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--------------------[ GUI SETUP FUNCTION ]--------------------------------------------
function convertKey(Key) if Key == string.char(8) then return "BKSPCE" elseif Key == string.char(9) then return "TAB" elseif Key == string.char(13) then return "ENTER" elseif Key == string.char(17) then return "UP" elseif Key == string.char(18) then return "DOWN" elseif Key == string.char(19) then return "RIGHT" elseif Key == string.char(20) then return "LEFT" elseif Key == string.char(22) then return "HOME" elseif Key == string.char(23) then return "END" elseif Key == string.char(27) then return "F2" elseif Key == string.char(29) then return "F4" elseif Key == string.char(30) then return "F5" elseif Key == string.char(32) or Key == " " then return "F7" elseif Key == string.char(33) or Key == "!" then return "F8" elseif Key == string.char(34) or Key == '"' then return "F9" elseif Key == string.char(35) or Key == "#" then return "F10" elseif Key == string.char(37) or Key == "%" then return "F12" elseif Key == string.char(47) or Key == "/" then return "R-SHIFT" elseif Key == string.char(48) or Key == "0" then return "L-SHIFT" elseif Key == string.char(49) or Key == "1" then return "R-CTRL" elseif Key == string.char(50) or Key == "2" then return "L-CTRL" elseif Key == string.char(51) or Key == "3" then return "R-ALT" elseif Key == string.char(52) or Key == "4" then return "L-ALT" else return string.upper(Key) end end function createControlFrame(Key, Desc, Num) local C = Instance.new("Frame") C.BackgroundTransparency = ((Num % 2) == 1 and 0.7 or 1) C.BorderSizePixel = 0 C.Name = "C"..Num C.Position = UDim2.new(0, 0, 0, Num * 20) C.Size = UDim2.new(1, 0, 0, 20) C.ZIndex = 10 local K = Instance.new("TextLabel") K.BackgroundTransparency = 1 K.Name = "Key" K.Size = UDim2.new(0, 45, 1, 0) K.ZIndex = 10 K.Font = Enum.Font.ArialBold K.FontSize = Enum.FontSize.Size14 K.Text = Key K.TextColor3 = Color3.new(1, 1, 1) K.TextScaled = (string.len(Key) > 5) K.TextWrapped = (string.len(Key) > 5) K.Parent = C local D = Instance.new("TextLabel") D.BackgroundTransparency = 1 D.Name = "Desc" D.Position = UDim2.new(0, 50, 0, 0) D.Size = UDim2.new(1, -50, 1, 0) D.ZIndex = 10 D.Font = Enum.Font.SourceSansBold D.FontSize = Enum.FontSize.Size14 D.Text = "- "..Desc D.TextColor3 = Color3.new(1, 1, 1) D.TextXAlignment = Enum.TextXAlignment.Left D.Parent = C C.Parent = Controls end function createModes() numModes = 0 for i, v in pairs(S.selectFireSettings.Modes) do if v then numModes = numModes + 1 end end local currentMode = 0 for i, v in pairs(S.selectFireSettings.Modes) do if v then local Frame = Instance.new("Frame") Frame.BackgroundTransparency = 1 Frame.Name = currentMode Frame.Position = UDim2.new() Frame.Size = UDim2.new() Frame.Parent = fireModes local modeLabel = Instance.new("TextLabel") modeLabel.BackgroundTransparency = 1 modeLabel.Name = "Label" modeLabel.Position = UDim2.new(0, -20, 0, 0) modeLabel.Size = UDim2.new(0, 40, 0, 20) modeLabel.Font = Enum.Font.SourceSansBold modeLabel.FontSize = Enum.FontSize.Size18 modeLabel.Text = string.upper(i) modeLabel.TextColor3 = Color3.new(1, 1, 1) modeLabel.TextScaled = true modeLabel.TextStrokeTransparency = 0 modeLabel.TextTransparency = 0.5 modeLabel.TextWrapped = true modeLabel.Parent = Frame table.insert(Modes, string.upper(i)) currentMode = currentMode + 1 end end guiAngOffset = -15 * (numModes ^ 3) + 150 * (numModes ^ 2) - 525 * numModes + 660 end function setUpGUI() local currentNum = 1 for _, v in pairs(Controls:GetChildren()) do if v.Name ~= "Title" then v:Destroy() end end for _, PTable in pairs(Plugins.KeyDown) do createControlFrame(convertKey(PTable.Key), PTable.Description, currentNum) currentNum = currentNum + 1 end if S.canChangeStance then local Dive = (S.dolphinDive and " / Dive" or "") createControlFrame(convertKey(S.Keys.lowerStance), "Lower Stance"..Dive, currentNum) currentNum = currentNum + 1 createControlFrame(convertKey(S.Keys.raiseStance), "Raise Stance", currentNum) currentNum = currentNum + 1 end if S.selectFire then createControlFrame(convertKey(S.Keys.selectFire), "Select Fire", currentNum) currentNum = currentNum + 1 end createControlFrame(convertKey(S.Keys.Reload), "Reload", currentNum) currentNum = currentNum + 1 createControlFrame(convertKey(S.Keys.Sprint), "Sprint", currentNum) currentNum = currentNum + 1 if S.canADS then local Hold = (S.aimSettings.holdToADS and "HOLD " or "") if S.Keys.ADS ~= "" then createControlFrame(Hold..convertKey(S.Keys.ADS).." OR R-MOUSE", "Aim Down Sights", currentNum) else createControlFrame(Hold.." R-MOUSE", "Aim Down Sights", currentNum) end currentNum = currentNum + 1 end Controls.Size = UDim2.new(1, 0, 0, currentNum * 20) Controls.Position = UDim2.new(0, 0, 0, -(currentNum * 20) - 80) if S.guiScope then scopeSteady.Text = "Hold "..convertKey(S.Keys.scopeSteady).." to Steady" end if mainGUI:FindFirstChild("Co") then mainGUI.Co:Destroy() end local Co = Instance.new("TextLabel") Co.BackgroundTransparency = 1 Co.Name = "Co" Co.Visible = true Co.Position = UDim2.new(0, 0, 0, 0) Co.Size = UDim2.new(1, 0, 0, 20) Co.Font = Enum.Font.SciFi Co.FontSize = Enum.FontSize.Size14 Co.Text = ("") Co.TextColor3 = Color3.new(1, 1, 1) Co.TextStrokeColor3 = Color3.new(1, 1, 1) Co.TextStrokeTransparency = 1 Co.TextTransparency = 0.9 Co.TextXAlignment = Enum.TextXAlignment.Center Co.Parent = mainGUI gunNameTitle.Text = Gun.Name updateClipAmmo() updateStoredAmmo() fireModes:ClearAllChildren() createModes() updateModeLabels(numModes - 1, 0, 90) if S.selectFire then modeGUI.Text = Modes[((rawFireMode - 1) % numModes) + 1] else modeGUI.Text = ( S.gunType.Semi and "SEMI" or S.gunType.Auto and "AUTO" or S.gunType.Burst and "BURST" or "SAFETY" ) end end
-- Placeholder texture can be any roblox asset link
local initialTexture = "" local RowCount = 4 local ColCount = 4 local perImageSpriteCount = RowCount * ColCount local width = 256 local height = 256 local framesInTotal = 15 assert(numImages * RowCount * ColCount >= framesInTotal) local animPeriod = 1 -- period for the whole animation, in seconds assert(animPeriod > 0) local curImageIdx = 0 local curSpriteIdx = 0 local fps = framesInTotal / animPeriod local accumulatedTime = 0 local function AnimateImageSpriteSheet(dt) accumulatedTime = math.fmod(accumulatedTime + dt, animPeriod) curSpriteIdx = math.floor(accumulatedTime * fps) local prevImageIndex = curImageIdx curImageIdx = math.floor(curSpriteIdx / perImageSpriteCount) if prevImageIndex ~= curImageIdx then imageInstance.Image = imageAssetIDs[curImageIdx + 1] end local localSpriteIndex = curSpriteIdx - curImageIdx * perImageSpriteCount local row = math.floor(localSpriteIndex / ColCount) local col = localSpriteIndex - row * ColCount imageInstance.ImageRectOffset = Vector2.new(col * width, row * height) end Animator.Connection = nil Animator.Init = function() Animator.Connection = game:GetService("RunService").RenderStepped:Connect(AnimateImageSpriteSheet) end Animator.Stop = function() if Animator.Connection then imageInstance.Image = initialTexture Animator.Connection:Disconnect() end end return Animator
--// Input Connections
L_110_.InputBegan:connect(function(L_315_arg1, L_316_arg2) if not L_316_arg2 and L_15_ then if L_315_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_315_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then if not L_64_ then if not L_65_ then L_157_ = 0.015 L_158_ = 7 L_3_:WaitForChild("Humanoid").WalkSpeed = 7 end if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then L_97_ = L_50_ end L_136_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p L_98_.SoundId = 'rbxassetid://' .. L_102_[math.random(1, #L_102_)] L_98_:Play() L_118_:FireServer(true) L_64_ = true end end; if L_315_arg1.KeyCode == Enum.KeyCode.A and L_15_ then L_137_ = CFrame.Angles(0, 0, 0.1) end; if L_315_arg1.KeyCode == Enum.KeyCode.D and L_15_ then L_137_ = CFrame.Angles(0, 0, -0.1) end; if L_315_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then L_80_ = true L_82_ = false L_81_ = true LeanRight() end if L_315_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then L_80_ = true L_81_ = false L_82_ = true LeanLeft() end if L_315_arg1.KeyCode == L_24_.AlternateAimKey and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then if not L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed = 10 L_158_ = 10 L_157_ = 0.008 end L_97_ = L_50_ L_136_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p L_98_.SoundId = 'rbxassetid://' .. L_102_[math.random(1, #L_102_)] L_98_:Play() L_118_:FireServer(true) L_64_ = true end end; if L_315_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_315_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_79_ and not L_77_ and L_69_ and L_15_ and not L_66_ and not L_67_ and not L_74_ then L_68_ = true if not Shooting and L_15_ and not L_83_ then if L_106_ > 0 then Shoot() end elseif not Shooting and L_15_ and L_83_ then if L_108_ > 0 then Shoot() end end end; if L_315_arg1.KeyCode == (L_24_.LaserKey or L_315_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then local L_317_ = L_1_:FindFirstChild("LaserLight") L_125_.KeyDown[1].Plugin() end; if L_315_arg1.KeyCode == (L_24_.LightKey or L_315_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then local L_318_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light') local L_319_ = false L_318_.Enabled = not L_318_.Enabled end; if L_15_ and L_315_arg1.KeyCode == (L_24_.FireSelectKey or L_315_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_79_ and not L_70_ and not L_78_ then L_70_ = true if L_92_ == 1 then if Shooting then Shooting = false end if L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 2 then if Shooting then Shooting = false end if L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 3 then if Shooting then Shooting = false end if L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 4 then if Shooting then Shooting = false end if L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then L_92_ = 4 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 6 then if Shooting then Shooting = false end L_85_ = L_69_ if L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ end end UpdateAmmo() FireModeAnim() IdleAnim() L_70_ = false end; if L_315_arg1.KeyCode == (Enum.KeyCode.F or L_315_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_79_ and not L_77_ and not L_78_ and not L_67_ and not L_70_ and not L_64_ and not L_66_ and not Shooting and not L_76_ then if not L_73_ and not L_74_ then L_74_ = true Shooting = false L_69_ = false L_138_ = time() delay(0.6, function() if L_106_ ~= L_24_.Ammo and L_106_ > 0 then CreateShell() end end) BoltBackAnim() L_73_ = true elseif L_73_ and L_74_ then BoltForwardAnim() Shooting = false L_69_ = true if L_106_ ~= L_24_.Ammo and L_106_ > 0 then L_106_ = L_106_ - 1 elseif L_106_ >= L_24_.Ammo then L_69_ = true end L_73_ = false L_74_ = false IdleAnim() L_75_ = false end UpdateAmmo() end; if L_315_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_315_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_78_ and not L_77_ and L_149_ then L_71_ = true if L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then Shooting = false L_64_ = false L_67_ = true delay(0, function() if L_67_ and not L_66_ then L_64_ = false L_72_ = true end end) L_97_ = 80 L_157_ = 0.4 L_158_ = 16 L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed end end; if L_315_arg1.KeyCode == (Enum.KeyCode.R or L_315_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_79_ and not L_78_ and not L_77_ and L_15_ and not L_66_ and not L_64_ and not Shooting and not L_67_ and not L_74_ then if not L_83_ then if L_107_ > 0 and L_106_ < L_24_.Ammo then Shooting = false L_66_ = true for L_320_forvar1, L_321_forvar2 in pairs(game.Players:GetChildren()) do if L_321_forvar2 and L_321_forvar2:IsA('Player') and L_321_forvar2 ~= L_2_ and L_321_forvar2.TeamColor == L_2_.TeamColor then if (L_321_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying and L_24_.CanCallout then L_122_:FireServer(L_7_.AHH, L_101_[math.random(0, 23)]) end end end end ReloadAnim() if L_106_ <= 0 then if not L_24_.CanSlideLock then BoltBackAnim() BoltForwardAnim() end end IdleAnim() L_69_ = true if L_106_ <= 0 then if (L_107_ - (L_24_.Ammo - L_106_)) < 0 then L_106_ = L_106_ + L_107_ L_107_ = 0 else L_107_ = L_107_ - (L_24_.Ammo - L_106_) L_106_ = L_24_.Ammo end elseif L_106_ > 0 then if (L_107_ - (L_24_.Ammo - L_106_)) < 0 then L_106_ = L_106_ + L_107_ + 1 L_107_ = 0 else L_107_ = L_107_ - (L_24_.Ammo - L_106_) L_106_ = L_24_.Ammo + 1 end end L_66_ = false if not L_75_ then L_69_ = true end end; elseif L_83_ then if L_108_ > 0 then Shooting = false L_66_ = true nadeReload() IdleAnim() L_66_ = false L_69_ = true end end; UpdateAmmo() end; if L_315_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then if (L_51_ < 1) then L_51_ = L_51_ + L_24_.SensitivityIncrement end end if L_315_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then if (L_51_ > 0.1) then L_51_ = L_51_ - L_24_.SensitivityIncrement end end if L_315_arg1.KeyCode == (Enum.KeyCode.T or L_315_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then if not L_86_ then L_56_ = L_1_:WaitForChild("AimPart2") L_50_ = L_24_.CycleAimZoom if L_64_ then L_97_ = L_24_.CycleAimZoom end L_86_ = true else L_56_ = L_1_:FindFirstChild("AimPart") L_50_ = L_24_.AimZoom if L_64_ then L_97_ = L_24_.AimZoom end L_86_ = false end; end; if L_315_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then if not L_77_ then L_77_ = true InspectAnim() IdleAnim() L_77_ = false end end; if L_315_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then if L_15_ then if not L_78_ then L_67_ = false L_64_ = false L_69_ = false L_78_ = true AttachAnim() elseif L_78_ then L_67_ = false L_64_ = false L_69_ = true L_78_ = false IdleAnim() end end end; if L_315_arg1.KeyCode == Enum.KeyCode.P and not L_77_ and not L_78_ and not L_64_ and not L_67_ and not L_65_ and not L_66_ and not Recoiling and not L_67_ then if not L_79_ then L_79_ = true L_14_:Create(L_45_, TweenInfo.new(0.2), { C1 = L_24_.SprintPos }):Play() wait(0.2) L_115_:FireServer("Patrol", L_24_.SprintPos) else L_79_ = false L_14_:Create(L_45_, TweenInfo.new(0.2), { C1 = CFrame.new() }):Play() wait(0.2) L_115_:FireServer("Unpatrol") end end; end end) L_110_.InputEnded:connect(function(L_322_arg1, L_323_arg2) if not L_323_arg2 and L_15_ then if L_322_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_322_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_77_ and L_24_.CanAim and not L_78_ then if L_64_ then if not L_65_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 16 L_157_ = 0.09 L_158_ = 11 end L_97_ = 70 L_136_.target = Vector3.new() L_98_.SoundId = 'rbxassetid://' .. L_103_[math.random(1, #L_103_)] L_98_:Play() L_118_:FireServer(false) L_64_ = false end end; if L_322_arg1.KeyCode == Enum.KeyCode.A and L_15_ then L_137_ = CFrame.Angles(0, 0, 0) end; if L_322_arg1.KeyCode == Enum.KeyCode.D and L_15_ then L_137_ = CFrame.Angles(0, 0, 0) end; if L_322_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then Unlean() L_80_ = false L_82_ = false L_81_ = false end if L_322_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then Unlean() L_80_ = false L_82_ = false L_81_ = false end if L_322_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then if L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed = 16 L_158_ = 17 L_157_ = .25 end L_97_ = 70 L_136_.target = Vector3.new() L_136_.target = Vector3.new() L_98_.SoundId = 'rbxassetid://' .. L_103_[math.random(1, #L_103_)] L_118_:FireServer(false) L_64_ = false end end; if L_322_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_322_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then L_68_ = false if Shooting then Shooting = false end end; if L_322_arg1.KeyCode == Enum.KeyCode.E and L_15_ then local L_324_ = L_42_:WaitForChild('GameGui') if L_16_ then L_324_:WaitForChild('AmmoFrame').Visible = false L_16_ = false end end; if L_322_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_322_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_77_ and not L_70_ and not L_65_ then -- SPRINT L_71_ = false if L_67_ and not L_64_ and not Shooting and not L_71_ then L_67_ = false L_72_ = false L_97_ = 70 L_3_.Humanoid.WalkSpeed = 16 L_157_ = 0.09 L_158_ = 11 end end; end end) L_110_.InputChanged:connect(function(L_325_arg1, L_326_arg2) if not L_326_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then if L_325_arg1.UserInputType == Enum.UserInputType.MouseWheel then if L_325_arg1.Position.Z == 1 and (L_51_ < 1) then L_51_ = L_51_ + L_24_.SensitivityIncrement elseif L_325_arg1.Position.Z == -1 and (L_51_ > 0.1) then L_51_ = L_51_ - L_24_.SensitivityIncrement end end end end) L_110_.InputChanged:connect(function(L_327_arg1, L_328_arg2) if not L_328_arg2 and L_15_ then local L_329_, L_330_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList); if L_329_ then local L_331_ = (L_330_ - L_6_.Position).magnitude L_33_.Text = math.ceil(L_331_) .. ' m' end end end)
-- To change settings, open the Config module inside of PlayerOutliner.
