(200/255,200/255,200/255) bg.Size = UDim2.new(0,10,0,-100) bg.Position = UDim2.new(0,5,0,500) bar.Size = UDim2.new(0,4,-1,0) bar.Position = UDim2.new(0,3,1,0) ggui = gui:Clone() ggui.Name = "GunGui" ggui.Back.Charge.Size = UDim2.new(0,4,-(script.Charge.Value/100),0)]]
GroupID = 9999 function AntiGH(char1,char2) if GH then local plyr1 = game.Players:findFirstChild(char1.Name) local plyr2 = game.Players:findFirstChild(char2.Name) if plyr1 and plyr2 then if plyr1:IsInGroup(GroupID) and plyr2:IsInGroup(GroupID) then return false end end return true elseif not GH then return true end end MaxDist = 1000 function RayCast(Start,End,Ignore) if WallShoot then ray1 = Ray.new(Start, End.unit * 999.999) local Part1, TempPos = Workspace:FindPartOnRay(ray1,Ignore) ray2 = Ray.new(TempPos, End.unit * 999.999) local Part2, EndPos = Workspace:FindPartOnRay(ray2,Part1) return Part1, Part2, EndPos elseif not WallShoot then ray = Ray.new(Start, End.unit * 999.999) return Workspace:FindPartOnRay(ray,Ignore) end end function DmgPlr(Part) if Part ~= nil then local c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game.Players:findFirstChild(script.Parent.Parent.Name) local hum = Part.Parent:findFirstChild("Humanoid") local hathum = Part.Parent.Parent:findFirstChild("Humanoid") local hat = Part.Parent if hathum ~= nil and hat:IsA("Hat") and AntiGH(hathum.Parent, script.Parent.Parent) then hathum:TakeDamage(Damage/1) Part.Parent = game.Workspace Part.CFrame = CFrame.new(Part.Position + Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5))) hat:Remove() c.Parent = hathum game.Debris:AddItem(c,1.5) elseif hum ~= nil and AntiGH(hum.Parent, script.Parent.Parent) then if Part.Name == "Head" then hum:TakeDamage(Damage*1.3) end hum:TakeDamage(Damage) c.Parent = hum game.Debris:AddItem(c,1.5) end end end function onButton1Down(mouse) if script.Parent.Ammo.Value == 0 then else if GunType == 0 then if (not enabled) then return end enabled = false LaserShoot(mouse) if Flash then script.Parent.Barrel.Light.Light.Visible = true end script.Parent.Ammo.Value = script.Parent.Ammo.Value - 1 wait(0.01) if Flash then script.Parent.Barrel.Light.Light.Visible = false end wait(1/SPS) enabled = true elseif GunType == 1 then automatichold = true while automatichold == true and script.Parent.Ammo.Value ~= 0 do wait() if (not enabled) then return end if script.Parent.Parent:findFirstChild("Humanoid").Health == 0 then script.Parent:Remove() end enabled = false LaserShoot(mouse) if Flash then script.Parent.Barrel.Light.Light.Visible = true end script.Parent.Ammo.Value = script.Parent.Ammo.Value - 1 wait(0.01) if Flash then script.Parent.Barrel.Light.Light.Visible = false end wait(1/SPS) enabled = true end end end end function LaserShoot(mouse) hit = mouse.Hit.p local StartPos = script.Parent.Barrel.CFrame.p local rv = (StartPos-hit).magnitude/(Recoil * 20) local rcl = Vector3.new(math.random(-rv,rv),math.random(-rv,rv),math.random(-rv,rv)) aim = hit + rcl local P = Instance.new("Part") P.Name = "Bullet" P.formFactor = 3 P.BrickColor = BrickColor.new(BulletColor) P.Size = Vector3.new(1,1,1) P.Anchored = true P.CanCollide = false P.Transparency = 0.5 P.Parent = script.Parent.Parent local m = Instance.new("CylinderMesh") m.Name = "Mesh" m.Parent = P local c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game.Players:findFirstChild(script.Parent.Parent.Name) pewsound = script:FindFirstChild("Fire") if pewsound then pewsound:Play() end --Brick created. Moving on to next part local SPos = script.Parent.Barrel.CFrame.p if WallShoot then local Part1, Part2, EndPos = RayCast(SPos, (aim-SPos).unit * 