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-- no touchy
local path local waypoint local oldpoints local isWandering = 0 if canWander then spawn(function() while isWandering == 0 do isWandering = 1 local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ) human:MoveTo( Vector3.new(desgx, 0, desgz) ) wait(math.random(4, 6)) isWandering = 0 end end) end while wait() do local enemybody = Getbody(hroot.Position) if enemybody ~= nil then -- if player detected isWandering = 1 local function checkw(t) local ci = 3 if ci > #t then ci = 3 end if t[ci] == nil and ci < #t then repeat ci = ci + 1 wait() until t[ci] ~= nil return Vector3.new(1, 0, 0) + t[ci] else ci = 3 return t[ci] end end path = pfs:FindPathAsync(hroot.Position, enemybody.Position) waypoint = path:GetWaypoints() oldpoints = waypoint local connection; local direct = Vector3.FromNormalId(Enum.NormalId.Front) local ncf = hroot.CFrame * CFrame.new(direct) direct = ncf.p.unit local rootr = Ray.new(hroot.Position, direct) local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot) if path and waypoint or checkw(waypoint) then if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then human:MoveTo( checkw(waypoint).Position ) human.Jump = false end -- CANNOT LET BALDI JUMPS -- --[[if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then human.Jump = true connection = human.Changed:connect(function() human.Jump = true end) human:MoveTo( checkw(waypoint).Position ) else human.Jump = false end]] --[[hroot.Touched:connect(function(p) local bodypartnames = GetPlayersbodyParts(enemybody) if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then connection = human.Changed:connect(function() human.Jump = true end) else human.Jump = false end end)]] if connection then connection:Disconnect() end else for i = 3, #oldpoints do human:MoveTo( oldpoints[i].Position ) end end elseif enemybody == nil and canWander then -- if player not detected isWandering = 0 path = nil waypoint = nil human.MoveToFinished:Wait() end end
---Flip
function Flip() if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then FlipWait=tick() else if tick()-FlipWait>=3 then FlipDB=true local gyro = car.DriveSeat.Flip gyro.maxTorque = Vector3.new(10000,0,10000) gyro.P=3000 gyro.D=500 wait(1) gyro.maxTorque = Vector3.new(0,0,0) gyro.P=0 gyro.D=0 FlipDB=false end end end
--- Services ---
local PlayerService = game:GetService("Players") local RunService = game:GetService("RunService") local CollectionService = game:GetService("CollectionService")
-- // Chat Icon Amendment by ChipioIndustries. -- // Based on latest chat version as of 10/10/2019 -- // Edits on lines 26, 59, 92
local clientChatModules = script.Parent.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local ChatConstants = require(clientChatModules:WaitForChild("ChatConstants")) local util = require(script.Parent:WaitForChild("Util")) function CreateMessageLabel(messageData, channelName) local fromSpeaker = messageData.FromSpeaker local message = messageData.Message local extraData = messageData.ExtraData or {} local useFont = extraData.Font or ChatSettings.DefaultFont local useTextSize = extraData.TextSize or ChatSettings.ChatWindowTextSize local useNameColor = extraData.NameColor or ChatSettings.DefaultNameColor local useChatColor = extraData.ChatColor or ChatSettings.DefaultMessageColor local useChannelColor = extraData.ChannelColor or useChatColor local tags = extraData.Tags or {} local icons = extraData.Icons or {} local formatUseName = string.format("[%s]:", fromSpeaker) local speakerNameSize = util:GetStringTextBounds(formatUseName, useFont, useTextSize) local numNeededSpaces = util:GetNumberOfSpaces(formatUseName, useFont, useTextSize) + 1 local BaseFrame, BaseMessage = util:CreateBaseMessage("", useFont, useTextSize, useChatColor) local NameButton = util:AddNameButtonToBaseMessage(BaseMessage, useNameColor, formatUseName, fromSpeaker) local ChannelButton = nil local guiObjectSpacing = UDim2.new(0, 0, 0, 0) if channelName ~= messageData.OriginalChannel then local formatChannelName = string.format("{%s}", messageData.OriginalChannel) ChannelButton = util:AddChannelButtonToBaseMessage(BaseMessage, useChannelColor, formatChannelName, messageData.OriginalChannel) guiObjectSpacing = UDim2.new(0, ChannelButton.Size.X.Offset + util:GetStringTextBounds(" ", useFont, useTextSize).X, 0, 0) numNeededSpaces = numNeededSpaces + util:GetNumberOfSpaces(formatChannelName, useFont, useTextSize) + 1 end local tagLabels = {} for i, tag in pairs(tags) do local tagColor = tag.TagColor or Color3.fromRGB(255, 0, 255) local tagText = tag.TagText or "???" local formatTagText = string.format("[%s] ", tagText) local label = util:AddTagLabelToBaseMessage(BaseMessage, tagColor, formatTagText) label.Position = guiObjectSpacing numNeededSpaces = numNeededSpaces + util:GetNumberOfSpaces(formatTagText, useFont, useTextSize) guiObjectSpacing = guiObjectSpacing + UDim2.new(0, label.Size.X.Offset, 0, 0) table.insert(tagLabels, label) end local iconLabels={} for i,icon in pairs(icons) do local label=util:AddIconLabelToBaseMessage(BaseMessage,icon) label.Position=guiObjectSpacing numNeededSpaces=numNeededSpaces+util:GetNumberOfSpaces(label,useFont,useTextSize) guiObjectSpacing=guiObjectSpacing+UDim2.new(0,label.Size.X.Offset,0,0) table.insert(iconLabels,label) end NameButton.Position = guiObjectSpacing local function UpdateTextFunction(messageObject) if messageData.IsFiltered then BaseMessage.Text = string.rep(" ", numNeededSpaces) .. messageObject.Message else BaseMessage.Text = string.rep(" ", numNeededSpaces) .. string.rep("_", messageObject.MessageLength) end end UpdateTextFunction(messageData) local function GetHeightFunction(xSize) return util:GetMessageHeight(BaseMessage, BaseFrame, xSize) end local FadeParmaters = {} FadeParmaters[NameButton] = { TextTransparency = {FadedIn = 0, FadedOut = 1}, TextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1} } FadeParmaters[BaseMessage] = { TextTransparency = {FadedIn = 0, FadedOut = 1}, TextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1} } for i, tagLabel in pairs(tagLabels) do local index = string.format("Tag%d", i) FadeParmaters[tagLabel] = { TextTransparency = {FadedIn = 0, FadedOut = 1}, TextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1} } end for i,icon in pairs(iconLabels) do FadeParmaters[icon] ={ ImageTransparency={FadedIn=0,FadedOut=1} } end if ChannelButton then FadeParmaters[ChannelButton] = { TextTransparency = {FadedIn = 0, FadedOut = 1}, TextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1} } end local FadeInFunction, FadeOutFunction, UpdateAnimFunction = util:CreateFadeFunctions(FadeParmaters) return { [util.KEY_BASE_FRAME] = BaseFrame, [util.KEY_BASE_MESSAGE] = BaseMessage, [util.KEY_UPDATE_TEXT_FUNC] = UpdateTextFunction, [util.KEY_GET_HEIGHT] = GetHeightFunction, [util.KEY_FADE_IN] = FadeInFunction, [util.KEY_FADE_OUT] = FadeOutFunction, [util.KEY_UPDATE_ANIMATION] = UpdateAnimFunction } end return { [util.KEY_MESSAGE_TYPE] = ChatConstants.MessageTypeDefault, [util.KEY_CREATOR_FUNCTION] = CreateMessageLabel }
--[=[ @within TableUtil @function Extend @param target table @param extension table @return table Extends the target array with the extension array. ```lua local t = {10, 20, 30} local t2 = {30, 40, 50} local tNew = TableUtil.Extend(t, t2) print(tNew) --> {10, 20, 30, 30, 40, 50} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=]
local function Extend<T, E>(target: { T }, extension: { E }): { T } & { E } local tbl = table.clone(target) :: { any } for _, v in extension do table.insert(tbl, v) end return tbl end
-- Auto saving and issue queue managing:
RunService.Heartbeat:Connect(function() -- 1) Auto saving: -- local auto_save_list_length = #AutoSaveList if auto_save_list_length > 0 then local auto_save_index_speed = SETTINGS.AutoSaveProfiles / auto_save_list_length local os_clock = os.clock() while os_clock - LastAutoSave > auto_save_index_speed do LastAutoSave = LastAutoSave + auto_save_index_speed local profile = AutoSaveList[AutoSaveIndex] if os_clock - profile._load_timestamp < SETTINGS.AutoSaveProfiles then -- This profile is freshly loaded - auto-saving immediately after loading will cause a warning in the log: profile = nil for _ = 1, auto_save_list_length - 1 do -- Move auto save index to the right: AutoSaveIndex = AutoSaveIndex + 1 if AutoSaveIndex > auto_save_list_length then AutoSaveIndex = 1 end profile = AutoSaveList[AutoSaveIndex] if os_clock - profile._load_timestamp >= SETTINGS.AutoSaveProfiles then break else profile = nil end end end -- Move auto save index to the right: AutoSaveIndex = AutoSaveIndex + 1 if AutoSaveIndex > auto_save_list_length then AutoSaveIndex = 1 end -- Perform save call: if profile ~= nil then task.spawn(SaveProfileAsync, profile) -- Auto save profile in new thread end end end -- 2) Issue queue: -- -- Critical state handling: if ProfileService.CriticalState == false then if #IssueQueue >= SETTINGS.IssueCountForCriticalState then ProfileService.CriticalState = true ProfileService.CriticalStateSignal:Fire(true) CriticalStateStart = os.clock() warn("[ProfileService]: Entered critical state") end else if #IssueQueue >= SETTINGS.IssueCountForCriticalState then CriticalStateStart = os.clock() elseif os.clock() - CriticalStateStart > SETTINGS.CriticalStateLast then ProfileService.CriticalState = false ProfileService.CriticalStateSignal:Fire(false) warn("[ProfileService]: Critical state ended") end end -- Issue queue: while true do local issue_time = IssueQueue[1] if issue_time == nil then break elseif os.clock() - issue_time > SETTINGS.IssueLast then table.remove(IssueQueue, 1) else break end end end)
------------------------------------------------------------------------ -- -- * used only in (lparser) luaY:primaryexp() ------------------------------------------------------------------------
function luaK:_self(fs, e, key) self:exp2anyreg(fs, e) self:freeexp(fs, e) local func = fs.freereg self:reserveregs(fs, 2) self:codeABC(fs, "OP_SELF", func, e.info, self:exp2RK(fs, key)) self:freeexp(fs, key) e.info = func e.k = "VNONRELOC" end
-- HELPER FUNCTIONS ---------------------------------------- -- Set the "MotorMaxTorque" property on all of the CylindricalConstraint motors
local function setMotorTorque(torque) motorFR.MotorMaxTorque = torque motorFL.MotorMaxTorque = torque motorBR.MotorMaxTorque = torque motorBL.MotorMaxTorque = torque end
--------------| SYSTEM SETTINGS |--------------
Prefix = ";"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 3140355872; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 1; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 0; ["Admin"] = 0; ["Settings"] = 0; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["HeadAdmin"] = 0; ["Admin"] = 0; ["Mod"] = 0; ["VIP"] = 0; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; RankRequiredToViewIcon = 0; WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = false; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; CommandLimitPerMinute = 60; -- Command limit per admin per minute IgnoreCommandLimitPerMinute = 4; -- Rank requires to ignore limit VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397, 1055299}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; }; ChatVoiceAutoEnabled = false; ChatVoiceRequiredRank = 0;
--[[Transmission]]
-- Tune.Clutch = true -- Implements a realistic clutch. Tune.TransModes = {"DCT"} --[[ [Modes] "Manual" ; Traditional clutch operated manual transmission "DCT" ; Dual clutch transmission, where clutch is operated automatically "Auto" ; Automatic transmission that shifts for you >Include within brackets eg: {"Manual"} or {"DCT", "Manual"} >First mode is default mode ]]
-- ANimation
local Sound = script:WaitForChild("Haoshoku Sound") UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.V and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 2 Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge) Track1:Play() script.RemoteEventS:FireServer() EF = game.ReplicatedStorage.Thunder.Aim:Clone() EF.Parent = plr.Character EF.Name = "AIM" for i = 1,math.huge do if Debounce == 2 then EF.CFrame = CFrame.new(Mouse.Hit.p) 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.V 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(0.5) EF:Destroy() Track2:Stop() plr.Character.HumanoidRootPart.Anchored = false Tool.Active.Value = "None" wait(3) Debounce = 1 end end)
--model.Part.Touched:Connect(function(player)
--if triggered==false then -- triggered=true -- leftTweenOpen:Play() -- rightTweenOpen:Play() -- model.Part.DoorStart:Play() -- wait(4) -- model.Part.DoorStart:Stop() -- model.Part.DoorStop:Play()
--GAMEPASS--OR--DevProduct--
local Gamepass = script.Parent.Parent.GamepassId local GamepassInfo = MarketplaceService:GetProductInfo(Gamepass.Value, Enum.InfoType.GamePass.Name)
