prompt
stringlengths 2
14.7k
| completion
stringlengths 1
99.7k
|
---|---|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return plrData.Character.Purity.Value >= 50
end
|
--------RIGHT DOOR --------
|
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
-----------------------------------------------------------------------------------------------
|
function CheckWhitelist(v)
for i = 1, #Whitelist do
if v == Whitelist[i] then
return true
end
end
return false
end
Door.Touched:Connect(function(hit)
if game.Players:GetPlayerFromCharacter(hit.Parent) then
local plr = game.Players:GetPlayerFromCharacter(hit.Parent)
if Gamepass <= 0 then return nil end
if MS:UserOwnsGamePassAsync(plr.UserId, Gamepass) or CheckWhitelist(plr.UserId) then
Door.CanCollide, Door.Transparency = false, OpenTrans
wait(OpenTime)
Door.CanCollide, Door.Transparency = true, CloseTrans
else
Door.CanCollide, Door.Transparency = true, CloseTrans
if BuyGUI == true then
MS:PromptGamePassPurchase(plr, Gamepass)
end
if KillOnTouch == true then
plr.Character.Humanoid.Health = 0
end
end
end
end)
|
--Variables
|
local SeatInteractionCount = {}
local VehicleSeating = {}
local function Raycast(startPos, direction, range, ignore, inceptNumber)
if inceptNumber == nil then inceptNumber = 0 end
inceptNumber = inceptNumber + 1
local ray = Ray.new(startPos, direction * range)
local part, position = Workspace:FindPartOnRayWithIgnoreList(ray, ignore)
if part then
if part.CanCollide == false and inceptNumber <= 5 then
--raycast again if we hit a cancollide false brick, put a limit on to prevent an infinite loop
local rangeLeft = range - (startPos - position).magnitude
part, position = Raycast(position, direction, rangeLeft, ignore, inceptNumber) --Raycast remaining distance.
end
end
return part, position
end
local function ExitSeat(player, character, seat, weld)
local hrp = character:FindFirstChild("HumanoidRootPart")
if hrp then
weld:Destroy()
if seat:FindFirstChild("DoorHinge") then
seat.DoorLatchWeld.Enabled = false
seat.DoorHinge.TargetAngle = DOOR_OPEN_ANGLE
end
--Record the interaction
SeatInteractionCount[seat] = SeatInteractionCount[seat] and SeatInteractionCount[seat] + 1 or 1
wait()
if seat:FindFirstChild("ExitPosition") then --Check if we can move the character to the designated pos.
--Find vehicle model
local model
local newParent = seat
repeat
model = newParent
newParent = model.Parent
until newParent.ClassName ~= "Model"
local targetPos = seat.ExitPosition.WorldPosition
local delta = targetPos - seat.Position
local dist = delta.magnitude
local dir = delta.unit
local part, _ = Raycast(seat.Position, dir, dist, {character, model})
if not part then --Prevent people being CFramed into walls and stuff
hrp.CFrame = CFrame.new(targetPos)
else
hrp.CFrame = CFrame.new(seat.Position)
--The CFrame element orients the character up-right, the MoveTo stops the character from clipping into objects
character:MoveTo(seat.Position+Vector3.new(0,8,0))
end
else
hrp.CFrame = CFrame.new(seat.Position)
character:MoveTo(seat.Position+Vector3.new(0,8,0))
end
RemotesFolder.ExitSeat:FireClient(player, true) --Fire this to trigger the client-side anti-trip function
wait(DOOR_OPEN_TIME)
SeatInteractionCount[seat] = SeatInteractionCount[seat] > 1 and SeatInteractionCount[seat] - 1 or nil
if seat:FindFirstChild("DoorHinge") then
--If nobody else has interactied in this time, close the door.
if SeatInteractionCount[seat] == nil then
seat.DoorHinge.TargetAngle = 0
-- Weld door shut when closed
while math.abs(seat.DoorHinge.CurrentAngle) > 0.01 do
wait()
end
seat.DoorLatchWeld.Enabled = true
end
end
end
end
local function FlipSeat(Player, Seat)
if Seat then
if Seat.Parent then
if not Seat.Parent.Parent:FindFirstChild("Scripts") then
warn("Flip Error: Scripts file not found. Please parent seats to the chassis model")
return
end
if not Seat.Parent.Parent.Scripts:FindFirstChild("Chassis") then
warn("Flip Error: Chassis module not found.")
return
end
local Chassis = require(Seat.Parent.Parent.Scripts.Chassis)
Chassis.Redress()
end
end
end
function VehicleSeating.SetRemotesFolder(remotes)
RemotesFolder = remotes
RemotesFolder:FindFirstChild("GetSeatTag").OnServerInvoke = function(player)
return SeatTag
end
--Detect exit seat requests
RemotesFolder:FindFirstChild("ExitSeat").OnServerEvent:Connect(function(player)
if player.Character then
local character = player.Character
if player.Character:FindFirstChild("HumanoidRootPart") then
for _, weld in pairs(character.HumanoidRootPart:GetJoints()) do
if weld.Name == "SeatWeld" then
ExitSeat(player, character, weld.Part0, weld)
break
end
end
end
end
end)
RemotesFolder:FindFirstChild("FlipSeat").OnServerEvent:Connect(FlipSeat)
--When a player holds down the interaction button, open the vehicle door.
--This only serves a purpose if there are doors to open/close
RemotesFolder:FindFirstChild("GetInStart").OnServerEvent:Connect(function(player, seat)
if seat:FindFirstChild("DoorHinge") then
if seat.DoorHinge.ClassName ~= "HingeConstraint" then warn("Warning, door hinge is not actually a hinge!") end
--Record that a player is trying to get in the seat
SeatInteractionCount[seat] = SeatInteractionCount[seat] and SeatInteractionCount[seat] + 1 or 1
--Activate the hinge
seat.DoorLatchWeld.Enabled = false
seat.DoorHinge.TargetAngle = DOOR_OPEN_ANGLE
seat.DoorHinge.AngularSpeed = DOOR_OPEN_SPEED
wait(DOOR_OPEN_TIME)
--Check if anyone has interacted with the door within this time. If not, close it.
SeatInteractionCount[seat] = SeatInteractionCount[seat] > 1 and SeatInteractionCount[seat] - 1 or nil
if SeatInteractionCount[seat] == nil then
seat.DoorHinge.TargetAngle = 0
-- Weld door shut when closed
while math.abs(seat.DoorHinge.CurrentAngle) > 0.01 do
wait()
end
seat.DoorLatchWeld.Enabled = true
end
end
end)
--Actually put the character in the seat when requested.
RemotesFolder.GetInSeat.OnServerEvent:Connect(function(Player, Seat)
if Seat then
if not Seat:FindFirstChild("SeatWeld") then
if Player.Character ~= nil then
local HRP = Player.Character:FindFirstChild("HumanoidRootPart")
local humanoid = Player.Character:FindFirstChild("Humanoid")
if HRP then
local Dist = (HRP.Position - Seat.Position).magnitude
if Dist <= MAX_SEATING_DISTANCE then
Seat:Sit(humanoid)
end
end
end
end
end
end)
end
function VehicleSeating.AddSeat(seat, enterCallback, exitCallback)
CollectionService:AddTag(seat, SeatTag)
local occupantPlayer = nil
local occupantChangedConn = seat:GetPropertyChangedSignal("Occupant"):Connect(function()
if seat.Occupant then
local char = seat.Occupant.Parent
occupantPlayer = Players:GetPlayerFromCharacter(char)
if occupantPlayer and enterCallback then
enterCallback(occupantPlayer, seat)
end
elseif occupantPlayer and exitCallback then
exitCallback(occupantPlayer, seat)
occupantPlayer = nil
end
end)
--Clean up after the seat is destroyed
seat.AncestryChanged:connect(function()
if not seat:IsDescendantOf(game) then
occupantChangedConn:Disconnect()
end
end)
end
return VehicleSeating
|
--[[ReadMe*
Please improve upon this script as needed, I'm a noob scripter and I only script
through ways I know that work. This loop works, so I'm happy with it. But please,
edit as you may.
This model uses MeshParts to animate the flag. The previous frame turns transparent
while the next frame becomes visible.
If you would like to use your own custom flag, for your ROBLOX group or country,
select all the children in the "Flag" model and paste in a ROBLOX decal asset in
the "TextureID" slot. If you receive an error, try subtracting 1 from the decal id.
http://www.roblox.com/asset/?id={decal id}
rbxassetid://{decal id}
Any ROBLOX decal in the Developers Library will work, or you may upload your own
flag decal to insert in. Rectangular decals are recommended for this flag.
*If you use a decal with a transparent background in the MeshPart's TextureID,
the transparent background will default to black. Instead, insert the actual
decal into every MeshPart in "Flag." This will allow you to change the BrickColor
of the flag with the decal on top.
The flags have been UV mapped to flip the flag design on the other side.
e.g. You won't see the blue box of the United States flag on the other side
of the flag on its end, but close to the pole for both sides.
Thank you and have a wonderful day.
(MeshParts rendered using Blender)
--]]
|
sp=script.Parent
flag=sp.Flag
reset=function()
for _,meshpart in pairs (flag:GetChildren()) do
if meshpart:IsA("MeshPart") then
meshpart.Transparency=1
end
end
end
waittime=0.0,0 --Time between each "Frame"
while true do
wait(waittime)
reset()
flag["2"].Transparency=0
wait(waittime)
reset()
flag["3"].Transparency=0
wait(waittime)
reset()
flag["4"].Transparency=0
wait(waittime)
reset()
flag["5"].Transparency=0
wait(waittime)
reset()
flag["6"].Transparency=0
wait(waittime)
reset()
flag["7"].Transparency=0
wait(waittime)
reset()
flag["8"].Transparency=0
wait(waittime)
reset()
flag["9"].Transparency=0
wait(waittime)
reset()
flag["10"].Transparency=0
wait(waittime)
reset()
flag["11"].Transparency=0
wait(waittime)
reset()
flag["12"].Transparency=0
wait(waittime)
reset()
flag["13"].Transparency=0
wait(waittime)
reset()
flag["14"].Transparency=0
wait(waittime)
reset()
flag["15"].Transparency=0
wait(waittime)
reset()
flag["16"].Transparency=0
wait(waittime)
reset()
flag["1"].Transparency=0
end
|
-- Want to turn off Invisicam? Be sure to call this after.
|
function Invisicam:Cleanup()
for hit, originalFade in pairs(self.savedHits) do
hit.LocalTransparencyModifier = originalFade
end
end
function Invisicam:Update(dt: number, desiredCameraCFrame: CFrame, desiredCameraFocus: CFrame): (CFrame, CFrame)
-- Bail if there is no Character
if not self.enabled or not self.char then
return desiredCameraCFrame, desiredCameraFocus
end
self.camera = game.Workspace.CurrentCamera
-- TODO: Move this to a GetHumanoidRootPart helper, probably combine with CheckTorsoReference
-- Make sure we still have a HumanoidRootPart
if not self.humanoidRootPart then
local humanoid = self.char:FindFirstChildOfClass("Humanoid")
if humanoid and humanoid.RootPart then
self.humanoidRootPart = humanoid.RootPart
else
-- Not set up with Humanoid? Try and see if there's one in the Character at all:
self.humanoidRootPart = self.char:FindFirstChild("HumanoidRootPart")
if not self.humanoidRootPart then
-- Bail out, since we're relying on HumanoidRootPart existing
return desiredCameraCFrame, desiredCameraFocus
end
end
-- TODO: Replace this with something more sensible
local ancestryChangedConn
ancestryChangedConn = self.humanoidRootPart.AncestryChanged:Connect(function(child, parent)
if child == self.humanoidRootPart and not parent then
self.humanoidRootPart = nil
if ancestryChangedConn and ancestryChangedConn.Connected then
ancestryChangedConn:Disconnect()
ancestryChangedConn = nil
end
end
end)
end
if not self.torsoPart then
self:CheckTorsoReference()
if not self.torsoPart then
-- Bail out, since we're relying on Torso existing, should never happen since we fall back to using HumanoidRootPart as torso
return desiredCameraCFrame, desiredCameraFocus
end
end
-- Make a list of world points to raycast to
local castPoints = {}
self.behaviorFunction(self, castPoints)
-- Cast to get a list of objects between the camera and the cast points
local currentHits = {}
local ignoreList = {self.char}
local function add(hit)
currentHits[hit] = true
if not self.savedHits[hit] then
self.savedHits[hit] = hit.LocalTransparencyModifier
end
end
local hitParts
local hitPartCount = 0
-- Hash table to treat head-ray-hit parts differently than the rest of the hit parts hit by other rays
-- head/torso ray hit parts will be more transparent than peripheral parts when USE_STACKING_TRANSPARENCY is enabled
local headTorsoRayHitParts = {}
local perPartTransparencyHeadTorsoHits = TARGET_TRANSPARENCY
local perPartTransparencyOtherHits = TARGET_TRANSPARENCY
if USE_STACKING_TRANSPARENCY then
-- This first call uses head and torso rays to find out how many parts are stacked up
-- for the purpose of calculating required per-part transparency
local headPoint = self.headPart and self.headPart.CFrame.p or castPoints[1]
local torsoPoint = self.torsoPart and self.torsoPart.CFrame.p or castPoints[2]
hitParts = self.camera:GetPartsObscuringTarget({headPoint, torsoPoint}, ignoreList)
-- Count how many things the sample rays passed through, including decals. This should only
-- count decals facing the camera, but GetPartsObscuringTarget does not return surface normals,
-- so my compromise for now is to just let any decal increase the part count by 1. Only one
-- decal per part will be considered.