-- Adjust torque and springs based on gravity to keep the car drivable
local function gravityAdjust() local defaultGravity = 196.2 local actualGravity = Workspace.Gravity local gravityChange = actualGravity / defaultGravity -- Speed is adjusted so that the height of jumps is preserved -- So maxSpeed is scaled proportionally to the sqrt of gravity ActualDrivingTorque = VehicleParameters.DrivingTorque * gravityChange ActualBrakingTorque = VehicleParameters.BrakingTorque * gravityChange ActualStrutSpringStiffnessFront = VehicleParameters.StrutSpringStiffnessFront * gravityChange ActualStrutSpringDampingFront = VehicleParameters.StrutSpringDampingFront * math.sqrt( gravityChange ) ActualStrutSpringStiffnessRear = VehicleParameters.StrutSpringStiffnessRear * gravityChange ActualStrutSpringDampingRear = VehicleParameters.StrutSpringDampingRear * math.sqrt( gravityChange ) ActualTorsionSpringStiffness = VehicleParameters.TorsionSpringStiffness * gravityChange ActualTorsionSpringDamping = VehicleParameters.TorsionSpringDamping * math.sqrt( gravityChange ) end local function convertProperty(property, value) if property == "MaxSpeed" or property == "ReverseSpeed" then -- convert to studs/sec return value / mphConversion end return value end local changedAttributesConnection = nil local function updateFromConfiguration() local obj = script.Parent.Parent for property, value in pairs(VehicleParameters) do local configProp = obj:GetAttribute(property) if configProp then VehicleParameters[property] = convertProperty(property, configProp) end end -- Handle dynamic changes changedAttributesConnection = obj.AttributeChanged:Connect(function(property) -- Only handle attributes we're interested in if VehicleParameters[property] == nil then return end local value = obj:GetAttribute(property) VehicleParameters[property] = convertProperty(property, value) if DoGravityAdjust then gravityAdjust() end if Chassis then Chassis.InitializeDrivingValues() -- reinitialize chassis so that changes are reflected in the rig end end) end updateFromConfiguration() if DoGravityAdjust then gravityAdjust() end workspace.Changed:Connect(function(prop) if prop == "Gravity" then if DoGravityAdjust then gravityAdjust() end if Chassis then Chassis.InitializeDrivingValues() -- reinitialize chassis so that changes are reflected in the rig end end end) local Motors local SteeringPrismatic local RedressMount
--//Connections
event.OnClientEvent:Connect(function(jumpingPlr) if jumpingPlr == player then return end --Don't player the effect again for our own player local jumpingChar = jumpingPlr.Character or jumpingPlr.CharacterAdded:Wait() JumpEffect(jumpingChar) end)
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_SoundsMisc") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local mult=0 local det=.13 script:WaitForChild("Rel") script:WaitForChild("Start") script.Parent.Values.Gear.Changed:connect(function() mult=1 end) for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Rel",car.DriveSeat,script.Rel.SoundId,0,script.Rel.Volume,true) handler:FireServer("newSound","Start",car.DriveSeat,script.Start.SoundId,1,script.Start.Volume,false) handler:FireServer("playSound","Rel") car.DriveSeat:WaitForChild("Rel") car.DriveSeat:WaitForChild("Start") while wait() do mult=math.max(0,mult-.1) local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.PreOn.Value then handler:FireServer("playSound","Start") wait(3.4) else if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end RelVolume = 3*(1 - math.min(((script.Parent.Values.RPM.Value*3)/_Tune.Redline),1)) RelPitch = (math.max((((script.Rel.SetPitch.Value + script.Rel.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rel.SetPitch.Value)) * on end if FE then handler:FireServer("updateSound","Rel",script.Rel.SoundId,RelPitch,RelVolume) else car.DriveSeat.Rel.Volume = RelVolume car.DriveSeat.Rel.Pitch = RelPitch end end
--[[ Controller that sets different user interface views for the client. Listens to player state updates, creating and destructing views as necessary. ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local StarterGui = game:GetService("StarterGui") local Players = game:GetService("Players") local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger) local views = {} local currentView local UIController = {}
--config
local shakeRate = 2 --how often to shake the screen in seconds. 0 is default, around 0.0166 seconds. local shakeMin = 0 --the minimum amount of shake to apply, use whole numbers only local shakeMax = 200 --the maximum amount of shake to apply, use whole numbers only runService.RenderStepped:Connect(function() if elapsedTime() > nextFire then nextFire = elapsedTime() + shakeRate hum.CameraOffset = Vector3.new(math.random(shakeMin, shakeMax)/1000, math.random(shakeMin, shakeMax)/1000, math.random(shakeMin, shakeMax)/1000) end end)
--Variables
local currentHumanoid = nil local AnimationTracks = {} local function getLocalHumanoid() if LocalPlayer.Character then return LocalPlayer.Character:FindFirstChildOfClass("Humanoid") end end
--[[ To make another trader, duplicate a trader and change the proximity prompt text in their UpperTorso ActionText: "FinalItemName" ObjectText = "ItemRequired: 0/AmountRequired" ]]
events.TradeItem.OnServerEvent:Connect(function(plr, PP, final) local tool = plr.Character:FindFirstChildWhichIsA("Tool") tool:Destroy() if final then tools[PP.ActionText]:Clone().Parent = plr.Backpack end end) NPCs.Seller.UpperTorso.ProximityPrompt.Triggered:Connect(function(plr) local char = plr.Character if not char then return end local tool = char:FindFirstChildWhichIsA("Tool") if not tool or not tool:FindFirstChild("Handle") then return end local res = tool.Handle:FindFirstChild("Price") if res then tool:Destroy() plr.Wallet.Value += res.Value end end)
-- PRIVATE METHODS
function Zone:_calculateRegion(tableOfParts, dontRound) local bounds = {["Min"] = {}, ["Max"] = {}} for boundType, details in pairs(bounds) do details.Values = {} function details.parseCheck(v, currentValue) if boundType == "Min" then return (v <= currentValue) elseif boundType == "Max" then return (v >= currentValue) end end function details:parse(valuesToParse) for i,v in pairs(valuesToParse) do local currentValue = self.Values[i] or v if self.parseCheck(v, currentValue) then self.Values[i] = v end end end end for _, part in pairs(tableOfParts) do local sizeHalf = part.Size * 0.5 local corners = { part.CFrame * CFrame.new(-sizeHalf.X, -sizeHalf.Y, -sizeHalf.Z), part.CFrame * CFrame.new(-sizeHalf.X, -sizeHalf.Y, sizeHalf.Z), part.CFrame * CFrame.new(-sizeHalf.X, sizeHalf.Y, -sizeHalf.Z), part.CFrame * CFrame.new(-sizeHalf.X, sizeHalf.Y, sizeHalf.Z), part.CFrame * CFrame.new(sizeHalf.X, -sizeHalf.Y, -sizeHalf.Z), part.CFrame * CFrame.new(sizeHalf.X, -sizeHalf.Y, sizeHalf.Z), part.CFrame * CFrame.new(sizeHalf.X, sizeHalf.Y, -sizeHalf.Z), part.CFrame * CFrame.new(sizeHalf.X, sizeHalf.Y, sizeHalf.Z), } for _, cornerCFrame in pairs(corners) do local x, y, z = cornerCFrame:GetComponents() local values = {x, y, z} bounds.Min:parse(values) bounds.Max:parse(values) end end local minBound = {} local maxBound = {} -- Rounding a regions coordinates to multiples of 4 ensures the region optimises the region -- by ensuring it aligns on the voxel grid local function roundToFour(to_round) local ROUND_TO = 4 local divided = (to_round+ROUND_TO/2) / ROUND_TO local rounded = ROUND_TO * math.floor(divided) return rounded end for boundName, boundDetail in pairs(bounds) do for _, v in pairs(boundDetail.Values) do local newTable = (boundName == "Min" and minBound) or maxBound local newV = v if not dontRound then local roundOffset = (boundName == "Min" and -2) or 2 newV = roundToFour(v+roundOffset) -- +-2 to ensures the zones region is not rounded down/up end table.insert(newTable, newV) end end local boundMin = Vector3.new(unpack(minBound)) local boundMax = Vector3.new(unpack(maxBound)) local region = Region3.new(boundMin, boundMax) return region, boundMin, boundMax end function Zone:_displayBounds() if not self.displayBoundParts then self.displayBoundParts = true local boundParts = {BoundMin = self.boundMin, BoundMax = self.boundMax} for boundName, boundCFrame in pairs(boundParts) do local part = Instance.new("Part") part.Anchored = true part.CanCollide = false part.Transparency = 0.5 part.Size = Vector3.new(1,1,1) part.Color = Color3.fromRGB(255,0,0) part.CFrame = CFrame.new(boundCFrame) part.Name = boundName part.Parent = workspace self.janitor:add(part, "Destroy") end end end function Zone:_update() local container = self.container local zoneParts = {} local updateQueue = 0 self._updateConnections:clean() local containerType = typeof(container) local holders = {} local INVALID_TYPE_WARNING = "The zone container must be a model, folder, basepart or table!" if containerType == "table" then for _, part in pairs(container) do if part:IsA("BasePart") then table.insert(zoneParts, part) end end elseif containerType == "Instance" then if container:IsA("BasePart") then table.insert(zoneParts, container) else table.insert(holders, container) for _, part in pairs(container:GetDescendants()) do if part:IsA("BasePart") then table.insert(zoneParts, part) else table.insert(holders, part) end end end end self.zoneParts = zoneParts self.overlapParams = {} local allZonePartsAreBlocksNew = true for _, zonePart in pairs(zoneParts) do local success, shapeName = pcall(function() return zonePart.Shape.Name end) if shapeName ~= "Block" then allZonePartsAreBlocksNew = false end end self.allZonePartsAreBlocks = allZonePartsAreBlocksNew local zonePartsWhitelist = OverlapParams.new() zonePartsWhitelist.FilterType = Enum.RaycastFilterType.Whitelist zonePartsWhitelist.MaxParts = #zoneParts zonePartsWhitelist.FilterDescendantsInstances = zoneParts self.overlapParams.zonePartsWhitelist = zonePartsWhitelist local zonePartsIgnorelist = OverlapParams.new() zonePartsIgnorelist.FilterType = Enum.RaycastFilterType.Blacklist zonePartsIgnorelist.FilterDescendantsInstances = zoneParts self.overlapParams.zonePartsIgnorelist = zonePartsIgnorelist -- this will call update on the zone when the container parts size or position changes, and when a -- child is removed or added from a holder (anything which isn't a basepart) local function update() if self.autoUpdate then local executeTime = os.clock() if self.respectUpdateQueue then updateQueue += 1 executeTime += 0.1 end local updateConnection updateConnection = runService.Heartbeat:Connect(function() if os.clock() >= executeTime then updateConnection:Disconnect() if self.respectUpdateQueue then updateQueue -= 1 end if updateQueue == 0 and self.zoneId then self:_update() end end end) end end local partProperties = {"Size", "Position"} local function verifyDefaultCollision(instance) if instance.CollisionGroupId ~= 0 then assert(nil, "Zone parts must belong to the 'Default' (0) CollisionGroup! Consider using zone:relocate() if you wish to move zones outside of workspace to prevent them interacting with other parts.") end end for _, part in pairs(zoneParts) do for _, prop in pairs(partProperties) do self._updateConnections:add(part:GetPropertyChangedSignal(prop):Connect(update), "Disconnect") end verifyDefaultCollision(part) self._updateConnections:add(part:GetPropertyChangedSignal("CollisionGroupId"):Connect(function() verifyDefaultCollision(part) end), "Disconnect") end local containerEvents = {"ChildAdded", "ChildRemoved"} for _, holder in pairs(holders) do for _, event in pairs(containerEvents) do self._updateConnections:add(self.container[event]:Connect(function(child) if child:IsA("BasePart") then update() end end), "Disconnect") end end local region, boundMin, boundMax = self:_calculateRegion(zoneParts) local exactRegion, _, _ = self:_calculateRegion(zoneParts, true) self.region = region self.exactRegion = exactRegion self.boundMin = boundMin self.boundMax = boundMax local rSize = region.Size self.volume = rSize.X*rSize.Y*rSize.Z -- Update: I was going to use this for the old part detection until the CanTouch property was released -- everything below is now irrelevant however I'll keep just in case I use again for future ------------------------------------------------------------------------------------------------- -- When a zones region is determined, we also check for parts already existing within the zone -- these parts are likely never to move or interact with the zone, so we set the number of these -- to the baseline MaxParts value. 'recommendMaxParts' is then determined through the sum of this -- and maxPartsAddition. This ultimately optimises region checks as they can be generated with -- minimal MaxParts (i.e. recommendedMaxParts can be used instead of math.huge every time) --[[ local result = self.worldModel:FindPartsInRegion3(region, nil, math.huge) local maxPartsBaseline = #result self.recommendedMaxParts = maxPartsBaseline + self.maxPartsAddition --]] self:_updateTouchedConnections() self.updated:Fire() end function Zone:_updateOccupants(trackerName, newOccupants) local previousOccupants = self.occupants[trackerName] if not previousOccupants then previousOccupants = {} self.occupants[trackerName] = previousOccupants end local signalsToFire = {} for occupant, prevItem in pairs(previousOccupants) do local newItem = newOccupants[occupant] if newItem == nil or newItem ~= prevItem then previousOccupants[occupant] = nil if not signalsToFire.exited then signalsToFire.exited = {} end table.insert(signalsToFire.exited, occupant) end end for occupant, _ in pairs(newOccupants) do if previousOccupants[occupant] == nil then local isAPlayer = occupant:IsA("Player") previousOccupants[occupant] = (isAPlayer and occupant.Character) or true if not signalsToFire.entered then signalsToFire.entered = {} end table.insert(signalsToFire.entered, occupant) end end return signalsToFire end function Zone:_formTouchedConnection(triggerType) local touchedJanitorName = "_touchedJanitor"..triggerType local touchedJanitor = self[touchedJanitorName] if touchedJanitor then touchedJanitor:clean() else touchedJanitor = self.janitor:add(Janitor.new(), "destroy") self[touchedJanitorName] = touchedJanitor end self:_updateTouchedConnection(triggerType) end function Zone:_updateTouchedConnection(triggerType) local touchedJanitorName = "_touchedJanitor"..triggerType local touchedJanitor = self[touchedJanitorName] if not touchedJanitor then return end for _, basePart in pairs(self.zoneParts) do touchedJanitor:add(basePart.Touched:Connect(self.touchedConnectionActions[triggerType], self), "Disconnect") end end function Zone:_updateTouchedConnections() for triggerType, _ in pairs(self.touchedConnectionActions) do local touchedJanitorName = "_touchedJanitor"..triggerType local touchedJanitor = self[touchedJanitorName] if touchedJanitor then touchedJanitor:cleanup() self:_updateTouchedConnection(triggerType) end end end function Zone:_disconnectTouchedConnection(triggerType) local touchedJanitorName = "_touchedJanitor"..triggerType local touchedJanitor = self[touchedJanitorName] if touchedJanitor then touchedJanitor:cleanup() self[touchedJanitorName] = nil end end local function round(number, decimalPlaces) return math.round(number * 10^decimalPlaces) * 10^-decimalPlaces end function Zone:_partTouchedZone(part) local trackingDict = self.trackingTouchedTriggers["part"] if trackingDict[part] then return end local nextCheck = 0 local verifiedEntrance = false local enterPosition = part.Position local enterTime = os.clock() local partJanitor = self.janitor:add(Janitor.new(), "destroy") trackingDict[part] = partJanitor local instanceClassesToIgnore = {Seat = true, VehicleSeat = true} local instanceNamesToIgnore = {HumanoidRootPart = true} if not (instanceClassesToIgnore[part.ClassName] or not instanceNamesToIgnore[part.Name]) then part.CanTouch = false end -- local partVolume = round((part.Size.X * part.Size.Y * part.Size.Z), 5) self.totalPartVolume += partVolume -- partJanitor:add(heartbeat:Connect(function() local clockTime = os.clock() if clockTime >= nextCheck then ---- local cooldown = enum.Accuracy.getProperty(self.accuracy) nextCheck = clockTime + cooldown ---- -- We initially perform a singular point check as this is vastly more lightweight than a large part check -- If the former returns false, perform a whole part check in case the part is on the outer bounds. local withinZone = self:findPoint(part.CFrame) if not withinZone then withinZone = self:findPart(part) end if not verifiedEntrance then if withinZone then verifiedEntrance = true self.partEntered:Fire(part) elseif (part.Position - enterPosition).Magnitude > 1.5 and clockTime - enterTime >= cooldown then -- Even after the part has exited the zone, we track it for a brief period of time based upon the criteria -- in the line above to ensure the .touched behaviours are not abused partJanitor:cleanup() end elseif not withinZone then verifiedEntrance = false enterPosition = part.Position enterTime = os.clock() self.partExited:Fire(part) end end end), "Disconnect") partJanitor:add(function() trackingDict[part] = nil part.CanTouch = true self.totalPartVolume = round((self.totalPartVolume - partVolume), 5) end, true) end local partShapeActions = { ["Ball"] = function(part) return "GetPartBoundsInRadius", {part.Position, part.Size.X} end, ["Block"] = function(part) return "GetPartBoundsInBox", {part.CFrame, part.Size} end, ["Other"] = function(part) return "GetPartsInPart", {part} end, } function Zone:_getRegionConstructor(part, overlapParams) local success, shapeName = pcall(function() return part.Shape.Name end) local methodName, args if success and self.allZonePartsAreBlocks then local action = partShapeActions[shapeName] if action then methodName, args = action(part) end end if not methodName then methodName, args = partShapeActions.Other(part) end if overlapParams then table.insert(args, overlapParams) end return methodName, args end
-- Services
local DataStoreService = game:GetService("DataStoreService") local ReplicatedStorage = game:GetService("ReplicatedStorage")
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") CoilSound = Handle:WaitForChild("CoilSound") EqualizingForce = (236 / 1.2) -- amount of force required to levitate a mass Gravity = 0.85 -- things float at > 1 GhostEffect = nil MassCon1 = nil MassCon2 = nil function GetTotalMass(root) local force = 0 for _, obj in pairs(root:GetChildren()) do if obj:IsA("BasePart") then force = force + obj:GetMass() * EqualizingForce * Gravity end force = force + GetTotalMass(obj) end return force end function OnMassChanged(child, character) if GhostEffect and GhostEffect.Parent then GhostEffect.force = Vector3.new(0, GetTotalMass(Character), 0) end end function UpdateGhostState(Unequipped) if Unequipped then GhostEffect:Destroy() GhostEffect = nil MassCon1:disconnect() MassCon2:disconnect() else if not GhostEffect then GhostEffect = Instance.new("BodyForce") GhostEffect.Name = "GravityCoilEffect" GhostEffect.force = Vector3.new(0, GetTotalMass(Character), 0) GhostEffect.Parent = Head MassCon1 = Character.ChildAdded:connect(function(Child) OnMassChanged(Child, Character) end) MassCon2 = Character.ChildRemoved:connect(function(Child) OnMassChanged(Child, Character) end) end end end function OnEquipped() Character = Tool.Parent Head = Character:FindFirstChild("Head") if not Head or not Head.Parent then return end CoilSound:Play() UpdateGhostState(false) end function OnUnequipped() UpdateGhostState(true) end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped)
-- ScreenSpace -> WorldSpace. Taking a screen width that you want that object to be -- and a world width that is the size of that object, and returning the position to -- put that object at to satisfy those.
