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--// Processing
|
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, Deps
local function Init()
UI = client.UI;
Anti = client.Anti;
Core = client.Core;
Variables = client.Variables
Functions = client.Functions;
Process = client.Process;
Remote = client.Remote;
Deps = client.Deps;
end
getfenv().client = nil
getfenv().service = nil
getfenv().script = nil
client.UI = {
Init = Init;
GetHolder = function()
if UI.Holder and UI.Holder.Parent == service.PlayerGui then
return UI.Holder
else
pcall(function()if UI.Holder then UI.Holder:Destroy()end end)
local new = service.New("ScreenGui");
new.Name = Functions.GetRandom()
new.Parent = service.PlayerGui
UI.Holder = new
return UI.Holder
end
end;
Prepare = function(gui)
if true then return gui end --// Disabled
local gTable = UI.Get(gui,false,true)
if gui:IsA("ScreenGui") or gui:IsA("GuiMain") then
local new = Instance.new("TextLabel")
new.BackgroundTransparency = 1
new.Size = UDim2.new(1,0,1,0)
new.Name = gui.Name
new.Active = true
new.Text = ""
for ind,child in next,gui:GetChildren()do
child.Parent = new
end
if gTable then
gTable:Register(new)
end
gui:Destroy()
return new
else
return gui
end
end;
LoadModule = function(module, data, env)
local ran,func = pcall(require, module)
local newEnv = GetEnv(env)
local data = data or {}
newEnv.script = module
newEnv.client = service.CloneTable(client)
newEnv.service = service.CloneTable(service)
newEnv.service.Threads = service.CloneTable(service.Threads)
for i,v in next,newEnv.client do
if type(v) == "table" and i ~= "Variables" and i ~= "Handlers" then
newEnv.client[i] = service.CloneTable(v)
end
end
if ran then
local rets = {service.TrackTask("UI: ".. module:GetFullName(), setfenv(func,newEnv), data)}
local ran = rets[1]
if ran then
return unpack(rets,2)
else
warn("Error while running module "..module.Name,tostring(rets[2]))
client.LogError("Error loading "..tostring(module).." - "..tostring(rets[2]))
end
else
warn("Error while loading module "..module.Name,tostring(func))
end
end;
GetNew = function(theme, name)
local found = {}
local endConfig = {}
local endConfValues = {}
local confFolder = Instance.new("Folder")
local func
function func(theme, name, depth)
local depth = (depth or 11) - 1
local folder = Deps.UI:FindFirstChild(theme) or Deps.UI.Default
if folder then
local baseValue = folder:FindFirstChild("Base_Theme")
local baseTheme = baseValue and baseValue.Value
local foundGUI = (baseValue and folder:FindFirstChild(name)) or Deps.UI.Default:FindFirstChild(name)
if foundGUI then
local config = foundGUI:FindFirstChild("Config")
table.insert(found, {
Theme = theme;
Folder = folder;
Name = name;
Found = foundGUI;
Config = config;
isModule = foundGUI:IsA("ModuleScript");
})
if config then
baseValue = config:FindFirstChild("BaseTheme") or baseValue
baseTheme = baseValue and baseValue.Value
end
end
if baseTheme and depth > 0 then
func(baseTheme, name, depth)
end
end
end
--// Find GUI and all default versions under it
func(theme, name)
confFolder.Name = "Config"
if #found > 0 then
--// Combine all configs found in order to build full config (in order of closest from target gui to furthest)
for i,v in next,found do
if v.Config then
for k,m in next,v.Config:GetChildren() do
if not endConfig[m.Name] then
endConfig[m.Name] = m
end
end
end
end
--// Load all config values into the new Config folder
for i,v in next,endConfig do
v:Clone().Parent = confFolder
end
--// Find next module based theme GUI if code not found or first in sequence is module (in theme)
if found[1].isModule then
return found[1].Found, found[1].Folder, confFolder