for i = 1, #hitParts do
local hitPart = hitParts[i]
hitPartCount = hitPartCount + 1 -- count the part itself
headTorsoRayHitParts[hitPart] = true
for _, child in pairs(hitPart:GetChildren()) do
if child:IsA('Decal') or child:IsA('Texture') then
hitPartCount = hitPartCount + 1 -- count first decal hit, then break
break
end
end
end
if (hitPartCount > 0) then
perPartTransparencyHeadTorsoHits = math.pow( ((0.5 * TARGET_TRANSPARENCY) + (0.5 * TARGET_TRANSPARENCY / hitPartCount)), 1 / hitPartCount )
perPartTransparencyOtherHits = math.pow( ((0.5 * TARGET_TRANSPARENCY_PERIPHERAL) + (0.5 * TARGET_TRANSPARENCY_PERIPHERAL / hitPartCount)), 1 / hitPartCount )
end
end
-- Now get all the parts hit by all the rays
hitParts = self.camera:GetPartsObscuringTarget(castPoints, ignoreList)
local partTargetTransparency = {}
-- Include decals and textures
for i = 1, #hitParts do
local hitPart = hitParts[i]
partTargetTransparency[hitPart] =headTorsoRayHitParts[hitPart] and perPartTransparencyHeadTorsoHits or perPartTransparencyOtherHits
-- If the part is not already as transparent or more transparent than what invisicam requires, add it to the list of
-- parts to be modified by invisicam
if hitPart.Transparency < partTargetTransparency[hitPart] then
add(hitPart)
end
-- Check all decals and textures on the part
for _, child in pairs(hitPart:GetChildren()) do
if child:IsA('Decal') or child:IsA('Texture') then
if (child.Transparency < partTargetTransparency[hitPart]) then
partTargetTransparency[child] = partTargetTransparency[hitPart]
add(child)
end
end
end
end
-- Invisibilize objects that are in the way, restore those that aren't anymore
for hitPart, originalLTM in pairs(self.savedHits) do
if currentHits[hitPart] then
-- LocalTransparencyModifier gets whatever value is required to print the part's total transparency to equal perPartTransparency
hitPart.LocalTransparencyModifier = (hitPart.Transparency < 1) and ((partTargetTransparency[hitPart] - hitPart.Transparency) / (1.0 - hitPart.Transparency)) or 0
else -- Restore original pre-invisicam value of LTM
hitPart.LocalTransparencyModifier = originalLTM
self.savedHits[hitPart] = nil
end
end
-- Invisicam does not change the camera values
return desiredCameraCFrame, desiredCameraFocus
end
return Invisicam
|
--//Setup//--
|
local SongsHolder = script.Parent
local Songs = SongsHolder.Songs:GetChildren()
local CurrentSong = SongsHolder.CurrentSong
local Boombox = SongsHolder.Boombox
local SongNameGui = Boombox.SongNameGui
local NameText = SongNameGui.NameText
|
-- May return NaN or inf or -inf
|
local function findAngleBetweenXZVectors(vec2, vec1)
-- This is a way of finding the angle between the two vectors:
return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
end
local function CreateFollowCamera()
local module = RootCameraCreator()
local tweenAcceleration = math.rad(220)
local tweenSpeed = math.rad(0)
local tweenMaxSpeed = math.rad(250)
local timeBeforeAutoRotate = 2
local lastUpdate = tick()
module.LastUserPanCamera = tick()
function module:Update()
local now = tick()
local timeDelta = (now - lastUpdate)
local userPanningTheCamera = (self.UserPanningTheCamera == true)
local camera = workspace.CurrentCamera
local player = PlayersService.LocalPlayer
local humanoid = self:GetHumanoid()
local cameraSubject = camera and camera.CameraSubject
local isClimbing = humanoid and humanoid:GetState() == Enum.HumanoidStateType.Climbing
local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat')
local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform')
if lastUpdate == nil or now - lastUpdate > 1 then
module:ResetCameraLook()
self.LastCameraTransform = nil
end
if lastUpdate then
if self:ShouldUseVRRotation() then
self.RotateInput = self.RotateInput + self:GetVRRotationInput()
else
-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
local delta = math.min(0.1, now - lastUpdate)
local angle = 0
-- NOTE: Traditional follow camera does not rotate with arrow keys
if not (isInVehicle or isOnASkateboard) then
angle = angle + (self.TurningLeft and -120 or 0)
angle = angle + (self.TurningRight and 120 or 0)
end
local gamepadRotation = self:UpdateGamepad()
if gamepadRotation ~= Vector2.new(0,0) then
userPanningTheCamera = true
self.RotateInput = self.RotateInput + (gamepadRotation * delta)
end
if angle ~= 0 then
userPanningTheCamera = true
self.RotateInput = self.RotateInput + Vector2.new(math.rad(angle * delta), 0)
end
end
end
-- Reset tween speed if user is panning
if userPanningTheCamera then
tweenSpeed = 0
module.LastUserPanCamera = tick()
end
local userRecentlyPannedCamera = now - module.LastUserPanCamera < timeBeforeAutoRotate
local subjectPosition = self:GetSubjectPosition()
if subjectPosition and player and camera then
local zoom = self:GetCameraZoom()
if zoom < 0.5 then
zoom = 0.5
end
if self:GetShiftLock() and not self:IsInFirstPerson() then
local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput)
local offset = ((newLookVector * XZ_VECTOR):Cross(UP_VECTOR).unit * 1.75)
if IsFiniteVector3(offset) then
subjectPosition = subjectPosition + offset
end
else
if self.LastCameraTransform and not userPanningTheCamera then
local isInFirstPerson = self:IsInFirstPerson()
if (isClimbing or isInVehicle or isOnASkateboard) and lastUpdate and humanoid and humanoid.Torso then
if isInFirstPerson then
if self.LastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then
local y = -findAngleBetweenXZVectors(self.LastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector)
if IsFinite(y) then
self.RotateInput = self.RotateInput + Vector2.new(y, 0)
end
tweenSpeed = 0
end
elseif not userRecentlyPannedCamera then
local forwardVector = humanoid.Torso.CFrame.lookVector
if isOnASkateboard then
forwardVector = cameraSubject.CFrame.lookVector
end
tweenSpeed = clamp(0, tweenMaxSpeed, tweenSpeed + tweenAcceleration * timeDelta)
local percent = clamp(0, 1, tweenSpeed * timeDelta)
if not isClimbing and self:IsInFirstPerson() then
percent = 1
end
local y = findAngleBetweenXZVectors(forwardVector, self:GetCameraLook())
-- Check for NaN
if IsFinite(y) and math.abs(y) > 0.0001 then
self.RotateInput = self.RotateInput + Vector2.new(y * percent, 0)
end
end
elseif not (isInFirstPerson or userRecentlyPannedCamera) and (HasVRAPI and not UserInputService.VREnabled) then
local lastVec = -(self.LastCameraTransform.p - subjectPosition)
local y = findAngleBetweenXZVectors(lastVec, self:GetCameraLook())
-- Check for NaNs
if IsFinite(y) and math.abs(y) > 0.0001 then
self.RotateInput = self.RotateInput + Vector2.new(y, 0)
end
end
end
end
local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput)
self.RotateInput = Vector2.new()
camera.Focus = UserInputService.VREnabled and self:GetVRFocus(subjectPosition, timeDelta) or CFrame.new(subjectPosition)
camera.CoordinateFrame = CFrame.new(camera.Focus.p - (zoom * newLookVector), camera.Focus.p) + Vector3.new(0, self:GetCameraHeight(), 0)
self.LastCameraTransform = camera.CoordinateFrame
self.LastCameraFocus = camera.Focus
if isInVehicle or isOnASkateboard and cameraSubject:IsA('BasePart') then
self.LastSubjectCFrame = cameraSubject.CFrame
else
self.LastSubjectCFrame = nil
end
end
lastUpdate = now
end
return module
end
return CreateFollowCamera
|
--properties
|
local flicker = script.Parent.Base.PointLight
flicker.Brightness = 1.78
while true do
flicker.Brightness = 1.87
wait (0.01)
flicker.Brightness = 1.76
wait (0.01)
flicker.Brightness = 1.65
wait (0.01)
flicker.Brightness = 1.54
wait (0.01)
flicker.Brightness = 1.43
wait (0.01)
flicker.Brightness = 1.32
wait (0.01)
flicker.Brightness = 1.21
wait (0.01)
flicker.Brightness = 1.10
wait (0.01)
flicker.Brightness = 0.99
wait (0.02)
flicker.Brightness = 0.90
wait(0.01)
flicker.Brightness = 1.10
wait (0.02)
flicker.Brightness = 1.15
wait (0.3)
flicker.Brightness = 1.30
end
|
-- Get services
|
local players = game:GetService("Players")
|
-- ALEX WAS HERE LOL
|
local v1 = {};
local u1 = nil;
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
function v1.Reward(p1)
local v2 = u1.Saving.Get(p1);
if not v2 then
return;
end;
local v3 = u1.Directory.Ranks[v2.Rank];
if #v3.rewards == 0 or os.time() - v2.RankTimer < v3.rewardCooldown then
return;
end;
v2.RankTimer = os.time();
for v8, v9 in ipairs(v3.rewards) do
local v7 = nil;
local v10 = nil;
v10, v7 = unpack(v9);
if v10 == "Triple Coins Boost" then
u1.Boosts.Give(p1, "Triple Coins", v7);
elseif v10 == "Super Lucky Boost" then
u1.Boosts.Give(p1, "Super Lucky", v7);
elseif v10 == "Ultra Lucky Boost" then
u1.Boosts.Give(p1, "Ultra Lucky", v7);
elseif v10 == "Triple Damage Boost" then
u1.Boosts.Give(p1, "Triple Damage", v7);
else
u1.Give.Currency(p1, v7, v10, false);
end;
end;
coroutine.wrap(function()
u1.Network.Fire("Rewards Redeemed", p1, v3.rewards);
end)();
return true;
end;
function v1.Give(p2, p3)
local v11 = u1.Saving.Get(p2);
if not v11 then
return;
end;
if v11.Rank ~= p3 then
v11.Rank = p3;
v11.RankProgress = 0;
v11.RankTimer = 0;
coroutine.wrap(function()
u1.Network.FireAll("Rank Changed", p2, p3);
u1.Signal.Fire("Rank Changed", p2, p3)
end)();
v1.Reward(p2);
end;
end;
|
-- Close win dialog
|
local function closeDlg(input)
local mouse = Enum.UserInputType.MouseButton1
local touch = Enum.UserInputType.Touch
if input.UserInputType == mouse or input.UserInputType == touch then
dlg.Visible = false
end
end
|
--{{ Important Values }}--
|
local playerStats = game.Players.LocalPlayer:WaitForChild("Drift Points")
local change = script.Parent
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__LocalPlayer__1 = game:GetService("Players").LocalPlayer;
game:GetService("StarterGui"):SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false);
local l__hotbarTemplate__2 = game:GetService("ReplicatedStorage").hotbarTemplate;
local l__TweenService__3 = game:GetService("TweenService");
local u1 = l__LocalPlayer__1.Character or l__LocalPlayer__1.CharacterAdded:Wait();
function getToolAmt()
local v4 = 0;
local v5, v6, v7 = pairs(u1:GetChildren());
while true do
local v8, v9 = v5(v6, v7);
if v8 then
else
break;
end;
v7 = v8;
if v9:IsA("Tool") then
v4 = v4 + 1;
end;
end;
local v10, v11, v12 = pairs(l__LocalPlayer__1.Backpack:GetChildren());
while true do
local v13, v14 = v10(v11, v12);
if v13 then
else
break;
end;
v12 = v13;
if v14:IsA("Tool") then
v4 = v4 + 1;
end;
end;
return v4;
end;
local u2 = {
[Enum.KeyCode.One] = Enum.KeyCode.One,
[Enum.KeyCode.Two] = Enum.KeyCode.Two,
[Enum.KeyCode.Three] = Enum.KeyCode.Three,
[Enum.KeyCode.Four] = Enum.KeyCode.Four,
[Enum.KeyCode.Five] = Enum.KeyCode.Five,
[Enum.KeyCode.Six] = Enum.KeyCode.Six,
[Enum.KeyCode.Seven] = Enum.KeyCode.Seven,
[Enum.KeyCode.Eight] = Enum.KeyCode.Eight,
[Enum.KeyCode.Nine] = Enum.KeyCode.Nine,
[Enum.KeyCode.Zero] = Enum.KeyCode.Zero
};
local l__Hotbar__3 = l__LocalPlayer__1.PlayerGui.MainUI.Hotbar;
if not l__Hotbar__3 then
local hotbar = script.Hotbar:Clone()
hotbar = l__LocalPlayer__1.PlayerGui.MainUI
l__Hotbar__3 = hotbar
end
local u4 = { "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine", "Zero" };
game:GetService("UserInputService").InputBegan:Connect(function(p1, p2)
if p2 then
return;
end;
if u2[p1.KeyCode] then
for v15, v16 in pairs(l__Hotbar__3:GetChildren()) do
if v16:IsA("TextButton") and p1.KeyCode == Enum.KeyCode[u4[tonumber(v16.SlotNum.Text)]] then
script.Parent.EquipTool:FireServer(l__LocalPlayer__1.Backpack:FindFirstChild(v16.Name) or game.Players.LocalPlayer.Character:FindFirstChild(v16.Name));
end;
end;
end;
end);
function addToolToHotbar(p3)
local v17 = l__hotbarTemplate__2:Clone();
v17.Name = p3.Name;
v17.Parent = l__Hotbar__3;
v17.Tool.Image = p3.TextureId or "rbxassetid://0";
v17.SlotNum.Text = tostring(getToolAmt());
v17.MouseButton1Click:Connect(function()
script.Parent.EquipTool:FireServer(l__LocalPlayer__1.Backpack:FindFirstChild(p3.Name) or game.Players.LocalPlayer.Character:FindFirstChild(p3.Name));
end);
l__Hotbar__3.Size = l__Hotbar__3.Size + UDim2.new(0.25, 0, 0, 0);
end;
for v18, v19 in pairs(l__LocalPlayer__1.Backpack:GetChildren()) do
if v19:IsA("Tool") then
if not l__Hotbar__3:FindFirstChild(v19.Name) then
addToolToHotbar(v19);
else
local v20 = 0;
local v21 = {};
for v22, v23 in pairs(l__LocalPlayer__1.Backpack:GetChildren()) do
if v23.Name == v19.Name then
v20 = v20 + 1;
table.insert(v21, v23);
end;
end;
for v24, v25 in pairs(game:GetService("ReplicatedStorage").PlayerStorage:GetChildren()) do
if v25.Name == v19.Name then
v20 = v20 + 1;
end;
end;
if v20 > 1 then
l__Hotbar__3[v19.Name].DurabilityNumber.Visible = true;
l__Hotbar__3[v19.Name].DurabilityNumber.Text = "x" .. tostring(v20);
wait(0);
v21[1].Parent = game:GetService("ReplicatedStorage").PlayerStorage;
else
l__Hotbar__3[v19.Name].UIStroke.Transparency = 0.7;
l__TweenService__3:Create(l__Hotbar__3[v19.Name], TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
Size = UDim2.new(0.8, 0, 0.8, 0)
}):Play();
end;
end;
end;
end;
l__LocalPlayer__1.Backpack.ChildAdded:Connect(function(p4)
if p4:IsA("Tool") then
if not l__Hotbar__3:FindFirstChild(p4.Name) then
addToolToHotbar(p4);
return;
end;
local v26 = 0;
local v27 = {};
for v28, v29 in pairs(l__LocalPlayer__1.Backpack:GetChildren()) do
if v29.Name == p4.Name then
v26 = v26 + 1;
table.insert(v27, v29);
end;
end;
for v30, v31 in pairs(game:GetService("ReplicatedStorage").PlayerStorage:GetChildren()) do
if v31.Name == p4.Name then
v26 = v26 + 1;
end;
end;
if v26 > 1 then
l__Hotbar__3[p4.Name].DurabilityNumber.Visible = true;
l__Hotbar__3[p4.Name].DurabilityNumber.Text = "x" .. tostring(v26);
wait(0);
v27[1].Parent = game:GetService("ReplicatedStorage").PlayerStorage;
return;
else
l__Hotbar__3[p4.Name].UIStroke.Transparency = 0.7;
l__TweenService__3:Create(l__Hotbar__3[p4.Name], TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
Size = UDim2.new(0.8, 0, 0.8, 0)
}):Play();
end;
end;
end);
l__LocalPlayer__1.Character.ChildAdded:Connect(function(p5)
if p5:IsA("Tool") then
if not l__Hotbar__3:FindFirstChild(p5.Name) then
addToolToHotbar(p5);
end;
local v32 = l__Hotbar__3[p5.Name];
v32.UIStroke.Transparency = 0;
l__TweenService__3:Create(v32, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
Size = UDim2.new(1, 0, 1, 0)
}):Play();
end;
end);