999, script.Parent.Parent) DmgPlr(Part1) DmgPlr(Part2) if Part1 and Part2 then local enddist = (EndPos-SPos).magnitude P.CFrame = CFrame.new(EndPos, SPos) * CFrame.new(0,0,-enddist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.04,enddist,.04) else P.CFrame = CFrame.new(EndPos, SPos) * CFrame.new(0,0,-MaxDist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.04,MaxDist,.04) end elseif not WallShoot then local Part, Pos = RayCast(SPos, (aim-SPos).unit * 999, script.Parent.Parent) DmgPlr(Part) if Part then local dist = (Pos-SPos).magnitude P.CFrame = CFrame.new(Pos, SPos) * CFrame.new(0,0,-dist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.1,dist,.1) else P.CFrame = CFrame.new(Pos, SPos) * CFrame.new(0,0,-MaxDist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.1,MaxDist,.1) end end game.Debris:AddItem(P,.1) end function onButton1Up(mouse) automatichold = false end function onKeyDown(key, mouse) if key:lower() == "r" then if script.Parent.Ammo.Value ~= script.Parent.MaxAmmo.Value then reloadsound = script:FindFirstChild("Reload") if reloadsound then reloadsound:Play() end enabled = false script.Parent.VisibleB.Value = true script.Parent.StringValue.Value = "Reloading" repeat script.Parent.StringValue.Value = "Reloading" wait(0.3) script.Parent.Ammo.Value = script.Parent.Ammo.Value + 3 script.Parent.StringValue.Value = "Reloading" until script.Parent.Ammo.Value >= script.Parent.MaxAmmo.Value script.Parent.Ammo.Value = script.Parent.MaxAmmo.Value wait(0.2) script.Parent.VisibleB.Value = false enabled = true end end if key:lower() == "m" then if GunType == 0 then GunType = 0 Recoil = 3 else GunType = 1 Recoil = 3 end end end function onEquipped(mouse) equipped = true if mouse == nil then print("Mouse not found") return end mouse.Icon = "http://www.roblox.com/asset/?id=52812029" mouse.Button1Down:connect(function() onButton1Down(mouse) end) mouse.Button1Up:connect(function() onButton1Up(mouse) end) mouse.KeyDown:connect(function(key) onKeyDown(key, mouse) end) end function onUnequipped(mouse) equipped = false automatichold = false end script.Parent.Equipped:connect(onEquipped) script.Parent.Unequipped:connect(onUnequipped) while true do wait() if script.Parent.Ammo.Value == 0 then script.Parent.VisibleB.Value = true script.Parent.StringValue.Value = "Reload" end if GunType == 1 then script.Parent.ModeText.Value = "Auto" else script.Parent.ModeText.Value = "Semi" end end
--Sound variables
local runningSound = myHead.Running local jumpingSound = myHead.Jumping local hurtSound = myHead.Hurt local diedSound = myHead.Died myHuman:SetStateEnabled(Enum.HumanoidStateType.Flying,false) myHuman:SetStateEnabled(Enum.HumanoidStateType.GettingUp,false) myHuman:SetStateEnabled(Enum.HumanoidStateType.Physics,false) myHuman:SetStateEnabled(Enum.HumanoidStateType.Ragdoll,false) myHuman:SetStateEnabled(Enum.HumanoidStateType.RunningNoPhysics,false) myHuman:SetStateEnabled(Enum.HumanoidStateType.StrafingNoPhysics,false) myHuman:SetStateEnabled(Enum.HumanoidStateType.Swimming,false) local rotAttach1 = Instance.new("Attachment") rotAttach1.Parent = workspace.Terrain myHuman.Running:Connect(function(speed) if speed>0 then runningSound:Play() else runningSound:Stop() end end) myHuman.Jumping:Connect(function() jumpingSound:Play() end) if marine.Settings.PlayDeathAnimation.Value == true then myHuman.BreakJointsOnDeath = false end myHuman.Died:Connect(function() diedSound:Play() actions.yieldM4() actions.updateFace("Dead") if marine.Settings.PlayDeathAnimation.Value == true then myHuman.BreakJointsOnDeath = false marine.HumanoidRootPart.Anchored = true