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") BulletSpeed = Handle.BulletSpeed.Value DisappearTime = Handle.BulletDisappearTime.Value ReloadTime = Handle.ReloadTime.Value BulletColor = Handle.BulletColor.Value NozzleOffset = Vector3.new(0, 0.4, -1.1) Sounds = { Fire = Handle:WaitForChild("Fire"), Reload = Handle:WaitForChild("Reload"), HitFade = Handle:WaitForChild("HitFade") } PointLight = Handle:WaitForChild("PointLight") ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool ServerControl.OnServerInvoke = (function(player, Mode, Value, arg) if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then return end if Mode == "Click" and Value then Activated(arg) end end) function InvokeClient(Mode, Value) pcall(function() ClientControl:InvokeClient(Player, Mode, Value) end) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function FindCharacterAncestor(Parent) if Parent and Parent ~= game:GetService("Workspace") then local humanoid = Parent:FindFirstChild("Humanoid") if humanoid then return Parent, humanoid else return FindCharacterAncestor(Parent.Parent) end end return nil end function GetTransparentsRecursive(Parent, PartsTable) local PartsTable = (PartsTable or {}) for i, v in pairs(Parent:GetChildren()) do local TransparencyExists = false pcall(function() local Transparency = v["Transparency"] if Transparency then TransparencyExists = true end end) if TransparencyExists then table.insert(PartsTable, v) end GetTransparentsRecursive(v, PartsTable) end return PartsTable end function SelectionBoxify(Object) local SelectionBox = Instance.new("SelectionBox") SelectionBox.Adornee = Object SelectionBox.Color3 = BulletColor SelectionBox.Parent = Object return SelectionBox end local function Light(Object) local Light = PointLight:Clone() Light.Range = (Light.Range + 2) Light.Parent = Object end function FadeOutObjects(Objects, FadeIncrement) repeat local LastObject = nil for i, v in pairs(Objects) do v.Transparency = (v.Transparency + FadeIncrement) LastObject = v end wait() until LastObject.Transparency >= 1 or not LastObject end function Touched(Projectile, Hit) if not Hit or not Hit.Parent then return end local character, humanoid = FindCharacterAncestor(Hit) if character and humanoid and character ~= Character then local ForceFieldExists = false for i, v in pairs(character:GetChildren()) do if v:IsA("ForceField") then ForceFieldExists = true end end if not ForceFieldExists then if Projectile then local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name) local torso = humanoid.Torso if HitFadeSound and torso then HitFadeSound.Parent = torso HitFadeSound:Play() end end local script1 = script.Parent.Handle.Infect local clone1 = script1:Clone() local script2 = script.Parent.Handle.Damage local clone2 = script2:Clone() clone1.Parent = humanoid.Parent.Torso clone1.Enabled = true clone2.Parent = humanoid clone2.Enabled = true end if Projectile and Projectile.Parent then Projectile:Destroy() end end end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end end function Activated(target) if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false InvokeClient("PlaySound", Sounds.Fire) local HandleCFrame = Handle.CFrame local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset) local ShotCFrame = CFrame.new(FiringPoint, target) local LaserShotClone = BaseShot:Clone() LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2)) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.velocity = ShotCFrame.lookVector * BulletSpeed BodyVelocity.Parent = LaserShotClone LaserShotClone.Touched:connect(function(Hit) if not Hit or not Hit.Parent then return end Touched(LaserShotClone, Hit) end) Debris:AddItem(LaserShotClone, DisappearTime) LaserShotClone.Parent = game:GetService("Workspace") wait(0.6) -- FireSound length InvokeClient("PlaySound", Sounds.Reload) wait(ReloadTime) -- ReloadSound length Tool.Enabled = true end end function Unequipped() end BaseShot = Instance.new("Part") BaseShot.Name = "Effect" BaseShot.Color = BulletColor BaseShot.Material = Enum.Material.Plastic BaseShot.Shape = Enum.PartType.Block BaseShot.TopSurface = Enum.SurfaceType.Smooth BaseShot.BottomSurface = Enum.SurfaceType.Smooth BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(0.2, 0.2, 3) BaseShot.CanCollide = false BaseShot.Locked = true SelectionBoxify(BaseShot) Light(BaseShot) BaseShotSound = Sounds.HitFade:Clone() BaseShotSound.Parent = BaseShot Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {0,0} --- Vertical Recoil ,HRecoil = {0,0} --- Horizontal Recoil ,AimRecover = 0 ---- Between 0 & 1 ,RecoilPunch = 0 ,VPunchBase = 0 --- Vertical Punch ,HPunchBase = 0 --- Horizontal Punch ,DPunchBase = 0 --- Tilt Punch | useless ,AimRecoilReduction = 0 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0 ,MinRecoilPower = 0 ,MaxRecoilPower = 0 ,RecoilPowerStepAmount = 0 ,MinSpread = 0 --- Min bullet spread value | Studs ,MaxSpread = 0 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 0 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.05 --- Weapon Base Sway | Studs ,MaxSway = 2 --- Max sway value based on player stamina | Studs
-- Decompiled with the Synapse X Luau decompiler.
local l__MarketplaceService__1 = game:GetService("MarketplaceService"); local l__LocalPlayer__2 = game.Players.LocalPlayer; local l__ReplicatedStorage__3 = game.ReplicatedStorage; script.Parent.MouseButton1Click:Connect(function() l__MarketplaceService__1:PromptGamePassPurchase(l__LocalPlayer__2, l__ReplicatedStorage__3.GamepassIDs.ExtraEquipped.Value); end);
-- Services
local replicatedStorage = game:GetService("ReplicatedStorage") local players = game:GetService("Players")
--end
function UpdateGUI(health) local pgui = game.Players:GetPlayerFromCharacter(humanoid.Parent).PlayerGui local tray = pgui.HealthGUI.Tray tray.HealthBar.Size = UDim2.new(0.2, 0, 0.8 * (health / humanoid.MaxHealth), 0) tray.HealthBar.Position = UDim2.new(0.4, 0, 0.8 * (1- (health / humanoid.MaxHealth)) , 0) if script.Parent.Humanoid.Health <= 30 then tray.HealthBar.BackgroundColor3 = Color3.new(255/255, 0/255, 0/255) print("red") tray.Color.Value = "Red" elseif script.Parent.Humanoid.Health <= 70 then tray.HealthBar.BackgroundColor3 = Color3.new(255/255, 255/255, 0/255) print("yellow") tray.Color.Value = "Yellow" elseif script.Parent.Humanoid.Health > 70 then tray.HealthBar.BackgroundColor3 = Color3.new(0/255, 255/255, 0/255) print("green") tray.Color.Value = "Green" end if script.Parent.Humanoid.Health == 0 then print("dead") tray.Color.Value = "Dead" end end function HealthChanged(health) UpdateGUI(health) end
--- Returns Maid[key] if not part of Maid metatable -- @return Maid[key] value
function Maid:__index(index) if (Maid[index]) then return Maid[index] else return self._tasks[index] end end
--script.Parent.ZZ.Velocity = script.Parent.ZZ.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.ZZZ.Velocity = script.Parent.ZZZ.CFrame.lookVector *script.Parent.Speed.Value wait(0.1) end
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Artichoke",Paint) end)
---Green Script---
script.Parent.Red.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 while true do script.Parent.Red.Transparency = 0 script.Parent.Gre.Transparency = 0.9 wait (1) script.Parent.Red.Transparency = 0 script.Parent.Gre.Transparency = 0.9 wait (30) script.Parent.Red.Transparency = 0 script.Parent.Gre.Transparency = 0.9 wait (4) script.Parent.Red.Transparency = 0 script.Parent.Gre.Transparency = 0.9 wait (3) script.Parent.Red.Transparency = 0 script.Parent.Gre.Transparency = 0.9 wait (1) script.Parent.Red.Transparency = 0.9 script.Parent.SoundBox.Beep:Play() script.Parent.Gre.Transparency = 0 wait (25) script.Parent.SoundBox.Beep:Stop() script.Parent.FlashScript.Disabled = false wait (5) script.Parent.FlashScript.Disabled = true script.Parent.Red.Transparency = 0 script.Parent.Gre.Transparency = 0.9 wait (4) script.Parent.Red.Transparency = 0 script.Parent.Gre.Transparency = 0.9 wait (3) end
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game:GetService("Players").LocalPlayer; local v2 = l__LocalPlayer__1.Character or l__LocalPlayer__1.CharacterAdded:Wait(); local l__HumanoidRootPart__3 = v2:WaitForChild("HumanoidRootPart"); local v4 = Instance.new("BodyVelocity"); v4.Parent = l__HumanoidRootPart__3; local u1 = nil; local l__Humanoid__2 = v2:WaitForChild("Humanoid"); local u3 = false; canjump = 10; local function u4() u1 = l__Humanoid__2:GetState(); if u1 ~= Enum.HumanoidStateType.Freefall then v4.MaxForce = Vector3.new(0, 0, 0); v4.Velocity = l__HumanoidRootPart__3.Velocity; u3 = false; return; end; v4.MaxForce = Vector3.new(5000, 0, 5000); if not u3 then v4.Velocity = v4.Velocity * 1.25; u3 = true; end; v4.Velocity = v4.Velocity + l__Humanoid__2.MoveDirection * 1; end; game:GetService("RunService").RenderStepped:Connect(function() u4(); canjump = math.clamp(canjump - 1, 0, 10); end); l__Humanoid__2.UseJumpPower = true; game:GetService("UserInputService").JumpRequest:Connect(function() if canjump == 0 then l__Humanoid__2.JumpPower = 40; else l__Humanoid__2.JumpPower = 0; end; canjump = 10; end); l__Humanoid__2.Died:Connect(function() v4:Destroy(); end);
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
function Update() --- Grab states local touchEnabled = _L.Services.UserInputService.TouchEnabled local keyboardEnabled = _L.Services.UserInputService.KeyboardEnabled local mouseEnabled = _L.Services.UserInputService.MouseEnabled local gamepadEnabled = _L.Services.UserInputService.GamepadEnabled local gryoEnabled = _L.Services.UserInputService.GyroscopeEnabled local meterEnabled = _L.Services.UserInputService.AccelerometerEnabled local vrEnabled = _L.Services.UserInputService.VREnabled local isTV = game:GetService("GuiService"):IsTenFootInterface() --- Vars local console = false local mobile = false local desktop = false local vr = false --- Platform logic if gamepadEnabled then --- Console (for sure) console = true elseif isTV and (not mouseEnabled) then --- Console (maybeee) console = true elseif vrEnabled then --- VR (for sure) vr = true desktop = _L.Settings.SupportsVR or false elseif touchEnabled and (not mouseEnabled) then --- Mobile (for sure) mobile = true elseif gryoEnabled or meterEnabled then --- Mobile (maybe) mobile = true else --- Desktop (if all else) desktop = true end --- Variable logic _L.Variables.Desktop = desktop _L.Variables.Mobile = mobile _L.Variables.Console = console _L.Variables.VR = vr end
--[=[ Provides getting named global [RemoteFunction] resources. @class GetRemoteFunction ]=]
--local hitsound=waitForChild(Torso,"HitSound") --[[ local sounds={ waitForChild(Torso,"GroanSound"), waitForChild(Torso,"RawrSound") } --]]
if healthregen then local regenscript=waitForChild(sp,"HealthRegenerationScript") regenscript.Disabled=false end Humanoid.WalkSpeed=wonderspeed local toolAnim="None" local toolAnimTime=0 BodyColors.HeadColor=BrickColor.new("Grime") local randomcolor1=colors[math.random(1,#colors)] BodyColors.TorsoColor=BrickColor.new(randomcolor1) BodyColors.LeftArmColor=BrickColor.new(randomcolor1) BodyColors.RightArmColor=BrickColor.new(randomcolor1) local randomcolor2=colors[math.random(1,#colors)] BodyColors.LeftLegColor=BrickColor.new(randomcolor2) BodyColors.RightLegColor=BrickColor.new(randomcolor2) function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function IsInTable(Table,Value) for _,v in pairs(Table) do if v == Value then return true end end return false end function onRunning(speed) if speed>0 then pose="Running" else pose="Standing" end end function onDied() pose="Dead" end function onJumping() pose="Jumping" end function onClimbing() pose="Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle=3.14 LeftShoulder.DesiredAngle=-3.14 RightHip.DesiredAngle=0 LeftHip.DesiredAngle=0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity =0.5 RightShoulder.DesiredAngle=3.14 LeftShoulder.DesiredAngle=-3.14 RightHip.DesiredAngle=0 LeftHip.DesiredAngle=0 end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle=3.14 /2 LeftShoulder.DesiredAngle=-3.14 /2 RightHip.DesiredAngle=3.14 /2 LeftHip.DesiredAngle=-3.14 /2 end function animate(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Seated") then moveSit() return end local climbFudge = 0 if (pose == "Running") then RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 amplitude = 1 frequency = 9 elseif (pose == "Climbing") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 amplitude = 1 frequency = 9 climbFudge = 3.14 else amplitude = 0.1 frequency = 1 end local desiredAngle = amplitude * math.sin(time*frequency) if not chasing and frequency==9 then frequency=4 end if chasing then RightShoulder.DesiredAngle=math.pi/2 LeftShoulder.DesiredAngle=-math.pi/2 RightHip.DesiredAngle=-desiredAngle*2 LeftHip.DesiredAngle=-desiredAngle*2 else RightShoulder.DesiredAngle=desiredAngle + climbFudge LeftShoulder.DesiredAngle=desiredAngle - climbFudge RightHip.DesiredAngle=-desiredAngle LeftHip.DesiredAngle=-desiredAngle end end function attack(time,attackpos) if time-lastattack>=1 then local hit,pos=raycast(Torso.Position,(attackpos-Torso.Position).unit,attackrange) if hit and hit.Parent and hit.Parent.Name~=sp.Name then local h=hit.Parent:FindFirstChildOfClass("Humanoid") if h then local creator=sp:FindFirstChild("creator") if creator then if creator.Value then if creator.Value~=game.Players:GetPlayerFromCharacter(h.Parent) then for i,oldtag in ipairs(h:GetChildren()) do if oldtag.Name=="creator" then oldtag:Destroy() end end creator:Clone().Parent=h else return end end end h:TakeDamage(damage)