l__LocalPlayer__1.Character.ChildRemoved:Connect(function(p6)
if p6:IsA("Tool") and p6.Parent ~= l__LocalPlayer__1.Backpack and p6.Parent ~= game:GetService("ReplicatedStorage").PlayerStorage and l__Hotbar__3:FindFirstChild(p6.Name) then
local v33 = tonumber(string.sub(l__Hotbar__3[p6.Name].DurabilityNumber.Text, 2, 2));
if l__Hotbar__3[p6.Name].DurabilityNumber.Visible and v33 > 1 then
l__Hotbar__3[p6.Name].DurabilityNumber.Text = "x" .. tostring(v33 - 1);
if l__Hotbar__3[p6.Name].DurabilityNumber.Text == "x1" then
l__Hotbar__3[p6.Name].DurabilityNumber.Visible = false;
end;
game:GetService("ReplicatedStorage").PlayerStorage:FindFirstChild(p6.Name).Parent = l__LocalPlayer__1.Character;
return;
end;
l__Hotbar__3[p6.Name]:Destroy();
l__Hotbar__3.Size = l__Hotbar__3.Size - UDim2.new(0.25, 0, 0, 0);
local v34 = 1;
for v35, v36 in pairs(l__Hotbar__3:GetChildren()) do
if v36:IsA("TextButton") then
v36.SlotNum.Text = tostring(v34);
v34 = v34 + 1;
end;
end;
end;
end);
|
--Made by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
RunService = game:GetService("RunService")
Camera = game:GetService("Workspace").CurrentCamera
Animations = {}
LocalObjects = {}
Controls = {
Forward = {
Value = 0,
DesiredValue = -1,
Keys = {Key = "w", ByteKey = 17},
},
Backward = {
Value = 0,
DesiredValue = 1,
Keys = {Key = "s", ByteKey = 18},
},
Left = {
Value = 0,
DesiredValue = -1,
Keys = {Key = "a", ByteKey = 20},
},
Right = {
Value = 0,
DesiredValue = 1,
Keys = {Key = "d", ByteKey = 19},
}
}
Speed = {
Current = 2,
Max = 50
}
Inertia = (1 - (Speed.Current / Speed.Max))
Momentum = Vector3.new(0, 0, 0)
LastMomentum = Vector3.new(0, 0, 0)
TotalMomentum = 0
LastFlap = 0
LastTilt = 0
Rate = (1 / 60)
Flying = false
FireMode = 0
Remotes = Tool:WaitForChild("Remotes")
ServerControl = Remotes:WaitForChild("ServerControl")
ClientControl = Remotes:WaitForChild("ClientControl")
ToolEquipped = false
function RemoveFlyStuff()
for i, v in pairs(Torso:GetChildren()) do
if v.Name == "FlightGyro" or v.Name == "FlightVelocity" then
v:Destroy()
end
end
end
function Clamp(Number, Min, Max)
return math.max(math.min(Max, Number), Min)
end
function Fly()
if not ToolEquipped or not CheckIfAlive() then
Flying = false
else
Flying = not Flying
end
if Flying and ToolEquipped and CheckIfAlive() then
Momentum = (Torso.Velocity + (Torso.CFrame.lookVector * 3) + Vector3.new(0, 10, 0))
Momentum = Vector3.new(Clamp(Momentum.X, -15, 15), Clamp(Momentum.Y, -15, 15), Clamp(Momentum.Z, -15, 15))
local FlightGyro = Instance.new("BodyGyro")
FlightGyro.Name = "FlightGyro"
FlightGyro.P = (10 ^ 6)
FlightGyro.maxTorque = Vector3.new(FlightGyro.P, FlightGyro.P, FlightGyro.P)
FlightGyro.cframe = Torso.CFrame
FlightGyro.Parent = Torso
local FlightVelocity = Instance.new("BodyVelocity")
FlightVelocity.Name = "FlightVelocity"
FlightVelocity.velocity = Vector3.new(0, 0, 0)
FlightVelocity.P = (10 ^ 4)
FlightVelocity.maxForce = (Vector3.new(1, 1, 1) * (10 ^ 6))
FlightVelocity.Parent = Torso
Spawn(function()
InvokeServer("Flying", {Mode = true})
end)
for i, v in pairs(Controls) do
Controls[i].Value = 0
end
Humanoid.AutoRotate = false
while Flying and CheckIfAlive() and ToolEquipped do
local CoordinateFrame = Camera.CoordinateFrame
local Movement = (CoordinateFrame:vectorToWorldSpace(Vector3.new((Controls.Left.Value + Controls.Right.Value), (math.abs(Controls.Forward.Value) * 0.2), (Controls.Forward.Value + Controls.Backward.Value)) * Speed.Current))
Momentum = ((Momentum * Inertia) + Movement)
TotalMomentum = Momentum.magnitude
if TotalMomentum > Speed.Max then
TotalMomentum = Speed.Max
end
local Tilt = ((Momentum * Vector3.new(1, 0, 1)).unit:Cross(((LastMomentum * Vector3.new(1, 0, 1)).unit))).y
if tostring(Tilt) == "-1.#IND" or tostring(Tilt) == "1.#IND" or Tilt == math.huge or Tilt == -math.huge or tostring(0 / 0) == tostring(Tilt) then
Tilt = 0
end
local AbsoluteTilt = math.abs(Tilt)
if AbsoluteTilt > 0.06 or AbsoluteTilt < 0.0001 then
if math.abs(LastTilt) > 0.0001 then
Tilt = (LastTilt * 0.9)
else
Tilt = 0
end
else
Tilt = ((LastTilt * 0.77) + (Tilt * 0.25))
end
LastTilt = Tilt
if TotalMomentum < 0.5 then
Momentum = Vector3.new(0, 0, 0)
TotalMomentum = 0
FlightGyro.cframe = CoordinateFrame
else
FlightGyro.cframe = CFrame.new(Vector3.new(0, 0, 0), Momentum) *CFrame.Angles(0, 0, (Tilt * -20)) * CFrame.Angles((math.pi * -0.5 * (TotalMomentum / Speed.Max)), 0, 0)
end
FlightVelocity.velocity = Momentum
local GravityDelta = ((((Momentum * Vector3.new(0, 1, 0)) - Vector3.new(0, -Speed.Max, 0)).magnitude / Speed.Max) * 0.5)
if GravityDelta > 0.45 and tick() > LastFlap then
LastFlap = (tick() + 0.5)
end
LastMomentum = Momentum
wait(Rate)
end
if CheckIfAlive() then
Humanoid.AutoRotate = true
Humanoid:ChangeState(Enum.HumanoidStateType.Freefall)
end
RemoveFlyStuff()
Spawn(function()
InvokeServer("Flying", {Mode = false})
end)
Flying = false
end
end
function SetAnimation(mode, value)
if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
for i, v in pairs(Animations) do
if v.Animation == value.Animation then
v.AnimationTrack:Stop()
table.remove(Animations, i)
end
end
local AnimationTrack = Humanoid:LoadAnimation(value.Animation)
table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack})
AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)
elseif mode == "StopAnimation" and value then
for i, v in pairs(Animations) do
if v.Animation == value.Animation then
v.AnimationTrack:Stop()
table.remove(Animations, i)
end
end
end
end
function DisableJump(Boolean)
if PreventJump then
PreventJump:disconnect()
end
if Boolean then
PreventJump = Humanoid.Changed:connect(function(Property)
if Property == "Jump" then
Humanoid.Jump = false
end
end)
end
end
function CheckIfAlive()
return (((Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)
end
function Equipped(Mouse)
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
Torso = Character:FindFirstChild("HumanoidRootPart")
if not CheckIfAlive() then
return
end
PlayerMouse = Player:GetMouse()
Mouse.Button1Down:connect(function()
InvokeServer("MouseClick", {Down = true})
end)
Mouse.Button1Up:connect(function()
InvokeServer("MouseClick", {Down = false})
end)
Mouse.KeyDown:connect(function(Key)
OnClientInvoke("KeyPress", {Key = Key, Down = true})
InvokeServer("KeyPress", {Key = Key, Down = true})
end)
Mouse.KeyUp:connect(function(Key)
OnClientInvoke("KeyPress", {Key = Key, Down = false})
InvokeServer("KeyPress", {Key = Key, Down = false})
end)
Mouse.Move:connect(function()
InvokeServer("MouseMove", {Position = Mouse.Hit.p, Target = Mouse.Target})
end)
ToolEquipped = true
end
function Unequipped()
LocalObjects = {}
RemoveFlyStuff()
for i, v in pairs(Animations) do
if v and v.AnimationTrack then
v.AnimationTrack:Stop()
end
end
for i, v in pairs({PreventJump, ObjectLocalTransparencyModifier}) do
if v then
v:disconnect()
end
end
Animations = {}
ToolEquipped = false
end
function InvokeServer(mode, value)
local ServerRtrurn
pcall(function()
ServerReturn = ServerControl:InvokeServer(mode, value)
end)
return ServerReturn
end
function OnClientInvoke(mode, value)
if not ToolEquipped or not CheckIfAlive() then
return
end
if mode == "PlayAnimation" then
SetAnimation("PlayAnimation", value)
elseif mode == "StopAnimation" then
SetAnimation("StopAnimation", value)
elseif mode == "PlaySound" and value then
value:Play()
elseif mode == "StopSound" and value then
value:Stop()
elseif mode == "MousePosition" then
return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}
elseif mode == "DisableJump" and value then
DisableJump(value)
elseif mode == "SetLocalTransparencyModifier" and value then
pcall(function()
local ObjectFound = false
for i, v in pairs(LocalObjects) do
if v == value then
ObjectFound = true
end
end
if not ObjectFound then
table.insert(LocalObjects, value)
if ObjectLocalTransparencyModifier then
ObjectLocalTransparencyModifier:disconnect()
end
ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function()
for i, v in pairs(LocalObjects) do
if v.Object and v.Object.Parent then
local CurrentTransparency = v.Object.LocalTransparencyModifier
if ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then
v.Object.LocalTransparencyModifier = v.Transparency
end
else
table.remove(LocalObjects, i)
end
end
end)
end
end)
elseif mode == "KeyPress" and value then
local Key = value.Key
local ByteKey = string.byte(Key)
local Down = value.Down
if ByteKey == 32 and Down then
Spawn(Fly)
else
for i, v in pairs(Controls) do
if v.Keys.Key == Key or v.Keys.ByteKey == ByteKey then
v.Value = ((Down and v.DesiredValue) or 0)
end
end
end
end
end
ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
-- functions
|
local function RegisterAction(action, primary, secondary)
local info = {
Primary = primary;
Secondary = secondary;
}
actions[action] = info
end
local function ActionFromInputObject(inputObject)
for action, info in pairs(actions) do
if info.Primary then
if info.Primary.EnumType == Enum.KeyCode then
if inputObject.KeyCode == info.Primary then
return action
end
elseif info.Primary.EnumType == Enum.UserInputType then
if inputObject.UserInputType == info.Primary then
return action
end
end
end
if info.Secondary then
if info.Secondary.EnumType == Enum.KeyCode then
if inputObject.KeyCode == info.Secondary then
return action
end
elseif info.Secondary.EnumType == Enum.UserInputType then
if inputObject.UserInputType == info.Secondary then
return action
end
end
end
end
end
|
-- Connect click events for the slider buttons
|
norm.MouseButton1Click:Connect(function()
onSliderButtonClick(norm)
end)
fast.MouseButton1Click:Connect(function()
onSliderButtonClick(fast)
end)
max.MouseButton1Click:Connect(function()
onSliderButtonClick(max)
end)
|
--[=[
Returns whether a value is a Brio.
```lua
print(Brio.isBrio("yolo")) --> false
```
@param value any
@return boolean
]=]
|
function Brio.isBrio(value)
return type(value) == "table" and value.ClassName == "Brio"
end
|
-- Local Functions
|
local function StartIntermission()
local possiblePoints = {}
-- Wait for a flag to circle around.
local flagstand = game.Workspace:WaitForChild("FlagStand")
-- If no flags were present, use the center of the map as the focal point.
if not flagstand then
table.insert(possiblePoints, Vector3.new(0,50,0))
else
for _, child in ipairs(game.Workspace:GetChildren()) do
if child.Name == "FlagStand" then
table.insert(possiblePoints, child.FlagStand.Position)
end
end
end
local focalPoint = possiblePoints[math.random(#possiblePoints)]
Camera.CameraType = Enum.CameraType.Scriptable
Camera.Focus = CFrame.new(focalPoint)
-- Stream in the area around the focal point.
Player:RequestStreamAroundAsync(focalPoint)
local angle = 0
game.Lighting.Blur.Enabled = true
RunService:BindToRenderStep('IntermissionRotate', Enum.RenderPriority.Camera.Value, function()
local cameraPosition = focalPoint + Vector3.new(50 * math.cos(angle), 20, 50 * math.sin(angle))
Camera.CoordinateFrame = CFrame.new(cameraPosition, focalPoint)
angle = angle + math.rad(.25)
end)
end
local function StopIntermission()
game.Lighting.Blur.Enabled = false
RunService:UnbindFromRenderStep('IntermissionRotate')
Camera.CameraType = Enum.CameraType.Custom
end
local function OnDisplayIntermission(display)
if display and not InIntermission then
InIntermission = true
StartIntermission()
end
if not display and InIntermission then
InIntermission = false
StopIntermission()
end
end
|
--ProximityPrompt.Triggered:Connect(function(Player)
-- local ToolsCopy = game.ReplicatedStorage["Crucifix"]:Clone()
-- ToolsCopy.Parent = Player.Backpack
--end)
| |
--[[
Returns the last cached value calculated by this Computed object.
The computed object will be registered as a dependency unless `asDependency`
is false.
]]
|
function class:get(isDependency: boolean?)
if not isDependency then
Dependencies.useDependency(self)
end
return self._value
end
|
-- Thread utilities
|
local SpawnBindable = Instance.new("BindableEvent")
function FastSpawn(fn, ...)
coroutine.wrap(function(...)
SpawnBindable.Event:Wait()
fn(...)
end)(...)
SpawnBindable:Fire()
end
function YieldThread()
-- needed a way to first call coroutine.yield(), and then call SpawnBindable.Event:Wait()
-- but return what coroutine.yield() returned. This is kinda ugly, but the only other
-- option was to create a temporary table to store the results, which I didn't want to do
return (function(...) SpawnBindable.Event:Wait() return ... end)(coroutine.yield())
end
function ResumeThread(thread, ...)
coroutine.resume(thread, ...)
SpawnBindable:Fire()
end
|
--[[Initialize]]
|
--
local bike=script.Parent.Parent
local _Tune=require(script.Parent)
wait(_Tune.LoadDelay)
|
--Ranks--
--[[
0 = Normal Player
1 = Banned
2 = Mod
3 = Admin
4 = Super Admin
5 = Owner Admin
6 = Game Creator --Can only be used in Custom_Commands
--]]
|
local Settings = {
Advertise = true; --Advertises the admin commands on the GUI on the bottom right of the screen
Prefix = ";"; --NOTE: DO NOT MAKE THIS MORE THAN 1 CHARACTER LONG UNLESS YOU WANT TO BREAK THE CODE! Changing this will change the prefix for the commands you run ex: ;cmds will run since the prefix is set to ";"
FreeAdmin = false; --Set this from 2-5 if you want people to join the game to have a certain admin, otherwise set it to false
CommandBar = true; --Set this to true if you want players to be able to use the command bar, otherwise set it to false
Products = {
--EXAPMLE [ID OF GAMEPASS/SHIRT] = Ranks: 2-5 or false if you dont want the item to award admin at the moment
--Example: Should give the mod for owning the mega donation shirt
--[1256454890] = 2;
};
Groups = {
--EXAPMLE [ID OF GROUP] = {Role rank, Ranks: 2-5 or false} if you dont want the item to award admin at the moment
--Example: My group ID is 3675368 and since I'm the owner of the group my group role rank is 255, and anyone with the role rank of 255 or higher gets "2" as their power which is mod
--[3675368] = {255,2};
};
}
|
----TODO>: toast.position
|
local toastrot=CFrame.new(0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 1, 0)
toast.CFrame = script.Parent.toaster.CFrame * CFrame.new(Vector3.new(.75,1,0)) * toastrot
wait(0.4)
toast.CanCollide=true
wait(1)
isenabled=1
--IF YOU WANT TOAST TO DISAPPEAR AFTER A WHILE, REMOVE THE -- before next two lines.