DeathAnimation:Play() DeathAnimation.Stopped:Wait() end for i,v in ipairs(marine:GetDescendants()) do if v:IsA("BallSocketConstraint") then v.Enabled = true elseif v:IsA("BasePart") and v.Name ~= "myHumanoidRootPart" then v.CanCollide = false elseif v:IsA("Motor6D") then v:Destroy() end end if marine.Settings.Respawn.Value then wait(marine.Settings.RespawnDelay.Value) clone.Parent = marine.Parent ArmorDurability = MaxArmorDurability end for i,v in ipairs(marine:GetDescendants()) do if v:IsA("BasePart") or v:IsA("Decal") then game:GetService("TweenService"):Create(v,TweenInfo.new(0.2),{Transparency = 1}):Play() end end rotAttach1:Destroy() wait(0.2) marine:Destroy() end) local soundSpeeds = {0.9,0.95,1,1.05,1.1} myHuman.HealthChanged:Connect(function(health) if ArmorDurability > 0 then local damageTaken = oldHealth - health if (ArmorDurability - damageTaken) <= 0 then ArmorDurability = 0 marine.Torso.ArmorBroken:Play() local Info = TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,0) local Properties1 = {BackgroundTransparency = 1} local Properties2 = {ImageTransparency = 1} ArmorFill.Size = UDim2.new(0, 0, 1, 0) for i,v in pairs(ArmorGUI:GetDescendants()) do if v:IsA("Frame") then local Tween = TweenService:Create(v,Info,Properties1) Tween:Play() elseif v:IsA("ImageLabel") then local Tween = TweenService:Create(v,Info,Properties2) Tween:Play() end end else ArmorDurability -= damageTaken ArmorFill.Size = UDim2.new((ArmorDurability / MaxArmorDurability) * 1, 0, 1, 0) myHuman.Health = oldHealth end end if health < oldHealth and hurtSound.IsPlaying == false then status:set("tookDamage",true) if math.random(3) == 1 then hurtSound.PlaybackSpeed = soundSpeeds[math.random(#soundSpeeds)] hurtSound:Play() end core.spawn(function() actions.updateFace("Hurt") wait(1) if myHead:FindFirstChild("faceHurt") then actions.updateFace(status:get("mood"),true) end end) end oldHealth = myHuman.Health if myHuman.Health <= 0 then combatModule.destroyBulletRelatedCopies() local Info = TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,0) local Properties1 = {BackgroundTransparency = 1} local Properties2 = {ImageTransparency = 1} HealthFill.Size = UDim2.new(0, 0, 1, 0) for i,v in pairs(HealthGUI:GetDescendants()) do if v:IsA("Frame") then local Tween = TweenService:Create(v,Info,Properties1) Tween:Play() elseif v:IsA("ImageLabel") then local Tween = TweenService:Create(v,Info,Properties2) Tween:Play() end end else HealthFill.Size = UDim2.new((myHuman.Health / myHuman.MaxHealth) * 1, 0, 1, 0) if myHuman.Health < 45 then for i,v in pairs(HealthFrame:GetChildren()) do if v.Name == "Borders" then v.BackgroundColor3 = Color3.fromRGB(189, 63, 63) end end HealthBar.BorderColor3 = Color3.fromRGB(189, 63, 63) HealthFill.BackgroundColor3 = Color3.fromRGB(189, 63, 63) HealthShading.BackgroundColor3 = Color3.fromRGB(194, 87, 87) HealthFrame.ImageLabel.ImageColor3 = Color3.fromRGB(189, 63, 63) else for i,v in pairs(HealthFrame:GetChildren()) do if v.Name == "Borders" then v.BackgroundColor3 = Color3.fromRGB(0, 189, 0) end end HealthBar.BorderColor3 = Color3.fromRGB(0, 189, 0) HealthFill.BackgroundColor3 = Color3.fromRGB(0, 189, 0) HealthShading.BackgroundColor3 = Color3.fromRGB(115, 189, 102) HealthFrame.ImageLabel.ImageColor3 = Color3.fromRGB(0, 189, 0) end end end)
--gyro.cframe = CFrame.new(char.Position,pos)
bpos.position = char.Position + (pos-char.Position).unit * power wait() end end function onMove(mouse) pos = mouse.Hit.p gyro.cframe = CFrame.new(char.Position,pos) * CFrame.fromEulerAnglesXYZ(-3.14/2+1.2,0,0)
-- A state object which follows another state object using tweens.