--[[ ~= EXAMPLE CODE =~ return function(gui,gTable,guiData) local name = gTable.Name if name == "YesNoPrompt" then local new = Instance.new("ScreenGui") local frame = Instance.new("Frame",new) frame.Size = UDim2.new(0,400,0,400) local yes = Instance.new("TextButton",frame) yes.Size = UDim2.new(0.5,0,1,0) yes.Text = "Yes" local no = yes:Clone() no.Text = "No" no.Position = UDim2.new(0.5,0,0,0) local gTable,gIndex = client.UI.Register(new) local ans local waiting = true gTable.CustomDestroy = function() waiting = false end yes.MouseButton1Click:Connect(function() ans = "Yes" gTable:Destroy() end) no.MouseButton1Click:Connect(function() ans = "No" gTable:Destroy() end) repeat wait() until ans or not waiting --// Wait until answer return ans or false end end --]]
service = nil client = nil return function(gui: ScreenGui, guiData, gTable) local TWEEN_TIME = 2 local SEQUENCE = { Color3.fromRGB(255, 85, 88), Color3.fromRGB(78, 140, 255), Color3.fromRGB(78, 255, 149) } local CLASSES = { Frame = true; TextBox = true; TextLabel = true; TextButton = true; ImageLabel = true; ImageButton = true; ScrollingFrame = true; } local contents = {} local OrgColors = {} local function getCont(obj) for _, v in obj:GetChildren() do if CLASSES[v.ClassName] then local OrgColor = {} OrgColor.Background = v.BackgroundColor3 if v:IsA("ImageLabel") or v:IsA("ImageButton") then OrgColor.Image = v.ImageColor3 end OrgColors[v] = OrgColor table.insert(contents, v) getCont(v) end end end getCont(gui) if gTable.Name == "List" then gui.Drag.Main.BackgroundTransparency = 0 end local function tweenToColor(color1, color2, time) local Info = TweenInfo.new(time, Enum.EasingStyle.Linear) for _, v in contents do local orgcolor = OrgColors[v] v.BackgroundColor3 = color1:lerp(orgcolor.Background, 0.75) if orgcolor.Image then v.ImageColor3 = color1:lerp(orgcolor.Image, 0.75) service.TweenService:Create(v, Info, { BackgroundColor3 = color2:lerp(orgcolor.Background, 0.75), ImageColor3 = color2:lerp(orgcolor.Image, 0.75) }):Play() else service.TweenService:Create(v, Info, { BackgroundColor3 = color2:lerp(orgcolor.Background, 0.75) }):Play() end end task.wait(time) end service.TrackTask("Thread: Colorize_"..tostring(gTable.Name),function() repeat for i in SEQUENCE do local one, two = SEQUENCE[i], SEQUENCE[i+1] or SEQUENCE[1] tweenToColor(one, two, TWEEN_TIME) end until not task.wait(if gTable.Active then 0 else 1) and gTable.Destroyed end) end
-- Push dedented lines of markup onto output and return true; -- otherwise return false because: -- * props include a multiline string -- * text has more than one adjacent line -- * markup does not close
function dedentMarkup(input: Array<string>, output: Array<string>): boolean local line = input[#output + 1] if not dedentStartTag(input, output) then return false end if string.find(input[#output], "/>") then return true end local isText = false local stack: Array<number> = {} table.insert(stack, getIndentationLength(line)) while #stack > 0 and #output < #input do line = input[#output + 1] if isFirstLineOfTag(line) then if string.find(line, "</") then table.insert(output, dedentLine(line)) table.remove(stack) else if not dedentStartTag(input, output) then return false end if not string.find(input[#output], "/>") then table.insert(stack, getIndentationLength(line)) end end isText = false else if isText then return false -- because text has more than one adjacent line end local getIndentationLengthOfTag = stack[#stack] table.insert(output, line:sub(getIndentationLengthOfTag + 3)) isText = true end end return #stack == 0 end
-- Decompiled with the Synapse X Luau decompiler.
for v1, v2 in pairs(script.Parent.ScrollingFrame:GetChildren()) do v2.TextButton.Activated:Connect(function() local l__Size__3 = v2.Size; v2:TweenSize(l__Size__3 + UDim2.new(-0.05, -0, -0.05, -0), "In", "Quad", 0.05, true); game.ReplicatedStorage.Remotes.BuyTrail:FireServer(v2.Name); wait(0.1); v2:TweenSize(l__Size__3 + UDim2.new(0, 0, 0, 0), "In", "Quad", 0.05, true); end); end;
------------------------- --| Exposed Functions |-- -------------------------
function PopperCam:Update(EnabledCamera) if PopperEnabled then -- First, prep some intermediate vars local cameraCFrame = Camera.CFrame local focusPoint = Camera.Focus.p if FFlagUserPortraitPopperFix and SubjectPart then focusPoint = SubjectPart.CFrame.p end local ignoreList = {} for _, character in pairs(PlayerCharacters) do ignoreList[#ignoreList + 1] = character end for i = 1, #VehicleParts do ignoreList[#ignoreList + 1] = VehicleParts[i] end -- Get largest cutoff distance local largest = Camera:GetLargestCutoffDistance(ignoreList) -- Then check if the player zoomed since the last frame, -- and if so, reset our pop history so we stop tweening local zoomLevel = (cameraCFrame.p - focusPoint).Magnitude if math_abs(zoomLevel - LastZoomLevel) > 0.001 then LastPopAmount = 0 end -- Finally, zoom the camera in (pop) by that most-cut-off amount, or the last pop amount if that's more local popAmount = largest if LastPopAmount > popAmount then popAmount = LastPopAmount end if popAmount > 0 then Camera.CFrame = cameraCFrame + (cameraCFrame.lookVector * popAmount) LastPopAmount = popAmount - POP_RESTORE_RATE -- Shrink it for the next frame if LastPopAmount < 0 then LastPopAmount = 0 end end LastZoomLevel = zoomLevel -- Stop shift lock being able to see through walls by manipulating Camera focus inside the wall if EnabledCamera and EnabledCamera:GetShiftLock() and not EnabledCamera:IsInFirstPerson() then if EnabledCamera:GetCameraActualZoom() < 1 then local subjectPosition = EnabledCamera.lastSubjectPosition if subjectPosition then Camera.Focus = CFrame_new(subjectPosition) Camera.CFrame = CFrame_new(subjectPosition - MIN_CAMERA_ZOOM*EnabledCamera:GetCameraLook(), subjectPosition) end end end end end
-- When tool deselected
function onDeselected(mouse) myMouse = nil end rayPart = Instance.new("Part") rayPart.Name = "MG Ray" rayPart.Transparency = .5 rayPart.Anchored = true rayPart.CanCollide = false rayPart.TopSurface = Enum.SurfaceType.Smooth rayPart.BottomSurface = Enum.SurfaceType.Smooth rayPart.formFactor = Enum.FormFactor.Custom rayPart.BrickColor = BrickColor.new("Bright yellow") rayPart.Reflectance = 0 rayPart.Material = Enum.Material.SmoothPlastic function fireCoax() local MGAmmo = tankStats.MGAmmo; if MGAmmo.Value <= 0 then return false; end; local machineGun = parts.Parent.Gun.Coax local PL = Instance.new("PointLight") PL.Parent = machineGun PL.Brightness = 50 PL.Color = Color3.new(255, 255, 0) PL.Range = 15 PL.Shadows = true MGAmmo.Value = MGAmmo.Value - 1; machineGun.Sound:Play(); local offset = (parts.Parent.Gun.Muzzle.CFrame * CFrame.new(0,100,0).p - parts.Parent.Gun.Muzzle.Position).unit * 4500; local ray = Ray.new(machineGun.Position, offset);
--[=[ @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._instancesToComponents[self.Instance] end
--TweenService
local TweenService = game:GetService("TweenService") local OpenTweenInfo = TweenInfo.new(.5,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,0) local CloseTweenInfo = TweenInfo.new(.5,Enum.EasingStyle.Linear,Enum.EasingDirection.In,0,false,0)
------------------------------------------------------------------------ -- constants used by parser -- * picks up duplicate values from luaX if required ------------------------------------------------------------------------
luaY.LUA_QS = luaX.LUA_QS or "'%s'" -- (from luaconf.h) luaY.SHRT_MAX = 32767 -- (from <limits.h>) luaY.LUAI_MAXVARS = 200 -- (luaconf.h) luaY.LUAI_MAXUPVALUES = 60 -- (luaconf.h) luaY.MAX_INT = luaX.MAX_INT or 2147483645 -- (from llimits.h) -- * INT_MAX-2 for 32-bit systems luaY.LUAI_MAXCCALLS = 200 -- (from luaconf.h) luaY.VARARG_HASARG = 1 -- (from lobject.h)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "TNT" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Features for Sprint
game:GetService("RunService").RenderStepped:Connect(function() if isSprinting and humanoid.MoveDirection.Magnitude > 0 then FOVIn:Play() if humanoid:GetState() == Enum.HumanoidStateType.Running or humanoid:GetState() == Enum.HumanoidStateType.RunningNoPhysics then if not ifSprintAnimPlaying then sprintAnim:Play() ifSprintAnimPlaying = true end else if ifSprintAnimPlaying then sprintAnim:Stop() ifSprintAnimPlaying = false end end else FOVOut:Play() if ifSprintAnimPlaying then sprintAnim:Stop() ifSprintAnimPlaying = false end end end)
--Libs
state = script.Parent.Parent.Parent.State config = script.Parent.Parent.Parent.Config
-- Useful for tuning the chassis until perfect. -- Will turn on any value with the label (Debug)
-- Gradually deals damage to the player
wait() Debris = game:GetService("Debris") Fire = script.Parent Humanoid = Fire.Parent.Parent:FindFirstChild("Humanoid") Character = Humanoid.Parent if Humanoid and Humanoid.Parent then Damage = script:WaitForChild("Damage") Rate = 100 for i = 1, Rate do if (Humanoid.Health - Damage.Value) <= 0 then for i, v in pairs(Humanoid:GetChildren()) do if v.Name == "creator" then v:Destroy() end end local creator = script.creator:Clone() creator.Value = script.creator.Value Debris:AddItem(creator, 2) creator.Parent = Humanoid end if not Character:FindFirstChild("ForceField") then Humanoid.Health = Humanoid.Health - (Damage.Value / Rate) end wait(0.1) end end Fire:Destroy()
--[=[ @param player Player @param value any Set the value of the property for a specific player. This will override the value used by `Set` (and the initial value set for the property when created). This value _can_ be `nil`. In order to reset the value for a given player and let the player use the top-level value held by this property, either use `Set` to set all players' data, or use `ClearFor`. ```lua remoteProperty:SetFor(somePlayer, "CustomData") ``` ]=]
function RemoteProperty:SetFor(player: Player, value: any) if player.Parent then self._perPlayer[player] = if value == nil then None else value end self._rs:Fire(player, value) end
--[=[ @param class table | (...any) -> any @param ... any @return any Constructs a new object from either the table or function given. If a table is given, the table's `new` function will be called with the given arguments. If a function is given, the function will be called with the given arguments. The result from either of the two options will be added to the trove. This is shorthand for `trove:Add(SomeClass.new(...))` and `trove:Add(SomeFunction(...))`. ```lua local Signal = require(somewhere.Signal) -- All of these are identical: local s = trove:Construct(Signal) local s = trove:Construct(Signal.new) local s = trove:Construct(function() return Signal.new() end) local s = trove:Add(Signal.new()) -- Even Roblox instances can be created: local part = trove:Construct(Instance, "Part") ``` ]=]
function Trove:Construct(class, ...) local object = nil local t = type(class) if t == "table" then object = class.new(...) elseif t == "function" then object = class(...) end return self:Add(object) end
--[=[ Construct a new Promise that will be resolved or rejected with the given callbacks. If you `resolve` with a Promise, it will be chained onto. You can safely yield within the executor function and it will not block the creating thread. ```lua local myFunction() return Promise.new(function(resolve, reject, onCancel) wait(1) resolve("Hello world!") end) end myFunction():andThen(print) ``` You do not need to use `pcall` within a Promise. Errors that occur during execution will be caught and turned into a rejection automatically. If `error()` is called with a table, that table will be the rejection value. Otherwise, string errors will be converted into `Promise.Error(Promise.Error.Kind.ExecutionError)` objects for tracking debug information. You may register an optional cancellation hook by using the `onCancel` argument: * This should be used to abort any ongoing operations leading up to the promise being settled. * Call the `onCancel` function with a function callback as its only argument to set a hook which will in turn be called when/if the promise is cancelled. * `onCancel` returns `true` if the Promise was already cancelled when you called `onCancel`. * Calling `onCancel` with no argument will not override a previously set cancellation hook, but it will still return `true` if the Promise is currently cancelled. * You can set the cancellation hook at any time before resolving. * When a promise is cancelled, calls to `resolve` or `reject` will be ignored, regardless of if you set a cancellation hook or not. :::caution If the Promise is cancelled, the `executor` thread is closed with `coroutine.close` after the cancellation hook is called. You must perform any cleanup code in the cancellation hook: any time your executor yields, it **may never resume**. ::: @param executor (resolve: (...: any) -> (), reject: (...: any) -> (), onCancel: (abortHandler?: () -> ()) -> boolean) -> () @return Promise ]=]
function Promise.new(executor) return Promise._new(debug.traceback(nil, 2), executor) end function Promise:__tostring() return string.format("Promise(%s)", self._status) end