--wait(120)
--toast:remove()
end
end
end
end
script.Parent.toaster.Touched:connect(onTouched)
|
--Updated for R15 avatars by StarWars
|
local Tool = script.Parent;
enabled = true
local ghostChar = nil
function makeMeGhostly(trans)
if ghostChar == nil then return end
local parts = {"Head", "Torso", "Left Leg", "Right Leg", "Left Arm", "Right Arm", "UpperTorso", "LowerTorso", "RightUpperArm", "RightLowerArm",
"RightHand", "LeftHand", "LeftLowerArm", "LeftUpperArm", "LeftLowerLeg", "LeftUpperLeg", "RightLowerLeg", "RightUpperLeg",
"RightFoot", "LeftFoot"}
for i=1,#parts do
local p = ghostChar:FindFirstChild(parts[i])
if p ~= nil then p.Transparency = trans end
end
end
function UpdateGhostState(isUnequipping)
if isUnequipping == true then
makeMeGhostly(0)
ghostChar = nil
else
ghostChar = Tool.Parent
makeMeGhostly(.5)
end
end
function onActivated()
if not enabled then
return
end
enabled = false
Tool.GripForward = Vector3.new(-.981, .196, 0)
Tool.GripPos = Vector3.new(-.5, -0.6, -1.5)
Tool.GripRight = Vector3.new(0, -0, -1)
Tool.GripUp = Vector3.new(0.196, .981, 0)
Tool.Handle.DrinkSound:Play()
wait(.8)
local h = Tool.Parent:FindFirstChild("Humanoid")
if (h ~= nil) then
UpdateGhostState(false)
end
Tool.GripForward = Vector3.new(-1, 0, 0)
Tool.GripPos = Vector3.new(-.5, -.1, 0)
Tool.GripRight = Vector3.new(0, 0, 1)
Tool.GripUp = Vector3.new(0,1,0)
enabled = true
end
function onEquipped()
Tool.Handle.OpenSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
function onUnequipped()
UpdateGhostState(true)
end
script.Parent.Unequipped:connect(onUnequipped)
|
--Make the player freeze for 3 seconds when part touched
|
local function onTouched(otherPart)
local humanoid = otherPart.Parent:FindFirstChild('Humanoid')
if humanoid then
humanoid.WalkSpeed = 0
wait(3)
humanoid.WalkSpeed = 16
end
end
|
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.Tailgate.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.ExhaustPipe.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
|
frontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
backForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)
vehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(1, 0, 0)) end)
vehicle.Wheel_FrontLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(1, 0, 0)) end)
vehicle.Wheel_BackRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(-1, 0, 0)) end)
vehicle.Wheel_FrontRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(-1, 0, 0)) end)
local vehicleDamaged = false
function checkIfVehicleIsDamaged()
if (not frontForceField.Parent or not backForceField.Parent) and not vehicleDamaged and allowDamage then
vehicleDamaged = true
script.IsDamaged.Value = true
vehicle.VehicleScript.Disabled = true
vehicleSmoke.Enabled = true
vehicle.VehicleSeat.MaxSpeed = 0
vehicle.ExhaustPipe.Smoke.Enabled = false
-- Break Joints
vehicle.Wheel_BackLeft:BreakJoints()
vehicle.Wheel_FrontLeft:BreakJoints()
vehicle.Wheel_BackRight:BreakJoints()
vehicle.Wheel_FrontRight:BreakJoints()
hood:BreakJoints()
end
end
vehicle.ChildRemoved:connect(checkIfVehicleIsDamaged)
|
-- Trying to clone something with Archivable=false will return nil for some reason
-- Helper function to enable Archivable, clone, reset Archivable to what it was before
-- and then return the clone
|
function safeClone(instance)
local oldArchivable = instance.Archivable
instance.Archivable = false
local clone = instance:Clone()
instance.Archivable = oldArchivable
return clone
end
function characterAdded(player, character)
player.CharacterAppearanceLoaded:wait()
wait(0.1)
local humanoid = character:FindFirstChildOfClass("Humanoid")
buildRagdoll(humanoid)
end
function characterRemoving(character)
local humanoid = character:FindFirstChildOfClass("Humanoid")
if humanoid:GetState() ~= Enum.HumanoidStateType.Dead then
return
end
local clone = safeClone(character)
local cloneHumanoid = clone:FindFirstChildOfClass("Humanoid")
-- Don't clutter the game with nameplates / healthbars
cloneHumanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None
-- Roblox will try to rebuild joints when the clone is parented to Workspace and
-- break the ragdoll, so disable automatic scaling to prevent that. We don't need
-- it anyway since the character is already scaled from when it was originally created
cloneHumanoid.AutomaticScalingEnabled = false
-- Clean up junk so we have less scripts running and don't have ragdolls
-- spamming random sounds
local animate = character:FindFirstChild("Animate")
local sound = character:FindFirstChild("Sound")
local health = character:FindFirstChild("Health")
if animate then
animate:Destroy()
end
if sound then
sound:Destroy()
end
if health then
health:Destroy()
end
clone.Parent = workspace
-- State is not preserved when cloning. We need to set it back to Dead or the
-- character won't ragdoll. This has to be done AFTER parenting the character
-- to Workspace or the state change won't replicate to clients that can then
-- start simulating the character if they get close enough
cloneHumanoid:ChangeState(Enum.HumanoidStateType.Dead)
end
function playerAdded(player)
player.CharacterAdded:connect(function(character)
characterAdded(player, character)
end)
player.CharacterRemoving:Connect(characterRemoving)
if player.Character then
characterAdded(player, player.Character)
end
end
Players.PlayerAdded:connect(playerAdded)
|
--[[**
<description>
Run this once to combine all keys provided into one "main key".
Internally, this means that data will be stored in a table with the key mainKey.
This is used to get around the 2-DataStore2 reliability caveat.
</description>
<parameter name = "mainKey">
The key that will be used to house the table.
</parameter>
<parameter name = "...">
All the keys to combine under one table.
</parameter>
**--]]
|
function DataStore2.Combine(mainKey, ...)
for _, name in pairs({...}) do
combinedDataStoreInfo[name] = mainKey
end
end
function DataStore2.ClearCache()
DataStoreCache = {}
end
function DataStore2.SaveAll(player)
if DataStoreCache[player] then
for _, dataStore in pairs(DataStoreCache[player]) do
if dataStore.combinedStore == nil then
dataStore:Save()
end
end
end
end
function DataStore2.PatchGlobalSettings(patch)
for key, value in pairs(patch) do
assert(Settings[key] ~= nil, "No such key exists: " .. key)
-- TODO: Implement type checking with this when osyris' t is in
Settings[key] = value
end
end
function DataStore2.__call(_, dataStoreName, player)
assert(
typeof(dataStoreName) == "string" and typeof(player) == "Instance",
("DataStore2() API call expected {string dataStoreName, Instance player}, got {%s, %s}")
:format(
typeof(dataStoreName),
typeof(player)
)
)
if DataStoreCache[player] and DataStoreCache[player][dataStoreName] then
return DataStoreCache[player][dataStoreName]
elseif combinedDataStoreInfo[dataStoreName] then
local dataStore = DataStore2(combinedDataStoreInfo[dataStoreName], player)
dataStore:BeforeSave(function(combinedData)
for key in pairs(combinedData) do
if combinedDataStoreInfo[key] then
local combinedStore = DataStore2(key, player)
local value = combinedStore:Get(nil, true)
if value ~= nil then
if combinedStore.combinedBeforeSave then
value = combinedStore.combinedBeforeSave(clone(value))
end
combinedData[key] = value
end
end
end
return combinedData
end)
local combinedStore = setmetatable({
combinedName = dataStoreName,
combinedStore = dataStore,
}, {
__index = function(_, key)
return CombinedDataStore[key] or dataStore[key]
end
})
if not DataStoreCache[player] then
DataStoreCache[player] = {}
end
DataStoreCache[player][dataStoreName] = combinedStore
return combinedStore
end
local dataStore = {}
dataStore.Name = dataStoreName
dataStore.UserId = player.UserId
dataStore.callbacks = {}
dataStore.beforeInitialGet = {}
dataStore.afterSave = {}
dataStore.bindToClose = {}
dataStore.savingMethod = SavingMethods[Settings.SavingMethod].new(dataStore)
setmetatable(dataStore, DataStoreMetatable)
local event, fired = Instance.new("BindableEvent"), false
game:BindToClose(function()
if not fired then
spawn(function()
player.Parent = nil -- Forces AncestryChanged to fire and save the data
end)
event.Event:wait()
end
local value = dataStore:Get(nil, true)
for _, bindToClose in pairs(dataStore.bindToClose) do
bindToClose(player, value)
end
end)
local playerLeavingConnection
playerLeavingConnection = player.AncestryChanged:Connect(function()
if player:IsDescendantOf(game) then return end
playerLeavingConnection:Disconnect()
dataStore:SaveAsync():andThen(function()
print("player left, saved " .. dataStoreName)
end):catch(function(error)
-- TODO: Something more elegant
warn("error when player left! " .. error)
end):finally(function()
event:Fire()
fired = true
end)
delay(40, function() --Give a long delay for people who haven't figured out the cache :^(
DataStoreCache[player] = nil
end)
end)
if not DataStoreCache[player] then
DataStoreCache[player] = {}
end
DataStoreCache[player][dataStoreName] = dataStore
return dataStore
end
DataStore2.Constants = Constants
return setmetatable(DataStore2, DataStore2)
|
--Funçao para abrir o menu de respostas
|
local key = game:GetService("UserInputService")
key.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Q then
if script.Parent.Tela.Visible == false then -- Se a tela estiver invisivel
script.Parent.Tela.Visible = true -- Fica visivel
script.Parent.Tela.Mouse.Modal = true
else -- Se não:
script.Parent.Tela.Visible = false
script.Parent.Tela.Mouse.Modal = false
end
end
end)
script.Parent.MouseButton1Click:Connect(function()
if script.Parent.Tela.Visible == false then
script.Parent.Tela.Visible = true
elseif script.Parent.Tela.Visible == true then
script.Parent.Tela.Visible = false
end
end)
|
--//-//--
|
if carSeat.Throttle == -1 and carSeat.Steer == 1 then
script.Parent.CC.Value = false
carSeat.Parent.Parent.LFW.FB.CanCollide = false
carSeat.Parent.Parent.LFW.RB.CanCollide = false
carSeat.Parent.Parent.LRW.FB.CanCollide = false
carSeat.Parent.Parent.LRW.RB.CanCollide = false
carSeat.Parent.Parent.RRW.FB.CanCollide = true
carSeat.Parent.Parent.RRW.RB.CanCollide = true
carSeat.Parent.Parent.RFW.FB.CanCollide = true
carSeat.Parent.Parent.RFW.RB.CanCollide = true
wait()
carSeat.Parent.Parent.RFW.FB.CanCollide = false
carSeat.Parent.Parent.RFW.RB.CanCollide = false
elseif carSeat.Throttle == -1 and carSeat.Steer == -1 then
script.Parent.CC.Value = false
carSeat.Parent.Parent.LRW.FB.CanCollide = true
carSeat.Parent.Parent.LRW.RB.CanCollide = true
carSeat.Parent.Parent.RFW.FB.CanCollide = false
carSeat.Parent.Parent.RFW.RB.CanCollide = false
carSeat.Parent.Parent.RRW.FB.CanCollide = false
carSeat.Parent.Parent.RRW.RB.CanCollide = false
carSeat.Parent.Parent.LFW.FB.CanCollide = true
carSeat.Parent.Parent.LFW.RB.CanCollide = true
wait()
carSeat.Parent.Parent.LFW.FB.CanCollide = false
carSeat.Parent.Parent.LFW.RB.CanCollide = false
elseif carSeat.Throttle == 0 and script.Parent.CC.Value == true then
carSeat.Parent.Parent.LFW.FB.CanCollide = false
carSeat.Parent.Parent.LFW.RB.CanCollide = false
carSeat.Parent.Parent.LRW.FB.CanCollide = false
carSeat.Parent.Parent.LRW.RB.CanCollide = false
carSeat.Parent.Parent.RFW.FB.CanCollide = false
carSeat.Parent.Parent.RFW.RB.CanCollide = false
carSeat.Parent.Parent.RRW.FB.CanCollide = false
carSeat.Parent.Parent.RRW.RB.CanCollide = false
elseif carSeat.Throttle == 0 and script.Parent.CC.Value == false then
carSeat.Parent.Parent.LFW.FB.CanCollide = false
carSeat.Parent.Parent.LFW.RB.CanCollide = false
carSeat.Parent.Parent.LRW.FB.CanCollide = false
carSeat.Parent.Parent.LRW.RB.CanCollide = false
carSeat.Parent.Parent.RFW.FB.CanCollide = false
carSeat.Parent.Parent.RFW.RB.CanCollide = false
carSeat.Parent.Parent.RRW.FB.CanCollide = false
carSeat.Parent.Parent.RRW.RB.CanCollide = false
carSeat.Parent.Parent.RFW.VS.Throttle = 0
carSeat.Parent.Parent.LFW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Throttle = 0
carSeat.Parent.Parent.LRW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.Torque = cst.Value
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
elseif carSeat.Throttle == 1 then
carSeat.Parent.Parent.LFW.FB.CanCollide = false
carSeat.Parent.Parent.LFW.RB.CanCollide = false
carSeat.Parent.Parent.LRW.FB.CanCollide = false
carSeat.Parent.Parent.LRW.RB.CanCollide = false
carSeat.Parent.Parent.RFW.FB.CanCollide = false
carSeat.Parent.Parent.RFW.RB.CanCollide = false
carSeat.Parent.Parent.RRW.FB.CanCollide = false
carSeat.Parent.Parent.RRW.RB.CanCollide = false
elseif carSeat.Throttle == -1 and carSeat.Steer == 0 and speed > 65 then
script.Parent.CC.Value = false
carSeat.Parent.Parent.LFW.FB.CanCollide = true
carSeat.Parent.Parent.LFW.RB.CanCollide = true
carSeat.Parent.Parent.LRW.FB.CanCollide = true
carSeat.Parent.Parent.LRW.RB.CanCollide = true
carSeat.Parent.Parent.RFW.FB.CanCollide = true
carSeat.Parent.Parent.RFW.RB.CanCollide = true
carSeat.Parent.Parent.RRW.FB.CanCollide = true
carSeat.Parent.Parent.RRW.RB.CanCollide = true
elseif carSeat.Throttle == -1 and carSeat.Steer == 0 and speed < 65 then
script.Parent.CC.Value = false
carSeat.Parent.Parent.LFW.FB.CanCollide = true
carSeat.Parent.Parent.LFW.RB.CanCollide = true
carSeat.Parent.Parent.LRW.FB.CanCollide = true
carSeat.Parent.Parent.LRW.RB.CanCollide = true
carSeat.Parent.Parent.RFW.FB.CanCollide = true
carSeat.Parent.Parent.RFW.RB.CanCollide = true
carSeat.Parent.Parent.RRW.FB.CanCollide = true
carSeat.Parent.Parent.RRW.RB.CanCollide = true
carSeat.Parent.Parent.RFW.VS.Throttle = 0
carSeat.Parent.Parent.LFW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Throttle = 0
carSeat.Parent.Parent.LRW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Torque = 6
carSeat.Parent.Parent.RFW.VS.Torque = 6
carSeat.Parent.Parent.LRW.VS.Torque = 6
carSeat.Parent.Parent.LFW.VS.Torque = 6
elseif carSeat.Velocity.Magnitude < 35 then
script.Parent.CC.Value = false
print("this is working")
end
end
|
--add all the parts in the character to charParts, and accessories to accessoryParts
|
local charChildren = character:GetChildren()
for i = 1, #charChildren do
if (charChildren[i]:IsA("BasePart") or charChildren[i]:IsA("Part") or charChildren[i]:IsA("WedgePart") or charChildren[i]:IsA("CornerWedgePart") or charChildren[i]:IsA("MeshPart")) and charChildren[i].Name ~= "HumanoidRootPart" then