function ScreenSpace.ScreenToWorldByWidth(x, y, screenWidth, worldWidth) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2) local wfactor = aspectRatio*hfactor local sx, sy = ScreenSpace.ViewSizeX(), ScreenSpace.ViewSizeY() -- local depth = - (sx * worldWidth) / (screenWidth * 2 * wfactor) -- local xf, yf = x/sx*2 - 1, y/sy*2 - 1 local xpos = xf * -wfactor * depth local ypos = yf * hfactor * depth -- return Vector3.new(xpos, ypos, depth) end return ScreenSpace
-- ROBLOX deviation start: no Omit utility in Luau
type AsymmetricMatchersOmitAnyAndAnything = { arrayContaining: (Array<unknown>) -> AsymmetricMatcher, objectContaining: (Record<string, unknown>) -> AsymmetricMatcher, stringContaining: (string) -> AsymmetricMatcher, stringMatching: (string | RegExp) -> AsymmetricMatcher, } type AsymmetricMatchers = { any: (unknown) -> AsymmetricMatcher, anything: () -> AsymmetricMatcher, } & AsymmetricMatchersOmitAnyAndAnything
-- Loading
local CutsceneFolder = workspace.Cutscenes:WaitForChild("welcome") -- The folder that contains the cutscene data (Cameras...) local Destroy = true -- 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("PlayOnEventFire") 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")
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; gTable = nil; return function(p1) local l__Parent__1 = script.Parent.Parent; local l__PlayerGui__2 = service.PlayerGui; local l__Message__3 = p1.Message; if p1.Time then end; local v4 = { Type = "Hint", Title = "Hint", Message = l__Message__3, Icon = "rbxassetid://7501175708", Time = os.date("%X"), Function = nil }; table.insert(client.Variables.CommunicationsHistory, v4); service.Events.CommsCenter:Fire(v4); local v5 = client.UI.Get("HintHolder", nil, true); if not v5 then local v6 = service.New("ScreenGui"); local v7 = client.UI.Register(v6); local v8 = service.New("ScrollingFrame", v6); client.UI.Prepare(v6); v7.Name = "HintHolder"; v8.Name = "Frame"; v8.BackgroundTransparency = 1; v8.Size = UDim2.new(1, 0, 0, 150); v8.CanvasSize = UDim2.new(0, 0, 0, 0); v8.ChildAdded:Connect(function(p2) if #v8:GetChildren() == 0 then v8.Visible = false; return; end; v8.Visible = true; end); v8.ChildRemoved:Connect(function(p3) if #v8:GetChildren() == 0 then v8.Visible = false; return; end; v8.Visible = true; end); v5 = v7; v7:Ready(); end; local l__Frame__9 = v5.Object.Frame; if client.UI.Get("Notif") then local v10 = 30; else v10 = 0; end; if client.UI.Get("TopBar") then local v11 = 40; else v11 = 0; end; l__Frame__9.Position = UDim2.new(0, 0, 0, v10 + v11 - 35); local v12 = l__Frame__9:GetChildren(); l__Parent__1.Position = UDim2.new(0, 0, 0, -100); l__Parent__1.Frame.msg.Text = l__Message__3; local l__X__13 = l__Parent__1.Frame.msg.TextBounds.X; local function v14(p4, p5) p4 = p4 and 0; local v15 = #l__Frame__9:GetChildren(); for v16, v17 in pairs(l__Frame__9:GetChildren()) do if v17 ~= p5 then v17.Position = UDim2.new(0, 0, 0, (v16 + p4) * 28); if v16 ~= v15 then v17.Size = UDim2.new(1, 0, 0, 28); end; end; end; end; local v18 = -1; v14(-1); l__Parent__1.Parent = l__Frame__9; if #l__Frame__9:GetChildren() > 5 then v18 = -2; end; UDim2.new(0, 0, 0, (#l__Frame__9:GetChildren() + v18) * 28); v14(-1); if #l__Frame__9:GetChildren() > 5 then local v19 = l__Frame__9:GetChildren()[1]; v14(-2, v19); v19:Destroy(); end; wait(p1.Time and 5); if l__Parent__1 and l__Parent__1.Parent then v14(-2, l__Parent__1); l__Parent__1:Destroy(); end; end;
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local autoscaling = false --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 }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 370 , spInc = 40 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 400 , spInc = 40 , -- Increment between labelled notches } }
-- This module creates BodyVelocities for certain actions such as pushing and knockback.
return function(Strength, Duration, Parent) local Velocity = Instance.new('BodyVelocity') Velocity.Name = 'Velocity' Velocity.MaxForce = Vector3.new(1, 1, 1) * math.huge Velocity.Velocity = Strength Velocity.Parent = Parent game:GetService('Debris'):AddItem(Velocity, Duration) end
--[[Transmission]]
Tune.TransModes = {"Auto","Semi"} --[[ [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 ]]
-- Establishes level of debug output that should occur
Logger.setCutoff(Logger.LOG_LEVEL.Warn) UserInput.init() UIController.init() ClientVehicleManager.init() CameraController.init() ClientPlayerStatusHandler.init() ReplicatedStorage:FindFirstChild("Menu").Parent = workspace if game.PlaceId ~= 0 and RunService:IsClient() then translateDataModel() end Logger.log("Client tasks completed")
--end) --[[ Last synced 7/22/2022 04:44 --No backdoors. --[[ ]]
--
-- Each note takes up exactly 8 seconds in audio. i.e C2 lasts 8 secs, C2# lasts 8 secs, C3 lasts 8 secs, C3# lasts 8 secs etc. for each audio -- These are the IDs of the piano sounds.
settings.SoundSource = Piano.Keys.KeyBox settings.CameraCFrame = CFrame.new( (Box.CFrame * CFrame.new(0, 0, 1)).p, -- +z is towards player (Box.CFrame * CFrame.new(0, 0, 0)).p )
-- This is the same as Icon.new(), except it adds additional behaviour for certain specified names designed to mimic core icons, such as 'Chat'
function Icon.mimic(coreIconToMimic) local iconName = coreIconToMimic.."Mimic" local icon = IconController.getIcon(iconName) if icon then return icon end icon = Icon.new() icon:setName(iconName) if coreIconToMimic == "Chat" then icon:setOrder(-1) icon:setImage("rbxasset://textures/ui/TopBar/chatOff.png", "deselected") icon:setImage("rbxasset://textures/ui/TopBar/chatOn.png", "selected") icon:setImageYScale(0.625) -- Since roblox's core gui api sucks melons I reverted to listening for signals within the chat modules -- unfortunately however they've just gone and removed *these* signals therefore -- this mimic chat and similar features are now impossible to recreate accurately, so I'm disabling for now -- ill go ahead and post a feature request; fingers crossed we get something by the next decade --[[ -- Setup maid and cleanup actioon local maid = icon._maid icon._fakeChatMaid = maid:give(Maid.new()) maid.chatMimicCleanup = function() starterGui:SetCoreGuiEnabled("Chat", icon.enabled) end -- Tap into chat module local chatMainModule = players.LocalPlayer.PlayerScripts:WaitForChild("ChatScript").ChatMain local ChatMain = require(chatMainModule) local function displayChatBar(visibility) icon.ignoreVisibilityStateChange = true ChatMain.CoreGuiEnabled:fire(visibility) ChatMain.IsCoreGuiEnabled = false ChatMain:SetVisible(visibility) icon.ignoreVisibilityStateChange = nil end local function setIconEnabled(visibility) icon.ignoreVisibilityStateChange = true ChatMain.CoreGuiEnabled:fire(visibility) icon:setEnabled(visibility) starterGui:SetCoreGuiEnabled("Chat", false) icon:deselect() icon.updated:Fire() icon.ignoreVisibilityStateChange = nil end -- Open chat via Slash key icon._fakeChatMaid:give(userInputService.InputEnded:Connect(function(inputObject, gameProcessedEvent) if gameProcessedEvent then return "Another menu has priority" elseif not(inputObject.KeyCode == Enum.KeyCode.Slash or inputObject.KeyCode == Enum.SpecialKey.ChatHotkey) then return "No relavent key pressed" elseif ChatMain.IsFocused() then return "Chat bar already open" elseif not icon.enabled then return "Icon disabled" end ChatMain:FocusChatBar(true) icon:select() end)) -- ChatActive icon._fakeChatMaid:give(ChatMain.VisibilityStateChanged:Connect(function(visibility) if not icon.ignoreVisibilityStateChange then if visibility == true then icon:select() else icon:deselect() end end end)) -- Keep when other icons selected icon.deselectWhenOtherIconSelected = false -- Mimic chat notifications icon._fakeChatMaid:give(ChatMain.MessagesChanged:connect(function() if ChatMain:GetVisibility() == true then return "ChatWindow was open" end icon:notify(icon.selected) end)) -- Mimic visibility when StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, state) is called coroutine.wrap(function() runService.Heartbeat:Wait() icon._fakeChatMaid:give(ChatMain.CoreGuiEnabled:connect(function(newState) if icon.ignoreVisibilityStateChange then return "ignoreVisibilityStateChange enabled" end local topbarEnabled = starterGui:GetCore("TopbarEnabled") if topbarEnabled ~= IconController.previousTopbarEnabled then return "SetCore was called instead of SetCoreGuiEnabled" end if not icon.enabled and userInputService:IsKeyDown(Enum.KeyCode.LeftShift) and userInputService:IsKeyDown(Enum.KeyCode.P) then icon:setEnabled(true) else setIconEnabled(newState) end end)) end)() icon.deselected:Connect(function() displayChatBar(false) end) icon.selected:Connect(function() displayChatBar(true) end) setIconEnabled(starterGui:GetCoreGuiEnabled("Chat")) --]] end return icon end
--[=[ Instantiates a new Janitor object. @return Janitor ]=]
function Janitor.new() return setmetatable({ CurrentlyCleaning = false; [IndicesReference] = nil; }, Janitor) end export type Janitor = typeof(Janitor.new()) return Janitor
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local scr = client.UI.Prepare(script.Parent.Parent) local main = scr.Main local t1 = main.Title local t2 = main.Message local msg = data.Message local color = data.Color local found = client.UI.Get("Output") if found then for i,v in pairs(found) do local p = v.Object if p and p.Parent then p.Main.Position = UDim2.new(0, 0, 0.35, p.Main.Position.Y.Offset+50) end end end t2.Text = msg spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) sound.SoundId = "rbxassetid://7152562261" sound.Volume = 0.1 sound:Play() wait(0.8) sound:Destroy() end) main.Size = UDim2.new(1, 0, 0, 0) gTable.Ready() main:TweenSize(UDim2.new(1, 0, 0, 50), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.1) wait(5) gTable.Destroy() end
--Close MainFrame
function module:CloseMainFrame() TopBarButton.ImageRectOffset = Vector2.new(0,0) mainFrame.Visible = false end module:CloseMainFrame() updateDragBar()
-- setup emote chat hook --Game.Players.LocalPlayer.Chatted:connect(function(msg) -- local emote = "" -- if (string.sub(msg, 1, 3) == "/e ") then -- emote = string.sub(msg, 4) -- elseif (string.sub(msg, 1, 7) == "/emote ") then -- emote = string.sub(msg, 8) -- end -- -- if (pose == "Standing" and emoteNames[emote] ~= nil) then -- playAnimation(emote, 0.1, Humanoid) -- end -- print("===> " .. string.sub(msg, 1, 3) .. "(" .. emote .. ")") --end)
--[=[ Gets the value in the children @param parent Instance @param instanceType string @param name string @param default any? @return any ]=]
function ValueBaseUtils.getValue(parent, instanceType, name, default) assert(typeof(parent) == "Instance", "Bad argument 'parent'") assert(type(instanceType) == "string", "Bad argument 'instanceType'") assert(type(name) == "string", "Bad argument 'name'") local foundChild = parent:FindFirstChild(name) if foundChild then if foundChild:IsA(instanceType) then return foundChild.Value else warn(("[ValueBaseUtils.getValue] - Value of type %q of name %q is of type %q in %s instead") :format(instanceType, name, foundChild.ClassName, foundChild:GetFullName())) return nil end else return default end end
--[[ Fired when state is left ]]
function Transitions.onLeaveWarmup(stateMachine, event, from, to, playerComponent) PlayerWarmup.leave(stateMachine, playerComponent) end
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol
wait(0.1) local player = game.Players.LocalPlayer local HUB = script.Parent.HUB local TR = script.Parent.Tracker local limitButton = HUB.Name local lightOn = false local Camera = game.Workspace.CurrentCamera local cam = script.Parent.nxtcam.Value local carSeat = script.Parent.CarSeat.Value local mouse = game.Players.LocalPlayer:GetMouse() local windows = false local winfob = HUB.Parent.Windows
--[[ Indents a list of strings and then concatenates them together with newlines into a single string. ]]
local function indentLines(lines, indentLevel) local outputBuffer = {} for _, line in ipairs(lines) do table.insert(outputBuffer, indent(line, indentLevel)) end return table.concat(outputBuffer, "\n") end local logInfoMetatable = {}
-- functions
local function ProcessReceipt(receiptInfo) local player = Players:GetPlayerByUserId(receiptInfo.PlayerId) if player then if receiptInfo.ProductId == TIER_SKIP_ID then print(player.Name .. " skipped a tier") local success = script.Parent.Ranking.RankingScript.SkipTier:Invoke(player) if success then return Enum.ProductPurchaseDecision.PurchaseGranted else return Enum.ProductPurchaseDecision.NotProcessedYet end elseif CURRENCY_IDS[receiptInfo.ProductId] then local tickets = CURRENCY_IDS[receiptInfo.ProductId] local playerData = PLAYER_DATA:FindFirstChild(player.Name) if playerData then print(player, "purchased", tickets, "tickets") playerData.Currency.Tickets.Value = playerData.Currency.Tickets.Value + tickets local success = script.Parent.DataScript.SaveData:Invoke(player) if success then return Enum.ProductPurchaseDecision.PurchaseGranted else return Enum.ProductPurchaseDecision.NotProcessedYet end else return Enum.ProductPurchaseDecision.NotProcessedYet end end else return Enum.ProductPurchaseDecision.NotProcessedYet end end
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================ -- Apply Gamepad Deadzone
local function ApplyDeadzone(n) if math.abs(n) < GAMEPAD_DEADZONE then return 0 end return (n + (n > 0 and -GAMEPAD_DEADZONE or GAMEPAD_DEADZONE)) / (1 - GAMEPAD_DEADZONE) end -- ApplyDeadzone() local function UpdateBoost(boost, step) -- Update boost amount if boost and boostAmount > step then boostAmount = boostAmount - step elseif ((boostAmount >= 0) and (boostAmount < maxBoostAmount)) then -- Restore boost when boost is off (restores at half speed of use rate) boostAmount = boostAmount + step/2 boost = false end return boost end
-- Basic settings
local ROTATION_SPEED = math.pi * 4.5 local plr = game.Players.LocalPlayer local tweenService = game:GetService("TweenService") game.ReplicatedStorage.Interactions.Client.BeginKnifeThrow.OnClientEvent:connect(function(knife, rotateAxis, velocity) -- Connect end knife throw local stopLoop = false local finalCFrame = nil local endEvent = game.ReplicatedStorage.Interactions.Client.EndKnifeThrow.OnClientEvent:connect(function(otherKnife, cframe) if otherKnife == knife then stopLoop = true finalCFrame = cframe end end) -- Make knife move smoothly local currentTween = nil while not stopLoop do -- Wait local waitTime = wait() -- Tween local rotateAmt = rotateAxis * (-ROTATION_SPEED) * waitTime local goal = { CFrame = (knife.CFrame + (velocity * waitTime)) * CFrame.fromEulerAnglesXYZ(rotateAmt.X, rotateAmt.Y, rotateAmt.Z) } currentTween = tweenService:Create(knife, TweenInfo.new(waitTime, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), goal) currentTween:Play() end -- Disconnect event endEvent:disconnect() -- End tween if currentTween ~= nil then currentTween:Cancel() end -- Set final CFrame if knife.Parent ~= nil and finalCFrame ~= nil then knife.CFrame = finalCFrame end end)
-- Modifies an array of path parts in place by interpreting "." and ".." segments
function Path:_normalizeArray(parts: Array<string>, isrelative: boolean) local skip = 0 for i = #parts, 1, -1 do local part = parts[i] if part == "." then table.remove(parts, i) elseif part == ".." then table.remove(parts, i) skip = skip + 1 elseif skip > 0 then table.remove(parts, i) skip = skip - 1 end end if isrelative then while skip > 0 do table.insert(parts, 1, "..") skip = skip - 1 end end end function Path:_splitBySeparators(filepath: string) local parts = {} for part in filepath:gmatch("[^" .. self.sep .. "]+") do parts[#parts + 1] = part end return parts end function Path:normalize(filepath: string) filepath = self:normalizeSeparators(filepath) local is_absolute = self:isAbsolute(filepath) local root = is_absolute and self:getRoot(filepath) or nil local trailing_slash = filepath:sub(#filepath) == self.sep if root then filepath = filepath:sub(root:len() + 1) end local parts = self:_splitBySeparators(filepath) self:_normalizeArray(parts, not is_absolute) filepath = table.concat(parts, self.sep) if #filepath == 0 then if is_absolute then return root end return "." end if trailing_slash then filepath = filepath .. self.sep end if is_absolute then filepath = root .. filepath end return filepath end function Path:_filterparts(parts: Array<string>) local filteredparts = {} -- filter out empty parts for i, part in ipairs(parts) do if part and part ~= "" then table.insert(filteredparts, part) end end for i, part in ipairs(filteredparts) do -- Strip leading slashes on all but first item if i > 1 then while part:sub(1, 1) == self.sep do part = part:sub(2) end end -- Strip trailing slashes on all but last item if i < #filteredparts then while part:sub(#part) == self.sep do part = part:sub(1, #part - 1) end end filteredparts[i] = part end return filteredparts end function Path:_rawjoin(parts: Array<string>) return table.concat(parts, self.sep) end function Path:_filteredjoin(...: string) local parts: Array<string> = { ... } for i, part in ipairs(parts) do parts[i] = self:normalizeSeparators(part) end local filteredparts = self:_filterparts(parts) local joined = self:_rawjoin(filteredparts) return joined, filteredparts end function Path:join(...: string) local joined = self:_filteredjoin(...) return self:normalize(joined) end
----------------//
UIS.InputBegan:connect(function(i,GP) if not GP then if i.KeyCode == KeyCode then Inn:play() end end end) UIS.InputEnded:connect(function(i,GP) if not GP then if i.KeyCode == KeyCode then Out:play() end end end)
-- ROBLOX TODO: Not sure how to model this, upstream: https://github.com/facebook/flow/blob/main/tests/react_instance/class.js#L10 -- ROBLOX FIXME Luau: if I make this Object, we run into normalization issues: '{| current: React_ElementRef<any>? |}' could not be converted into '(((?) -> any) | {| current: ? |})?