--[[Steering]]
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .03 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .05 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--[[Controls]]
-- Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 15 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 15 , -- Controller steering R-deadzone (0 - 100%) } Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.B , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.P , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , } --[[ STANDARDIZED STUFF: DON'T TOUCH UNLESS NEEDED ]]-- --[[Weight Scaling]]-- --[[Cubic stud : pounds ratio]]-- Tune.WeightScaling = 1/130 --Default = 1/130 (1 cubic stud = 130 lbs) return Tune
--Objects
local DriverSeat = Chassis.driverSeat local function unbindActions() ContextActionService:UnbindAction(RAW_INPUT_ACTION_NAME) ContextActionService:UnbindAction(EXIT_ACTION_NAME) end local function onExitSeat(Seat) unbindActions() _clearInput() ProximityPromptService.Enabled = true LocalVehicleSeating.DisconnectFromSeatExitEvent(onExitSeat) script.Disabled = true end LocalVehicleSeating.OnSeatExitEvent(onExitSeat)
---[[ Window Settings ]]
module.MinimumWindowSize = UDim2.new(0.3, 0, 0.25, 0) module.MaximumWindowSize = UDim2.new(.3, 0, .25, 0) -- if you change this to be greater than full screen size, weird things start to happen with size/position bounds checking. module.DefaultPCWindowPosition = UDim2.new(0, 0, 1, 0) module.DefaultMobileWindowPosition = UDim2.new(.075,0,0,0) module.DefaultPCWindowAnchorPoint = Vector2.new(0,1) module.DefaultMobileWindowAnchorPoint = Vector2.new(0,0) local extraOffset = 0 --(7 * 2) + (5 * 2) -- Extra chatbar vertical offset module.DefaultWindowSizePhone = UDim2.new(0.4, 0, 0.3, extraOffset) module.DefaultWindowSizeTablet = UDim2.new(0.4, 0, 0.3, extraOffset) module.DefaultWindowSizeDesktop = UDim2.new(0.3, 0, 0.25, extraOffset)
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 200 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 6000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--Made by Luckymaxer
Debris = game:GetService("Debris") Creator = script:FindFirstChild("Creator") Model = script:WaitForChild("Model") function DestroyModel() if Model and Model.Parent then Debris:AddItem(Model, 1) if Model and Model.Parent then Model:Destroy() end end Debris:AddItem(script, 1) if script and script.Parent then script:Destroy() end end if not Creator or not Creator.Value or not Creator.Value:IsA("Player") or not Creator.Value.Parent or not Model or not Model.Value then DestroyModel() return end Creator = Creator.Value Model = Model.Value Character = Creator.Character if not Character then DestroyModel() return end Creator.Changed:connect(function(Property) if Property == "Parent" and not Creator.Parent then DestroyModel() end end) Character.Changed:connect(function(Property) if Property == "Parent" and not Character.Parent then DestroyModel() end end) Model.Changed:connect(function(Property) if Property == "Parent" and not Model.Parent then DestroyModel() end end)
-- Initialize surface tool
local SurfaceTool = require(CoreTools:WaitForChild 'Surface') Core.AssignHotkey('B', Core.Support.Call(Core.EquipTool, SurfaceTool)); Core.AddToolButton(Core.Assets.SurfaceIcon, 'B', SurfaceTool)
--yep
local deb = false local info = TweenInfo.new(tweenTime, easingStyle, easingDirection, repeats, reverse, delayTime) local function tweenModel(model, CF) local CFrameValue = Instance.new("CFrameValue") CFrameValue.Value = model:GetPrimaryPartCFrame() CFrameValue:GetPropertyChangedSignal("Value"):Connect(function() model:SetPrimaryPartCFrame(CFrameValue.Value) end) local tween = tweenService:Create(CFrameValue, info, {Value = CF}) tween:Play() tween.Completed:Connect(function() CFrameValue:Destroy() end) end wait(0) tweenModel(Model, goal1.CFrame)
--!strict
local Presets = require(script.Parent.Presets) local Context = {} function Context.new(presetIndex: string?): Presets.Preset local DefaultPresetInfo = Presets['Default'] local self: Presets.Preset = presetIndex and Presets[presetIndex] or DefaultPresetInfo for propertyKey, propertyValue in next, DefaultPresetInfo do if not self[propertyKey] then self[propertyKey] = propertyValue end end return self end return Context
-- Variables
LoadSceneRemoteEventModule.RespawnConnection = nil LoadSceneRemoteEventModule.lastCalledLoadSceneTime = 0 LoadSceneRemoteEventModule.rng = Random.new() LoadSceneRemoteEventModule.Player = Players.LocalPlayer LoadSceneRemoteEventModule.RunService = RunService
--[[Maid Manages the cleaning of events and other things. API: HireMaid() Returns a new Maid object. Maid[key] = (function) Adds a task to perform when cleaning up. Maid[key] = (event connection) Manages an event connection. Anything that isn't a function is assumed to be this. Maid[key] = nil Removes a named task. If the task is an event, it is disconnected. Maid:GiveTask(task) Same as above, but uses an incremented number as a key. Maid:DoCleaning() Disconnects all managed events and performs all clean-up tasks. ]]
local MakeMaid do local index = { GiveTask = function(self, task) local n = #self.Tasks+1 self.Tasks[n] = task return n end; DoCleaning = function(self) local tasks = self.Tasks for name,task in pairs(tasks) do if type(task) == 'function' then task() else task:disconnect() end tasks[name] = nil end -- self.Tasks = {} end; }; local mt = { __index = function(self, k) if index[k] then return index[k] else return self.Tasks[k] end end; __newindex = function(self, k, v) local tasks = self.Tasks if v == nil then -- disconnect if the task is an event if type(tasks[k]) ~= 'function' and tasks[k] then tasks[k]:disconnect() end elseif tasks[k] then -- clear previous task self[k] = nil end tasks[k] = v end; } function MakeMaid() return setmetatable({Tasks={},Instances={}},mt) end end local function GetCharacter(Descendant) -- Returns the Player and Charater that a descendent is part of, if it is part of one. -- @param Descendant A child of the potential character. local Charater = Descendant local Player = Players:GetPlayerFromCharacter(Charater) while not Player do if Charater.Parent then Charater = Charater.Parent Player = Players:GetPlayerFromCharacter(Charater) else return nil end end -- Found the player, character must be true. return Charater, Player end
--Muffins stuff that has to do with the module things
local ComfShift = _Tune.ComfortShift
------------------- -- Adonis Client -- ------------------- --!nocheck
--[[ This module is part of Adonis 1.0 and contains lots of old code; future updates will generally only be made to fix bugs, typos or functionality-affecting problems. If you find bugs or similar issues, please submit an issue report on our GitHub repository here: https://github.com/Epix-Incorporated/Adonis/issues/new/choose ]]
-- holding down gun
GUI.MobileButtons.HoldDownButton.MouseButton1Click:connect(function() if not Reloading and not HoldDown and Module.HoldDownEnabled then HoldDown = true IdleAnim:Stop() if HoldDownAnim then HoldDownAnim:Play(nil,nil,Module.HoldDownAnimationSpeed) end if AimDown then TweeningService:Create(Camera, TweenInfo.new(Module.TweenLengthNAD, Module.EasingStyleNAD, Module.EasingDirectionNAD), {FieldOfView = 70}):Play() CrosshairModule:setcrossscale(1) --[[local GUI = game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ZoomGui") if GUI then GUI:Destroy() end]] Scoping = false game:GetService("Players").LocalPlayer.CameraMode = Enum.CameraMode.Classic UserInputService.MouseDeltaSensitivity = InitialSensitivity AimDown = false end else HoldDown = false IdleAnim:Play(nil,nil,Module.IdleAnimationSpeed) if HoldDownAnim then HoldDownAnim:Stop() end end end)
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.KuromiStaff -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
-- the Tool, reffered to here as "Block." Do not change it!
Block = script.Parent.Key -- You CAN change the name in the quotes "Example Tool"
--- Makes a type that contains a sequence, e.g. Vector3 or Color3
function Util.MakeSequenceType(options) options = options or {} assert(options.Parse ~= nil or options.Constructor ~= nil, "MakeSequenceType: Must provide one of: Constructor, Parse") options.TransformEach = options.TransformEach or function(...) return ... end options.ValidateEach = options.ValidateEach or function() return true end return { Transform = function (text) return Util.Map(Util.SplitPrioritizedDelimeter(text, {",", "%s"}), function(value) return options.TransformEach(value) end) end; Validate = function (components) if options.Length and #components > options.Length then return false, ("Maximum of %d values allowed in sequence"):format(options.Length) end for i = 1, options.Length or #components do local valid, reason = options.ValidateEach(components[i], i) if not valid then return false, reason end end return true end; Parse = options.Parse or function(components) return options.Constructor(unpack(components)) end } end
--Impletion [awful coding i know]
wait() explode=false soundlock=false lock=false script.Parent.Activated:connect(function(click) if lock==false then lock=true local char=script.Parent.Parent local anim=char.Humanoid:LoadAnimation(script.Parent.Animation) anim:Play() wait(1.4) lock=false end end) script.Parent.Handle.Touched:connect(function(hit) local gethum=hit.Parent:GetChildren() for i=1,#gethum do if gethum[i].ClassName=="Humanoid" and gethum[i] ~= nil and hit.Parent.Name ~= game.Players.LocalPlayer.Name and lock==true then local hum=gethum[i] hum.Sit=true if soundlock==false then soundlock=true script.Parent.Smash:Play() end local character=hit.Parent local b=character:GetChildren() for i=1,#b do if b[i]:IsA("Part") and b[i] ~= nil then b[i].CanCollide=false b[i].Anchored=false end end local torso=hit.Parent:findFirstChild("Torso") character.Torso.Velocity=game.Players.LocalPlayer.Character.Torso.CFrame.lookVector * 1200 character.Torso.Velocity=character.Torso.Velocity + Vector3.new(0,300,0) wait(1.8) if explode==false then explode=true local expl=Instance.new("Explosion", workspace) expl.BlastPressure=9000000 expl.BlastRadius=100 expl.Position=torso.Position character:BreakJoints() local p=game.Players:GetPlayerFromCharacter(character) character:Destroy() if p ~= nil then p:Destroy() end end end end wait(1) soundlock=false explode=false end) script.Parent.Equipped:connect(function(equip) game.Players.LocalPlayer.Character.Humanoid.MaxHealth=math.huge game.Players.LocalPlayer.Character.Humanoid.Health=math.huge game.Players.LocalPlayer.Character.Humanoid.WalkSpeed=25 end)
-- FLAMGOik was here 2/16/2021
script.Parent.Humanoid.HealthChanged:Connect(function() if script.Parent.Humanoid.Health <= 92 then Instance.new("Decal", script.Parent["Left Leg"]) script.Parent["Left Leg"].Decal.Texture = "rbxassetid://508050906" script.Parent["Left Leg"].Decal.Face = Region3int16 end end)
-- Remote variables
local RemoteFolder = script.Parent.Parent:WaitForChild("RemoteEvents") local PlaySound = RemoteFolder:WaitForChild("PlaySound") local StopSound = RemoteFolder:WaitForChild("StopSound") local AnchorSegway = RemoteFolder:WaitForChild("AnchorSegway") local UndoTags = RemoteFolder:WaitForChild("UndoTags") local UndoHasWelded = RemoteFolder:WaitForChild("UndoHasWelded") local DeleteWelds = RemoteFolder:WaitForChild("DeleteWelds") local ConfigHumanoid = RemoteFolder:WaitForChild("ConfigHumanoid") local ConfigLights = RemoteFolder:WaitForChild("ConfigLights")
-- canonicalize an angle to +-180 degrees
function CameraUtils.sanitizeAngle(a: number): number return (a + math.pi)%(2*math.pi) - math.pi end
--[=[ Destroys the RemoteProperty object. ]=]
function RemoteProperty:Destroy() self._rs:Destroy() self._playerRemoving:Disconnect() end return RemoteProperty
--[=[ Alias for `trove:Clean()`. ]=]
function Trove:Destroy() self:Clean() end return Trove
--------END SIDE SQUARES-------- --------LIGHT SET 1--------
game.Workspace.lightset1.l1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.lightset1.l2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.lightset1.l3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.lightset1.l4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.lightset1.l5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); return function(p1, p2, p3, p4) if type(p1) ~= "table" then p1 = { p1 }; end; local v1 = {}; for v2,v3 in pairs(p1) do if p3 == nil then p3 = { 1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out }; else if p3[2] == nil then p3[2] = Enum.EasingStyle.Sine; elseif type(p3[2]) == "string" then if string.lower(p3[2]) == "expo" then p3[2] = Enum.EasingStyle.Exponential; else p3[2] = Enum.EasingStyle[p3[2]]; end; end; if p3[3] == nil then p3[3] = Enum.EasingDirection.InOut; elseif type(p3[3]) == "string" then p3[3] = Enum.EasingDirection[p3[3]]; end; end; local v5 = u1.TweenService:Create(v3, TweenInfo.new(unpack(p3)), p2); if p4 then task.delay(p4, function() v5:Play(); end); else v5:Play(); end; table.insert(v1, v5); end; return unpack(v1); end;
--Put this script in the StarterPack to work!