table.insert(charParts, charChildren[i])
end
if charChildren[i]:IsA("Hat") or charChildren[i]:IsA("Accoutrement") or charChildren[i]:IsA("Accessory") then
for ii, vv in pairs(charChildren[i]:GetChildren()) do
if vv:IsA("BasePart") then
table.insert(accessoryParts, vv)
end
end
end
end
|
--v fast
|
script.Parent.Color = Color3.new(math.random(),math.random(),math.random())
wait(0.1)
mode3()
end
function mode4()
|
-- connect events
|
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)
|
-- Get player control enabled state
|
function UserInputController:getPlayerControlsEnabled()
local playerControls = self:_getPlayerControls()
local activeController = playerControls and playerControls:GetActiveController()
if activeController then
return activeController.enabled
end
end
|
--Tuck in
|
XR15RightLegTuckIn = 0
YR15RightLegTuckIn = .13
ZR15RightLegTuckIn = .35
R15RightKneeTuckIn = -.2
XR15RightArmTuckIn = 0
YR15RightArmTuckIn = -0.05
ZR15RightArmTuckIn = .4
R15RightElbowTuckIn = .4
XR15LeftLegTuckIn = 0
YR15LeftLegTuckIn = -.13
ZR15LeftLegTuckIn = -.35
R15LeftKneeTuckIn = .2
XR15LeftArmTuckIn = -0
YR15LeftArmTuckIn = 0.05
ZR15LeftArmTuckIn = -.4
R15LeftElbowTuckIn = -.4
XR15LowerTorsoTuckIn = 0
YR15LowerTorsoTuckIn = 0
ZR15LowerTorsoTuckIn = .3
ZR15UpperTorsoTuckIn = .1
|
-- b2.BrickColor = BrickColor.new("Crimson")
-- b2.Material = Enum.Material.SmoothPlastic
|
end
end
elseif input.KeyCode == Enum.KeyCode.Z then if input.UserInputState == Enum.UserInputState.Begin then
if hazards then return end
left = not left
right = false
if relay then repeat wait() until not relay end
while left do
l1.BrickColor = BrickColor.new("Deep orange")
l1.Material = Enum.Material.Neon
b1.BrickColor = BrickColor.new("Really red")
b1.Material = Enum.Material.Neon
cr.DriveSeat.Indicator.Value = true
cr.DriveSeat.LI.Value = true
runner.Material = Enum.Material.SmoothPlastic
runner.BrickColor = BrickColor.new("Pearl")
wait(1/3)
l1.BrickColor = BrickColor.new("Pearl")
l1.Material = Enum.Material.SmoothPlastic
cr.DriveSeat.Indicator.Value = false
cr.DriveSeat.LI.Value = false
if not headlt then
b1.BrickColor = BrickColor.new("Crimson")
b1.Material = Enum.Material.SmoothPlastic
else
b1.BrickColor = BrickColor.new("Crimson")
b1.Material = Enum.Material.SmoothPlastic
runner.Material = Enum.Material.SmoothPlastic
runner.BrickColor = BrickColor.new("Pearl")
end
wait(1/3)
if not left then
runner.Material = Enum.Material.Neon
runner.BrickColor = BrickColor.new("Pearl")
if brake then
b1.Material = Enum.Material.Neon
b1.BrickColor = BrickColor.new("Really red")
end
end
end end
elseif input.KeyCode == Enum.KeyCode.X then if input.UserInputState == Enum.UserInputState.Begin then
if hazards == false then
hazards = true
left = true
right = true
else
hazards = false
left = false
right = false
end
if hazards then left = false right = false end
if relay then repeat wait() until not relay end
while hazards do
l1.BrickColor = BrickColor.new("Deep orange")
l1.Material = Enum.Material.Neon
r1.BrickColor = BrickColor.new("Deep orange")
r1.Material = Enum.Material.Neon
b1.BrickColor = BrickColor.new("Really red")
b1.Material = Enum.Material.Neon
b2.BrickColor = BrickColor.new("Really red")
b2.Material = Enum.Material.Neon
cr.DriveSeat.Indicator.Value = true
cr.DriveSeat.LI.Value = true
cr.DriveSeat.RI.Value = true
runner.Material = Enum.Material.SmoothPlastic
runner.BrickColor = BrickColor.new("Pearl")
runner2.Material = Enum.Material.SmoothPlastic
runner2.BrickColor = BrickColor.new("Pearl")
wait(1/3)
l1.BrickColor = BrickColor.new("Pearl")
l1.Material = Enum.Material.SmoothPlastic
r1.BrickColor = BrickColor.new("Pearl")
r1.Material = Enum.Material.SmoothPlastic
b1.BrickColor = BrickColor.new("Crimson")
b1.Material = Enum.Material.SmoothPlastic
b2.BrickColor = BrickColor.new("Crimson")
b2.Material = Enum.Material.SmoothPlastic
cr.DriveSeat.Indicator.Value = false
cr.DriveSeat.LI.Value = false
cr.DriveSeat.RI.Value = false
runner.Material = Enum.Material.SmoothPlastic
runner2.Material = Enum.Material.SmoothPlastic
runner.BrickColor = BrickColor.new("Pearl")
runner2.BrickColor = BrickColor.new("Pearl")
wait(1/3)
if not hazards then
runner.Material = Enum.Material.Neon
runner2.Material = Enum.Material.Neon
runner.BrickColor = BrickColor.new("Pearl")
runner2.BrickColor = BrickColor.new("Pearl")
if brake then
b1.Material = Enum.Material.Neon
b2.Material = Enum.Material.Neon
b1.BrickColor = BrickColor.new("Really red")
b2.BrickColor = BrickColor.new("Really red")
end
end
end end
elseif input.KeyCode == Enum.KeyCode.C then if input.UserInputState == Enum.UserInputState.Begin then
if hazards then return end
right = not right
left = false
if relay then repeat wait() until not relay end
while right do
r1.BrickColor = BrickColor.new("Deep orange")
r1.Material = Enum.Material.Neon
b2.BrickColor = BrickColor.new("Really red")
b2.Material = Enum.Material.Neon
cr.DriveSeat.Indicator.Value = true
cr.DriveSeat.RI.Value = true
runner2.Material = Enum.Material.SmoothPlastic
runner2.BrickColor = BrickColor.new("Pearl")
wait(1/3)
r1.BrickColor = BrickColor.new("Pearl")
r1.Material = Enum.Material.SmoothPlastic
cr.DriveSeat.Indicator.Value = false
cr.DriveSeat.RI.Value = false
runner2.Material = Enum.Material.SmoothPlastic
runner2.BrickColor = BrickColor.new("Pearl")
if not headlt then
b2.BrickColor = BrickColor.new("Crimson")
b2.Material = Enum.Material.SmoothPlastic
else
b2.BrickColor = BrickColor.new("Crimson")
b2.Material = Enum.Material.SmoothPlastic
end
wait(1/3)
if not right then
runner2.Material = Enum.Material.Neon
runner2.BrickColor = BrickColor.new("Pearl")
if brake then
b2.Material = Enum.Material.Neon
b2.BrickColor = BrickColor.new("Really red")
end
end
end end
elseif input.KeyCode == Enum.KeyCode.L then if input.UserInputState == Enum.UserInputState.Begin then
if headlt and not highlt then
highlt = true
elseif headlt and highlt then
headlt = false
highlt = false
elseif not headlt then
headlt = true
end
if highlt then
hi.BrickColor = BrickColor.new("Institutional white")
hi.Material = Enum.Material.Neon
lwww.SpotLight.Enabled = true
rb.Material = Enum.Material.Neon
elseif not highlt then
hi.BrickColor = BrickColor.new("Pearl")
hi.Material = Enum.Material.SmoothPlastic
lwww.SpotLight.Enabled = false
if not brake then
rb.Material = Enum.Material.SmoothPlastic
else
rb.Material = Enum.Material.SmoothPlastic
if not headlt then
rb.Material = Enum.Material.SmoothPlastic
else
rb.Material = Enum.Material.SmoothPlastic
end
end
end
if headlt then
lw.BrickColor = BrickColor.new("Institutional white")
lw.Material = Enum.Material.Neon
lww.SpotLight.Enabled = true
rb.Material = Enum.Material.Neon
if not highlt then
rb.Material = Enum.Material.Neon
end
for i,v in pairs(lt.RL:GetChildren()) do
v.Material = "Neon"
end
elseif not headlt then
for i,v in pairs(lt.RL:GetChildren()) do
v.Material = "SmoothPlastic"
end
lw.Material = Enum.Material.SmoothPlastic
lww.SpotLight.Enabled = false
end end
end
end
is.InputBegan:connect(DealWithInput)
is.InputChanged:connect(DealWithInput)
is.InputEnded:connect(DealWithInput)
gr.Changed:connect(function()
if gr.Value == -1 then
rv.Material = Enum.Material.Neon
else
rv.Material = Enum.Material.SmoothPlastic
end
end)
|
----------------------------------------------------------------------------------------------------
--------------------=[ CFRAME ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,EnableHolster = false
,HolsterTo = 'Right Leg' -- Put the name of the body part you wanna holster to
,HolsterPos = CFrame.new(0.80,0.7,0.2) * CFrame.Angles(math.rad(-88),math.rad(-180),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(-0.4, 0.65, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Client
,LeftPos = CFrame.new(.85,-0.15,-1.55) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25)) --Client
}
return Config
|
--Precalculated paths
|
local t,f,n=true,false,{}
local r={
[58]={{67,64,66,19,20,58},t},
[49]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{67,64,66,19},t},
[59]={{67,64,66,19,20,57,56,30,41,59},t},
[63]={{67,64,66,63},t},
[34]={{67,64,66,19,20,57,56,30,41,39,35,34},t},
[21]={{67,64,66,19,20,21},t},
[48]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48},t},
[27]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31},t},
[56]={{67,64,66,19,20,57,56},t},
[29]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29},t},
[13]={n,f},
[47]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45},t},
[57]={{67,64,66,19,20,57},t},
[36]={{67,64,66,19,20,57,56,30,41,39,35,37,36},t},
[25]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,27,26,25},t},
[71]={{67,64,66,19,20,57,56,30,41,59,61,71},t},
[20]={{67,64,66,19,20},t},
[60]={{67,64,66,19,20,57,56,30,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{67,64,66,19,20,57,56,30,41,59,61,71,72,76,73,75},t},
[22]={{67,64,66,19,20,21,22},t},
[74]={{67,64,66,19,20,57,56,30,41,59,61,71,72,76,73,74},t},
[62]={{67,64,66,63,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{67,64,66,19,20,57,56,30,41,39,35,37},t},
[2]={n,f},
[35]={{67,64,66,19,20,57,56,30,41,39,35},t},
[53]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{67,64,66,19,20,57,56,30,41,59,61,71,72,76,73},t},
[72]={{67,64,66,19,20,57,56,30,41,59,61,71,72},t},
[33]={{67,64,66,19,20,57,56,30,41,39,35,37,36,33},t},
[69]={{67,64,66,19,20,57,56,30,41,60,69},t},
[65]={{67,64,65},t},
[26]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,27,26},t},
[68]={{67,68},t},
[76]={{67,64,66,19,20,57,56,30,41,59,61,71,72,76},t},
[50]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{67,64,66},t},
[10]={n,f},
[24]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,27,26,25,24},t},
[23]={{67,64,66,63,62,23},t},
[44]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44},t},
[39]={{67,64,66,19,20,57,56,30,41,39},t},
[32]={{67,64,66,19,20,57,56,30,41,39,35,34,32},t},
[3]={n,f},
[30]={{67,64,66,19,20,57,56,30},t},
[51]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{67},t},
[61]={{67,64,66,19,20,57,56,30,41,59,61},t},
[55]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{67,64,66,19,20,57,56,30,41,39,40,38,42},t},
[40]={{67,64,66,19,20,57,56,30,41,39,40},t},
[52]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{67,64,66,19,20,57,56,30,41},t},
[17]={n,f},
[38]={{67,64,66,19,20,57,56,30,41,39,40,38},t},
[28]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28},t},
[5]={n,f},
[64]={{67,64},t},
}
return r
|
--[[Weight and CG]]
|
Tune.Weight = 3472 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- [[ Update ]]--
|
function OrbitalCamera:Update(dt)
local now = tick()
local timeDelta = (now - self.lastUpdate)
local userPanningTheCamera = (self.UserPanningTheCamera == true)
local camera = workspace.CurrentCamera
local newCameraCFrame = camera.CFrame
local newCameraFocus = camera.Focus
local player = PlayersService.LocalPlayer
local humanoid = self:GetHumanoid()
local cameraSubject = camera and camera.CameraSubject
local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat')
local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform')
if self.lastUpdate == nil or timeDelta > 1 then
self.lastCameraTransform = nil
end
if self.lastUpdate then
local gamepadRotation = self:UpdateGamepad()
if self:ShouldUseVRRotation() then
self.RotateInput = self.RotateInput + self:GetVRRotationInput()
else
-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
local delta = math.min(0.1, timeDelta)
if gamepadRotation ~= ZERO_VECTOR2 then
userPanningTheCamera = true
self.rotateInput = self.rotateInput + (gamepadRotation * delta)
end
local angle = 0
if not (isInVehicle or isOnASkateboard) then
angle = angle + (self.TurningLeft and -120 or 0)
angle = angle + (self.TurningRight and 120 or 0)
end
if angle ~= 0 then
self.rotateInput = self.rotateInput + Vector2.new(math.rad(angle * delta), 0)
userPanningTheCamera = true
end
end
end
-- Reset tween speed if user is panning
if userPanningTheCamera then
tweenSpeed = 0
self.lastUserPanCamera = tick()
end
local userRecentlyPannedCamera = now - self.lastUserPanCamera < TIME_BEFORE_AUTO_ROTATE
local subjectPosition = self:GetSubjectPosition()
if subjectPosition and player and camera then
-- Process any dollying being done by gamepad
-- TODO: Move this
if self.gamepadDollySpeedMultiplier ~= 1 then
self:SetCameraToSubjectDistance(self.currentSubjectDistance * self.gamepadDollySpeedMultiplier)
end
local VREnabled = VRService.VREnabled
newCameraFocus = VREnabled and self:GetVRFocus(subjectPosition, timeDelta) or CFrame.new(subjectPosition)
local cameraFocusP = newCameraFocus.p
if VREnabled and not self:IsInFirstPerson() then
local cameraHeight = self:GetCameraHeight()
local vecToSubject = (subjectPosition - camera.CFrame.p)
local distToSubject = vecToSubject.magnitude
-- Only move the camera if it exceeded a maximum distance to the subject in VR
if distToSubject > self.currentSubjectDistance or self.rotateInput.x ~= 0 then
local desiredDist = math.min(distToSubject, self.currentSubjectDistance)
-- Note that CalculateNewLookVector is overridden from BaseCamera
vecToSubject = self:CalculateNewLookVector(vecToSubject.unit * X1_Y0_Z1, Vector2.new(self.rotateInput.x, 0)) * desiredDist
local newPos = cameraFocusP - vecToSubject
local desiredLookDir = camera.CFrame.lookVector
if self.rotateInput.x ~= 0 then
desiredLookDir = vecToSubject
end
local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z)
self.RotateInput = ZERO_VECTOR2
newCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0)
end
else
-- self.RotateInput is a Vector2 of mouse movement deltas since last update
self.curAzimuthRad = self.curAzimuthRad - self.rotateInput.x
if self.useAzimuthLimits then
self.curAzimuthRad = Util.Clamp(self.minAzimuthAbsoluteRad, self.maxAzimuthAbsoluteRad, self.curAzimuthRad)
else
self.curAzimuthRad = (self.curAzimuthRad ~= 0) and (math.sign(self.curAzimuthRad) * (math.abs(self.curAzimuthRad) % TAU)) or 0
end
self.curElevationRad = Util.Clamp(self.minElevationRad, self.maxElevationRad, self.curElevationRad + self.rotateInput.y)
local cameraPosVector = self.currentSubjectDistance * ( CFrame.fromEulerAnglesYXZ( -self.curElevationRad, self.curAzimuthRad, 0 ) * UNIT_Z )
local camPos = subjectPosition + cameraPosVector