export type React_ElementRef<C> = C export type React_Ref<ElementType> = { current: React_ElementRef<ElementType> | nil } | ((React_ElementRef<ElementType> | nil) -> ())
-- Note: Overrides base class GetIsJumping with get-and-clear behavior to do a single jump -- rather than sustained jumping. This is only to preserve the current behavior through the refactor.
function DynamicThumbstick:GetIsJumping() local wasJumping = self.isJumping self.isJumping = false return wasJumping end function DynamicThumbstick:Enable(enable: boolean?, uiParentFrame): boolean? if enable == nil then return false end -- If nil, return false (invalid argument) enable = enable and true or false -- Force anything non-nil to boolean before comparison if self.enabled == enable then return true end -- If no state change, return true indicating already in requested state if enable then -- Enable if not self.thumbstickFrame then self:Create(uiParentFrame) end self:BindContextActions() else ContextActionService:UnbindAction(DYNAMIC_THUMBSTICK_ACTION_NAME) -- Disable self:OnInputEnded() -- Cleanup end self.enabled = enable self.thumbstickFrame.Visible = enable return nil end
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer local Track1 : Animation = script:WaitForChild("Anim01") Track1 = Player.Character:WaitForChild("Humanoid"):LoadAnimation(script.Anim01) local PrevWalkSpeed = nil local Tween = game:GetService("TweenService") local Gui = Player.PlayerGui:WaitForChild("Mochi_Skill_List".. Player.Name):WaitForChild("Frame") local Cooldown = 5 UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then Tool.Active.Value = "2BurningDough" PrevWalkSpeed = Player.Character:WaitForChild("Humanoid").WalkSpeed Gui:FindFirstChild(Tool.Active.Value).Frame.Size = UDim2.new(1, 0, 1, 0) Player.Character:WaitForChild("Humanoid").WalkSpeed = 5 Track1:Play() Track1:AdjustSpeed(0) wait(0.15) script.Fire:FireServer("hold") end end) UIS.InputEnded:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "2BurningDough" then Debounce = false Tool.Active.Value = "2BurningDough" Track1:AdjustSpeed(1) wait(0.1) script.Fire:FireServer(plr) local hum = Player.Character.Humanoid for i = 1,10 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) Tween:Create(Gui:FindFirstChild(Tool.Active.Value).Frame, TweenInfo.new(Cooldown), {Size = UDim2.new(0, 0, 1, 0)}):Play() Tool.Active.Value = "None" Player.Character:WaitForChild("Humanoid").WalkSpeed = PrevWalkSpeed wait(Cooldown) Debounce = true end end)
-- connect up
function stopLoopedSounds() sRunning:Stop() sClimbing:Stop() sSwimming:Stop() end if hasPlayer == nil then Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Swimming:connect(onSwimming) Humanoid.Climbing:connect(onClimbing) Humanoid.Jumping:connect(function(state) onStateNoStop(state, sJumping) prevState = "Jump" end) Humanoid.GettingUp:connect(function(state) stopLoopedSounds() onStateNoStop(state, sGettingUp) prevState = "GetUp" end) Humanoid.FreeFalling:connect(function(state) stopLoopedSounds() onStateFall(state, sFreeFalling) prevState = "FreeFall" end) Humanoid.FallingDown:connect(function(state) stopLoopedSounds() end) Humanoid.StateChanged:connect(function(old, new) if not (new.Name == "Dead" or new.Name == "Running" or new.Name == "RunningNoPhysics" or new.Name == "Swimming" or new.Name == "Jumping" or new.Name == "GettingUp" or new.Name == "Freefall" or new.Name == "FallingDown") then stopLoopedSounds() end end) end
--[[ {Madwork} -[RateLimiter]--------------------------------------- Prevents RemoteEvent spamming; Player references are automatically removed as they leave Members: RateLimiter.Default [RateLimiter] Functions: RateLimiter.NewRateLimiter(rate) --> [RateLimiter] rate [number] -- Events per second allowed; Excessive events are dropped Methods [RateLimiter]: RateLimiter:CheckRate(source) --> is_to_be_processed [bool] -- Whether event should be processed source [any] RateLimiter:CleanSource(source) -- Forgets about the source - must be called for any object that has been passed to RateLimiter:CheckRate() after that object is no longer going to be used; Does not have to be called for Player instances! RateLimiter:Cleanup() -- Forgets all sources RateLimiter:Destroy() -- Make the RateLimiter module forget about this RateLimiter object --]]
local SETTINGS = { DefaultRateLimiterRate = 120, }
--[=[ @param observer (any) -> nil @return Connection Observes the value of the property. The observer will be called right when the value is first ready, and every time the value changes. This is safe to call immediately (i.e. no need to use `IsReady` or `OnReady` before using this method). Observing is essentially listening to `Changed`, but also sends the initial value right away (or at least once `OnReady` is completed). ```lua local function ObserveValue(value) print(value) end clientRemoteProperty:Observe(ObserveValue) ``` ]=]
function ClientRemoteProperty:Observe(observer: (any) -> nil) if self._ready then task.defer(observer, self._value) end return self.Changed:Connect(observer) end
-- Code for handling controls of various data types --
local Controls = {} Controls["default"] = function(object, propertyData, readOnly) local propertyName = propertyData["Name"] local propertyType = propertyData["ValueType"] local box = CreateTextBox(readOnly) box.Size = UDim2.new(1, -2 * Styles.Margin, 1, 0) box.Position = UDim2.new(0, Styles.Margin, 0, 0) local function update() local value = object[propertyName] box.Text = ToString(value, propertyType.Name) end if not readOnly then box.FocusLost:connect(function(enterPressed) Set(object, propertyData, ToValue(box.Text,propertyType.Name)) update() end) end update() object.Changed:connect(function(property) if (property == propertyName) then update() end end) return box end Controls["bool"] = function(object, propertyData, readOnly) local propertyName = propertyData["Name"] local checked = object[propertyName] local checkbox, setValue = CreateCheckbox(checked, readOnly, function(value) Set(object, propertyData, not checked) end) checkbox.Position = UDim2.new(0, Styles.Margin, 0, Styles.Margin) setValue(checked) local function update() checked = object[propertyName] setValue(checked) end object.Changed:connect(function(property) if (property == propertyName) then update() end end) if object:IsA("BoolValue") then object.Changed:connect(function(val) update() end) end update() return checkbox end Controls["BrickColor"] = function(object, propertyData, readOnly) local propertyName = propertyData["Name"] local frame,label,brickColorBox = CreateBrickColor(readOnly, function(brickColor) Set(object, propertyData, brickColor) end) local function update() local value = object[propertyName] brickColorBox.BackgroundColor3 = value.Color label.Text = tostring(value) end update() object.Changed:connect(function(property) if (property == propertyName) then update() end end) return frame end Controls["Color3"] = function(object, propertyData, readOnly) local propertyName = propertyData["Name"] local frame,textBox,colorBox = CreateColor3Control(readOnly) textBox.FocusLost:connect(function(enterPressed) Set(object, propertyData, ToValue(textBox.Text,"Color3")) local value = object[propertyName] colorBox.BackgroundColor3 = value textBox.Text = ToString(value, "Color3") end) local function update() local value = object[propertyName] colorBox.BackgroundColor3 = value textBox.Text = ToString(value, "Color3") end update() object.Changed:connect(function(property) if (property == propertyName) then update() end end) return frame end Controls["Enum"] = function(object, propertyData, readOnly) local propertyName = propertyData["Name"] local propertyType = propertyData["ValueType"] local enumName = object[propertyName].Name local enumNames = {} for _,enum in pairs(Enum[tostring(propertyType.Name)]:GetEnumItems()) do table.insert(enumNames, enum.Name) end local dropdown, propertyLabel = CreateDropDown(enumNames, enumName, readOnly, function(value) Set(object, propertyData, value) end) --dropdown.Parent = frame local function update() local value = object[propertyName].Name propertyLabel.Text = tostring(value) end update() object.Changed:connect(function(property) if (property == propertyName) then update() end end) return dropdown end Controls["Object"] = function(object, propertyData, readOnly) local propertyName = propertyData["Name"] local propertyType = propertyData["ValueType"] local box = CreateObject(readOnly,function()end) box.Size = UDim2.new(1, -2 * Styles.Margin, 1, 0) box.Position = UDim2.new(0, Styles.Margin, 0, 0) local function update() if AwaitingObjectObj == object then if AwaitingObjectValue == true then box.Text = "Select an Object" return end end local value = object[propertyName] box.Text = ToString(value, propertyType.Name) end if not readOnly then box.MouseButton1Click:connect(function() if AwaitingObjectValue then AwaitingObjectValue = false update() return end AwaitingObjectValue = true AwaitingObjectObj = object AwaitingObjectProp = propertyData box.Text = "Select an Object" end) box.Cancel.Visible = true box.Cancel.MouseButton1Click:connect(function() object[propertyName] = nil end) end update() object.Changed:connect(function(property) if (property == propertyName) then update() end end) if object:IsA("ObjectValue") then object.Changed:connect(function(val) update() end) end return box end function GetControl(object, propertyData, readOnly) local propertyType = propertyData["ValueType"] local control = nil if propertyType.Category == "Enum" and RbxApi.Enums[propertyType.Name] then control = Controls["Enum"](object, propertyData, readOnly) elseif propertyType.Category == "Class" and RbxApi.Classes[propertyType.Name] then control = Controls["Object"](object, propertyData, readOnly) elseif Controls[propertyType.Name] then control = Controls[propertyType.Name](object, propertyData, readOnly) else control = Controls["default"](object, propertyData, readOnly) end return control end
-- Looking for how exactly to set up your background music? Open the Readme/Instructions script!
local settings = {} settings.UseGlobalBackgroundMusic = true -- If you want to play Global Background Music for everyone in your game, set this to true. settings.UseMusicZones = true -- If you are using the Background Music Zones to play specific music in certain areas, set this to true.