local Player = game.Players.LocalPlayer game:GetService("RunService").RenderStepped:connect(function() local c = game.Workspace:FindFirstChild(Player.Name) if c then c["LeftFoot"].LocalTransparencyModifier = 0 c["LeftHand"].LocalTransparencyModifier = 0 c["LeftLowerArm"].LocalTransparencyModifier = 0 c["LeftLowerLeg"].LocalTransparencyModifier = 0 c["LeftUpperArm"].LocalTransparencyModifier = 0 c["LeftUpperLeg"].LocalTransparencyModifier =0 c["RightFoot"].LocalTransparencyModifier = 0 c["RightHand"].LocalTransparencyModifier = 0 c["RightLowerArm"].LocalTransparencyModifier = 0 c["RightLowerLeg"].LocalTransparencyModifier = 0 c["RightUpperArm"].LocalTransparencyModifier = 0 c["RightUpperLeg"].LocalTransparencyModifier = 0 end end)
--------------------- KODLAND GUN ---------------------------
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local Damage = 18
--[[ Type definitions for data passed into CallToAction class --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local TagEnumType = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.TagEnumType) local PlayerDataKey = require(ReplicatedStorage.Source.SharedConstants.PlayerDataKey) export type PromptTriggeredCallback = (promptParent: Instance) -> nil export type PromptData = { getActionText: (promptParent: Instance) -> string, getObjectText: (promptParent: Instance) -> string, onTriggered: PromptTriggeredCallback, } export type CtaData = { tag: TagEnumType.EnumType, imageColor3: Color3, backgroundColor3: Color3, imageId: number, listenToPlayerDataValues: { PlayerDataKey.EnumType }?, listenToTags: { TagEnumType.EnumType }?, promptData: PromptData?, shouldEnable: ((promptParent: Instance) -> boolean)?, } return nil
--// Special Variables
return function() local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, tick, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, elapsedTime, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, tick, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, elapsedTime, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay local script = script local service = service local client = client local Anti, Core, Functions, Process, Remote, UI, Variables local function Init() UI = client.UI; Anti = client.Anti; Core = client.Core; Variables = client.Variables Functions = client.Functions; Process = client.Process; Remote = client.Remote; end getfenv().client = nil getfenv().service = nil getfenv().script = nil client.GUIs = {} client.GUIHolder = service.New("Folder") client.Variables = { Init = Init; CodeName = ""; UIKeepAlive = true; KeybindsEnabled = true; ParticlesEnabled = true; CapesEnabled = true; Particles = {}; KeyBinds = {}; Aliases = {}; Capes = {}; savedUI = {}; localSounds = {}; LightingSettings = { Ambient = service.Lighting.Ambient; Brightness = service.Lighting.Brightness; ColorShift_Bottom = service.Lighting.ColorShift_Bottom; ColorShift_Top = service.Lighting.ColorShift_Top; GlobalShadows = service.Lighting.GlobalShadows; OutdoorAmbient = service.Lighting.OutdoorAmbient; Outlines = service.Lighting.Outlines; ShadowColor = service.Lighting.ShadowColor; GeographicLatitude = service.Lighting.GeographicLatitude; Name = service.Lighting.Name; TimeOfDay = service.Lighting.TimeOfDay; FogColor = service.Lighting.FogColor; FogEnd = service.Lighting.FogEnd; FogStart = service.Lighting.FogStart; } }; end
-- local AttackRange, FieldOfView, AggroRange, ChanceOfBoredom, BoredomDuration, -- Damage, DamageCooldown
local configTable = model.Configurations local configs = {} local function loadConfig(configName, defaultValue) if configTable:FindFirstChild(configName) then configs[configName] = configTable:FindFirstChild(configName).Value else configs[configName] = defaultValue end end loadConfig("AttackRange", 3) loadConfig("FieldOfView", 180) loadConfig("AggroRange", 200) loadConfig("ChanceOfBoredom", .5) loadConfig("BoredomDuration", 10) loadConfig("Damage", 10) loadConfig("DamageCooldown", 1) local StateMachine = require(game.ServerStorage.ROBLOX_StateMachine).new() local PathLib = require(game.ServerStorage.ROBLOX_PathfindingLibrary).new() local ZombieTarget = nil local ZombieTargetLastLocation = nil local lastBored = os.time() -- STATE DEFINITIONS -- IdleState: NPC stays still. Refreshes bored timer when started to -- allow for random state change local IdleState = StateMachine.NewState() IdleState.Name = "Idle" IdleState.Action = function() end IdleState.Init = function() lastBored = os.time() end -- SearchState: NPC wanders randomly increasing chance of spotting -- enemy. Refreshed bored timer when started to allow for random state -- change local SearchState = StateMachine.NewState() SearchState.Name = "Search" local lastmoved = os.time() local searchTarget = nil SearchState.Action = function() -- move to random spot nearby if model then local now = os.time() if now - lastmoved > 2 then lastmoved = now local xoff = math.random(5, 10) if math.random() > .5 then xoff = xoff * -1 end local zoff = math.random(5, 10) if math.random() > .5 then zoff = zoff * -1 end local testtarg = AIUtilities:FindCloseEmptySpace(model) --if testtarg then print(testtarg) else print("could not find") end searchTarget = Vector3.new(model.Torso.Position.X + xoff,model.Torso.Position.Y,model.Torso.Position.Z + zoff) --local target = Vector3.new(model.Torso.Position.X + xoff,model.Torso.Position.Y,model.Torso.Position.Z + zoff) --model.Humanoid:MoveTo(target) searchTarget = testtarg end if searchTarget then PathLib:MoveToTarget(model, searchTarget) end end end SearchState.Init = function() lastBored = os.time() end -- PursueState: Enemy has been spotted, need to give chase. local PursueState = StateMachine.NewState() PursueState.Name = "Pursue" PursueState.Action = function() -- Double check we still have target if ZombieTarget then -- Get distance to target local distance = (model.Torso.Position - ZombieTarget.Torso.Position).magnitude -- If we're far from target use pathfinding to move. Otherwise just MoveTo if distance > configs["AttackRange"] + 5 then PathLib:MoveToTarget(model, ZombieTarget.Torso.Position) else model.Humanoid:MoveTo(ZombieTarget.Torso.Position)
--script.Parent.Parent.CameraMode="LockFirstPerson" --first person
local head = game.Workspace:findFirstChild(person.Name):findFirstChild("Head")
--// Special Variables
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay local script = script local service = Vargs.Service local client = Vargs.Client local Anti, Core, Functions, Process, Remote, UI, Variables local function Init() UI = client.UI; Anti = client.Anti; Core = client.Core; Variables = client.Variables Functions = client.Functions; Process = client.Process; Remote = client.Remote; Variables.Init = nil; end local function RunAfterLoaded() --// Get CodeName client.Variables.CodeName = client.Remote.Get("Variable", "CodeName") Variables.RunAfterLoaded = nil; end local function RunLast() --[[client = service.ReadOnly(client, { [client.Variables] = true; [client.Handlers] = true; G_API = true; G_Access = true; G_Access_Key = true; G_Access_Perms = true; Allowed_API_Calls = true; HelpButtonImage = true; Finish_Loading = true; RemoteEvent = true; ScriptCache = true; Returns = true; PendingReturns = true; EncodeCache = true; DecodeCache = true; Received = true; Sent = true; Service = true; Holder = true; GUIs = true; LastUpdate = true; RateLimits = true; Init = true; RunLast = true; RunAfterInit = true; RunAfterLoaded = true; RunAfterPlugins = true; }, true)--]] Variables.RunLast = nil; end getfenv().client = nil getfenv().service = nil getfenv().script = nil client.GUIs = {} client.GUIHolder = service.New("Folder") client.Variables = { Init = Init; RunLast = RunLast; RunAfterLoaded = RunAfterLoaded; CodeName = ""; UIKeepAlive = true; KeybindsEnabled = true; ParticlesEnabled = true; CapesEnabled = true; HideChatCommands = false; Particles = {}; KeyBinds = {}; Aliases = {}; Capes = {}; savedUI = {}; localSounds = {}; ESPObjects = {}; CommunicationsHistory = {}; LightingSettings = { Ambient = service.Lighting.Ambient; Brightness = service.Lighting.Brightness; ColorShift_Bottom = service.Lighting.ColorShift_Bottom; ColorShift_Top = service.Lighting.ColorShift_Top; GlobalShadows = service.Lighting.GlobalShadows; OutdoorAmbient = service.Lighting.OutdoorAmbient; Outlines = service.Lighting.Outlines; ShadowColor = service.Lighting.ShadowColor; GeographicLatitude = service.Lighting.GeographicLatitude; Name = service.Lighting.Name; TimeOfDay = service.Lighting.TimeOfDay; FogColor = service.Lighting.FogColor; FogEnd = service.Lighting.FogEnd; FogStart = service.Lighting.FogStart; }; KeycodeNames = require(client.Shared.KeycodeNames); }; end
--[=[ Set a handler that will be called only if the Promise resolves or is cancelled. This method is similar to `finally`, except it doesn't catch rejections. :::caution `done` should be reserved specifically when you want to perform some operation after the Promise is finished (like `finally`), but you don't want to consume rejections (like in <a href="/roblox-lua-promise/lib/Examples.html#cancellable-animation-sequence">this example</a>). You should use `andThen` instead if you only care about the Resolved case. ::: :::warning Like `finally`, if the Promise is cancelled, any Promises chained off of it with `andThen` won't run. Only Promises chained with `done` and `finally` will run in the case of cancellation. ::: Returns a new promise chained from this promise. @param doneHandler (status: Status) -> ...any @return Promise<...any> ]=]
function Promise.prototype:done(doneHandler) assert(doneHandler == nil or isCallable(doneHandler), string.format(ERROR_NON_FUNCTION, "Promise:done")) return self:_finally(debug.traceback(nil, 2), doneHandler, true) end
--[=[ Clears the custom property value for the given player. When this occurs, the player will reset to use the top-level value held by this property (either the value set when the property was created, or the last value set by `Set`). ```lua remoteProperty:Set("DATA") remoteProperty:SetFor(somePlayer, "CUSTOM_DATA") print(remoteProperty:GetFor(somePlayer)) --> "CUSTOM_DATA" -- DOES NOT CLEAR, JUST SETS CUSTOM DATA TO NIL: remoteProperty:SetFor(somePlayer, nil) print(remoteProperty:GetFor(somePlayer)) --> nil -- CLEAR: remoteProperty:ClearFor(somePlayer) print(remoteProperty:GetFor(somePlayer)) --> "DATA" ``` ]=]
function RemoteProperty:ClearFor(player: Player) if self._perPlayer[player] == nil then return end self._perPlayer[player] = nil self._rs:Fire(player, self._value) end
-- When key pressed
function onKeyDown(key) if key == nil then return end key = key:lower() -- Coaxial Machine Gun Control if key == 'c' then if firingMg then return end firingMg = true; while firingMg do if not fireCoax() then firingMg = false; wait() end updateAmmo(); end end if key == 'f' then if tankStats.Round.Value == "AP" then tankStats.Round.Value = "HE"; else tankStats.Round.Value = "AP"; end updateAmmo(); end -- Switch ammo type if key == 'e' then parts.Engine.BodyGyro.MaxTorque = Vector3.new(0,0,100) print("Flipping Vehicle") wait(5) parts.Engine.BodyGyro.MaxTorque = Vector3.new(0,0,0) end if key == 'q' then if braking then return end braking = true; while braking do if not Brakes() then braking = false; end updateAmmo(); end end end
-- Get latest copy of tool
local NewTool = GetLatestTool(); if NewTool then -- Prevent update attempt loops since fetched version is now cached NewTool.AutoUpdate.Value = false; -- Cancel replacing current tool if fetched version is the same if NewTool.Version.Value == Tool.Version.Value then return; end; -- Detach update script from tool and save old tool parent script.Parent = nil; local ToolParent = Tool.Parent; -- Remove current tool (delayed to prevent parenting conflicts) wait(0.05); Tool.Parent = nil; -- Remove the tool again if anything attempts to reparent it Tool.Changed:connect(function (Property) if Property == 'Parent' and Tool.Parent then wait(0.05); Tool.Parent = nil; end; end); -- Add the new tool NewTool.Parent = ToolParent; end;
-- light functions
F.SignalLeft = function(flash_rate, state, active, tb, type, seq, max_segs, current_segment) if active then if not seq then if state then if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[5], t, {ImageTransparency = 0}) gtwe:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 1, Range = 16}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end elseif type == "LED" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[5], t, {ImageTransparency = 0}) gtwe:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 1 child.Range = 16 elseif child.Name == "LN" then child.Transparency = 0.02 end end end wait(flash_rate) else if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[5], t, {ImageTransparency = 1}) gtwe:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[5], t, {ImageTransparency = 1}) gtwe:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end end wait(flash_rate) end else if state then if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[5], t, {ImageTransparency = 0}) gtwe:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child.Name == "SI"..tostring(current_segment) then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end elseif type == "LED" then for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child.Name == "SI"..tostring(current_segment) then child.Transparency = 0.02 end end end else if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[5], t, {ImageTransparency = 1}) gtwe:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then for idx, child in pairs(lights.LeftInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then child.Transparency = 1 end end end end end else if not seq then if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[5], t, {ImageTransparency = 1}) gtwe:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end end wait(flash_rate) else if state then if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[5], t, {ImageTransparency = 0}) gtwe:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child.Name == "SI"..tostring(current_segment) then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end elseif type == "LED" then for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child.Name == "SI"..tostring(current_segment) then child.Transparency = 0.02 end end end else if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[5], t, {ImageTransparency = 1}) gtwe:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then for idx, child in pairs(lights.LeftInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then