newCameraCFrame = CFrame.new(camPos, subjectPosition)
self.rotateInput = ZERO_VECTOR2
end
self.lastCameraTransform = newCameraCFrame
self.lastCameraFocus = newCameraFocus
if (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then
self.lastSubjectCFrame = cameraSubject.CFrame
else
self.lastSubjectCFrame = nil
end
end
self.lastUpdate = now
return newCameraCFrame, newCameraFocus
end
return OrbitalCamera
|
-- / Functions / --
|
EventModule.ActivateEvent = function()
local RandomPlayer = PlayingTeam:GetPlayers()[math.random(1, #PlayingTeam:GetPlayers())]
if RandomPlayer then
local Backpack = RandomPlayer:WaitForChild("Backpack")
if Backpack then
local Chainsaw = Tools:WaitForChild("Chainsaw"):Clone()
Chainsaw.Parent = Backpack
end
end
end
|
--[[Transmission]]
|
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[
[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 = 3.06 -- 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 ]] 4.35 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 3.65 ,
--[[ 3 ]] 2.64 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--[[ Public API ]]
|
--
function Thumbstick:Enable()
ThumbstickFrame.Visible = true
end
function Thumbstick:Disable()
ThumbstickFrame.Visible = false
OnTouchEnded()
end
function Thumbstick:Create(parentFrame)
if ThumbstickFrame then
ThumbstickFrame:Destroy()
ThumbstickFrame = nil
if OnTouchMovedCn then
OnTouchMovedCn:disconnect()
OnTouchMovedCn = nil
end
if OnTouchEndedCn then
OnTouchEndedCn:disconnect()
OnTouchEndedCn = nil
end
end
local isSmallScreen = parentFrame.AbsoluteSize.y <= 500
local thumbstickSize = isSmallScreen and 70 or 120
local position = isSmallScreen and UDim2.new(0, (thumbstickSize/2) - 10, 1, -thumbstickSize - 20) or
UDim2.new(0, thumbstickSize/2, 1, -thumbstickSize * 1.75)
ThumbstickFrame = Instance.new('Frame')
ThumbstickFrame.Name = "ThumbstickFrame"
ThumbstickFrame.Active = true
ThumbstickFrame.Visible = false
ThumbstickFrame.Size = UDim2.new(0, thumbstickSize, 0, thumbstickSize)
ThumbstickFrame.Position = position
ThumbstickFrame.BackgroundTransparency = 1
local outerImage = Instance.new('ImageLabel')
outerImage.Name = "OuterImage"
outerImage.Image = TOUCH_CONTROL_SHEET
outerImage.ImageRectOffset = Vector2.new()
outerImage.ImageRectSize = Vector2.new(220, 220)
outerImage.BackgroundTransparency = 1
outerImage.Size = UDim2.new(0, thumbstickSize, 0, thumbstickSize)
outerImage.Position = UDim2.new(0, 0, 0, 0)
outerImage.Parent = ThumbstickFrame
StickImage = Instance.new('ImageLabel')
StickImage.Name = "StickImage"
StickImage.Image = TOUCH_CONTROL_SHEET
StickImage.ImageRectOffset = Vector2.new(220, 0)
StickImage.ImageRectSize = Vector2.new(111, 111)
StickImage.BackgroundTransparency = 1
StickImage.Size = UDim2.new(0, thumbstickSize/2, 0, thumbstickSize/2)
StickImage.Position = UDim2.new(0, thumbstickSize/2 - thumbstickSize/4, 0, thumbstickSize/2 - thumbstickSize/4)
StickImage.ZIndex = 2
StickImage.Parent = ThumbstickFrame
local centerPosition = nil
local deadZone = 0.05
local function doMove(direction)
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = direction / (thumbstickSize/2)
-- Scaled Radial Dead Zone
local inputAxisMagnitude = currentMoveVector.magnitude
if inputAxisMagnitude < deadZone then
currentMoveVector = Vector3.new()
else
currentMoveVector = currentMoveVector.unit * ((inputAxisMagnitude - deadZone) / (1 - deadZone))
-- NOTE: Making currentMoveVector a unit vector will cause the player to instantly go max speed
-- must check for zero length vector is using unit
currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y)
end
MasterControl:AddToPlayerMovement(currentMoveVector)
end
local function moveStick(pos)
local relativePosition = Vector2.new(pos.x - centerPosition.x, pos.y - centerPosition.y)
local length = relativePosition.magnitude
local maxLength = ThumbstickFrame.AbsoluteSize.x/2
if IsFollowStick and length > maxLength then
local offset = relativePosition.unit * maxLength
ThumbstickFrame.Position = UDim2.new(
0, pos.x - ThumbstickFrame.AbsoluteSize.x/2 - offset.x,
0, pos.y - ThumbstickFrame.AbsoluteSize.y/2 - offset.y)
else
length = math.min(length, maxLength)
relativePosition = relativePosition.unit * length
end
StickImage.Position = UDim2.new(0, relativePosition.x + StickImage.AbsoluteSize.x/2, 0, relativePosition.y + StickImage.AbsoluteSize.y/2)
end
-- input connections
ThumbstickFrame.InputBegan:connect(function(inputObject)
if MoveTouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then
return
end
MoveTouchObject = inputObject
ThumbstickFrame.Position = UDim2.new(0, inputObject.Position.x - ThumbstickFrame.Size.X.Offset/2, 0, inputObject.Position.y - ThumbstickFrame.Size.Y.Offset/2)
centerPosition = Vector2.new(ThumbstickFrame.AbsolutePosition.x + ThumbstickFrame.AbsoluteSize.x/2,
ThumbstickFrame.AbsolutePosition.y + ThumbstickFrame.AbsoluteSize.y/2)
local direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y)
moveStick(inputObject.Position)
end)
OnTouchMovedCn = UserInputService.TouchMoved:connect(function(inputObject, isProcessed)
if inputObject == MoveTouchObject then
centerPosition = Vector2.new(ThumbstickFrame.AbsolutePosition.x + ThumbstickFrame.AbsoluteSize.x/2,
ThumbstickFrame.AbsolutePosition.y + ThumbstickFrame.AbsoluteSize.y/2)
local direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y)
doMove(direction)
moveStick(inputObject.Position)
end
end)
OnTouchEnded = function()
ThumbstickFrame.Position = position
StickImage.Position = UDim2.new(0, ThumbstickFrame.Size.X.Offset/2 - thumbstickSize/4, 0, ThumbstickFrame.Size.Y.Offset/2 - thumbstickSize/4)
MoveTouchObject = nil
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
MasterControl:SetIsJumping(false)
end
OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject, isProcessed)
if inputObject == MoveTouchObject then
OnTouchEnded()
end
end)
ThumbstickFrame.Parent = parentFrame
end
return Thumbstick
|
--WeldRec(P.Parent.Lights)
|
for _,v in pairs(weldedParts) do
if v:IsA("BasePart") then
--v.Anchored = false
end
end
script:Destroy()
|
--[[
Returns all the physical parts of the monster
]]
|
function MonsterManager.getAllMonsterParts()
return TableUtils.map(
monsters:getAll(),
function(monster)
return monster:getPart()
end
)
end
return MonsterManager
|
-- ROBLOX deviation: matchersObject annotated as { [string]: any } for now rather than { [string]: RawMatcherFn }
-- because we cannot currently express RawMatcherFn as tuple
|
type MatchersObject = { [string]: any }
local spyMatchers: MatchersObject = {
lastCalledWith = createLastCalledWithMatcher("lastCalledWith"),
lastReturnedWith = createLastReturnedMatcher("lastReturnedWith"),
nthCalledWith = createNthCalledWithMatcher("nthCalledWith"),
nthReturnedWith = createNthReturnedWithMatcher("nthReturnedWith"),
toBeCalled = createToBeCalledMatcher("toBeCalled"),
toBeCalledTimes = createToBeCalledTimesMatcher("toBeCalledTimes"),
toBeCalledWith = createToBeCalledWithMatcher("toBeCalledWith"),
toHaveBeenCalled = createToBeCalledMatcher("toHaveBeenCalled"),
toHaveBeenCalledTimes = createToBeCalledTimesMatcher("toHaveBeenCalledTimes"),
toHaveBeenCalledWith = createToBeCalledWithMatcher("toHaveBeenCalledWith"),
toHaveBeenLastCalledWith = createLastCalledWithMatcher("toHaveBeenLastCalledWith"),
toHaveBeenNthCalledWith = createNthCalledWithMatcher("toHaveBeenNthCalledWith"),
toHaveLastReturnedWith = createLastReturnedMatcher("toHaveLastReturnedWith"),
toHaveNthReturnedWith = createNthReturnedWithMatcher("toHaveNthReturnedWith"),
toHaveReturned = createToReturnMatcher("toHaveReturned"),
toHaveReturnedTimes = createToReturnTimesMatcher("toHaveReturnedTimes"),
toHaveReturnedWith = createToReturnWithMatcher("toHaveReturnedWith"),
toReturn = createToReturnMatcher("toReturn"),
toReturnTimes = createToReturnTimesMatcher("toReturnTimes"),
toReturnWith = createToReturnWithMatcher("toReturnWith"),
}
function isMock(received: any)
return received ~= nil and typeof(received) == "table" and received._isMockFunction == true
end
function isSpy(received: any)
return received ~= nil
and typeof(received) == "table"
and received.calls ~= nil
and typeof(received.calls.all) == "function"
and typeof(received.calls.count) == "function"
end
|
-- Directional tags
|
local Direction = 0
local Steer = 0
|
------------------------------------------------------------------------------------------------------------------------------------------------
|
if script.Parent:FindFirstChild("Leg2") then
local g = script.Parent.Leg2:Clone()
g.Parent = File
for _,i in pairs(g:GetChildren()) do
if i:IsA("Part") or i:IsA("UnionOperation") or i:IsA("MeshPart") then
i.CanCollide = false
i.Anchored = false
local Y = Instance.new("Weld")
Y.Part0 = Player.Character["Right Leg"]
Y.Part1 = g.Middle
Y.C0 = CFrame.new(0, 0, 0)
Y.Parent = Player.Character["Right Leg"]
end
end
end
|
--for i = 2, 100 do
|
--prevRoom = roomModule.Generate(prevRoom, i)
|
--[[Dependencies]]
|
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local UserInputService = game:GetService("UserInputService")
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
|
--[[**put this code into a (server) script inside of the model that contains all of the dance
floor tiles, name the floor pieces "tile" and name the circle inside of
the tile "circle"**]]
| |
-- deltarager cried here
-- 27/05/2021
|
repeat wait() until game:IsLoaded() and game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name) ~= nil and game.Players.LocalPlayer.Character:FindFirstChild("Humanoid") ~= nil
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UserInputService = game:GetService("UserInputService")
local constants = require(ReplicatedStorage["ClientModules"].Constants)
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local animator = humanoid:WaitForChild("Animator")
local oldEvent1,oldEvent2 = nil,nil
local toolEvent,toolEventDe = nil,nil
IdleAnimation = animator:LoadAnimation(ReplicatedStorage.Animations.Idle)
SprintAnimation = animator:LoadAnimation(ReplicatedStorage.Animations.Sprint)
CrouchAnimation = animator:LoadAnimation(ReplicatedStorage.Animations.Crouch)
local crouching = false
local sprinting = false
local equipped = false
local shooting = false
local function Crouch()
if sprinting then
humanoid.WalkSpeed = 16;
SprintAnimation:Stop()
sprinting = false
end
if crouching then
humanoid.WalkSpeed = 16
CrouchAnimation:Stop()
else
if equipped then
IdleAnimation:Play()
end
CrouchAnimation:Play()
humanoid.WalkSpeed = 10
end
crouching = not crouching
end
local function Sprint()
if crouching then
humanoid.WalkSpeed = 16
CrouchAnimation:Stop()
if equipped then
IdleAnimation:Stop()
end
crouching = false
end
if sprinting then
humanoid.WalkSpeed = 16;
if equipped then
SprintAnimation:Stop()
IdleAnimation:Play()
end
else
if equipped then
IdleAnimation:Stop()
SprintAnimation:Play()
end
humanoid.WalkSpeed = 24;
end
sprinting = not sprinting
end
UserInputService.InputBegan:Connect(function(input,gpe)
if gpe then return end
if input.KeyCode == constants.sprintKey and not shooting then
Sprint()
elseif input.KeyCode == constants.crouchKey then
Crouch()
elseif input.KeyCode == Enum.KeyCode.Space then
if crouching then
Crouch()
end
end
end)
|
-- DO NOT GROUP THIS WITH YOUR MODEL!
|
local everything = {model}
local names = {model}
local children = game.Workspace:children()
for i=1,#children do
if (children[i].Name == "flags") then -- Replace the name with your models's name.
table.insert(everything, children[i]:clone())
table.insert(names, children[i].Name)
end
end
function regen()
for i=1,#everything do
game.Workspace:findFirstChild(names[i]):remove() -- Dont mess with this stuff.
new_thing = everything[i]:clone()
new_thing.Parent = game.Workspace
new_thing:makeJoints()
end
end
function onTouched()
script.Parent.BrickColor = BrickColor.new(26)
regen()
wait(10)-- This is how long it takes untill the regen button will work again.
script.Parent.BrickColor = BrickColor.new(104)
debounce = false
end
script.Parent.ClickDetector.MouseClick:connect(onTouched)
|
--[[
Toggles light visibility in specified group
]]
|
function VehicleLightsComponent:toggleLights(group, isOn)
for _, lightPart in pairs(group) do
lightPart.Material = isOn and Enum.Material.Neon or Enum.Material.SmoothPlastic
lightPart:FindFirstChildWhichIsA("Light").Enabled = isOn
end
end
|
--Evento touched: Se realiza animación en NPC y se invoca eventos
|
script.Parent.Parent.Touched:Connect(function(IsAPlayer)
if debounce == false then
if IsAPlayer.Parent:FindFirstChild("Humanoid") and game.Players:GetPlayerFromCharacter(IsAPlayer.Parent) then
local animKill = Dummy:FindFirstChildOfClass("Humanoid"):LoadAnimation(animation)
animKill:Play()
sound:Play()
debounce = true
local player = game.Players:GetPlayerFromCharacter(IsAPlayer.Parent)
chasedEvent:FireClient(player, Dummy)
EventFolder.HideSelf:FireClient(player)
script.Parent.Parent.Anchored = true
wait(0.75)
IsAPlayer.Parent.Humanoid.Health = 0
wait(1)
script.Parent.Parent.Anchored = false
debounce = false
end
end
end)
|
-- Don't edit anything below unless you know what you are doing.
|
server = nil
service = nil
return function()
for _,command in pairs(server.Commands) do
if command.AdminLevel then
local changed = false
for _,actualCommandName in pairs(command.Commands) do
if permissions[actualCommandName] then
changed = true
command.AdminLevel = permissions[actualCommandName]
end
end
if not changed then command.AdminLevel = defaultLevel end
end
end
end
|
--[[
while cur_time < total_time do
update(cur_time / total_time)
local e,g = wait(.5)
cur_time = cur_time + e
end
--]]
| |
--// Weapon Parts
|
local L_56_ = L_1_:WaitForChild('AimPart')
local L_57_
local L_58_ = L_1_:WaitForChild('Grip')
local L_59_ = L_1_:WaitForChild('FirePart')
local L_60_
local L_61_ = L_1_:WaitForChild('Mag')
local L_62_ = L_1_:WaitForChild('Bolt')
|
-- UI Speed Value and UI Speeds
|
local ClipSettings = require(game.ReplicatedFirst.ClipSettings)
local SpeedVal = ClipSettings.uiSpeed
local normalSpd = 0.2
local fastSpd = 0.1
local maxSpd = 0.05
|
-- Table used to hold Observer objects in memory.
|
local strongRefs = {}
|
--[=[
Returns a Promise that resolves after `seconds` seconds have passed. The Promise resolves with the actual amount of time that was waited.