-- if human.Health <= 0 then -- torso.Velocity = (torso.Position - position).unit * 10; -- print("Dead"); -- end
print("Took "..(100-(distance-radius)*(100/radius)).." Damage") end elseif human2 then distance = (position-origPos).magnitude
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; gTable = nil; return function(p1) local l__PlayerGui__1 = service.Players.LocalPlayer.PlayerGui; local l__Parent__2 = script.Parent.Parent; local l__Frame__3 = l__Parent__2.Frame; local l__ScrollingFrame__4 = l__Parent__2.Frame.ScrollingFrame; local v5 = client.Remote.Get("Setting", { "SplitKey", "ConsoleKeyCode", "BatchKey", "Prefix" }); local v6 = client.Remote.Get("FormattedCommands") or {}; local v7 = UDim2.new(0.36, 0, 0, 47); local v8 = UDim2.new(0.32, 0, 0.353, 0); local v9 = UDim2.new(0.32, 0, 0, -200); local v10 = TweenInfo.new(0.15); local v11 = service.TweenService:Create(l__Frame__3, v10, { Size = UDim2.new(0.36, 0, 0, 200) }); local v12 = service.TweenService:Create(l__Frame__3, v10, { Size = v7 }); l__Frame__3.Position = v9; l__Frame__3.Visible = false; l__Frame__3.Size = v7; l__ScrollingFrame__4.Visible = false; client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat"); client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled("PlayerList"); local u1 = false; local l__PlayerList__2 = l__Parent__2.Frame.PlayerList; local u3 = service.TweenService:Create(l__Frame__3, v10, { Position = v9 }); local u4 = false; local u5 = service.TweenService:Create(l__Frame__3, v10, { Position = v8 }); local l__TextBox__6 = l__Parent__2.Frame.TextBox; local function u7() if l__Parent__2:IsDescendantOf(game) and not u1 then u1 = true; l__ScrollingFrame__4:ClearAllChildren(); l__ScrollingFrame__4.CanvasSize = UDim2.new(0, 0, 0, 0); l__ScrollingFrame__4.ScrollingEnabled = false; l__Frame__3.Size = v7; l__ScrollingFrame__4.Visible = false; l__PlayerList__2.Visible = false; scrollOpen = false; u3:Play(); u1 = false; u4 = false; end; end; l__TextBox__6.FocusLost:Connect(function(p2) if p2 and l__TextBox__6.Text ~= "" and string.len(l__TextBox__6.Text) > 1 then client.Remote.Send("ProcessCommand", l__TextBox__6.Text); end; u7(); end); local function u8() if l__Parent__2:IsDescendantOf(game) and not u1 then u1 = true; l__ScrollingFrame__4.ScrollingEnabled = true; l__PlayerList__2.ScrollingEnabled = true; u5:Play(); l__Frame__3.Size = v7; l__ScrollingFrame__4.Visible = false; l__PlayerList__2.Visible = false; scrollOpen = false; l__TextBox__6.Text = ""; l__Frame__3.Visible = true; l__Frame__3.Position = v8; l__TextBox__6:CaptureFocus(); l__TextBox__6.Text = ""; wait(); l__TextBox__6.Text = ""; u1 = false; u4 = true; end; end; local l__Prefix__9 = v5.Prefix; local l__BatchKey__10 = v5.BatchKey; local l__SplitKey__11 = v5.SplitKey; local l__Entry__12 = l__Parent__2.Entry; l__TextBox__6.Changed:Connect(function(p3) if p3 ~= "Text" or l__TextBox__6.Text == "" or not u8 then if p3 == "Text" and l__TextBox__6.Text == "" and u4 then v12:Play(); l__ScrollingFrame__4.Visible = false; l__PlayerList__2.Visible = false; scrollOpen = false; l__ScrollingFrame__4:ClearAllChildren(); l__ScrollingFrame__4.CanvasSize = UDim2.new(0, 0, 0, 0); end; return; end; if string.sub(l__TextBox__6.Text, string.len(l__TextBox__6.Text)) == "\t" then if l__PlayerList__2:FindFirstChild("Entry 0") then l__TextBox__6.Text = (string.sub(l__TextBox__6.Text, 1, string.len(l__TextBox__6.Text) - 1) .. l__PlayerList__2["Entry 0"].Text) .. " "; elseif l__ScrollingFrame__4:FindFirstChild("Entry 0") then l__TextBox__6.Text = string.split(l__ScrollingFrame__4["Entry 0"].Text, "<")[1]; else l__TextBox__6.Text = l__TextBox__6.Text .. l__Prefix__9; end; l__TextBox__6.CursorPosition = string.len(l__TextBox__6.Text) + 1; l__TextBox__6.Text = string.gsub(l__TextBox__6.Text, "\t", ""); end; l__ScrollingFrame__4:ClearAllChildren(); l__PlayerList__2:ClearAllChildren(); local v13 = l__TextBox__6.Text; if string.match(v13, ".*" .. l__BatchKey__10 .. "([^']+)") then v13 = string.match(string.match(v13, ".*" .. l__BatchKey__10 .. "([^']+)"), "^%s*(.-)%s*$"); end; local v14 = 0; local v15 = string.match(v13, ".+" .. l__SplitKey__11 .. "(.*)$"); local l__next__16 = next; local v17, v18 = service.Players:GetPlayers(); while true do local v19, v20 = l__next__16(v17, v18); if not v19 then break; end; v18 = v19; if v15 then if string.sub(string.lower(tostring(v20)), 1, #v15) == string.lower(v15) or string.match(v13, l__SplitKey__11 .. "$") then local v21 = l__Entry__12:Clone(); v21.Text = tostring(v20); v21.Name = "Entry " .. v14; v21.TextXAlignment = "Right"; v21.Visible = true; v21.Parent = l__PlayerList__2; v21.Position = UDim2.new(0, 0, 0, 20 * v14); v21.MouseButton1Down:Connect(function() l__TextBox__6.Text = l__TextBox__6.Text .. tostring(v20); l__TextBox__6:CaptureFocus(); end); v14 = v14 + 1; end; elseif string.match(v13, l__SplitKey__11 .. "$") then v21 = l__Entry__12:Clone(); v21.Text = tostring(v20); v21.Name = "Entry " .. v14; v21.TextXAlignment = "Right"; v21.Visible = true; v21.Parent = l__PlayerList__2; v21.Position = UDim2.new(0, 0, 0, 20 * v14); v21.MouseButton1Down:Connect(function() l__TextBox__6.Text = l__TextBox__6.Text .. tostring(v20); l__TextBox__6:CaptureFocus(); end); v14 = v14 + 1; end; end; l__PlayerList__2.CanvasSize = UDim2.new(0, 0, 0, v14 * 20); local v22 = 0; for v23, v24 in next, v6 do if string.sub(string.lower(v24), 1, #v13) == string.lower(v13) or string.find(string.lower(v24), string.match(string.lower(v13), "^(.-)" .. l__SplitKey__11) or string.lower(v13), 1, true) then if not scrollOpen then v11:Play(); l__ScrollingFrame__4.Visible = true; l__PlayerList__2.Visible = true; scrollOpen = true; end; local v25 = l__Entry__12:Clone(); v25.Visible = true; v25.Parent = l__ScrollingFrame__4; v25.Text = v24; v25.Name = "Entry " .. v22; v25.Position = UDim2.new(0, 0, 0, 20 * v22); v25.MouseButton1Down:Connect(function() l__TextBox__6.Text = v25.Text; l__TextBox__6:CaptureFocus(); end); v22 = v22 + 1; end; end; if v22 > 0 then l__Frame__3.Size = UDim2.new(0.36, 0, 0, math.clamp(math.max(v22, v14) * 20 + 53, 47, 200)); else l__PlayerList__2.Visible = false; l__Frame__3.Size = v7; end; l__ScrollingFrame__4.CanvasSize = UDim2.new(0, 0, 0, v22 * 20); end); local l__ConsoleKeyCode__13 = v5.ConsoleKeyCode; gTable.BindEvent(service.UserInputService.InputBegan, function(p4) if not service.UserInputService:GetFocusedTextBox() and rawequal(p4.UserInputType, Enum.UserInputType.Keyboard) and p4.KeyCode.Name == (client.Variables.CustomConsoleKey or l__ConsoleKeyCode__13) then if u4 then u7(); else u8(); end; client.Variables.ConsoleOpen = u4; end; end); gTable:Ready(); end;
-- Color shortcuts: you can use these strings instead of defining exact color values
richText.ColorShortcuts = {} richText.ColorShortcuts.White = Color3.new(1, 1, 1) richText.ColorShortcuts.Black = Color3.new(0, 0, 0) richText.ColorShortcuts.Red = Color3.new(1, 0.4, 0.4) richText.ColorShortcuts.Green = Color3.new(0.4, 1, 0.4) richText.ColorShortcuts.Blue = Color3.new(0.4, 0.4, 1) richText.ColorShortcuts.Cyan = Color3.new(0.4, 0.85, 1) richText.ColorShortcuts.Orange = Color3.new(1, 0.5, 0.2) richText.ColorShortcuts.Yellow = Color3.new(1, 0.9, 0.2)
--Stoppie tune
local StoppieD = 15 local StoppieTq = 65 local StoppieP = 10 local StoppieMultiplier = 1 local StoppieDivider = 2 local clock = .0667 --How fast your wheelie script refreshes
--// Ammo Settings
Ammo = 6; StoredAmmo = 6; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 0;
--adjustspeed
function module.adjustSpeed(anim, hum ,speed) local animation = hum.Animator:LoadAnimation(animFold[anim]) animation:Play() animation:AdjustSpeed(speed) end
--Itochu Code Panel Script
Codes = {1234,1337,9001} --Your code(Support multiple codes) Input = "" InputDisabled = false Code = true Panel = script.Parent if Code then Panel.Code.Material = "Neon" end function DoInput(Data) if InputDisabled or not Code then return end if string.len(Input) ~= 4 then Input = Input..Data end if string.len(Input) == 4 then local Accepted = false for _,l in pairs(Codes) do if tostring(l) == Input then Accepted = true end end if Accepted then Panel.Code.Material = "SmoothPlastic" Panel.Access.Material = "Neon" YourFunc() else Panel.Code.Material = "SmoothPlastic" Panel.Denied.Material = "Neon" end wait(2) Input = "" if Code then Panel.Code.Material = "Neon" end Panel.Access.Material = "SmoothPlastic" Panel.Denied.Material = "SmoothPlastic" end end function YourFunc() --Script your function here script.Parent.Parent.Open.Value = true --For Teknikk Automatic Door end for _,l in pairs(script.Parent:GetChildren()) do if l.Name:sub(1,3) == "BTN" then l.ClickDetector.mouseClick:connect(function() DoInput(tonumber(l.Name:sub(4))) end) end end for _,l in pairs(script.Parent:GetChildren()) do if l.Name:sub(1,2) == "BT" then l.ClickDetector.mouseClick:connect(function() Panel.Main.Beep:Play() end) end end
-- Gyroscopic controller for mobile device (if enabled)
if UseGyroSteering.Value == true and UserInputService.TouchEnabled == true and UserInputService.GyroscopeEnabled == true then
--[[ Calculates test totals, verifies the tree is valid, and returns results. ]]
function TestSession:finalize() if #self.nodeStack ~= 0 then error("Cannot finalize TestResults with nodes still on the stack!", 2) end self:calculateTotals() self:gatherErrors() return self.results end
-- local gateControlNewClone = gateControlNew:Clone() -- gateControlNewClone.Parent = touchToClaim -- gateControlNewClone.Disabled = false
--local gateControlNewClone = gateControlNew:Clone() --gateControlNewClone.Parent = touchToClaim --gateControlNewClone.Disabled = false
--[[ Server Module --]]
local Settings = { --, not ; ? | server module!! BulletHoleTexture = 'http://www.roblox.com/asset/?id=64291961' ,Damage = {40, 60} ,OneHanded = false --DONT USE YET ,FakeArms = true ,FakeArmTransparency = 0 ,RightPos = CFrame.new(-1,0.7,0.45) * CFrame.Angles(math.rad(-90), 0, 0) ,LeftPos = CFrame.new(0.8,0.8,0.3) * CFrame.Angles(math.rad(-90), math.rad(45), 0) } return Settings
-- Customization
AntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false) MouseSense = 0.5; CanAim = true; -- Allows player to aim CanBolt = false; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series) LaserAttached = false; LightAttached = false; TracerEnabled = false; SprintSpeed = 0; CanCallout = false; SuppressCalloutChance = 0;
--Categorises a model based on the location of the start and end points of the path in the model
function RoomPackager:CategoriseModel(pathModel) if pathModel:FindFirstChild("EndParts") then return game.ReplicatedStorage.PathModules.Branch elseif pathModel.ObjectPrimaryPart.PathName.Value == "Start" then return game.ReplicatedStorage.PathModules.StartModule elseif pathModel.Start.Position.Y < pathModel.End.Position.Y - 5 then return game.ReplicatedStorage.PathModules.GoingUp elseif pathModel.Start.Position.Y > pathModel.End.Position.Y + 5 then return game.ReplicatedStorage.PathModules.GoingDown else return game.ReplicatedStorage.PathModules.SameHeight end end local function addBehavioursRecur(model, behaviourFolder) local children = model:GetChildren() for i = 1, #children do if children[i]:isA("BasePart") then behaviourFolder:Clone().Parent = children[i] else addBehavioursRecur(children[i], behaviourFolder) end end end RoomPackager.setUpBehaviours = function(roomModel) if roomModel:FindFirstChild("Behaviours") then addBehavioursRecur(roomModel, roomModel.Behaviours) return end local children = roomModel:GetChildren() for i = 1, #children do RoomPackager.setUpBehaviours(children[i]) end end function RoomPackager:PackageRoom(roomBasePlate) local roomModel = Instance.new("Model") roomModel.Name = roomBasePlate.PathName.Value roomModel.Parent = game.ReplicatedStorage.PathModules local region = self:RegionFromBasePlate(roomBasePlate) local modelFound = false --Repeatedly finds 100 parts in the region, if the parts are seperated into different models more than 100 parts can be used while true do local parts = game.Workspace:FindPartsInRegion3(region, nil, 100) for _, part in pairs(parts) do if part.Name == "End" and roomModel:FindFirstChild("End") then local endsModel = Instance.new("Model") --Used for branching the path endsModel.Name = "EndParts" endsModel.Parent = roomModel part.Parent = endsModel roomModel:FindFirstChild("End").Parent = endsModel elseif part.Name == "End" and roomModel:FindFirstChild("EndParts") then part.Parent = roomModel:FindFirstChild("EndParts") else local topLevelParent = closestParentToWorkspace(part) if topLevelParent ~= nil then if topLevelParent ~= part.Parent then --A model has been found, this means we will search again for more parts in the region modelFound = true end topLevelParent.Parent = roomModel end end end if modelFound == false then break else modelFound = false end end --Set-up model for use in the path (parts for locating the path are made transparent) roomModel.ObjectPrimaryPart.Transparency = 1 roomModel.Start.Transparency = 1 if roomModel:FindFirstChild("EndParts") then local ends = roomModel:FindFirstChild("EndParts"):GetChildren() for i = 1, #ends do ends[i].Transparency = 1 end else roomModel.End.Transparency = 1 end roomModel.PrimaryPart = roomModel.ObjectPrimaryPart roomModel.Parent = self:CategoriseModel(roomModel) RoomPackager.setUpBehaviours(roomModel) return roomModel end return RoomPackager
---------------------------------------------------------------------------------------------------- ------------------=[ Status UI ]=------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,EnableStatusUI = true --- Don't disabled it... ,RunWalkSpeed = 24 ,NormalWalkSpeed = 12 ,SlowPaceWalkSpeed = 6 ,CrouchWalkSpeed = 6 ,ProneWalksSpeed = 3 ,InjuredWalksSpeed = 8 ,InjuredCrouchWalkSpeed = 4 ,EnableHunger = true --- Hunger and Thirst system (Removed) ,HungerWaitTime = 25 ,CanDrown = true --- Glub glub glub *ded* ,EnableStamina = true --- Weapon Sway based on stamina (Unused) ,RunValue = 1 --- Stamina consumption ,StandRecover = .25 --- Stamina recovery while stading ,CrouchRecover = .5 --- Stamina recovery while crouching ,ProneRecover = 1 --- Stamina recovery while lying ,EnableGPS = true --- GPS shows your allies around you ,GPSdistance = 150 ,InteractionMenuKey = Enum.KeyCode.LeftAlt ,BuildingEnabled = true ,BuildingKey = Enum.KeyCode.RightAlt
--Hinge Creation--
local wheelFL = Instance.new("HingeConstraint", FL) wheelFL.Attachment0 = FL.Attachment wheelFL.Attachment1 = xSSL.Attachment wheelFL.ActuatorType = "Motor" wheelFL.MotorMaxTorque = 200000 local wheelFR = Instance.new("HingeConstraint", FR) wheelFR.Attachment0 = FR.Attachment wheelFR.Attachment1 = xSSR.Attachment wheelFR.ActuatorType = "Motor" wheelFR.MotorMaxTorque = 200000 local wheelRL = Instance.new("HingeConstraint", RL) wheelRL.Attachment0 = RL.Attachment wheelRL.Attachment1 = zBRL.Wheel wheelRL.ActuatorType = "Motor" wheelRL.MotorMaxTorque = 200000 local wheelRR = Instance.new("HingeConstraint", RR) wheelRR.Attachment0 = RR.Attachment wheelRR.Attachment1 = zBRR.Wheel wheelRR.ActuatorType = "Motor" wheelRR.MotorMaxTorque = 200000
--(FL.RotVelocity.Magnitude+FR.RotVelocity.Magnitude+RL.RotVelocity.Magnitude+RR.RotVelocity.Magnitude+(speed/1.33034))/5
while wait() do speed = carSeat.Velocity.Magnitude power = 0 average = 10*(1-(carSeat.Storage.BrakeBias.Value/100)) track = carSeat.Velocity.Unit*carSeat.CFrame.lookVector slipDetection = track.X+track.Z Right = (carSeat.Parent.Parent.Wheels.RR.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FR.Wheel.Velocity.Magnitude)/2 Left = (carSeat.Parent.Parent.Wheels.RL.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FL.Wheel.Velocity.Magnitude)/2 if Right > Left then left = true else left = false end if script.OVERRIDE.Value == false then if carSeat.Storage.ASC.Value == true then if speed > 45 then if carSeat.Steer ~= 0 then if slipDetection < 0.995 and left == true then script.Toggle.Value = true carSeat.Storage.TC.Value = true else script.Toggle.Value = false carSeat.Storage.TC.Value = false end elseif carSeat.Steer == 0 then if slipDetection < 0.99984 and left == true then --carSeat.Storage.TC.Value = true --script.Toggle.Value = true else script.Toggle.Value = false carSeat.Storage.TC.Value = false end else script.Toggle.Value = false end else script.Toggle.Value = false end --else script.Toggle.Value = false end if speed > 0 then if script.Parent.Parent.Storage.Brake.Value ~= 0 or script.Toggle.Value == true then if FL.RotVelocity.Magnitude + power > average then script.Read.Value = true FLBRAKE.CanCollide = true FLBRAKEU.CanCollide = true --print("FL") elseif FL.RotVelocity.Magnitude + power < average then script.Read.Value = false FLBRAKE.CanCollide = false FLBRAKEU.CanCollide = false end elseif script.Parent.Parent.Storage.Brake.Value == 0 and script.Toggle.Value == false then script.Read.Value = false FLBRAKE.CanCollide = false FLBRAKEU.CanCollide = false end end else FLBRAKE.CanCollide = true FLBRAKEU.CanCollide = true end end
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) local rtTwo = (2^.5)/2
------------------------------------------------------------------
local Player = game.Players.LocalPlayer local Character = Player.Character local Plane = Character.Plane local AutoCrash = Plane.AutoCrash local Crashed = Plane.Crashed local Weapons = Plane.Weapons local MainParts = Plane.MainParts local Gear = MainParts.Gear local Engine = MainParts.Engine local Thrust = Engine.Thrust local Direction = Engine.Direction local Customize = Plane.Customize local Tool = script.Parent local GUI = Tool.PlaneGui local ToolSelect = Tool.ToolSelect local Deselect0 = Tool.Deselect0 local FireMain = Tool.FireMain local Camera = game.Workspace.CurrentCamera local RunService = game:GetService("RunService")
--!strict --[=[ @function unshift @within Array @param array {T} -- The array to insert the values to. @param ... ...T -- The values to insert. @return {T} -- The array with the values inserted. Inserts values to the beginning of an array. #### Aliases `prepend` ```lua local array = { 1, 2, 3 } local new = Unshift(array, 4, 5) -- { 4, 5, 1, 2, 3 } ``` ]=]
local function unshift<T>(array: { T }, ...: T): { T } local result = { ... } for _, value in ipairs(array) do table.insert(result, value) end return result end return unshift
-- Initialize collision tool
local CollisionTool = require(CoreTools:WaitForChild 'Collision') Core.AssignHotkey('K', Core.Support.Call(Core.EquipTool, CollisionTool)); Core.Dock.AddToolButton(Core.Assets.CollisionIcon, 'K', CollisionTool, 'CollisionInfo');
-- @specs https://developer.microsoft.com/en-us/fabric#/styles/web/motion#basic-animations
local FabricStandard = Bezier(0.8, 0, 0.2, 1) -- used for moving. local FabricAccelerate = Bezier(0.9, 0.1, 1, 0.2) -- used for exiting. local FabricDecelerate = Bezier(0.1, 0.9, 0.2, 1) -- used for entering.