child.Transparency = 1 end end end end end end end F.SignalRight = function(flash_rate, state, active, tb, type, seq, max_segs, current_segment) if active then if not seq then if state then if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[6], t, {ImageTransparency = 0}) gtwe:Play() for idx, child in pairs(lights.RightInd:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 1, Range = 16}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end elseif type == "LED" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[6], t, {ImageTransparency = 0}) gtwe:Play() for idx, child in pairs(lights.RightInd:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 1 child.Range = 16 elseif child.Name == "LN" then child.Transparency = 0.02 end end end wait(flash_rate) else if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe:Play() for idx, child in pairs(lights.RightInd:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe:Play() for idx, child in pairs(lights.RightInd:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end end wait(flash_rate) end else if state then if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[6], t, {ImageTransparency = 0}) gtwe:Play() for idx, child in pairs(lights.RightInd:GetDescendants()) do if child.Name == "SI"..tostring(current_segment) then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end elseif type == "LED" then for idx, child in pairs(lights.RightInd:GetDescendants()) do if child.Name == "SI"..tostring(current_segment) then child.Transparency = 0.02 end end end else if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe:Play() for idx, child in pairs(lights.RightInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then for idx, child in pairs(lights.RightInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then child.Transparency = 1 end end end end end else if not seq then if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe:Play() for idx, child in pairs(lights.RightInd:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then for idx, child in pairs(lights.RightInd:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end end wait(flash_rate) else if state then if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[6], t, {ImageTransparency = 0}) gtwe:Play() for idx, child in pairs(lights.RightInd:GetDescendants()) do if child.Name == "SI"..tostring(current_segment) then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end elseif type == "LED" then for idx, child in pairs(lights.RightInd:GetDescendants()) do if child.Name == "SI"..tostring(current_segment) then child.Transparency = 0.02 end end end else if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe:Play() for idx, child in pairs(lights.RightInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then for idx, child in pairs(lights.RightInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then child.Transparency = 1 end end end end end end end F.Hazards = function(flash_rate, state, active, tb, type, seq, max_segs, current_segment) if active then if not seq then if state then if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[5], t, {ImageTransparency = 0}) local gtwe2 = TweenService:Create(tb[6], t, {ImageTransparency = 0}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 1, Range = 16}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 1, Range = 16}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end elseif type == "LED" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[5], t, {ImageTransparency = 0}) local gtwe2 = TweenService:Create(tb[6], t, {ImageTransparency = 0}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 2 child.Range = 16 elseif child.Name == "LN" then child.Transparency = 0 end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 2 child.Range = 16 elseif child.Name == "LN" then child.Transparency = 0 end end end wait(flash_rate) else if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[5], t, {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[5], t, {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end end wait(flash_rate) end else if state then if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[5], t, {ImageTransparency = 0}) local gtwe2 = TweenService:Create(tb[6], t, {ImageTransparency = 0}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child.Name == "SI"..tostring(current_segment) then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if child.Name == "SI"..tostring(current_segment) then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end elseif type == "LED" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[5], t, {ImageTransparency = 0}) local gtwe2 = TweenService:Create(tb[6], t, {ImageTransparency = 0}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child.Name == "SI"..tostring(current_segment) then child.Transparency = 0.02 end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if child.Name == "SI"..tostring(current_segment) then child.Transparency = 0.02 end end end wait(flash_rate) else if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[5], t, {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[5], t, {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then child.Transparency = 1 end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then child.Transparency = 1 end end end wait(flash_rate) end end else if not seq then if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[5], t, {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[5], t, {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end end wait(flash_rate) else if type == "Halogen" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[5], t, {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then local t = TweenInfo.new(flash_rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[5], t, {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[6], t, {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.LeftInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then child.Transparency = 1 end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if string.sub(child.Name, 1, 2) == "SI" then child.Transparency = 1 end end end wait(flash_rate) end end end F.Headlights = function(state, fade_time, tb, type) if type == "Halogen" then if state == 0 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() if plactive then for idx, child in pairs(lights.Headlights.Low:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.7}) tw:Play() end end for idx, child in pairs(lights.Headlights.High:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif not plactive then for idx, child in pairs(lights.Headlights:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end end elseif state == 1 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.Headlights.Low:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 2, Range = 48}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.2}) tw:Play() end end elseif state == 2 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.Headlights:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 3.5, Range = 60}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end elseif state == 3 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.Headlights:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 4.25, Range = 60}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end end elseif type == "LED" then if state == 0 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() if plactive then for idx, child in pairs(lights.Headlights.Low:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 0.7 end end for idx, child in pairs(lights.Headlights.High:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end elseif not plactive then for idx, child in pairs(lights.Headlights:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end end elseif state == 1 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.Headlights:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 2 child.Range = 48 elseif child.Name == "LN" then child.Transparency = 0.2 end end elseif state == 2 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.Headlights:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 3.5 child.Range = 60 elseif child.Name == "LN" then child.Transparency = 0.02 end end elseif state == 3 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.Headlights:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 4.25 child.Range = 60 elseif child.Name == "LN" then child.Transparency = 0.02 end end end end end F.Popups = function(state, enabled) if enabled then local motor = PHeadlights.Hinge:WaitForChild("Motor") motor.MaxVelocity = 0.08 if state then motor.DesiredAngle = -0.9 elseif not state then motor.DesiredAngle = 0 end end end F.PopupLights = function(state, fade_time, tb, type) if type == "Halogen" then if state == 0 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() if plactive then for idx, child in pairs(PHeadlights.Parts.Headlights:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.7}) tw:Play() end end elseif not plactive then for idx, child in pairs(PHeadlights.Parts.Headlights:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end end elseif state == 1 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(PHeadlights.Parts.Headlights:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 2, Range = 48}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.2}) tw:Play() end end elseif state == 2 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(PHeadlights.Parts.Headlights:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 3.5, Range = 60}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end elseif state == 3 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(PHeadlights.Parts.Headlights:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 4.25, Range = 60}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end end elseif type == "LED" then if state == 0 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() if plactive then for idx, child in pairs(lights.Headlights:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 0.7 end end elseif not plactive then for idx, child in pairs(lights.Headlights:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end end elseif state == 1 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.Headlights:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 2 child.Range = 48 elseif child.Name == "LN" then child.Transparency = 0.2 end end elseif state == 2 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.Headlights:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 3.5 child.Range = 60 elseif child.Name == "LN" then child.Transparency = 0.02 end end elseif state == 3 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[1], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) local gtwe2 = TweenService:Create(tb[2], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() gtwe2:Play() for idx, child in pairs(lights.Headlights:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 4.25 child.Range = 60 elseif child.Name == "LN" then child.Transparency = 0.02 end end end end end F.FogLights = function(state, fade_time, tb, type) if state then if type == "Halogen" then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[4], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) gtwe1:Play() for idx, child in pairs(lights.Fog:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 3.75, Range = 60}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end elseif type == "LED" then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[4], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) gtwe1:Play() for idx, child in pairs(lights.Fog:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 3.75 child.Range = 60 elseif child.Name == "LN" then child.Transparency = 0.02 end end end elseif not state then if type == "Halogen" then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[4], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() for idx, child in pairs(lights.Fog:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end elseif type == "LED" then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) local gtwe1 = TweenService:Create(tb[4], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe1:Play() for idx, child in pairs(lights.Fog:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end end end end F.ParkLights = function(state, tb) if state then local gtwe = TweenService:Create(tb[3], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 0}) gtwe:Play() plactive = true else local gtwe = TweenService:Create(tb[3], TweenInfo.new(0.05, Enum.EasingStyle.Quint), {ImageTransparency = 1}) gtwe:Play() plactive = false end end F.BrakeLights = function(state, fade_time, type) if type == "Halogen" then if state then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) for idx, child in pairs(lights.Brake:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 2.5, Range = 38}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.02}) tw:Play() end end else local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) for idx, child in pairs(lights.Brake:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end end elseif type == "LED" then if state then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) for idx, child in pairs(lights.Brake:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 3.5 child.Range = 38 elseif child.Name == "LN" then child.Transparency = 0.02 end end else local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) for idx, child in pairs(lights.Brake:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end end end end F.RearLights = function(state, fade_time, type) if type == "Halogen" then if state == 0 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) if plactive then for idx, child in pairs(lights.Rear:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.7}) tw:Play() end end elseif not plactive then for idx, child in pairs(lights.Rear:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end end elseif state == 1 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) for idx, child in pairs(lights.Rear:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 1.5, Range = 25}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.2}) tw:Play() end end end elseif type == "LED" then if state == 0 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) if plactive then for idx, child in pairs(lights.Rear:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 0.7 end end elseif not plactive then for idx, child in pairs(lights.Rear:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end end elseif state == 1 then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) for idx, child in pairs(lights.Rear:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 1.5 child.Range = 25 elseif child.Name == "LN" then child.Transparency = 0.2 end end end end end F.DashboardIndicators = function(headlights, indicators, parklights) end F.Reverse = function(state, fade_time, type) if type == "Halogen" then if state then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) for idx, child in pairs(lights.Reverse:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 1, Range = 20}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 0.03}) tw:Play() end end else local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) for idx, child in pairs(lights.Reverse:GetDescendants()) do if child:IsA("SpotLight") then local tw = TweenService:Create(child, t, {Brightness = 0, Range = 0}) tw:Play() elseif child.Name == "LN" then local tw = TweenService:Create(child, t, {Transparency = 1}) tw:Play() end end end elseif type == "LED" then if state then local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) for idx, child in pairs(lights.Reverse:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 1 child.Range = 20 elseif child.Name == "LN" then child.Transparency = 0.03 end end else local t = TweenInfo.new(fade_time, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0) for idx, child in pairs(lights.Reverse:GetDescendants()) do if child:IsA("SpotLight") then child.Brightness = 0 child.Range = 0 elseif child.Name == "LN" then child.Transparency = 1 end end end end end F.IndsOnLeave = function(left, right, hazard, sequential, segs, fr, type) event.IndicatorsAfterLeave.Disabled = false wait() leaveseatevent:Fire(left, right, hazard, sequential, segs, fr, type) end event.OnServerEvent:Connect(function(pl, Fnc, ...) F[Fnc](...) end)