export type Tween<T> = StateObject<T> & Dependent & { -- kind: "Tween" (add this when Luau supports singleton types) }
--[[ PRIVATE FUNCTIONS ]]
-- local function declareError(self, errorType) self._lastError = errorType self._events.Error:Fire(errorType) end
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") Speed = 100 Duration = 1 NozzleOffset = Vector3.new(0, 0.4, -1.1) Sounds = { Fire = Handle:WaitForChild("Fire"), Reload = Handle:WaitForChild("Reload"), HitFade = Handle:WaitForChild("HitFade") } PointLight = Handle:WaitForChild("PointLight") ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool ServerControl.OnServerInvoke = (function(player, Mode, Value, arg) if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then return end if Mode == "Click" and Value then Activated(arg) end end) function InvokeClient(Mode, Value) pcall(function() ClientControl:InvokeClient(Player, Mode, Value) end) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function FindCharacterAncestor(Parent) if Parent and Parent ~= game:GetService("Workspace") then local humanoid = Parent:FindFirstChild("Humanoid") if humanoid then return Parent, humanoid else return FindCharacterAncestor(Parent.Parent) end end return nil end function GetTransparentsRecursive(Parent, PartsTable) local PartsTable = (PartsTable or {}) for i, v in pairs(Parent:GetChildren()) do local TransparencyExists = false pcall(function() local Transparency = v["Transparency"] if Transparency then TransparencyExists = true end end) if TransparencyExists then table.insert(PartsTable, v) end GetTransparentsRecursive(v, PartsTable) end return PartsTable end function SelectionBoxify(Object) local SelectionBox = Instance.new("SelectionBox") SelectionBox.Adornee = Object SelectionBox.Color = BrickColor.new("Toothpaste") SelectionBox.Parent = Object return SelectionBox end local function Light(Object) local Light = PointLight:Clone() Light.Range = (Light.Range + 2) Light.Parent = Object end function FadeOutObjects(Objects, FadeIncrement) repeat local LastObject = nil for i, v in pairs(Objects) do v.Transparency = (v.Transparency + FadeIncrement) LastObject = v end wait() until LastObject.Transparency >= 1 or not LastObject end function Dematerialize(character, humanoid, FirstPart) if not character or not humanoid then return end humanoid.WalkSpeed = 0 local Parts = {} for i, v in pairs(character:GetChildren()) do if v:IsA("BasePart") then v.Anchored = true table.insert(Parts, v) elseif v:IsA("LocalScript") or v:IsA("Script") then v:Destroy() end end local SelectionBoxes = {} local FirstSelectionBox = SelectionBoxify(FirstPart) Light(FirstPart) wait(0.05) for i, v in pairs(Parts) do if v ~= FirstPart then table.insert(SelectionBoxes, SelectionBoxify(v)) Light(v) end end local ObjectsWithTransparency = GetTransparentsRecursive(character) FadeOutObjects(ObjectsWithTransparency, 0.1) wait(0.5) character:BreakJoints() humanoid.Health = 0 Debris:AddItem(character, 2) local FadeIncrement = 0.05 Delay(0.2, function() FadeOutObjects({FirstSelectionBox}, FadeIncrement) if character and character.Parent then character:Destroy() end end) FadeOutObjects(SelectionBoxes, FadeIncrement) end function Touched(Projectile, Hit) if not Hit or not Hit.Parent then return end local character, humanoid = FindCharacterAncestor(Hit) if character and humanoid and character ~= Character then local ForceFieldExists = false for i, v in pairs(character:GetChildren()) do if v:IsA("ForceField") then ForceFieldExists = true end end if not ForceFieldExists then if Projectile then local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name) local torso = humanoid.Torso if HitFadeSound and torso then HitFadeSound.Parent = torso HitFadeSound:Play() end end Dematerialize(character, humanoid, Hit) end if Projectile and Projectile.Parent then Projectile:Destroy() end end end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end end function Activated(target) if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false InvokeClient("PlaySound", Sounds.Fire) local HandleCFrame = Handle.CFrame local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset) local ShotCFrame = CFrame.new(FiringPoint, target) local LaserShotClone = BaseShot:Clone() LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2)) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.velocity = ShotCFrame.lookVector * Speed BodyVelocity.Parent = LaserShotClone LaserShotClone.Touched:connect(function(Hit) if not Hit or not Hit.Parent then return end Touched(LaserShotClone, Hit) end) Debris:AddItem(LaserShotClone, Duration) LaserShotClone.Parent = game:GetService("Workspace") wait(0.6) -- FireSound length InvokeClient("PlaySound", Sounds.Reload) wait(0.75) -- ReloadSound length Tool.Enabled = true end end function Unequipped() end BaseShot = Instance.new("Part") BaseShot.Name = "Effect" BaseShot.BrickColor = BrickColor.new("Toothpaste") BaseShot.Material = Enum.Material.Plastic BaseShot.Shape = Enum.PartType.Block BaseShot.TopSurface = Enum.SurfaceType.Smooth BaseShot.BottomSurface = Enum.SurfaceType.Smooth BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(0.2, 0.2, 3) BaseShot.CanCollide = false BaseShot.Locked = true SelectionBoxify(BaseShot) Light(BaseShot) BaseShotSound = Sounds.HitFade:Clone() BaseShotSound.Parent = BaseShot Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--// Loccalllsssss