--[[** ensures value is an array and all values of the array match check @param check The check to compare all values with @returns A function that will return true iff the condition is passed **--]]
function t.array(check) assert(t.callback(check)) local valuesCheck = t.values(check) return function(value) local keySuccess, keyErrMsg = arrayKeysCheck(value) if keySuccess == false then return false, string.format("[array] %s", keyErrMsg or "") end -- # is unreliable for sparse arrays -- Count upwards using ipairs to avoid false positives from the behavior of # local arraySize = 0 for _ in ipairs(value) do arraySize = arraySize + 1 end for key in value do if key < 1 or key > arraySize then return false, string.format("[array] key %s must be sequential", tostring(key)) end end local valueSuccess, valueErrMsg = valuesCheck(value) if not valueSuccess then return false, string.format("[array] %s", valueErrMsg or "") end return true end end
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) --[[game.ReplicatedStorage.Events.Character.BuyWeapon:Fire(player,dialogueFolder.Parent.Name)]] end
-- string stm_lstring(Stream S) -- @S - Stream object to read from
local function stm_lstring(S) local len = S:s_szt() local str if len ~= 0 then str = string.sub(stm_string(S, len), 1, -2) end return str end
--[[ _______ ___ _______ _ [________) / _ |____/ ___/ / ___ ____ ___ (_)__ __ / / / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /__/ / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /__/ SecondLogic @ Inspare TougeZila @ HomeDepot ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local throt=0 local redline=0 script:WaitForChild("Turbo") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Turbo",car.DriveSeat,script.Turbo.SoundId,0,script.Turbo.Volume,true) handler:FireServer("playSound","Turbo") car.DriveSeat:WaitForChild("Turbo") while wait() do local _RPM = script.Parent.Values.RPM.Value local _Turbo = script.Parent.Values.Boost.Value if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then throt = math.max(.3,throt-.2) else throt = math.min(1,throt+.1) end if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then redline=.5 else redline=1 end if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end local Pitch = math.max((((script.Turbo.SetPitch.Value + script.Turbo.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Turbo.SetPitch.Value) if FE then handler:FireServer("updateSound","Turbo",script.Turbo.SoundId,Pitch,script.Turbo.Volume) else car.DriveSeat.Turbo.Pitch = Pitch end end
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Character.Stats.HasMana.Value ~= true end
--[=[ @class TaskQueue A queue that flushes all objects at the end of the current execution step. This works by scheduling all tasks with `task.defer`. A possible use-case is to batch all requests being sent through a RemoteEvent to help prevent calling it too many times on the same frame. ```lua local bulletQueue = TaskQueue.new(function(bullets) bulletRemoteEvent:FireAllClients(bullets) end) -- Add 3 bullets. Because they're all added on the same -- execution step, they will all be grouped together on -- the next queue flush, which the above function will -- handle. bulletQueue:Add(someBullet) bulletQueue:Add(someBullet) bulletQueue:Add(someBullet) ``` ]=]
local TaskQueue = {} TaskQueue.__index = TaskQueue
--[=[ Takes the first entry and terminates the observable. Equivalent to the following: ```lua Rx.take(1) ``` https://reactivex.io/documentation/operators/first.html @return (source: Observable<T>) -> Observable<T> ]=]
function Rx.first() return Rx.take(1) end
--Wait until humanoid dies
script.Parent.HumanoidRootPart.Velocity = Vector3.new(math.random(negflng,flng),75,math.random(negflng,flng)) script.Parent.HumanoidRootPart.RotVelocity = Vector3.new(math.random(negflng,flng),math.random(negflng,flng),math.random(negflng,flng))
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) plrData.Money.Gold.Value = plrData.Money.Gold.Value - 70 -- TODO Track payment for dissertation local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) ClassInformationTable:GetClassFolder(player,"Warlock").PocketStep.Value = true end
--SparkleBomb
game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local Humanoid = character:WaitForChild("Humanoid") Humanoid.Died:connect(function() if player.SparkleBomb.Value == 2 then player.SparkleBomb.Value = 1 end end) end) end) game.Players.PlayerRemoving:Connect(function(player) if player.SparkleBomb.Value == 2 then player.SparkleBomb.Value = 1 end end)
--// Handling Settings
Firerate = 60 / 350; -- 60 = 1 Minute, 350 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 1; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
-- Apply the settings
ChatService:SetBubbleChatSettings(bubbleChatSettings)
-- Decompiled with the Synapse X Luau decompiler.
local l__VRService__1 = game:GetService("VRService"); local l__UserInputService__2 = game:GetService("UserInputService"); local l__RunService__3 = game:GetService("RunService"); local l__PathfindingService__4 = game:GetService("PathfindingService"); local l__ContextActionService__5 = game:GetService("ContextActionService"); local l__StarterGui__6 = game:GetService("StarterGui"); local l__LocalPlayer__7 = game:GetService("Players").LocalPlayer; local v8 = Vector3.new(0, 0, 0); local v9 = Vector3.new(1, 0, 1); local function u1(p1) local v10 = false; if p1 == p1 then v10 = false; if p1 ~= (1 / 0) then v10 = p1 ~= (-1 / 0); end; end; return v10; end; local v11 = Instance.new("BindableEvent"); v11.Name = "MovementUpdate"; v11.Parent = script; local u2 = nil; coroutine.wrap(function() local l__PathDisplay__12 = script.Parent:WaitForChild("PathDisplay"); if l__PathDisplay__12 then u2 = require(l__PathDisplay__12); end; end)(); local v13 = require(script.Parent:WaitForChild("BaseCharacterController")); local v14 = setmetatable({}, v13); v14.__index = v14; function v14.new(p2) local v15 = setmetatable(v13.new(), v14); v15.CONTROL_ACTION_PRIORITY = p2; v15.navigationRequestedConn = nil; v15.heartbeatConn = nil; v15.currentDestination = nil; v15.currentPath = nil; v15.currentPoints = nil; v15.currentPointIdx = 0; v15.expectedTimeToNextPoint = 0; v15.timeReachedLastPoint = tick(); v15.moving = false; v15.isJumpBound = false; v15.moveLatch = false; v15.userCFrameEnabledConn = nil; return v15; end; function v14.SetLaserPointerMode(p3, p4) pcall(function() l__StarterGui__6:SetCore("VRLaserPointerMode", p4); end); end; function v14.GetLocalHumanoid(p5) local l__Character__16 = l__LocalPlayer__7.Character; if not l__Character__16 then return; end; for v17, v18 in pairs(l__Character__16:GetChildren()) do if v18:IsA("Humanoid") then return v18; end; end; return nil; end; function v14.HasBothHandControllers(p6) return l__VRService__1:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) and l__VRService__1:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand); end; function v14.HasAnyHandControllers(p7) return l__VRService__1:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) or l__VRService__1:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand); end; function v14.IsMobileVR(p8) return l__UserInputService__2.TouchEnabled; end; function v14.HasGamepad(p9) return l__UserInputService__2.GamepadEnabled; end; function v14.ShouldUseNavigationLaser(p10) if p10:IsMobileVR() then return true; end; if p10:HasBothHandControllers() then return false; end; if p10:HasAnyHandControllers() then return true; end; return not p10:HasGamepad(); end; function v14.StartFollowingPath(p11, p12) currentPath = p12; currentPoints = currentPath:GetPointCoordinates(); currentPointIdx = 1; moving = true; timeReachedLastPoint = tick(); local v19 = p11:GetLocalHumanoid(); if v19 and v19.Torso and #currentPoints >= 1 then expectedTimeToNextPoint = (currentPoints[1] - v19.Torso.Position).magnitude / v19.WalkSpeed; end; v11:Fire("targetPoint", p11.currentDestination); end; function v14.GoToPoint(p13, p14) currentPath = true; currentPoints = { p14 }; currentPointIdx = 1; moving = true; local v20 = p13:GetLocalHumanoid(); timeReachedLastPoint = tick(); expectedTimeToNextPoint = (v20.Torso.Position - p14).magnitude / v20.WalkSpeed; v11:Fire("targetPoint", p14); end; function v14.StopFollowingPath(p15) currentPath = nil; currentPoints = nil; currentPointIdx = 0; moving = false; p15.moveVector = v8; end; function v14.TryComputePath(p16, p17, p18) local v21 = nil; while not v21 and 0 < 5 do local v22 = l__PathfindingService__4:ComputeSmoothPathAsync(p17, p18, 200); if v22.Status == Enum.PathStatus.ClosestNoPath then return nil; end; if v22.Status == Enum.PathStatus.ClosestOutOfRange then return nil; end; if v22 and v22.Status == Enum.PathStatus.FailStartNotEmpty then p17 = p17 + (p18 - p17).unit; v22 = nil; end; if v21 and v21.Status == Enum.PathStatus.FailFinishNotEmpty then p18 = p18 + Vector3.new(0, 1, 0); v21 = nil; end; end; return v21; end; local function u3(p19) return u1(p19.x) and (u1(p19.y) and u1(p19.z)); end; function v14.OnNavigationRequest(p20, p21, p22) local l__p__23 = p21.p; local l__currentDestination__24 = p20.currentDestination; if not u3(l__p__23) then return; end; p20.currentDestination = l__p__23; local v25 = p20:GetLocalHumanoid(); if not v25 or not v25.Torso then return; end; local l__Position__26 = v25.Torso.Position; if (p20.currentDestination - l__Position__26).magnitude < 12 then p20:GoToPoint(p20.currentDestination); return; end; if not l__currentDestination__24 or (p20.currentDestination - l__currentDestination__24).magnitude > 4 then local v27 = p20:TryComputePath(l__Position__26, p20.currentDestination); if v27 then p20:StartFollowingPath(v27); if u2 then u2.setCurrentPoints(p20.currentPoints); u2.renderPath(); return; end; else p20:StopFollowingPath(); if u2 then u2.clearRenderedPath(); return; end; end; else if moving then p20.currentPoints[#currentPoints] = p20.currentDestination; return; end; p20:GoToPoint(p20.currentDestination); end; end; function v14.OnJumpAction(p23, p24, p25, p26) if p25 == Enum.UserInputState.Begin then p23.isJumping = true; end; return Enum.ContextActionResult.Sink; end; function v14.BindJumpAction(p27, p28) if p28 then if p27.isJumpBound then return; end; else if p27.isJumpBound then p27.isJumpBound = false; l__ContextActionService__5:UnbindAction("VRJumpAction"); end; return; end; p27.isJumpBound = true; l__ContextActionService__5:BindActionAtPriority("VRJumpAction", function() return p27:OnJumpAction(); end, false, p27.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA); end; function v14.ControlCharacterGamepad(p29, p30, p31, p32) if p32.KeyCode ~= Enum.KeyCode.Thumbstick1 then return; end; if p31 == Enum.UserInputState.Cancel then p29.moveVector = v8; return; end; if p31 ~= Enum.UserInputState.End then p29:StopFollowingPath(); if u2 then u2.clearRenderedPath(); end; if p29:ShouldUseNavigationLaser() then p29:BindJumpAction(true); p29:SetLaserPointerMode("Hidden"); end; if p32.Position.magnitude > 0.22 then p29.moveVector = Vector3.new(p32.Position.X, 0, -p32.Position.Y); if p29.moveVector.magnitude > 0 then p29.moveVector = p29.moveVector.unit * math.min(1, p32.Position.magnitude); end; p29.moveLatch = true; end; else p29.moveVector = v8; if p29:ShouldUseNavigationLaser() then p29:BindJumpAction(false); p29:SetLaserPointerMode("Navigation"); end; if p29.moveLatch then p29.moveLatch = false; v11:Fire("offtrack"); end; end; return Enum.ContextActionResult.Sink; end; function v14.OnHeartbeat(p33, p34) local v28 = p33.moveVector; local v29 = p33:GetLocalHumanoid(); if not v29 or not v29.Torso then return; end; if p33.moving and p33.currentPoints then local l__Position__30 = v29.Torso.Position; local v31 = (currentPoints[1] - l__Position__30) * v9; local l__magnitude__32 = v31.magnitude; local v33 = v31 / l__magnitude__32; if l__magnitude__32 < 1 then local v34 = 0; local v35 = currentPoints[1]; for v36, v37 in pairs(currentPoints) do if v36 ~= 1 then v35 = v37; v34 = v34 + (v37 - v35).magnitude / v29.WalkSpeed; end; end; table.remove(currentPoints, 1); currentPointIdx = currentPointIdx + 1; if #currentPoints == 0 then p33:StopFollowingPath(); if u2 then u2.clearRenderedPath(); end; return; end; if u2 then u2.setCurrentPoints(currentPoints); u2.renderPath(); end; expectedTimeToNextPoint = (currentPoints[1] - l__Position__30).magnitude / v29.WalkSpeed; timeReachedLastPoint = tick(); else local v38 = { game.Players.LocalPlayer.Character, workspace.CurrentCamera }; local v39, v40, v41 = workspace:FindPartOnRayWithIgnoreList(Ray.new(l__Position__30 - Vector3.new(0, 1, 0), v33 * 3), v38); if v39 then local v42 = Vector3.new(0, 100, 0); local v43, v44, v45 = workspace:FindPartOnRayWithIgnoreList(Ray.new(v40 + v33 * 0.5 + v42, -v42), v38); local v46 = v44.Y - l__Position__30.Y; if v46 < 6 and v46 > -2 then v29.Jump = true; end; end; if expectedTimeToNextPoint + 2 < tick() - timeReachedLastPoint then p33:StopFollowingPath(); if u2 then u2.clearRenderedPath(); end; v11:Fire("offtrack"); end; v28 = p33.moveVector:Lerp(v33, p34 * 10); end; end; if u3(v28) then p33.moveVector = v28; end; end; function v14.OnUserCFrameEnabled(p35) if p35:ShouldUseNavigationLaser() then p35:BindJumpAction(false); p35:SetLaserPointerMode("Navigation"); return; end; p35:BindJumpAction(true); p35:SetLaserPointerMode("Hidden"); end; function v14.Enable(p36, p37) p36.moveVector = v8; p36.isJumping = false; if p37 then p36.navigationRequestedConn = l__VRService__1.NavigationRequested:Connect(function(p38, p39) p36:OnNavigationRequest(p38, p39); end); p36.heartbeatConn = l__RunService__3.Heartbeat:Connect(function(p40) p36:OnHeartbeat(p40); end); l__ContextActionService__5:BindAction("MoveThumbstick", function(p41, p42, p43) return p36:ControlCharacterGamepad(p41, p42, p43); end, false, p36.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1); l__ContextActionService__5:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2); p36.userCFrameEnabledConn = l__VRService__1.UserCFrameEnabled:Connect(function() p36:OnUserCFrameEnabled(); end); p36:OnUserCFrameEnabled(); l__VRService__1:SetTouchpadMode(Enum.VRTouchpad.Left, Enum.VRTouchpadMode.VirtualThumbstick); l__VRService__1:SetTouchpadMode(Enum.VRTouchpad.Right, Enum.VRTouchpadMode.ABXY); p36.enabled = true; return; end; p36:StopFollowingPath(); l__ContextActionService__5:UnbindAction("MoveThumbstick"); l__ContextActionService__5:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2); p36:BindJumpAction(false); p36:SetLaserPointerMode("Disabled"); if p36.navigationRequestedConn then p36.navigationRequestedConn:Disconnect(); p36.navigationRequestedConn = nil; end; if p36.heartbeatConn then p36.heartbeatConn:Disconnect(); p36.heartbeatConn = nil; end; if p36.userCFrameEnabledConn then p36.userCFrameEnabledConn:Disconnect(); p36.userCFrameEnabledConn = nil; end; p36.enabled = false; end; return v14;