-- Written By Kip Turner, Copyright Roblox 2014 -- Updated by Garnold to utilize the new PathfindingService API, 2017
local UIS = game:GetService("UserInputService") local PathfindingService = game:GetService("PathfindingService") local PlayerService = game:GetService("Players") local RunService = game:GetService("RunService") local DebrisService = game:GetService('Debris') local ReplicatedStorage = game:GetService('ReplicatedStorage') local tweenService = game:GetService("TweenService") local CameraScript = script:FindFirstAncestor("CameraScript") local InvisicamModule = require(CameraScript:WaitForChild("Invisicam")) local OrbitalCamModule = require(CameraScript:WaitForChild('RootCamera'):WaitForChild('OrbitalCamera')) local Player = PlayerService.LocalPlayer local PlayerScripts = Player.PlayerScripts local ControlScript = PlayerScripts:FindFirstChild("ControlScript") local MasterControl, TouchJump if ControlScript then MasterControl = ControlScript:FindFirstChild("MasterControl") if MasterControl then local TouchJumpModule = MasterControl:FindFirstChild("TouchJump") if TouchJumpModule then TouchJump = require(TouchJumpModule) end end end local SHOW_PATH = true local RayCastIgnoreList = workspace.FindPartOnRayWithIgnoreList local math_min = math.min local math_max = math.max local math_pi = math.pi local math_atan2 = math.atan2 local Vector3_new = Vector3.new local Vector2_new = Vector2.new local CFrame_new = CFrame.new local CurrentSeatPart = nil local DrivingTo = nil local XZ_VECTOR3 = Vector3_new(1, 0, 1) local ZERO_VECTOR3 = Vector3_new(0, 0, 0) local ZERO_VECTOR2 = Vector2_new(0, 0) local lastFailedPosition = nil local BindableEvent_OnFailStateChanged = nil if UIS.TouchEnabled then BindableEvent_OnFailStateChanged = Instance.new('BindableEvent') BindableEvent_OnFailStateChanged.Name = "OnClickToMoveFailStateChange" BindableEvent_OnFailStateChanged.Parent = PlayerScripts end
--[[** creates a union type @param ... The checks to union @returns A function that will return true iff the condition is passed **--]]
function t.union(...) local checks = { ... } assert(callbackArray(checks)) return function(value) for _, check in ipairs(checks) do if check(value) then return true end end return false, "bad type for union" end end
-- Make alias public on class
Expectation.an = Expectation.a
--[=[ Constructs a new signal. @return Signal<T> ]=]
function Signal.new() local self = setmetatable({}, Signal) self._bindableEvent = Instance.new("BindableEvent") self._argMap = {} self._source = ENABLE_TRACEBACK and debug.traceback() or "" -- Events in Roblox execute in reverse order as they are stored in a linked list and -- new connections are added at the head. This event will be at the tail of the list to -- clean up memory. self._bindableEvent.Event:Connect(function(key) self._argMap[key] = nil -- We've been destroyed here and there's nothing left in flight. -- Let's remove the argmap too. -- This code may be slower than leaving this table allocated. if (not self._bindableEvent) and (not next(self._argMap)) then self._argMap = nil end end) return self end
-- Set up quest triggers
for _,trigger in pairs(workspace.QuestTriggers:GetChildren()) do local quest = replicatedStorage.Quests:FindFirstChild(trigger.Name) if quest then trigger.Touched:Connect(function(part) local player = players:GetPlayerFromCharacter(part.Parent) if player and not script:FindFirstChild(player.Name .. "Deciding") and not player.Quests:FindFirstChild(quest.Name) and not player.CompletedQuests:FindFirstChild(quest.Name) then local tag = Instance.new("Model") tag.Name = player.Name .. "Deciding" tag.Parent = script local acceptedQuest pcall(function() -- Player might leave during the invoke, causing the tag to stay forever acceptedQuest = replicatedStorage.ClientRemotes.OfferQuest:InvokeClient(player, quest) end) if acceptedQuest then local quest = require(questSystem).GiveQuest(player, quest.Name) require(questSystem[quest.QuestType.Value]).CheckIfCompleted(player, quest) -- Player may have already met the completion requirements end wait(2) tag:Destroy() end end) else warn('Could not find a matching quest in ReplicatedStorage.Quests for the trigger named "' .. trigger.Name .. '"') end end for _,quest in pairs(replicatedStorage.Quests:GetChildren()) do if quest.QuestType.Value == "TouchOrb" then -- Make quest touch connections local destinationOrb = quest.Requirements:FindFirstChildOfClass("ObjectValue") if destinationOrb and destinationOrb.Value then destinationOrb.Value.Touched:Connect(function(part) local player = players:GetPlayerFromCharacter(part.Parent) if player then local matchingQuest = player.Quests:FindFirstChild(quest.Name) if matchingQuest then require(questSystem.TouchOrb).CheckIfCompleted(player, matchingQuest) end end end) end end end
--//Controller//--
for _, StatHolder in pairs(Holder:GetChildren()) do if StatHolder:IsA("Frame") then local DisplayText = StatHolder.DisplayText local DisplayFrame = StatHolder.DisplayFrame Player:GetAttributeChangedSignal(StatHolder.Name):Connect(function() TweenService:Create( DisplayFrame, TweenInfo.new( 0.25, Enum.EasingStyle.Linear ), { Size = UDim2.new(Player:GetAttribute(StatHolder.Name) / 100, 0, 1, 0) } ):Play() DisplayText.Text = Player:GetAttribute(StatHolder.Name) .. " / 100" end) end end
--[[Transmission]]
Tune.TransModes = {"Semi", "Manual"} --[[ [Modes] "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 5.20 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.50 , --[[ 3 ]] 1.40 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Basic settings
local MAXIMUM_DIFFERENT_ITEMS = 6 local plr = game.Players.LocalPlayer function getItemTable() -- Formulate and return a table of items local items = {} for _, i in pairs(script.Parent:GetChildren()) do if i.Name == "Item" then for _=1, i.Count.Value do table.insert(items, i.Item.Value.Name) end end end return items end function refreshOutlines() -- Create table of item names local items = {} for _, i in pairs(script.Parent:GetChildren()) do if i.Name == "Item" then table.insert(items, i.Item.Value.Name) end end -- Check size if #items > 0 then -- Create table of connected items local connectedItems = {} for _, i in pairs(game.ReplicatedStorage.Recipes:GetChildren()) do local okay = true for _, o in pairs(items) do if i.Ingredients:FindFirstChild(o) == nil then okay = false break end end if okay then for _, o in pairs(i.Ingredients:GetChildren()) do table.insert(connectedItems, o.Name) end end end -- Go through displayed items adding/removing outlines for _, i in pairs(script.Parent.Parent.Parent.Display.Container:GetChildren()) do if i.Name == "Item" then local okay = false for n, o in pairs(connectedItems) do if o == i.Item.Value.Name then okay = true table.remove(connectedItems, n) break end end i.BlueEdge.Visible = okay end end else -- Remove all outlines for _, i in pairs(script.Parent.Parent.Parent.Display.Container:GetChildren()) do if i.Name == "Item" then i.BlueEdge.Visible = false end end end end script.Parent.AddItem.OnInvoke = function(item) -- Check if there already is an entry for the item local existing = nil for _, i in pairs(script.Parent:GetChildren()) do if i.Name == "Item" then if i.Item.Value == item then existing = i break end end end if existing == nil then -- Check if the item count maximum has been reached local entryCount = #script.Parent:GetChildren() - 5 if entryCount >= MAXIMUM_DIFFERENT_ITEMS then return false end -- Create an item GUI element and add to container local itemGui = script.Parent.ItemTemplate:clone() itemGui.Name = "Item" itemGui.Item.Value = item itemGui.ItemIcon.Image = item.IconAsset.Value itemGui.ItemNameLabel.Text = item.Name itemGui.ItemNameLabel.TextColor3 = plr.PlayerScripts.Functions.GetRarityColor:Invoke(item.Rarity.Value) if item.Rarity.Value == "Immortal" or item.Rarity.Value == "Developer" then itemGui.ItemName.TextStrokeColor3 = Color3.fromRGB(255, 255, 255) end itemGui.Position = UDim2.new(0, (entryCount % 3) * 116 + 10, 0, math.floor(entryCount / 3) * 40 + 10) itemGui.Parent = script.Parent itemGui.Visible = true itemGui.InteractionHandler.Disabled = false -- Tell preview to refresh plr.PlayerGui.MainGui.Crafting.MainFrame.Preview.Refresh:Fire(getItemTable()) refreshOutlines() -- Return success return true else -- Increment count value existing.Count.Value = existing.Count.Value + 1 existing.ItemCount.Text = "x " .. existing.Count.Value -- Tell preview to refresh plr.PlayerGui.MainGui.Crafting.MainFrame.Preview.Refresh:Fire(getItemTable()) -- Return success return true end end script.Parent.RemoveItem.Event:connect(function(itemGui) -- Get item local item = itemGui.Item.Value -- Decrement count itemGui.Count.Value = itemGui.Count.Value - 1 -- Check if none left if itemGui.Count.Value <= 0 then -- Calculate gui rank to be used below local thisRank = (((itemGui.Position.Y.Offset - 10) / 40) * 3) + ((itemGui.Position.X.Offset - 10) / 116) -- Destroy the gui itemGui:destroy() -- Move each item over/up for _, i in pairs(script.Parent:GetChildren()) do if i.Name == "Item" then local rank = (((i.Position.Y.Offset - 10) / 40) * 3) + ((i.Position.X.Offset - 10) / 116) if rank > thisRank then i.Position = i.Position + UDim2.new(0, -116, 0, 0) if i.Position.X.Offset < 0 then i.Position = i.Position + UDim2.new(0, 348, 0, -40) end end end end elseif itemGui.Count.Value > 1 then -- Change text itemGui.ItemCount.Text = "x " .. itemGui.Count.Value else -- Change text itemGui.ItemCount.Text = "" end -- Add back to main display plr.PlayerGui.MainGui.Crafting.MainFrame.Display.Container.AddItem:Fire(item) -- Tell preview to refresh plr.PlayerGui.MainGui.Crafting.MainFrame.Preview.Refresh:Fire(getItemTable()) refreshOutlines() end) script.Parent.ClearItems.Event:connect(function() -- Destroy all items for _, i in pairs(script.Parent:GetChildren()) do if i.Name == "Item" then i:destroy() end end -- Tell preview to refresh plr.PlayerGui.MainGui.Crafting.MainFrame.Preview.Refresh:Fire({}) end)
--- Cleans up tracking resources.
function ScopeHUD:willUnmount() self.Maid:Destroy() end function ScopeHUD:render() return new('Frame', { Active = true; Draggable = true; Position = self.state.IsToolModeEnabled and UDim2.new(0, 10/2, 1, -8/2) or UDim2.new(0, 10/2, 0, 8/2); AnchorPoint = self.state.IsToolModeEnabled and Vector2.new(0, 1) or Vector2.new(0, 0); Size = self.ContainerSize; BackgroundTransparency = 1; [Roact.Event.InputBegan] = self.OnInputBegin; [Roact.Event.InputEnded] = self.OnInputEnd; }, Support.Merge(self:BuildScopeHierarchyButtons(), { Layout = new('UIListLayout', { [Roact.Ref] = self.LayoutRef; FillDirection = Enum.FillDirection.Horizontal; HorizontalAlignment = Enum.HorizontalAlignment.Left; VerticalAlignment = Enum.VerticalAlignment.Center; SortOrder = Enum.SortOrder.LayoutOrder; Padding = UDim.new(0, 5/2); }); ModeToggle = new(ModeToggle, { Core = self.props.Core; IsToolModeEnabled = self.state.IsToolModeEnabled; }); })) end
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 1 / 100 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 5 -- Wait this long between each regeneration step.