This function is a wrapper around `task.delay`.
:::warning
Passing NaN, +Infinity, -Infinity, 0, or any other number less than the duration of a Heartbeat will cause the promise to resolve on the very next Heartbeat.
:::
```lua
Promise.delay(5):andThenCall(print, "This prints after 5 seconds")
```
@function delay
@within Promise
@param seconds number
@return Promise<number>
]=]
|
function Promise.delay(seconds)
assert(type(seconds) == "number", "Bad argument #1 to Promise.delay, must be a number.")
local startTime = Promise._getTime()
return Promise._new(debug.traceback(nil, 2), function(resolve)
task.delay(seconds, function()
resolve(Promise._getTime() - startTime)
end)
end)
end
|
---------------------------
--[[
--Main anchor point is the DriveSeat <car.DriveSeat>
Usage:
MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only
ModelWeld(Model,MainPart)
Example:
MakeWeld(car.DriveSeat,misc.PassengerSeat)
MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2)
ModelWeld(car.DriveSeat,misc.Door)
]]
--Weld stuff here
|
MakeWeld(car.DriveSeat,misc:WaitForChild('Aero'))
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
end
end)
|
--////////////////////////////// Methods
--//////////////////////////////////////
|
local methods = {}
methods.__index = methods
function methods:Destroy()
self.Destroyed = true
end
function methods:SetActive(active)
if active == self.Active then
return
end
if active == false then
self.MessageLogDisplay:Clear()
else
self.MessageLogDisplay:SetCurrentChannelName(self.Name)
for i = 1, #self.MessageLog do
self.MessageLogDisplay:AddMessage(self.MessageLog[i])
end
end
self.Active = active
end
function methods:UpdateMessageFiltered(messageData)
local searchIndex = 1
local searchTable = self.MessageLog
local messageObj = nil
while (#searchTable >= searchIndex) do
local obj = searchTable[searchIndex]
if (obj.ID == messageData.ID) then
messageObj = obj
break
end
searchIndex = searchIndex + 1
end
if messageObj then
messageObj.Message = messageData.Message
messageObj.IsFiltered = true
if self.Active then
self.MessageLogDisplay:UpdateMessageFiltered(messageObj)
end
else
-- We have not seen this filtered message before, but we should still add it to our log.
self:AddMessageToChannelByTimeStamp(messageData)
end
end
function methods:AddMessageToChannel(messageData)
table.insert(self.MessageLog, messageData)
if self.Active then
self.MessageLogDisplay:AddMessage(messageData)
end
if #self.MessageLog > ChatSettings.MessageHistoryLengthPerChannel then
self:RemoveLastMessageFromChannel()
end
end
function methods:InternalAddMessageAtTimeStamp(messageData)
for i = 1, #self.MessageLog do
if messageData.Time < self.MessageLog[i].Time then
table.insert(self.MessageLog, i, messageData)
return
end
end
table.insert(self.MessageLog, messageData)
end
function methods:AddMessagesToChannelByTimeStamp(messageLog, startIndex)
for i = startIndex, #messageLog do
self:InternalAddMessageAtTimeStamp(messageLog[i])
end
while #self.MessageLog > ChatSettings.MessageHistoryLengthPerChannel do
table.remove(self.MessageLog, 1)
end
if self.Active then
self.MessageLogDisplay:Clear()
for i = 1, #self.MessageLog do
self.MessageLogDisplay:AddMessage(self.MessageLog[i])
end
end
end
function methods:AddMessageToChannelByTimeStamp(messageData)
if #self.MessageLog >= 1 then
-- These are the fast cases to evalutate.
if self.MessageLog[1].Time > messageData.Time then
return
elseif messageData.Time >= self.MessageLog[#self.MessageLog].Time then
self:AddMessageToChannel(messageData)
return
end
for i = 1, #self.MessageLog do
if messageData.Time < self.MessageLog[i].Time then
table.insert(self.MessageLog, i, messageData)
if #self.MessageLog > ChatSettings.MessageHistoryLengthPerChannel then
self:RemoveLastMessageFromChannel()
end
if self.Active then
self.MessageLogDisplay:AddMessageAtIndex(messageData, i)
end
return
end
end
else
self:AddMessageToChannel(messageData)
end
end
function methods:RemoveLastMessageFromChannel()
table.remove(self.MessageLog, 1)
if self.Active then
self.MessageLogDisplay:RemoveLastMessage()
end
end
function methods:ClearMessageLog()
self.MessageLog = {}
if self.Active then
self.MessageLogDisplay:Clear()
end
end
function methods:RegisterChannelTab(tab)
self.ChannelTab = tab
end
|
--[[
Returns true if the canvas is currently full.
]]
|
function Canvas:isFull()
for _, spot in ipairs(self.spots) do
if not spot:hasArt() then
return false
end
end
return true
end
|
---[[ Font Settings ]]
|
module.DefaultFont = Enum.Font.Cartoon
module.ChatBarFont = Enum.Font.Cartoon
|
-- Attack configuration
|
local ATTACK_DAMAGE = getValueFromConfig("AttackDamage")
local ATTACK_RADIUS = getValueFromConfig("AttackRadius")
|
--[=[
Utility functions affecting Brios.
@class BrioUtils
]=]
|
local require = require(script.Parent.loader).load(script)
local Maid = require("Maid")
local Brio = require("Brio")
local BrioUtils = {}
|
-- elseif input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.ButtonL3 then
-- if (state == Enum.UserInputState.Begin) then
-- self.L3ButtonDown = true
-- elseif (state == Enum.UserInputState.End) then
-- self.L3ButtonDown = false
-- self.currentZoomSpeed = 1.00
-- end
-- end
|
end
function BaseCamera:DoKeyboardZoom(name, state, input)
if not self.hasGameLoaded and VRService.VREnabled then
return Enum.ContextActionResult.Pass
end
if state ~= Enum.UserInputState.Begin then
return Enum.ContextActionResult.Pass
end
if self.distanceChangeEnabled and player.CameraMode ~= Enum.CameraMode.LockFirstPerson then
if input.KeyCode == Enum.KeyCode.I then
self:SetCameraToSubjectDistance( self.currentSubjectDistance - 5 )
elseif input.KeyCode == Enum.KeyCode.O then
self:SetCameraToSubjectDistance( self.currentSubjectDistance + 5 )
end
return Enum.ContextActionResult.Sink
end
return Enum.ContextActionResult.Pass
end
function BaseCamera:BindAction(actionName, actionFunc, createTouchButton, ...)
table.insert(self.boundContextActions, actionName)
ContextActionService:BindActionAtPriority(actionName, actionFunc, createTouchButton,
CAMERA_ACTION_PRIORITY, ...)
end
function BaseCamera:BindGamepadInputActions()
self:BindAction("BaseCameraGamepadPan", function(name, state, input) return self:GetGamepadPan(name, state, input) end,
false, Enum.KeyCode.Thumbstick2)
self:BindAction("BaseCameraGamepadZoom", function(name, state, input) return self:DoGamepadZoom(name, state, input) end,
false, Enum.KeyCode.DPadLeft, Enum.KeyCode.DPadRight, Enum.KeyCode.ButtonR3)
end
function BaseCamera:BindKeyboardInputActions()
self:BindAction("BaseCameraKeyboardPanArrowKeys", function(name, state, input) return self:DoKeyboardPanTurn(name, state, input) end,
false, Enum.KeyCode.Left, Enum.KeyCode.Right)
self:BindAction("BaseCameraKeyboardPan", function(name, state, input) return self:DoKeyboardPan(name, state, input) end,
false, Enum.KeyCode.Comma, Enum.KeyCode.Period, Enum.KeyCode.PageUp, Enum.KeyCode.PageDown)
self:BindAction("BaseCameraKeyboardZoom", function(name, state, input) return self:DoKeyboardZoom(name, state, input) end,
false, Enum.KeyCode.I, Enum.KeyCode.O)
end
local function isInDynamicThumbstickArea(input)
local playerGui = player:FindFirstChildOfClass("PlayerGui")
local touchGui = playerGui and playerGui:FindFirstChild("TouchGui")
local touchFrame = touchGui and touchGui:FindFirstChild("TouchControlFrame")
local thumbstickFrame = touchFrame and touchFrame:FindFirstChild("DynamicThumbstickFrame")
if not thumbstickFrame then
return false
end
local frameCornerTopLeft = thumbstickFrame.AbsolutePosition
local frameCornerBottomRight = frameCornerTopLeft + thumbstickFrame.AbsoluteSize
if input.Position.X >= frameCornerTopLeft.X and input.Position.Y >= frameCornerTopLeft.Y then
if input.Position.X <= frameCornerBottomRight.X and input.Position.Y <= frameCornerBottomRight.Y then
return true
end
end
return false
end
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local mult=0
local det=0
local trm=0
local trmmult=0
local trmon=0
local throt=0
local redline=0
local shift=0
script:WaitForChild("Rev")
script.Parent.Values.Gear.Changed:connect(function()
mult=1
if script.Parent.Values.RPM.Value>5000 then
shift=.2
end
end)
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
car.DriveSeat:WaitForChild("Rev")
while wait() do
mult=math.max(0,mult-.1)
local _RPM = script.Parent.Values.RPM.Value
if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
throt = math.max(.3,throt-.2)
trmmult = math.max(0,trmmult-.05)
trmon = 1
else
throt = math.min(1,throt+.1)
trmmult = 1
trmon = 0
end
shift = math.min(1,shift+.2)
if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
redline=.5
else
redline=1
end
if not script.Parent.IsOn.Value then on=math.max(on-12,0) else on=2 end
local Volume = (3*throt*shift*redline)+(trm*trmon*trmmult*(3-throt)*math.sin(tick()*50))
local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rev.SetPitch.Value)
if FE then
handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,Volume)
else
car.DriveSeat.Rev.Volume = Volume
car.DriveSeat.Rev.Pitch = Pitch
end
end
|
--Modules
|
local serverWorkerModule = require(serverModulesFolder.WorkerModule)
|
-- Where applicable
-- a = amplitude
-- p = period
|
local sin, cos, asin = math.sin, math.cos, math.asin
local function Linear(t, b, c, d)
return c * t / d + b
end
local function Smooth(t, b, c, d)
t = t / d
return c * t * t * (3 - 2 * t) + b
end
local function Smoother(t, b, c, d)
t = t / d
return c * t * t * t * (t * (6 * t - 15) + 10) + b
end
|
--[[**
ensures Roblox Enum type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.Enum = t.typeof("Enum")
|
--[[
PID stands for Proportional-Integral-Derivative. One example of PID controllers in
real-life is to control the input to each motor of a drone to keep it stabilized.
Another example is cruise-control on a car.
-----------------------------------------------
Constructor:
pid = PID.new(min, max, kP, kD, kI)
Methods:
pid:Calculate(dt, setpoint, pv)
> Calculates and returns the new value
> dt: DeltaTime
> setpoint: The current point
> pv: The process variable (i.e. goal)
pid:Reset()
> Resets the PID
-----------------------------------------------
--]]
|
local PID = {}
PID.__index = PID
function PID.new(min, max, kp, kd, ki)
local self = setmetatable({}, PID)
self._min = min
self._max = max
self._kp = kp
self._kd = kd
self._ki = ki
self._preError = 0
self._integral = 0
return self
end
function PID:Reset()
self._preError = 0
self._integral = 0
end
function PID:Calculate(dt, setpoint, pv)
local err = (setpoint - pv)
local pOut = (self._kp * err)
self._integral += (err * dt)
local iOut = (self._ki * self._integral)
local deriv = ((err - self._preError) / dt)
local dOut = (self._kd * deriv)
local output = math.clamp((pOut + iOut + dOut), self._min, self._max)
self._preError = err
return output
end
function PID:SetMinMax(min, max)
self._min = min
self._max = max
end
return PID
|
--[=[
Instantly skips the spring forwards by that amount time
@param delta number -- Time to skip forwards
@return ()
]=]
|
function Spring:TimeSkip(delta)
local now = self._clock()
local position, velocity = self:_positionVelocity(now+delta)
self._position0 = position
self._velocity0 = velocity
self._time0 = now
end
|
-- map a value from one range to another
|
local function map(x, inMin, inMax, outMin, outMax)
return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
end
local function playSound(sound)
sound.TimePosition = 0
sound.Playing = true
end
local function shallowCopy(t)
local out = {}
for k, v in pairs(t) do
out[k] = v
end
return out
end
local function initializeSoundSystem(player, humanoid, rootPart)
local sounds = {}
-- initialize sounds
for name, props in pairs(SOUND_DATA) do
local sound = Instance.new("Sound")
sound.Name = name
-- set default values
sound.Archivable = false
sound.EmitterSize = 5
sound.MaxDistance = 150
sound.Volume = 0.65
for propName, propValue in pairs(props) do
sound[propName] = propValue
end
sound.Parent = rootPart
sounds[name] = sound
end
local playingLoopedSounds = {}
local function stopPlayingLoopedSounds(except)
for sound in pairs(shallowCopy(playingLoopedSounds)) do
if sound ~= except then
sound.Playing = false
playingLoopedSounds[sound] = nil
end
end
end
-- state transition callbacks
local stateTransitions = {
[Enum.HumanoidStateType.FallingDown] = function()
stopPlayingLoopedSounds()
end,
[Enum.HumanoidStateType.GettingUp] = function()
stopPlayingLoopedSounds()
playSound(sounds.GettingUp)
end,
[Enum.HumanoidStateType.Jumping] = function()
stopPlayingLoopedSounds()
playSound(sounds.Jumping)
end,
[Enum.HumanoidStateType.Swimming] = function()
local verticalSpeed = math.abs(rootPart.Velocity.Y)
if verticalSpeed > 0.1 then
sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)
playSound(sounds.Splash)
end
stopPlayingLoopedSounds(sounds.Swimming)
sounds.Swimming.Playing = true
playingLoopedSounds[sounds.Swimming] = true
end,
[Enum.HumanoidStateType.Freefall] = function()
sounds.FreeFalling.Volume = 0
stopPlayingLoopedSounds(sounds.FreeFalling)
playingLoopedSounds[sounds.FreeFalling] = true
end,
[Enum.HumanoidStateType.Landed] = function()
stopPlayingLoopedSounds()
local verticalSpeed = math.abs(rootPart.Velocity.Y)
if verticalSpeed > 75 then
sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)
playSound(sounds.Landing)
end
end,
[Enum.HumanoidStateType.Running] = function()
stopPlayingLoopedSounds(sounds.Running)
sounds.Running.Playing = true
playingLoopedSounds[sounds.Running] = true
end,
[Enum.HumanoidStateType.Climbing] = function()
local sound = sounds.Climbing
if math.abs(rootPart.Velocity.Y) > 0.1 then
sound.Playing = true
stopPlayingLoopedSounds(sound)
else
stopPlayingLoopedSounds()
end
playingLoopedSounds[sound] = true
end,
[Enum.HumanoidStateType.Seated] = function()
stopPlayingLoopedSounds()
end,
[Enum.HumanoidStateType.Dead] = function()
stopPlayingLoopedSounds()
playSound(sounds.Died)
end,
}
-- updaters for looped sounds
local loopedSoundUpdaters = {
[sounds.Climbing] = function(dt, sound, vel)
sound.Playing = vel.Magnitude > 0.1
end,
[sounds.FreeFalling] = function(dt, sound, vel)
if vel.Magnitude > 75 then
sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)
else
sound.Volume = 0
end
end,
[sounds.Running] = function(dt, sound, vel)
sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5
end,
}
-- state substitutions to avoid duplicating entries in the state table
local stateRemap = {
[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,
}
local activeState = stateRemap[humanoid:GetState()] or humanoid:GetState()
local stateChangedConn = humanoid.StateChanged:Connect(function(_, state)
state = stateRemap[state] or state
if state ~= activeState then
local transitionFunc = stateTransitions[state]
if transitionFunc then
transitionFunc()
end
activeState = state
end
end)
local steppedConn = RunService.Stepped:Connect(function(_, worldDt)
-- update looped sounds on stepped
for sound in pairs(playingLoopedSounds) do
local updater = loopedSoundUpdaters[sound]
if updater then
updater(worldDt, sound, rootPart.Velocity)
end
end
end)
local humanoidAncestryChangedConn
local rootPartAncestryChangedConn
local characterAddedConn
local function terminate()
stateChangedConn:Disconnect()
steppedConn:Disconnect()
humanoidAncestryChangedConn:Disconnect()
rootPartAncestryChangedConn:Disconnect()
characterAddedConn:Disconnect()
end
humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent)
if not parent then
terminate()
end
end)
rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent)
if not parent then
terminate()
end
end)
characterAddedConn = player.CharacterAdded:Connect(terminate)
end
local function playerAdded(player)
local function characterAdded(character)
-- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications:
-- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically.