local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay, spawn, task, tick, assert = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, task.wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, task.delay, task.defer, task, tick, function(cond, errMsg) return cond or error(errMsg or "assertion failed!", 2) end; local ServicesWeUse = { "Workspace"; "Players"; "Lighting"; "ReplicatedStorage"; "ReplicatedFirst"; "ScriptContext"; "JointsService"; "LogService"; "Teams"; "SoundService"; "StarterGui"; "StarterPack"; "StarterPlayers"; "TestService"; "NetworkClient"; };
------------------------------------------------------------------------ -- -- * used only in (lparser) luaY:subexpr() ------------------------------------------------------------------------
function luaK:infix(fs, op, v) if op == "OPR_AND" then self:goiftrue(fs, v) elseif op == "OPR_OR" then self:goiffalse(fs, v) elseif op == "OPR_CONCAT" then self:exp2nextreg(fs, v) -- operand must be on the 'stack' elseif op == "OPR_ADD" or op == "OPR_SUB" or op == "OPR_MUL" or op == "OPR_DIV" or op == "OPR_MOD" or op == "OPR_POW" then if not self:isnumeral(v) then self:exp2RK(fs, v) end else self:exp2RK(fs, v) end end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 7000 -- Spring Force Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 7000 -- Spring Force Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .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 --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--script.Parent.Parent.Mover2.part.Anchored = true
script.Parent.Parent.Mover2.part.PrismaticConstraint.Speed = 0 script.Parent.Parent.Mover2.part.PrismaticConstraint.TargetPosition = script.Parent.Parent.Mover1.part.PrismaticConstraint.CurrentPosition wait(1) script.Parent.Parent.Grabber.Claw.Drop.Disabled = false script.Disabled = true
--[[ Creates a new element representing the given component. Elements are lightweight representations of what a component instance should look like. Children is a shorthand for specifying `Roact.Children` as a key inside props. If specified, the passed `props` table is mutated! ]]
local function createElement(component, props, children) if config.typeChecks then assert(component ~= nil, "`component` is required") assert(typeof(props) == "table" or props == nil, "`props` must be a table or nil") assert(typeof(children) == "table" or children == nil, "`children` must be a table or nil") end if props == nil then props = {} end if children ~= nil then if props[Children] ~= nil then Logging.warnOnce(multipleChildrenMessage) end props[Children] = children end local elementKind = ElementKind.fromComponent(component) local element = { [Type] = Type.Element, [ElementKind] = elementKind, component = component, props = props, } if config.elementTracing then -- We trim out the leading newline since there's no way to specify the -- trace level without also specifying a message. element.source = debug.traceback("", 2):sub(2) end return element end return createElement
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and ((_TMode=="Auto" and _CGear<=1) or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 then _ClutchOn = true end if (_CGear ~= 0 and (_CGear ~= ((#_Tune.Ratios-3)-(#_Tune.Ratios-2)))) and _TMode=="Semi" then _GThrotShift = 0 wait(_Tune.ShiftTime/2) _GThrotShift = 1 end _CGear = math.max(_CGear-1,-1) _ClutchOn = true wait(0.3) if not _TMode=="Manual" then _ClutchOn = true end --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and ((_TMode=="Auto" and _CGear<1) or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 then _ClutchOn = true end if ((_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2)) and _TMode=="Semi" then _GThrotShift = 0 wait(_Tune.ShiftTime) _GThrotShift = 1 end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) _ClutchOn = true wait(0.3) if not _TMode=="Manual" then _ClutchOn = true end --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false wait(0.45) end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune.ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
-- connect events
Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFallingDown) Humanoid.Seated:connect(onSeated) Humanoid.PlatformStanding:connect(onPlatformStanding)
-- called to check for dead connections and run their cleanup tasks