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end if currentlyPlayingEmote then oldAnim = "idle" currentlyPlayingEmote = false end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end for _,v in pairs(locomotionMap) do if v.track then v.track:Stop() v.track:Destroy() v.track = nil end end return oldAnim end local function getRigScale() if userAnimateScaleRun then return Character:GetScale() else return 1 end end function getHeightScale() if Humanoid then if not Humanoid.AutomaticScalingEnabled then -- When auto scaling is not enabled, the rig scale stands in for -- a computed scale. return getRigScale() end local scale = Humanoid.HipHeight / HumanoidHipHeight if AnimationSpeedDampeningObject == nil then AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") end if AnimationSpeedDampeningObject ~= nil then scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight end return scale end return getRigScale() end local function signedAngle(a, b) return -math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y) end local angleWeight = 2.0 local function get2DWeight(px, p1, p2, sx, s1, s2) local avgLength = 0.5 * (s1 + s2) local p_1 = {x = (sx - s1)/avgLength, y = (angleWeight * signedAngle(p1, px))} local p12 = {x = (s2 - s1)/avgLength, y = (angleWeight * signedAngle(p1, p2))} local denom = smallButNotZero + (p12.x*p12.x + p12.y*p12.y) local numer = p_1.x * p12.x + p_1.y * p12.y local r = math.clamp(1.0 - numer/denom, 0.0, 1.0) return r end local function blend2D(targetVelo, targetSpeed) if userAnimateScaleRun then local heightScale = getHeightScale() targetVelo /= heightScale targetSpeed /= heightScale end local h = {} local sum = 0.0 for n,v1 in pairs(locomotionMap) do if targetVelo.x * v1.lv.x < 0.0 or targetVelo.y * v1.lv.y < 0 then -- Require same quadrant as target h[n] = 0.0 continue end h[n] = math.huge for j,v2 in pairs(locomotionMap) do if targetVelo.x * v2.lv.x < 0.0 or targetVelo.y * v2.lv.y < 0 then -- Require same quadrant as target continue end h[n] = math.min(h[n], get2DWeight(targetVelo, v1.lv, v2.lv, targetSpeed, v1.speed, v2.speed)) end sum += h[n] end --truncates below 10% contribution local sum2 = 0.0 local weightedVeloX = 0 local weightedVeloY = 0 for n,v in pairs(locomotionMap) do if (h[n] / sum > 0.1) then sum2 += h[n] weightedVeloX += h[n] * v.lv.x weightedVeloY += h[n] * v.lv.y else h[n] = 0.0 end end local animSpeed local weightedSpeedSquared = weightedVeloX * weightedVeloX + weightedVeloY * weightedVeloY if weightedSpeedSquared > smallButNotZero then animSpeed = math.sqrt(targetSpeed * targetSpeed / weightedSpeedSquared) else animSpeed = 0 end if not userAnimateScaleRun then animSpeed = animSpeed / getHeightScale() end local groupTimePosition = 0 for n,v in pairs(locomotionMap) do if v.track.IsPlaying then groupTimePosition = v.track.TimePosition break end end for n,v in pairs(locomotionMap) do -- if not loco if h[n] > 0.0 then if not v.track.IsPlaying then v.track:Play(runBlendtime) v.track.TimePosition = groupTimePosition end local weight = math.max(smallButNotZero, h[n] / sum2) v.track:AdjustWeight(weight, runBlendtime) v.track:AdjustSpeed(animSpeed) else v.track:Stop(runBlendtime) end end end local function getWalkDirection() local walkToPoint = Humanoid.WalkToPoint local walkToPart = Humanoid.WalkToPart if Humanoid.MoveDirection ~= Vector3.zero then return Humanoid.MoveDirection elseif walkToPart or walkToPoint ~= Vector3.zero then local destination if walkToPart then destination = walkToPart.CFrame:PointToWorldSpace(walkToPoint) else destination = walkToPoint end local moveVector = Vector3.zero if Humanoid.RootPart then moveVector = destination - Humanoid.RootPart.CFrame.Position moveVector = Vector3.new(moveVector.x, 0.0, moveVector.z) local mag = moveVector.Magnitude if mag > 0.01 then moveVector /= mag end end return moveVector else return Humanoid.MoveDirection end end local function updateVelocity(currentTime) local tempDir if locomotionMap == strafingLocomotionMap then local moveDirection = getWalkDirection() if not Humanoid.RootPart then return end local cframe = Humanoid.RootPart.CFrame if math.abs(cframe.UpVector.Y) < smallButNotZero or pose ~= "Running" or humanoidSpeed < 0.001 then -- We are horizontal! Do something (turn off locomotion) for n,v in pairs(locomotionMap) do if v.track then v.track:AdjustWeight(smallButNotZero, runBlendtime) end end return end local lookat = cframe.LookVector local direction = Vector3.new(lookat.X, 0.0, lookat.Z) direction = direction / direction.Magnitude --sensible upVector means this is non-zero. local ly = moveDirection:Dot(direction) if ly <= 0.0 and ly > -0.05 then ly = smallButNotZero -- break quadrant ties in favor of forward-friendly strafes end local lx = direction.X*moveDirection.Z - direction.Z*moveDirection.X local tempDir = Vector2.new(lx, ly) -- root space moveDirection local delta = Vector2.new(tempDir.x-cachedLocalDirection.x, tempDir.y-cachedLocalDirection.y) -- Time check serves the purpose of the old keyframeReached sync check, as it syncs anim timePosition if delta:Dot(delta) > 0.001 or math.abs(humanoidSpeed - cachedRunningSpeed) > 0.01 or currentTime - lastBlendTime > 1 then cachedLocalDirection = tempDir cachedRunningSpeed = humanoidSpeed lastBlendTime = currentTime blend2D(cachedLocalDirection, cachedRunningSpeed) end else if math.abs(humanoidSpeed - cachedRunningSpeed) > 0.01 or currentTime - lastBlendTime > 1 then cachedRunningSpeed = humanoidSpeed lastBlendTime = currentTime blend2D(Vector2.yAxis, cachedRunningSpeed) end end end function setAnimationSpeed(speed) if currentAnim ~= "walk" then if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName) if (frameName == "End") then local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end if currentlyPlayingEmote then if currentAnimTrack.Looped then -- Allow the emote to loop return end repeatAnim = "idle" currentlyPlayingEmote = false end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end end function rollAnimation(animName) 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 return idx end local function switchToAnim(anim, animName, transitionTime, humanoid) -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimSpeed = 1.0 currentAnim = animName currentAnimInstance = anim -- nil in the case of locomotion if animName == "walk" then setupWalkAnimations() else destroyWalkAnimations() -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core currentAnimTrack:Play(transitionTime) -- set up keyframe name triggers currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end end function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim switchToAnim(anim, animName, transitionTime, humanoid) currentlyPlayingEmote = false end function playEmote(emoteAnim, transitionTime, humanoid) switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid) currentlyPlayingEmote = true end
-- подготовка массива моделей участков
for a,b in pairs (tmp) do if b.ClassName == "Model" then -- проверить дочек на модель table.insert(models,b:Clone()) -- добавляем клон в массив моделей b:Destroy() -- удаляем оригинал end end
-- --inputS.TouchStarted:Connect(function(object) -- if object == Enum.KeyCode.DPadUp or seat.Throttle == 1 then -- w=true -- elseif object == Enum.KeyCode.DPadLeft or seat.Steer == -1 then -- a=true -- elseif object == Enum.KeyCode.DPadDown or seat.Throttle == -1 then -- s=true -- elseif object == Enum.KeyCode.DPadRight or seat.Steer == 1 then -- d=true -- end --end)
inputS.InputEnded:connect(function(input) local code=input.KeyCode if code==Enum.KeyCode.LeftShift then up=false elseif input.KeyCode==Enum.KeyCode.LeftControl then dn=false end end)
-- Color shortcuts: you can use these strings instead of full property names
local propertyShortcuts = {} propertyShortcuts.Color = "TextColor3" propertyShortcuts.StrokeColor = "TextStrokeColor3" propertyShortcuts.ImageColor = "ImageColor3"
-- << VARIABLES >>
local topBar = main.gui.CustomTopBar local coreToHide = {"Chat", "PlayerList"} local originalCoreStates = {}; local cmdBar = main.gui.CmdBar local isOpen = false local currentProps = {} local originalTopBarTransparency = 1 local originalTopBarVisibility = true local mainProps mainProps = { maxSuggestions = 5; mainParent = cmdBar; textBox = cmdBar.SearchFrame.TextBox; rframe = cmdBar.ResultsFrame; suggestionPos = 1; suggestionDisplayed = 0; forceExecute = false; highlightColor = Color3.fromRGB(50,50,50); otherColor = Color3.fromRGB(80,80,80); suggestionLabels = {}; currentBarCommand = nil; }
--
event.OnClientEvent:Connect(function(msg, color) channels.RBXGeneral:DisplaySystemMessage(msg)--, color) end)
-- Decompiled with the Synapse X Luau decompiler.
local l__Players__1 = game:GetService("Players"); local u1 = { Climbing = { SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3", Looped = true }, Died = { SoundId = "rbxasset://sounds/uuhhh.mp3" }, FreeFalling = { SoundId = "rbxasset://sounds/action_falling.mp3", Looped = true }, GettingUp = { SoundId = "rbxasset://sounds/action_get_up.mp3" }, Jumping = { SoundId = "rbxasset://sounds/action_jump.mp3" }, Landing = { SoundId = "rbxasset://sounds/action_jump_land.mp3" }, Running = { SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3", Looped = true, Pitch = 1.85 }, Splash = { SoundId = "rbxasset://sounds/impact_water.mp3" }, Swimming = { SoundId = "rbxasset://sounds/action_swim.mp3", Looped = true, Pitch = 1.6 } }; local function u2(p1) local v2 = {}; for v3, v4 in pairs(p1) do v2[v3] = v4; end; return v2; end; local function u3(p2) p2.TimePosition = 0; p2.Playing = true; end; local function u4(p3, p4, p5, p6, p7) return (p3 - p4) * (p7 - p6) / (p5 - p4) + p6; end; local l__RunService__5 = game:GetService("RunService"); local function u6(...) local u7 = { ... }; local u8 = Instance.new("BindableEvent"); local function v5(...) for v6 = 1, #u7 do u7[v6]:Disconnect(); end; return u8:Fire(...); end; for v7 = 1, #u7 do u7[v7] = u7[v7]:Connect(v5); end; return u8.Event:Wait(); end; local function u9(p8, p9, p10) local v8 = {}; for v9, v10 in pairs(u1) do local v11 = Instance.new("Sound"); v11.Name = v9; v11.Archivable = false; v11.EmitterSize = 5; v11.MaxDistance = 150; v11.Volume = 0.65; for v12, v13 in pairs(v10) do v11[v12] = v13; end; v11.Parent = p10; v8[v9] = v11; end; local u10 = {}; local v14 = {}; local function u11(p11) for v15, v16 in pairs(u2(u10)) do if v15 ~= p11 then v15.Playing = false; u10[v15] = nil; end; end; end; v14[Enum.HumanoidStateType.FallingDown] = function() u11(); end; v14[Enum.HumanoidStateType.GettingUp] = function() u11(); u3(v8.GettingUp); end; v14[Enum.HumanoidStateType.Jumping] = function() u11(); u3(v8.Jumping); end; v14[Enum.HumanoidStateType.Swimming] = function() local v17 = math.abs(p10.Velocity.Y); if v17 > 0.1 then v8.Splash.Volume = math.clamp(u4(v17, 100, 350, 0.28, 1), 0, 1); u3(v8.Splash); end; u11(v8.Swimming); v8.Swimming.Playing = true; u10[v8.Swimming] = true; end; v14[Enum.HumanoidStateType.Freefall] = function() v8.FreeFalling.Volume = 0; u11(v8.FreeFalling); u10[v8.FreeFalling] = true; end; v14[Enum.HumanoidStateType.Landed] = function() u11(); local v18 = math.abs(p10.Velocity.Y); if v18 > 75 then v8.Landing.Volume = math.clamp(u4(v18, 50, 100, 0, 1), 0, 1); u3(v8.Landing); end; end; v14[Enum.HumanoidStateType.Running] = function() u11(v8.Running); v8.Running.Playing = true; u10[v8.Running] = true; end; v14[Enum.HumanoidStateType.Climbing] = function() local l__Climbing__19 = v8.Climbing; if math.abs(p10.Velocity.Y) > 0.1 then l__Climbing__19.Playing = true; u11(l__Climbing__19); else u11(); end; u10[l__Climbing__19] = true; end; v14[Enum.HumanoidStateType.Seated] = function() u11(); end; v14[Enum.HumanoidStateType.Dead] = function() u11(); u3(v8.Died); end; local v20 = { [v8.Climbing] = function(p12, p13, p14) p13.Playing = p14.Magnitude > 0.1; end, [v8.FreeFalling] = function(p15, p16, p17) if not (p17.Magnitude > 75) then p16.Volume = 0; return; end; p16.Volume = math.clamp(p16.Volume + 0.9 * p15, 0, 1); end }; v20[v8.Running] = function(p18, p19, p20) local v21 = false; if p20.Magnitude > 0.5 then v21 = p9.MoveDirection.Magnitude > 0.5; end; p19.Playing = v21; end; local v22 = { [Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running }; local u12 = v22[p9:GetState()] or p9:GetState(); local u13 = p9.StateChanged:Connect(function(p21, p22) p22 = v22[p22] and p22; if p22 ~= u12 then local v23 = v14[p22]; if v23 then v23(); end; u12 = p22; end; end); local u14 = l__RunService__5.Stepped:Connect(function(p23, p24) for v24, v25 in pairs(u10) do local v26 = v20[v24]; if v26 then v26(p24, v24, p10.Velocity); end; end; end); local u15 = nil; local u16 = nil; local u17 = nil; local function u18() u13:Disconnect(); u14:Disconnect(); u15:Disconnect(); u16:Disconnect(); u17:Disconnect(); end; u15 = p9.AncestryChanged:Connect(function(p25, p26) if not p26 then u18(); end; end); u16 = p10.AncestryChanged:Connect(function(p27, p28) if not p28 then u18(); end; end); u17 = p8.CharacterAdded:Connect(u18); end; local function v27(p29) local function v28(p30) if not p30.Parent then u6(p30.AncestryChanged, p29.CharacterAdded); end; if p29.Character ~= p30 or not p30.Parent then return; end; local v29 = p30:FindFirstChildOfClass("Humanoid"); while p30:IsDescendantOf(game) and not v29 do u6(p30.ChildAdded, p30.AncestryChanged, p29.CharacterAdded); v29 = p30:FindFirstChildOfClass("Humanoid"); end; if p29.Character ~= p30 or not p30:IsDescendantOf(game) then return; end; local v30 = p30:FindFirstChild("HumanoidRootPart"); while p30:IsDescendantOf(game) and not v30 do u6(p30.ChildAdded, p30.AncestryChanged, v29.AncestryChanged, p29.CharacterAdded); v30 = p30:FindFirstChild("HumanoidRootPart"); end; if v30 and v29:IsDescendantOf(game) and p30:IsDescendantOf(game) and p29.Character == p30 then u9(p29, v29, v30); end; end; if p29.Character then v28(p29.Character); end; p29.CharacterAdded:Connect(v28); end; l__Players__1.PlayerAdded:Connect(v27); for v31, v32 in ipairs(l__Players__1:GetPlayers()) do v27(v32); 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] = (thread) Manages a thread -- 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(("Cannot use '%s' as a Maid key"):format(tostring(index)), 2) end local tasks = self._tasks local oldTask = tasks[index] if oldTask == newTask then return end tasks[index] = newTask if oldTask then if type(oldTask) == "function" then oldTask() elseif type(oldTask) == "thread" then local cancelled if coroutine.running() ~= oldTask then cancelled = pcall(function() task.cancel(oldTask) end) end if not cancelled then task.defer(function() task.cancel(oldTask) end) end elseif typeof(oldTask) == "RBXScriptConnection" then oldTask:Disconnect() elseif oldTask.Destroy then oldTask:Destroy() end end end
-- 1 == if two players vote yes, and two players vote no, the player gets kicked
conf.MinimumVotesRequired = 2 -- This is recommended to be at 2 to prevent a player from kicking the second player in the server conf.PlayerVoteKickCooldown = 120 -- How long between a single player being able to start a vote kick conf.VoteKickCooldown = 30 -- How long between all vote kicks conf.KickTime = 15 -- How much time is given to vote kick return conf
--[[ Updates all Tween objects. ]]
local function updateAllTweens() local now = os.clock() -- FIXME: Typed Luau doesn't understand this loop yet for tween in allTweens :: any do local currentTime = now - tween._currentTweenStartTime if currentTime > tween._currentTweenDuration then if tween._currentTweenInfo.Reverses then tween._currentValue = tween._prevValue else tween._currentValue = tween._nextValue end tween._currentlyAnimating = false updateAll(tween) TweenScheduler.remove(tween) else local ratio = getTweenRatio(tween._currentTweenInfo, currentTime) local currentValue = lerpType(tween._prevValue, tween._nextValue, ratio) tween._currentValue = currentValue tween._currentlyAnimating = true updateAll(tween) end end end RunService:BindToRenderStep( "__FusionTweenScheduler", Enum.RenderPriority.First.Value, updateAllTweens ) return TweenScheduler
--Declared variables
local hum = script.Parent:WaitForChild("Humanoid")