elseif not endConfig.Code then
for i,v in next,found do
if v.isModule then
return v.Found, v.Folder, confFolder
end
end
end
--// Get rid of an old Config folder and throw the new combination Config folder in
local new = found[1].Found:Clone()
local oldFolder = new:FindFirstChild'Config'
if oldFolder then oldFolder:Destroy() end
confFolder.Parent = new
return new, found[1].Folder, confFolder
end
end;
Make = function(name, data, themeData)
local data = data or {}
local defaults = {Desktop = "Default"; Mobile = "Mobilius"}
local themeData = themeData or Variables.LastServerTheme or defaults
local theme = Variables.CustomTheme or (service.IsMobile() and themeData.Mobile) or themeData.Desktop
local folder = Deps.UI:FindFirstChild(theme) or Deps.UI.Default
local newGui, folder2, foundConf = UI.GetNew(theme, name)
if newGui then
local isModule = newGui:IsA("ModuleScript")
local conf = newGui:FindFirstChild("Config")
local mod = conf and conf:FindFirstChild("Modifier")
if isModule then
return UI.LoadModule(newGui, data, {
script = newGui;
})
elseif conf and foundConf and foundConf ~= true then
local code = foundConf.Code
local mult = foundConf.AllowMultiple
local keep = foundConf.CanKeepAlive
local allowMult = mult and mult.Value or true
local found, num = UI.Get(name)
if not found or ((num and num>0) and allowMult) then
local gTable,gIndex = UI.Register(newGui)
local newEnv = {}
if folder:IsA("ModuleScript") then
newEnv.script = folder
newEnv.gTable = gTable
local ran,func = pcall(require, folder)
local newEnv = GetEnv(newEnv)
local rets = {pcall(setfenv(func,newEnv),newGui, gTable, data)}
local ran = rets[1]
local ret = rets[2]
if ret ~= nil then
if type(ret) == "userdata" and Anti.GetClassName(ret) == "ScreenGui" then
code = (ret:FindFirstChild("Config") and ret.Config:FindFirstChild("Code")) or code
else
return ret
end
end
end
newGui.Parent = Variables.GUIHolder
newGui.Name = Functions.GetRandom()
data.gIndex = gIndex
data.gTable = gTable
code.Parent = conf
code.Name = name
if mod then
UI.LoadModule(mod, data, {
script = mod;
gTable = gTable;
Data = data;
GUI = newGui;
})
end
return UI.LoadModule(code, data, {
script = code;
gTable = gTable;
Data = data;
GUI = newGui;
})
end
end
else
print("GUI "..tostring(name).." not found")
end
end;
Get = function(obj,ignore,returnOne)
local found = {}
local num = 0
if obj then
for ind,g in next,client.GUIs do
if g.Name ~= ignore and g.Object ~= ignore and g ~= ignore then
if type(obj) == "string" then
if g.Name == obj then
found[ind] = g
num = num+1
if returnOne then return g end
end
elseif type(obj) == "userdata" then
if service.RawEqual(g.Object, obj) then
found[ind] = g
num = num+1
if returnOne then return g end
end
elseif type(obj) == "boolean" and obj == true then
found[ind] = g
num = num+1
if returnOne then return g end
end
end
end
end
if num<1 then
return false
else
return found,num
end
end;
Remove = function(name, ignore)
local gui = UI.Get(name, ignore)
if gui then
for i,v in next,gui do
v.Destroy()
end
end
end;
Register = function(gui, data)
local gIndex = Functions.GetRandom()
local gTable;gTable = {
Object = gui,
Config = gui:FindFirstChild'Config';
Name = gui.Name,
Events = {},
Class = gui.ClassName,
Index = gIndex,
Active = true,
Ready = function()
if gTable.Config then gTable.Config.Parent = nil end
if pcall(function()
if gTable.Class == "ScreenGui" or gTable.Class == "GuiMain" then
gTable.Object.Parent = service.PlayerGui
else
gTable.Object.Parent = UI.GetHolder()
end
end) then
gTable.Active = true
else
warn("Something happened while trying to set the parent of "..tostring(gTable.Name))
warn'Maybe it was locked (Destroyed)?'