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local BulletModel = ACS_Storage.Server game.Players.PlayerAdded:connect(function(SKP_001) SKP_001.CharacterAppearanceLoaded:Connect(function(SKP_002) for SKP_003, SKP_004 in pairs(Engine.Essential:GetChildren()) do if SKP_004 then local SKP_005 = SKP_004:clone() SKP_005.Parent = SKP_001.PlayerGui SKP_005.Disabled = false end end if SKP_001.Character:FindFirstChild('Head') then Evt.TeamTag:FireAllClients(SKP_001, SKP_002) end end) SKP_001.Changed:connect(function() Evt.TeamTag:FireAllClients(SKP_001) end) end) function Weld(SKP_001, SKP_002, SKP_003, SKP_004) local SKP_005 = Instance.new("Motor6D", SKP_001) SKP_005.Part0 = SKP_001 SKP_005.Part1 = SKP_002 SKP_005.Name = SKP_001.Name SKP_005.C0 = SKP_003 or SKP_001.CFrame:inverse() * SKP_002.CFrame SKP_005.C1 = SKP_004 or CFrame.new() return SKP_005 end Evt.Recarregar.OnServerEvent:Connect(function(Player, StoredAmmo,Arma) Arma.ACS_Modulo.Variaveis.StoredAmmo.Value = StoredAmmo end) Evt.Treino.OnServerEvent:Connect(function(Player, Vitima) if Vitima.Parent:FindFirstChild("Saude") ~= nil then local saude = Vitima.Parent.Saude saude.Variaveis.HitCount.Value = saude.Variaveis.HitCount.Value + 1 end end) Evt.SVFlash.OnServerEvent:Connect(function(Player,Mode,Arma,Angle,Bright,Color,Range) if ServerConfig.ReplicatedFlashlight then Evt.SVFlash:FireAllClients(Player,Mode,Arma,Angle,Bright,Color,Range) end end) Evt.SVLaser.OnServerEvent:Connect(function(Player,Position,Modo,Cor,Arma,IRmode) if ServerConfig.ReplicatedLaser then Evt.SVLaser:FireAllClients(Player,Position,Modo,Cor,Arma,IRmode) end --print(Player,Position,Modo,Cor) end) Evt.Breach.OnServerEvent:Connect(function(Player,Mode,BreachPlace,Pos,Norm,Hit) if Mode == 1 then Player.Character.Saude.Kit.BreachCharges.Value = Player.Character.Saude.Kit.BreachCharges.Value - 1 BreachPlace.Destroyed.Value = true local C4 = Engine.FX.BreachCharge:Clone() C4.Parent = BreachPlace.Destroyable C4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)) C4.Center.Place:play() local weld = Instance.new("WeldConstraint") weld.Parent = C4 weld.Part0 = BreachPlace.Destroyable.Charge weld.Part1 = C4.Center wait(1) C4.Center.Beep:play() wait(4) local Exp = Instance.new("Explosion") Exp.ExplosionType = "NoCraters" Exp.BlastPressure = 0 Exp.BlastRadius = 0 Exp.DestroyJointRadiusPercent = 0 Exp.Position = C4.Center.Position Exp.Parent = workspace local S = Instance.new("Sound") S.EmitterSize = 50 S.MaxDistance = 1500 S.SoundId = "rbxassetid://".. Explosion[math.random(1, 7)] S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 2 S.Parent = Exp S.PlayOnRemove = true S:Destroy() --[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then local DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/25) - 1) * -1 local intensidade = DistanceMultiplier local Tempo = 15 * DistanceMultiplier Evt.Suppression:FireClient(SKP_002,2,intensidade,Tempo) end end ]] Debris:AddItem(BreachPlace.Destroyable,0) elseif Mode == 2 then Player.Character.Saude.Kit.BreachCharges.Value = Player.Character.Saude.Kit.BreachCharges.Value - 1 BreachPlace.Destroyed.Value = true local C4 = Engine.FX.BreachCharge:Clone() C4.Parent = BreachPlace C4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)) C4.Center.Place:play() local weld = Instance.new("WeldConstraint") weld.Parent = C4 weld.Part0 = BreachPlace.Door.Door weld.Part1 = C4.Center wait(1) C4.Center.Beep:play() wait(4) local Exp = Instance.new("Explosion") Exp.ExplosionType = "NoCraters" Exp.BlastPressure = 0 Exp.BlastRadius = 0 Exp.DestroyJointRadiusPercent = 0 Exp.Position = C4.Center.Position Exp.Parent = workspace local S = Instance.new("Sound") S.EmitterSize = 50 S.MaxDistance = 1500 S.SoundId = "rbxassetid://".. Explosion[math.random(1, 7)] S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 2 S.Parent = Exp S.PlayOnRemove = true S:Destroy() --[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then local DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/25) - 1) * -1 local intensidade = DistanceMultiplier local Tempo = 15 * DistanceMultiplier Evt.Suppression:FireClient(SKP_002,2,intensidade,Tempo) end end]] Debris:AddItem(BreachPlace,0) elseif Mode == 3 then Player.Character.Saude.Kit.Fortifications.Value = Player.Character.Saude.Kit.Fortifications.Value - 1 BreachPlace.Fortified.Value = true local C4 = Instance.new('Part') C4.Parent = BreachPlace.Destroyable C4.Size = Vector3.new(Hit.Size.X + .05,Hit.Size.Y + .05,Hit.Size.Z + 0.5) C4.Material = Enum.Material.DiamondPlate C4.Anchored = true C4.CFrame = Hit.CFrame local S = Engine.FX.FortFX:Clone() S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 1 S.Parent = C4 S.PlayOnRemove = true S:Destroy() end end) Evt.Hit.OnServerEvent:Connect(function(Player, Position, HitPart, Normal, Material, Settings) Evt.Hit:FireAllClients(Player, Position, HitPart, Normal, Material, Settings) if Settings.ExplosiveHit == true then local Hitmark = Instance.new("Attachment") Hitmark.CFrame = CFrame.new(Position, Position + Normal) Hitmark.Parent = workspace.Terrain Debris:AddItem(Hitmark, 5) local Exp = Instance.new("Explosion") Exp.ExplosionType = "NoCraters" Exp.BlastPressure = Settings.ExPressure Exp.BlastRadius = Settings.ExpRadius Exp.DestroyJointRadiusPercent = Settings.DestroyJointRadiusPercent Exp.Position = Hitmark.Position Exp.Parent = Hitmark local S = Instance.new("Sound") S.EmitterSize = 50 S.MaxDistance = 1500 S.SoundId = "rbxassetid://".. Explosion[math.random(1, 7)] S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 2 S.Parent = Exp S.PlayOnRemove = true S:Destroy() Exp.Hit:connect(function(hitPart, partDistance) local humanoid = hitPart.Parent and hitPart.Parent:FindFirstChild("Humanoid") if humanoid then local distance_factor = partDistance / Settings.ExpRadius -- get the distance as a value between 0 and 1 distance_factor = 1 - distance_factor -- flip the amount, so that lower == closer == more damage if distance_factor > 0 then humanoid:TakeDamage(Settings.ExplosionDamage*distance_factor) -- 0: no damage; 1: max damage end end end) end --[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002 ~= Player and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - Hitmark.WorldPosition).magnitude <= Settings.SuppressMaxDistance then Evt.Suppression:FireClient(SKP_002,1,10,5) end end ]] end) Evt.LauncherHit.OnServerEvent:Connect(function(Player, Position, HitPart, Normal) Evt.LauncherHit:FireAllClients(Player, Position, HitPart, Normal) end) Evt.Whizz.OnServerEvent:Connect(function(Player, Vitima) Evt.Whizz:FireClient(Vitima) end) Evt.Suppression.OnServerEvent:Connect(function(Player, Vitima) Evt.Suppression:FireClient(Vitima,1,10,5) end) Evt.ServerBullet.OnServerEvent:connect(function(Player, BulletCF, Tracer, Force, BSpeed, Direction, TracerColor,Ray_Ignore,BulletFlare,BulletFlareColor) Evt.ServerBullet:FireAllClients(Player, BulletCF, Tracer, Force, BSpeed, Direction, TracerColor,Ray_Ignore,BulletFlare,BulletFlareColor) end) Evt.Equipar.OnServerEvent:Connect(function(Player,Arma) local Torso = Player.Character:FindFirstChild('Torso') local Head = Player.Character:FindFirstChild('Head') local HumanoidRootPart = Player.Character:FindFirstChild('HumanoidRootPart') if Player.Character:FindFirstChild('Holst' .. Arma.Name) then Player.Character['Holst' .. Arma.Name]:Destroy() end local ServerGun = GunModelServer:FindFirstChild(Arma.Name):clone() ServerGun.Name = 'S' .. Arma.Name local Settings = require(Arma.ACS_Modulo.Variaveis:WaitForChild("Settings")) Arma.ACS_Modulo.Variaveis.BType.Value = Settings.BulletType AnimBase = Instance.new("Part", Player.Character) AnimBase.FormFactor = "Custom" AnimBase.CanCollide = false AnimBase.Transparency = 1 AnimBase.Anchored = false AnimBase.Name = "AnimBase" AnimBase.Size = Vector3.new(0.1, 0.1, 0.1) AnimBaseW = Instance.new("Motor6D") AnimBaseW.Part0 = AnimBase AnimBaseW.Part1 = Head AnimBaseW.Parent = AnimBase AnimBaseW.Name = "AnimBaseW" RA = Player.Character['Right Arm'] LA = Player.Character['Left Arm'] RightS = Player.Character.Torso:WaitForChild("Right Shoulder") LeftS = Player.Character.Torso:WaitForChild("Left Shoulder") Right_Weld = Instance.new("Motor6D") Right_Weld.Name = "RAW" Right_Weld.Part0 = RA Right_Weld.Part1 = AnimBase Right_Weld.Parent = AnimBase Right_Weld.C0 = Settings.RightArmPos Player.Character.Torso:WaitForChild("Right Shoulder").Part1 = nil Left_Weld = Instance.new("Motor6D") Left_Weld.Name = "LAW" Left_Weld.Part0 = LA Left_Weld.Part1 = AnimBase Left_Weld.Parent = AnimBase Left_Weld.C0 = Settings.LeftArmPos Player.Character.Torso:WaitForChild("Left Shoulder").Part1 = nil ServerGun.Parent = Player.Character for SKP_001, SKP_002 in pairs(ServerGun:GetChildren()) do if SKP_002:IsA('BasePart') and SKP_002.Name ~= 'Grip' then local SKP_003 = Instance.new('WeldConstraint') SKP_003.Parent = SKP_002 SKP_003.Part0 = SKP_002 SKP_003.Part1 = ServerGun.Grip end; end local SKP_004 = Instance.new('Motor6D') SKP_004.Name = 'GripW' SKP_004.Parent = ServerGun.Grip SKP_004.Part0 = ServerGun.Grip SKP_004.Part1 = Player.Character['Right Arm'] SKP_004.C1 = Settings.ServerGunPos for L_74_forvar1, L_75_forvar2 in pairs(ServerGun:GetChildren()) do if L_75_forvar2:IsA('BasePart') then L_75_forvar2.Anchored = false L_75_forvar2.CanCollide = false end end end) Evt.SilencerEquip.OnServerEvent:Connect(function(Player,Arma,Silencer) local Arma = Player.Character['S' .. Arma.Name] local Fire if Silencer then Arma.Silenciador.Transparency = 0 else Arma.Silenciador.Transparency = 1 end end) Evt.Desequipar.OnServerEvent:Connect(function(Player,Arma,Settings) if Settings.EnableHolster and Player.Character and Player.Character.Humanoid and Player.Character.Humanoid.Health > 0 then if Player.Backpack:FindFirstChild(Arma.Name) then local SKP_001 = GunModelServer:FindFirstChild(Arma.Name):clone() SKP_001.PrimaryPart = SKP_001.Grip SKP_001.Parent = Player.Character SKP_001.Name = 'Holst' .. Arma.Name for SKP_002, SKP_003 in pairs(SKP_001:GetDescendants()) do if SKP_003:IsA('BasePart') and SKP_003.Name ~= 'Grip' then Weld(SKP_003, SKP_001.Grip) end if SKP_003:IsA('BasePart') and SKP_003.Name == 'Grip' then Weld(SKP_003, Player.Character[Settings.HolsterTo], CFrame.new(), Settings.HolsterPos) end end for SKP_004, SKP_005 in pairs(SKP_001:GetDescendants()) do if SKP_005:IsA('BasePart') then SKP_005.Anchored = false SKP_005.CanCollide = false end end end end if Player.Character:FindFirstChild('S' .. Arma.Name) ~= nil then Player.Character['S' .. Arma.Name]:Destroy() Player.Character.AnimBase:Destroy() end if Player.Character.Torso:FindFirstChild("Right Shoulder") ~= nil then Player.Character.Torso:WaitForChild("Right Shoulder").Part1 = Player.Character['Right Arm'] end if Player.Character.Torso:FindFirstChild("Left Shoulder") ~= nil then Player.Character.Torso:WaitForChild("Left Shoulder").Part1 = Player.Character['Left Arm'] end if Player.Character.Torso:FindFirstChild("Neck") ~= nil then Player.Character.Torso:WaitForChild("Neck").C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) Player.Character.Torso:WaitForChild("Neck").C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) end end) Evt.Holster.OnServerEvent:Connect(function(Player,Arma) if Player.Character:FindFirstChild('Holst' .. Arma.Name) then Player.Character['Holst' .. Arma.Name]:Destroy() end end) Evt.HeadRot.OnServerEvent:connect(function(Player, Rotacao, Offset, Equipado) Evt.HeadRot:FireAllClients(Player, Rotacao, Offset, Equipado) end) local TS = game:GetService('TweenService') Evt.Atirar.OnServerEvent:Connect(function(Player,FireRate,Anims,Arma) Evt.Atirar:FireAllClients(Player,FireRate,Anims,Arma) end) Evt.Stance.OnServerEvent:Connect(function(Player,stance,Settings,Anims) if Player.Character.Humanoid.Health > 0 and Player.Character.AnimBase:FindFirstChild("RAW") ~= nil and Player.Character.AnimBase:FindFirstChild("LAW") ~= nil then local Right_Weld = Player.Character.AnimBase:WaitForChild("RAW") local Left_Weld = Player.Character.AnimBase:WaitForChild("LAW") if stance == 0 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Settings.RightArmPos} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Settings.LeftArmPos} ):Play() elseif stance == 2 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightAim} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftAim} ):Play() elseif stance == 1 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightHighReady} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftHighReady} ):Play() elseif stance == -1 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightLowReady} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftLowReady} ):Play() elseif stance == -2 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightPatrol} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftPatrol} ):Play() elseif stance == 3 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightSprint} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftSprint} ):Play() end end end) Evt.Damage.OnServerEvent:Connect(function(Player,VitimaHuman,Dano,DanoColete,DanoCapacete) if VitimaHuman ~= nil then if VitimaHuman.Parent:FindFirstChild("Saude") ~= nil then local Colete = VitimaHuman.Parent.Saude.Protecao.VestVida local Capacete = VitimaHuman.Parent.Saude.Protecao.HelmetVida Colete.Value = Colete.Value - DanoColete Capacete.Value = Capacete.Value - DanoCapacete end VitimaHuman:TakeDamage(Dano) end end) Evt.CreateOwner.OnServerEvent:Connect(function(Player,VitimaHuman) local c = Instance.new("ObjectValue") c.Name = "creator" c.Value = Player game.Debris:AddItem(c, 3) c.Parent = VitimaHuman end)
--[[ How it'll work client sends "Place" req server gets "Place" req server checks spot to place, overlapping note, ratelimiting of notes, etc if success then server sends back "Good" to client else server sends back "Bad" to client end ]]
local _RunServ = game:GetService("RunService") local _Players = game:GetService("Players") local Replicated = game:GetService("ReplicatedStorage") local PlacedNotes = workspace.PlacedNotes local BaseNoteGhost = workspace.BaseNote:Clone() local SharedBridges = require(Replicated.SharedBridges) local Bridges = SharedBridges.Bridges local Identifiers = SharedBridges.Identifiers local PlaceBridge = Bridges.PlaceNote local ServerParams = OverlapParams.new() ServerParams.FilterType = Enum.RaycastFilterType.Whitelist ServerParams.FilterDescendantsInstances = { PlacedNotes, workspace.Baseplate } local noteCount = 0 local function CheckOverLap(Note: Part, CF: CFrame) local overlaps = workspace:GetPartBoundsInBox(CF, Note.Size, ServerParams) return #overlaps > 0 and true or false end local function OnPlace(Player: Player, CF: CFrame) local Note = BaseNoteGhost:Clone() if CheckOverLap(Note, CF) then PlaceBridge:FireTo(Player, Identifiers.Bad) Note:Destroy() return end noteCount += 1 Note.CFrame = CF Note.Name = tostring(noteCount) Note.Parent = PlacedNotes PlaceBridge:FireTo(Player, Identifiers.Good) end PlaceBridge:Connect(OnPlace)
----------------- --| Constants |-- -----------------
local SHOT_SPEED = 100 local SHOT_TIME = 1 local NOZZLE_OFFSET = Vector3.new(0, 0.4, -1.1) local DEBOUNCE_TAG_NAME = 'Busy' local GLib = require(206209239)
--Tune