-- ** must use a waitForFirst on everything and listen for hierarchy changes.
-- * the character might not be in the dm by the time CharacterAdded fires
-- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again
-- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented.
-- * RootPart probably won't exist immediately.
-- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented.
if not character.Parent then
waitForFirst(character.AncestryChanged, player.CharacterAdded)
end
if player.Character ~= character or not character.Parent then
return
end
local humanoid = character:FindFirstChildOfClass("Humanoid")
while character:IsDescendantOf(game) and not humanoid do
waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded)
humanoid = character:FindFirstChildOfClass("Humanoid")
end
if player.Character ~= character or not character:IsDescendantOf(game) then
return
end
-- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals
local rootPart = character:FindFirstChild("HumanoidRootPart")
while character:IsDescendantOf(game) and not rootPart do
waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded)
rootPart = character:FindFirstChild("HumanoidRootPart")
end
if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then
initializeSoundSystem(player, humanoid, rootPart)
end
end
if player.Character then
characterAdded(player.Character)
end
player.CharacterAdded:Connect(characterAdded)
end
Players.PlayerAdded:Connect(playerAdded)
for _, player in ipairs(Players:GetPlayers()) do
playerAdded(player)
end
|
-- Find the player who sent the chat message
|
function getPlayerFromChat(chat)
for _,player in ipairs(Players:GetPlayers()) do
if player.Name == chat.PlayerName then
return player
end
end
end
|
-- Make sure your buttons text is the same the first purple quote --
| |
--[=[
@within TableUtil
@function Reduce
@param tbl table
@param predicate (accumulator: any, value: any, index: any, tbl: table) -> result: any
@return table
Performs a reduce operation against the given table, which can be used to
reduce the table into a single value. This could be used to sum up a table
or transform all the values into a compound value of any kind.
For example:
```lua
local t = {10, 20, 30, 40}
local result = TableUtil.Reduce(t, function(accum, value)
return accum + value
end)
print(result) --> 100
```
]=]
|
local function Reduce<T, R>(t: { T }, predicate: (R, T, any, { T }) -> R, init: R): R
assert(type(t) == "table", "First argument must be a table")
assert(type(predicate) == "function", "Second argument must be a function")
local result = init :: R
if #t > 0 then
local start = 1
if init == nil then
result = (t[1] :: any) :: R
start = 2
end
for i = start, #t do
result = predicate(result, t[i], i, t)
end
else
local start = nil
if init == nil then
result = (next(t) :: any) :: R
start = result
end
for k, v in next, t, start :: any? do
result = predicate(result, v, k, t)
end
end
return result
end
|
-- Returns a character ancestor and its Humanoid, or nil
|
local function FindCharacterAncestor(subject)
if subject and subject ~= workspace then
local humanoid = subject:FindFirstChild('Humanoid')
if humanoid then
return subject, humanoid
else
return FindCharacterAncestor(subject.Parent)
end
end
return nil
end
|
--[[
Higher order component that lets the wrapped component consume the ConfigurationContext.
]]
|
local function withConfiguration(component)
return function(props)
if props.configuration then
warn("Child component has a prop named `configuration` and will be overriden by ConfigurationContext.")
end
return Roact.createElement(context.Consumer, {
render = function(configuration)
local mergedProps = Cryo.Dictionary.join({ configuration = configuration }, props)
return Roact.createElement(component, mergedProps)
end,
})
end
end
return {
ConfigurationProvider = ConfigurationProvider,
withConfiguration = withConfiguration,
}
|
---- IconMap ----
-- Image size: 256px x 256px
-- Icon size: 16px x 16px
-- Padding between each icon: 2px
-- Padding around image edge: 1px
-- Total icons: 14 x 14 (196)
|
local Icon, ClassIcon do
local iconMap = 'http://www.roblox.com/asset/?id=' .. MAP_ID
game:GetService('ContentProvider'):Preload(iconMap)
local iconDehash do
-- 14 x 14, 0-based input, 0-based output
local f=math.floor
function iconDehash(h)
return f(h/14%14),f(h%14)
end
end
function Icon(IconFrame,index)
local row,col = iconDehash(index)
local mapSize = Vector2_new(256,256)
local pad,border = 2,1
local iconSize = 16
local class = 'Frame'
if type(IconFrame) == 'string' then
class = IconFrame
IconFrame = nil
end
if not IconFrame then
IconFrame = Create(class,{
Name = "Icon";
BackgroundTransparency = 1;
ClipsDescendants = true;
Create('ImageLabel',{
Name = "IconMap";
Active = false;
BackgroundTransparency = 1;
Image = iconMap;
Size = UDim2_new(mapSize.x/iconSize,0,mapSize.y/iconSize,0);
});
})
end
IconFrame.IconMap.Position = UDim2_new(-col - (pad*(col+1) + border)/iconSize,0,-row - (pad*(row+1) + border)/iconSize,0)
return IconFrame
end
function ClassIcon(IconFrame, index)
local offset = index * 16
local class = 'Frame'
if type(IconFrame) == 'string' then
class = IconFrame
IconFrame = nil
end
if not IconFrame then
IconFrame = Create(class,{
Name = "Icon";
BackgroundTransparency = 1;
ClipsDescendants = true;
Create('ImageLabel',{
Name = "IconMap";
BackgroundTransparency = 1;
Image = CLASS_MAP_ID;
ImageRectSize = Vector2_new(16, 16);
ImageRectOffset = Vector2_new(offset, 0);
Size = UDim2_new(1, 0, 1, 0);
Parent = IconFrame
});
})
end
IconFrame.IconMap.ImageRectOffset = Vector2_new(offset, 0);
return IconFrame
end
end
|
-- Static camera utils
|
local CameraUtils = require(script:WaitForChild("CameraUtils"))
local CameraInput = require(script:WaitForChild("CameraInput"))
|
--Front Suspension
|
Tune.FSusDamping = 401 -- Spring Dampening
Tune.FSusStiffness = 17000 -- Spring Force
Tune.FAntiRoll = 22.92 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 1.9 -- Suspension length (in studs)
Tune.FPreCompress = .15 -- Pre-compression adds resting length force
Tune.FExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.FCompressLim = .05 -- Max Compression Travel (in studs)
Tune.FSusAngle = 54 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 6 -- Wishbone Length
Tune.FWsBoneAngle = 3 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
|
--[=[
Cleans up all objects in the trove. This is
similar to calling `Remove` on each object
within the trove.
]=]
|
function Trove:Clean()
for _,obj in ipairs(self._objects) do
self:_cleanupObject(obj[1], obj[2])
end
table.clear(self._objects)
end
function Trove:_findAndRemoveFromObjects(object: any, cleanup: boolean): boolean
local objects = self._objects
for i,obj in ipairs(objects) do
if obj[1] == object then
local n = #objects
objects[i] = objects[n]
objects[n] = nil
if cleanup then
self:_cleanupObject(obj[1], obj[2])
end
return true
end
end
return true
end
function Trove:_cleanupObject(object, cleanupMethod)
if cleanupMethod == FN_MARKER then
object()
elseif cleanupMethod == THREAD_MARKER then
coroutine.close(object)
else
object[cleanupMethod](object)
end
end
|
--[[
[ENCYCLOPEDIA]
-[BezierService]---------------
BezierService almost identically mimics TweenService, but rather, it creates
BezierBase's. A BezierBase will move an instance along a bezier curve.
How to use:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local BezierService = require(ReplicatedStorage.BezierService)
local part = workspace.Part
local b = BezierService.Create(part, TweenInfo.new(), {
LookVector = Vector3.one -- some direction you want your part to look
positions = { -- positions that will guide the bezier curve
Vector3.new(5,5,5),
Vector3.new(2, 25, 50),
Vector3.new(15, 15, 15)
}
})
b:Play()
b.Completed:Connect(function()
print("completed!")
end)
--]]
|
local BezierService = {
}
|
-- SERVICES --
|
local UIS = game:GetService("UserInputService")
local RS = game:GetService("ReplicatedStorage")
local TS = game:GetService("TweenService")
|
--
|
script.Parent.Handle2.Hinge1.Transparency = 1
script.Parent.Handle2.Interactive1.Transparency = 1
script.Parent.Handle2.Part1.Transparency = 1
|
-- Services
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerScriptService = game:GetService("ServerScriptService")
|
--// Services
|
local Players = game:GetService("Players")
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
|
function onRunning(speed)
if speed > 0.01 then
playAnimation("walk", 0.1, Humanoid)
if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
setAnimationSpeed(speed / 14.5)
end
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / 12.0)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function onSwimming(speed)
if speed > 0 then
pose = "Running"
else
pose = "Standing"
end
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
local lastTick = 0
function move(time)
local amplitude = 1
local frequency = 1
local deltaTime = time - lastTick
lastTick = time
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
playAnimation("sit", 0.5, Humanoid)
return
elseif (pose == "Running") then
playAnimation("walk", 0.1, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
-- print("Wha " .. pose)
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
if (setAngles) then
local desiredAngle = amplitude * math.sin(time * frequency)
RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
RightHip:SetDesiredAngle(-desiredAngle)
LeftHip:SetDesiredAngle(-desiredAngle)
end
-- Tool Animation handling
local tool = getTool()
if tool and tool:FindFirstChild("Handle") then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
|
--// States
|
local L_61_ = false
local L_62_ = false
local L_63_ = false
local L_64_ = false
local L_65_ = false
local L_66_ = true
local L_67_ = false
local L_68_ = false
local L_69_ = false
local L_70_ = false
local L_71_ = false
local L_72_ = false
local L_73_ = false
local L_74_ = false
local L_75_ = false
local L_76_ = false
local L_77_ = false
local L_78_ = false
local L_79_ = false
local L_80_ = false
local L_81_ = true
local L_82_ = true
local L_83_ = false
local L_84_
local L_85_
local L_86_
local L_87_
local L_88_
local L_89_ = L_24_.FireMode
local L_90_ = 0
local L_91_ = false
local L_92_ = true
local L_93_ = false
local L_94_ = 70
|
-- setup emote chat hook
|
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
local emote = ""
if msg == "/e dance" then
emote = dances[math.random(1, #dances)]
elseif (string.sub(msg, 1, 3) == "/e ") then
emote = string.sub(msg, 4)
elseif (string.sub(msg, 1, 7) == "/emote ") then
emote = string.sub(msg, 8)
end
if (pose == "Standing" and emoteNames[emote] ~= nil) then
playAnimation(emote, 0.1, Humanoid)
end
end)
|
--[[for x = 1, 50 do
s.Pitch = s.Pitch + 0.01
s:play()
wait(0.001)
end]]
|
for x = 50, 120 do
s:play()
wait(0.001)
end
for x = 50, 120 do
s.Pitch = s.Pitch - 0.0021
s:play()
wait(0.001)
end
wait()
end
|
--------LEFT DOOR 10--------
|
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(102)
|
--Stickmasterluke
|
sp=script.Parent
damage=10
stuck=false
sp.Touched:connect(function(hit)
if hit and hit~=nil and sp~=nil and not stuck then
local ct=sp:FindFirstChild("creator")
if ct.Value~=nil and ct.Value.Character~=nil then
if hit.Parent~=ct.Value.Character and hit.Name~="Handle" and hit.Name~="Effect" then
stuck=true
local w=Instance.new("Weld")
w.Part0=hit
w.Part1=sp
w.C0=hit.CFrame:toObjectSpace(sp.CFrame)
w.Parent=sp
local bf=sp:FindFirstChild("BodyForce")
if bf then
bf:remove()
end
local sound=sp:FindFirstChild("Sound")
if sound then
sound:Play()
end
sp.Transparency=1
local h=hit.Parent:FindFirstChild("Humanoid")
local t=hit.Parent:FindFirstChild("Torso")
if h~=nil and t~=nil and h.Health>0 then
for i,v in ipairs(h:GetChildren()) do
if v.Name=="creator" then
v:remove()
end
end
ct:clone().Parent=h
h:TakeDamage(damage)
end
local smoke=sp:FindFirstChild("Smoke")
if smoke then
smoke.Enabled=true
wait(.1)
if smoke then
smoke.Enabled=false
end
end
wait(5)
if sp and sp~=nil and sp.Parent~=nil then
sp:remove()
end
end
end
end
end)
while not stuck do
wait(.5)
local smoke=sp:FindFirstChild("Smoke")
if not stuck and smoke then
sp.Transparency=1
smoke.Enabled=true
wait(.3)
if smoke then
smoke.Enabled=false
end
end
wait(1.5)
local smoke=sp:FindFirstChild("Smoke")
if not stuck and smoke then
sp.Transparency=0
smoke.Enabled=true
wait(.3)
if smoke then
smoke.Enabled=false
end
end
end
|
--[=[
Destroys the Touch input capturer.
]=]
|
function Touch:Destroy()
self._trove:Destroy()
end
return Touch
|
--[[
Walking NPCs
All points (Point A, B, C, D, and E) must be inside of the model.
You should be able to edit the NPC's looks.
Simply keep the Humanoid, animate, Walk, Head, Torso, and (I think) the legs.
The NPC should be grouped with the Points
]]
|
--
local npc = script.Parent
local idleanim = script.Animation1
local runanim = script.RunAnim
local idleanimtrack = npc.AI:LoadAnimation(idleanim)
local runanimtrack = npc.AI:LoadAnimation(runanim)
idleanimtrack:Play()
idleanimtrack.Looped = true
script.Parent.HitBox.Script.Enabled = false
model = script.Parent.Parent
hum = script.Parent.AI
torso = script.Parent.Torso
while true do
wait(math.random(5,7))
if model.PointA ~= nil then
a = model.PointA
hum:MoveTo(a.Position, a)
idleanimtrack:Stop()
script.Parent.Head["Scary Scream"]:Play()
script.Parent.HitBox.Script.Enabled = true
runanimtrack:Play()
repeat
wait(0.1)
wait(6)
script.Parent.Parent:Destroy()
until (a.Position - torso.Position).magnitude <= 5
else
print("No Point A.")
end
end
|
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,VRecoil = {17,18} --- Vertical Recoil
,HRecoil = {5,7} --- Horizontal Recoil
,AimRecover = .7 ---- Between 0 & 1
,RecoilPunch = .15
,VPunchBase = 2.75 --- Vertical Punch
,HPunchBase = 1.35 --- Horizontal Punch
,DPunchBase = 1 --- Tilt Punch | useless
,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0)
,PunchRecover = 0.2
,MinRecoilPower = .5
,MaxRecoilPower = 3.5
,RecoilPowerStepAmount = .25
,MinSpread = 1.25 --- Min bullet spread value | Studs
,MaxSpread = 40 --- Max bullet spread value | Studs
,AimInaccuracyStepAmount = 0.75
,WalkMultiplier = 0 --- Bullet spread based on player speed
,SwayBase = 0.25 --- Weapon Base Sway | Studs
,MaxSway = 1.5 --- Max sway value based on player stamina | Studs
|
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