local function runCleanupTasks() if numTasks == 0 then return end -- we want to clean as much stuff up as possible, but we don't want to hang -- the client, so we forcibly terminate after a short while local startTime = os.clock() local endTime = startTime + 1/1000 -- run at most `numTask` times for _=1, numTasks do local taskData = tasks[currentIndex] if taskData.connection.Connected then -- instance is still alive, so move on to the next task currentIndex += 1 else -- instance destroyed, so run cleanup and remove the task taskData.cleaned = true -- print("cleaning up", taskData.debugName) cleanup(taskData.task) table.remove(tasks, currentIndex) numTasks -= 1 end -- wrap around if we passed the end of the task list if currentIndex > numTasks then currentIndex = 1 end -- if this took too long, exit early to avoid hanging if os.clock() > endTime then break end end end RunService.Heartbeat:Connect(runCleanupTasks) local function cleanupOnDestroy(instance: Instance?, task: cleanup.Task): (() -> ()) -- set up connection so we can check if the instance is alive -- we don't care about the event we're connecting to, just that we can see -- when it's disconnected by the garbage collector local connection = (instance :: Instance):GetPropertyChangedSignal("ClassName"):Connect(noOp) -- store data about the task for later local taskData = { connection = connection, task = task, cleaned = false } -- remove instance reference so we don't accidentally inhibit gc instance = nil -- add task to list numTasks += 1 tasks[numTasks] = taskData -- return disconnect function to stop listening for destroy return function() if taskData.cleaned then return end taskData.cleaned = true connection:Disconnect() local index = table.find(tasks, taskData) if index ~= nil then table.remove(tasks, index) numTasks -= 1 end end end return cleanupOnDestroy
-------- OMG HAX
r = game:service("RunService") local damage = 10 local slash_damage = 20 local lunge_damage = 40 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid game.Debris:AddItem(creator_tag, 1) end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool local force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,80,0) force.Parent = Tool.Parent.Torso wait(.25) force.velocity = (Tool.Parent.Torso.CFrame.lookVector * 120) + Vector3.new(0, 60,0) swordOut() wait(.5) force.Parent = nil wait(.5) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end function reveal() -- tag all nearby invisible players for reveal -- only check when the weapon is equipped if (script:IsDescendantOf(game.Workspace) == false) then return end local p = game.Players:GetPlayers() for i=1,#p do local c = p[i].Character if (c ~= nil) then if (script.Parent.Parent ~= nil and script.Parent.Parent ~= c) then -- don't check self local torso = c:FindFirstChild("Torso") if (torso ~= nil) then if (torso.Position - script.Parent.Handle.Position).magnitude < 32 then local parts = c:GetChildren() for j=1,#parts do if (parts[j].className == "Part") then if (parts[j]:FindFirstChild("IlluminaSparkles") == nil) then if (parts[j].Transparency > 0) then local s = script.Parent.Handle.IlluminaSparkles:Clone() game.Debris:AddItem(s, 2) s.Parent = parts[j] end end end end end end end end end end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow) while true do wait(.25) reveal() end
--[=[ Round the given number to given precision ```lua print(Math.round(72.1, 5)) --> 75 ``` @param number number @param precision number? -- Defaults to 1 @return number ]=]
function Math.round(number: number, precision: number?): number if precision then return math.floor((number/precision) + 0.5) * precision else return math.floor(number + 0.5) end end
--[=[ @tag Component Class `Start` is called when the component is started. At this point in time, it is safe to grab other components also bound to the same instance. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) local AnotherComponent = require(somewhere.AnotherComponent) function MyComponent:Start() -- e.g., grab another component: local another = self:GetComponent(AnotherComponent) end ``` ]=]
function Component:Start() end
-- declarations
local sFallingDown = newSound("rbxasset://sounds/splat.wav") local sGettingUp = newSound("rbxasset://sounds/action_get_up.mp3") local sDied = newSound("rbxasset://sounds/uuhhh.mp3") local sFreeFalling = newSound("rbxasset://sounds/action_falling.mp3") local sJumping = newSound("rbxasset://sounds/action_jump.mp3") local sLanding = newSound("rbxasset://sounds/action_jump_land.mp3") local sSplash = newSound("rbxasset://sounds/impact_water.mp3") local sRunning = newSound("rbxasset://sounds/action_footsteps_plastic.mp3") sRunning.Looped = true local sSwimming = newSound("rbxasset://sounds/action_swim.mp3") sSwimming.Looped = true local sClimbing = newSound("rbxasset://sounds/action_footsteps_plastic.mp3") sClimbing.Looped = true local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid") local prevState = "None"