local _Select = "Slicks" --(AllSeason, Slicks, SemiSlicks, AllTerrain, DragRadials, Custom) Caps and space sensitive local _Custom = { TireWearOn = true , --Friction and Wear FWearSpeed = .2 , --How fast your tires will degrade (Front) FTargetFriction = 1.23 , --Friction in optimal conditions (Front) FMinFriction = 0.35 , --Friction in worst conditions (Front) RWearSpeed = .2 , --How fast your tires will degrade (Rear) RTargetFriction = 1.23 , --Friction in optimal conditions (Rear) RMinFriction = 0.35 , --Friction in worst conditions (Rear) --Tire Slip TCSOffRatio = 1/1.7 , --How much optimal grip your car will lose with TCS off, set to 1 if you dont want any losses. WheelLockRatio = 1/6 , --How much grip your car will lose when locking the wheels WheelspinRatio = 1/1.2 , --How much grip your car will lose when spinning the wheels --Wheel Properties FFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) (PGS) RFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) (PGS) FLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) RLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) FElasticity = 0 , --How much your wheel will bounce (Front) (PGS) RElasticity = 0 , --How much your wheel will bounce (Rear) (PGS) FLgcyElasticity = 0 , --How much your wheel will bounce (Front) RLgcyElasticity = 0 , --How much your wheel will bounce (Rear) FElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) (PGS) RElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) (PGS) FLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) RLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _AllSeason = { TireWearOn = true , --Friction and Wear FWearSpeed = .2 , --Don't change this FTargetFriction = .6 , -- .58 to .63 FMinFriction = 0.35 , --Don't change this RWearSpeed = .2 , --Don't change this RTargetFriction = .6 , -- .58 to .63 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 2 , --Don't change this RFrictionWeight = 2 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _Slicks = { TireWearOn = true , --Friction and Wear FWearSpeed = .6 , --Don't change this FTargetFriction = .93 , -- .88 to .93 FMinFriction = 0.35 , --Don't change this RWearSpeed = .6 , --Don't change this RTargetFriction = .93 , -- .88 to .93 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 0.6 , --Don't change this RFrictionWeight = 0.6 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _SemiSlicks = { TireWearOn = true , --Friction and Wear FWearSpeed = .5 , --Don't change this FTargetFriction = .78 , -- .73 to .78 FMinFriction = 0.35 , --Don't change this RWearSpeed = .5 , --Don't change this RTargetFriction = .78 , -- .73 to .78 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 0.6 , --Don't change this RFrictionWeight = 0.6 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _AllTerrain = { TireWearOn = true , --Friction and Wear FWearSpeed = .3 , --Don't change this FTargetFriction = .5 , -- .48 to .53 FMinFriction = 0.35 , --Don't change this RWearSpeed = .3 , --Don't change this RTargetFriction = .5 , -- .48 to .53 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 10 , --Don't change this RFrictionWeight = 10 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _DragRadials = { TireWearOn = true , --Friction and Wear FWearSpeed = 30 , --Don't change this FTargetFriction = 1.2 , -- 1.18 to 1.23 FMinFriction = 0.35 , --Don't change this RWearSpeed = 30 , --Don't change this RTargetFriction = 1.2 , -- 1.18 to 1.23 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 1 , --Don't change this RFrictionWeight = 1 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 20 , --Don't change this } local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local cValues = script.Parent.Parent:WaitForChild("Values") local _WHEELTUNE = _AllSeason if _Select == "DragRadials" then _WHEELTUNE = _DragRadials elseif _Select == "Custom" then _WHEELTUNE = _Custom elseif _Select == "AllTerrain" then _WHEELTUNE = _AllTerrain elseif _Select == "Slicks" then _WHEELTUNE = _Slicks elseif _Select == "SemiSlicks" then _WHEELTUNE = _SemiSlicks else _WHEELTUNE = _AllSeason end car.DriveSeat.TireStats.Fwear.Value = _WHEELTUNE.FWearSpeed car.DriveSeat.TireStats.Ffriction.Value = _WHEELTUNE.FTargetFriction car.DriveSeat.TireStats.Fminfriction.Value = _WHEELTUNE.FMinFriction car.DriveSeat.TireStats.Ffweight.Value = _WHEELTUNE.FFrictionWeight car.DriveSeat.TireStats.Rwear.Value = _WHEELTUNE.RWearSpeed car.DriveSeat.TireStats.Rfriction.Value = _WHEELTUNE.RTargetFriction car.DriveSeat.TireStats.Rminfriction.Value = _WHEELTUNE.RMinFriction car.DriveSeat.TireStats.Rfweight.Value = _WHEELTUNE.RFrictionWeight car.DriveSeat.TireStats.TCS.Value = _WHEELTUNE.TCSOffRatio car.DriveSeat.TireStats.Lock.Value = _WHEELTUNE.WheelLockRatio car.DriveSeat.TireStats.Spin.Value = _WHEELTUNE.WheelspinRatio car.DriveSeat.TireStats.Reg.Value = _WHEELTUNE.RegenSpeed
-- MODULES --
local debrisModule = require(Modules.Debris)
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function NewPartTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); EnableClickCreation(); -- Set our current type SetType(NewPartTool.Type); end; function NewPartTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if UI then -- Reveal the UI UI.Visible = true; -- Skip UI creation return; end; -- Create the UI UI = Core.Tool.Interfaces.BTNewPartToolGUI:Clone(); UI.Parent = Core.UI; UI.Visible = true; -- Creatable part types Types = { 'Normal', 'Truss', 'Wedge', 'Corner', 'Cylinder', 'Ball', 'Seat', 'Vehicle Seat', 'Spawn' }; -- Create the type selection dropdown TypeDropdown = Core.Cheer(UI.TypeOption.Dropdown).Start(Types, '', function (Type) SetType(Type); end); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not UI then return; end; -- Hide the UI UI.Visible = false; end; function SetType(Type) -- Update the tool option NewPartTool.Type = Type; -- Update the UI TypeDropdown.SetOption(Type); end; function EnableClickCreation() -- Allows the user to click anywhere and create a new part -- Listen for clicks Connections.ClickCreationListener = UserInputService.InputBegan:connect(function (Input, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this was button 1 being released if Input.UserInputType ~= Enum.UserInputType.MouseButton1 then return; end; -- Enable new part dragging DragNewParts = true; Core.Targeting.CancelSelecting(); -- Create the part CreatePart(NewPartTool.Type); end); -- Listen for click releases Connections.ClickReleaseListener = Support.AddUserInputListener('Ended', 'MouseButton1', true, function () -- Cancel dragging new parts if mouse button is released DragNewParts = false; end); end; function CreatePart(Type) -- Send the creation request to the server local Part = Core.SyncAPI:Invoke('CreatePart', Type, CFrame.new(Core.Mouse.Hit.p)); -- Make sure the part creation succeeds if not Part then return; end; -- Put together the history record local HistoryRecord = { Part = Part; Unapply = function (HistoryRecord) -- Reverts this change -- Remove the part Core.SyncAPI:Invoke('Remove', { HistoryRecord.Part }); end; Apply = function (HistoryRecord) -- Reapplies this change -- Restore the part Core.SyncAPI:Invoke('UndoRemove', { HistoryRecord.Part }); end; }; -- Register the history record Core.History.Add(HistoryRecord); -- Select the part Selection.Replace({ Part }); -- Switch to the move tool local MoveTool = require(Core.Tool.Tools.MoveTool); Core.EquipTool(MoveTool); -- Enable dragging to allow easy positioning of the created part if DragNewParts then MoveTool.SetUpDragging(Part); end; end;
--- Same as indexing, but uses an incremented number as a key. -- @param task An item to clean -- @treturn number taskId
function Maid:GiveTask(task) assert(task, "Task cannot be false or nil") local taskId = (#self._tasks + 1) self[taskId] = task if (type(task) == "table" and (not task.Destroy) and (not Promise.Is(task))) then warn("[Maid.GiveTask] - Gave table task without .Destroy\n\n" .. debug.traceback()) end return taskId end function Maid:GivePromise(promise) assert(Promise.Is(promise), "Expected promise") if (promise:GetStatus() ~= Promise.Status.Started) then return promise end local newPromise = Promise.Resolve(promise) local id = self:GiveTask(newPromise) newPromise:Finally(function() self[id] = nil end) return newPromise end
-- Number
local function Round(number, decimalPlaces) return tonumber(string.format("%." .. (decimalPlaces or 0) .. "f", number)) end
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Black",Paint) end)
--local UserInput = game:GetService("UserInputService")
local AvatarEditor = ReplicatedStorage.AvatarEditor local remoteEvent = AvatarEditor.RemoteEvent local Maid = require(AvatarEditor.Shared.Util.Maid) local TableUtil = require(AvatarEditor.Shared.Util.TableUtil) local Spring = require(AvatarEditor.Shared.Util.Spring) local Signal = require(AvatarEditor.Shared.Util.Signal) local QueryMap = require(AvatarEditor.Shared.QueryMap) local CatalogData = require(AvatarEditor.Shared.CatalogData) local Colors = require(AvatarEditor.Shared.Colors) local Settings = require(AvatarEditor.Shared.Settings) local UserCanUse = require(AvatarEditor.Shared.UserCanUse) local TabButton = require(AvatarEditor.Client.TabButton) local Search = require(AvatarEditor.Client.Search) local CatalogList = require(AvatarEditor.Client.CatalogList) local Wearing = require(AvatarEditor.Client.Wearing) local PromptOverlay = require(AvatarEditor.Client.PromptOverlay) local ColorList = require(AvatarEditor.Client.ColorList) local Scale = require(AvatarEditor.Client.Scale) local Costume = require(AvatarEditor.Client.Costume) local Theme = require(AvatarEditor.Client.Theme) local Config = require(AvatarEditor.Client.Config) local player = Players.LocalPlayer local mainGui = AvatarEditor.AvatarEditorGui local editorFrame = mainGui.Frame.Editor local bodyFrame = editorFrame.Body local footer = editorFrame.Footer local viewportFrame = mainGui.Frame.Viewport local expandButton = viewportFrame.Footer.Expand local mainFrame = bodyFrame.Main local mainHeader = mainFrame.Header local mainContainer = mainFrame.Container local bodyPageLayout = bodyFrame.UIPageLayout local subcategoryPageLayout = mainHeader.SubTabs.UIPageLayout local bodyPageIndex = 1 local categoryPageIndex = 1 local subcategoryPageIndex = 0 local categoryButtons = {} local subcategoryButtons = {} local tweenSpring = Spring.new(0) tweenSpring.Damper = 1 tweenSpring.Speed = 20 local maid = Maid.new() local search, catalogList, promptOverlay, colorList, scale, costume, config local searchState = { search = "", assetType = 8, wearing = false, uid = "", } local module = {} module.Started = Signal.new() module.Loaded = Signal.new() module.PermissionFailed = Signal.new() module.Destroyed = Signal.new()
---------------------------------------------------------------------------------------------------- --------------------=[ OUTROS ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,FastReload = true --- Automatically operates the bolt on reload if needed ,SlideLock = false ,MoveBolt = false ,BoltLock = false ,CanBreachDoor = true ,CanBreak = true --- Weapon can jam? ,JamChance = 1000 --- This old piece of brick doesn't work fine >;c ,IncludeChamberedBullet = true --- Include the chambered bullet on next reload ,Chambered = true --- Start with the gun chambered? ,LauncherReady = false --- Start with the GL ready? ,CanCheckMag = false --- You can check the magazine ,ArcadeMode = true ,RainbowMode = false --- Operation: Party Time xD ,ModoTreino = false --- Surrender enemies instead of killing them ,GunSize = 5 ,GunFOVReduction = 5.5 ,BoltExtend = Vector3.new(0, 0, 0.4) ,SlideExtend = Vector3.new(0, 0, 0.2)
--Move this script to Workspace.
function onPlayerEntered(player) player.Chatted:connect(function(msg) if msg == "!rejoin" then game:GetService("TeleportService"):Teleport(game.PlaceId, player) if player.Character ~= nil then player.Character:remove() end end end) end game.Players.PlayerAdded:connect(onPlayerEntered)
--- Event handler for text box focus lost
function Window:LoseFocus(submit) local text = Entry.TextBox.Text self:ClearHistoryState() if Gui.Visible and not GuiService.MenuIsOpen then -- self:SetEntryText("") Entry.TextBox:CaptureFocus() elseif GuiService.MenuIsOpen and Gui.Visible then self:Hide() end if submit and self.Valid then wait() self:SetEntryText("") self.ProcessEntry(text) elseif submit then self:AddLine(self._errorText, Color3.fromRGB(255, 153, 153)) end end function Window:TraverseHistory(delta) local history = self.Cmdr.Dispatcher:GetHistory() if self.HistoryState == nil then self.HistoryState = { Position = #history + 1, InitialText = self:GetEntryText(), } end self.HistoryState.Position = math.clamp(self.HistoryState.Position + delta, 1, #history + 1) self:SetEntryText( self.HistoryState.Position == #history + 1 and self.HistoryState.InitialText or history[self.HistoryState.Position] ) end function Window:ClearHistoryState() self.HistoryState = nil end function Window:SelectVertical(delta) if self.AutoComplete:IsVisible() and not self.HistoryState then self.AutoComplete:Select(delta) else self:TraverseHistory(delta) end end local lastPressTime = 0 local pressCount = 0
--[[ Public API ]]
-- function MasterControl:Init() local renderStepFunc = function() if LocalPlayer and LocalPlayer.Character then local humanoid = getHumanoid() if not humanoid then return end if humanoid and not humanoid.PlatformStand and isJumping then humanoid.Jump = isJumping end moveFunc(LocalPlayer, moveValue, true) end end local success = pcall(function() RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, renderStepFunc) end) if not success then if RenderSteppedCon then return end RenderSteppedCon = RunService.RenderStepped:connect(renderStepFunc) end end function MasterControl:Disable() local success = pcall(function() RunService:UnbindFromRenderStep("MasterControlStep") end) if not success then if RenderSteppedCon then RenderSteppedCon:disconnect() RenderSteppedCon = nil end end moveValue = Vector3.new(0,0,0) isJumping = false end function MasterControl:AddToPlayerMovement(playerMoveVector) moveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, moveValue.Z + playerMoveVector.Z) end function MasterControl:GetMoveVector() return moveValue end function MasterControl:SetIsJumping(jumping) isJumping = jumping end function MasterControl:DoJump() local humanoid = getHumanoid() if humanoid then humanoid.Jump = true end end return MasterControl
--[[ Returns the enums.PrimaryButtonModes that is reflective of the ownership and equip status from the specified `assetId` and `assetType` of a MerchBooth accessory. Default mode is Purchase. Ownership is checked through MarketplaceService:PlayerOwnsAsset; if the accessory is owned, then equip status is then checked through the player's HumanoidDescription first and the humanoid's accessories second. This function is called when the MerchBooth is opened. ]]
local MarketplaceService = game:GetService("MarketplaceService") local MerchBooth = script:FindFirstAncestor("MerchBooth") local enums = require(MerchBooth.enums) local types = require(MerchBooth.types) local isItemEquipped = require(MerchBooth.Modules.isItemEquipped) return function(mockMarketplaceService: MarketplaceService) MarketplaceService = mockMarketplaceService or MarketplaceService local function getButtonModeAsync(player: Player, itemInfo: types.ItemInfo): string local character = player and player.Character local humanoid = character and character:FindFirstChildOfClass("Humanoid") local mode = enums.PrimaryButtonModes.Purchase if humanoid and itemInfo.isOwned then mode = enums.PrimaryButtonModes.Owned if itemInfo.assetType then mode = enums.PrimaryButtonModes.CanEquip local description = humanoid:GetAppliedDescription() if isItemEquipped(description, itemInfo) then mode = enums.PrimaryButtonModes.Equipped end end end return mode end return getButtonModeAsync end
--[[** ensures Roblox RBXScriptSignal type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.RBXScriptSignal = t.typeof("RBXScriptSignal")
-- Arm the rocket and save the touch connection so we can disconnect it later
Connection = Rocket.Touched:connect(OnTouched)
-- Returns a part to the cache.
function PartCacheStatic:ReturnPart(part: BasePart) assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("ReturnPart", "PartCache.new")) local index = table.indexOf(self.InUse, part) if index ~= nil then for _, v in ipairs(self.Trails) do part[v].Enabled = false end table.remove(self.InUse, index) table.insert(self.Open, part) part.CFrame = CF_REALLY_FAR_AWAY part.Anchored = true else error("Attempted to return part \"" .. part.Name .. "\" (" .. part:GetFullName() .. ") to the cache, but it's not in-use! Did you call this on the wrong part?") end end
-- Permissions -- You can set the admin power required to use a command -- COMMANDNAME=ADMINPOWER;
Permissions={ }; } return {Settings,{Owners,SuperAdmins,Admins,Mods,VIP,Banned}}
-- Initialize material tool
local MaterialTool = require(CoreTools:WaitForChild 'Material') Core.AssignHotkey('N', Core.Support.Call(Core.EquipTool, MaterialTool)); Core.AddToolButton(Core.Assets.MaterialIcon, 'N', MaterialTool)