gTable:Destroy()
end
end,
BindEvent = function(event, func)
local signal = event:connect(func)
local origDisc = signal.Disconnect
local Events = gTable.Events
local disc = function()
origDisc(signal)
for i,v in next, Events do
if v.Signal == signal then
table.remove(Events, i)
end
end
end
table.insert(Events, {
Signal = signal;
Remove = disc
})
return {
Disconnect = disc;
disconnect = disc;
wait = service.CheckProperty(signal, "wait") and signal.wait
}, signal
end,
ClearEvents = function()
for i,v in next,gTable.Events do
v:Remove()
end
end,
Destroy = function()
pcall(function()
if gTable.CustomDestroy then
gTable.CustomDestroy()
else
service.UnWrap(gTable.Object):Destroy()
end
end)
gTable.Destroyed = true
gTable.Active = false
client.GUIs[gIndex] = nil
gTable.ClearEvents()
end,
UnRegister = function()
client.GUIs[gIndex] = nil
if gTable.AncestryEvent then
gTable.AncestryEvent:Disconnect()
end
end,
Register = function(tab,new)
if not new then new=tab end
new:SetSpecial("Destroy", gTable.Destroy)
gTable.Object = service.Wrap(new)
gTable.Class = new.ClassName
if gTable.AncestryEvent then
gTable.AncestryEvent:Disconnect()
end
gTable.AncestryEvent = new.AncestryChanged:Connect(function(c, parent)
if client.GUIs[gIndex] then
if rawequal(c, gTable.Object) and gTable.Class == "TextLabel" and parent == service.PlayerGui then
wait()
gTable.Object.Parent = UI.GetHolder()
elseif rawequal(c, gTable.Object) and parent == nil and not gTable.KeepAlive then
gTable:Destroy()
elseif rawequal(c, gTable.Object) and parent ~= nil then
gTable.Active = true
client.GUIs[gIndex] = gTable
end
end
end)
client.GUIs[gIndex] = gTable
end
}
if data then
for i,v in next,data do
gTable[i] = v
end
end
gui.Name = Functions.GetRandom()
gTable:Register(gui)
return gTable,gIndex
end
}
client.UI.RegisterGui = client.UI.Register
client.UI.GetGui = client.UI.Get
client.UI.PrepareGui = client.UI.Prepare
client.UI.MakeGui = client.UI.Make
end
|
-- map a value from one range to another
|
local function map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number
return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
end
local function playSound(sound: Sound)
if sound.SoundId == "rbxassetid://1237557124" then
sound.TimePosition = 0.35
sound.Volume = 1
else
sound.TimePosition = 0
end
sound.Playing = true
end
local function shallowCopy(t)
local out = {}
for k, v in pairs(t) do
out[k] = v
end
return out
end
local function initializeSoundSystem(instances)
local player = instances.player
local humanoid = instances.humanoid
local rootPart = instances.rootPart
local sounds: {[string]: Sound} = {}
-- initialize sounds
for name: string, props: {[string]: any} in pairs(SOUND_DATA) do
local sound: Sound = Instance.new("Sound")
sound.Name = name
-- set default values
sound.Archivable = false
sound.RollOffMinDistance = 5
sound.RollOffMaxDistance = 150
sound.Volume = 0.65
for propName, propValue: any in pairs(props) do
(sound :: any)[propName] = propValue
end
sound.Parent = rootPart
sounds[name] = sound
end
local playingLoopedSounds: {[Sound]: boolean?} = {}
local function stopPlayingLoopedSounds(except: Sound?)
for sound in pairs(shallowCopy(playingLoopedSounds)) do
if sound ~= except then
sound.Playing = false
playingLoopedSounds[sound] = nil
end
end
end
-- state transition callbacks.
local stateTransitions: {[Enum.HumanoidStateType]: () -> ()} = {
[Enum.HumanoidStateType.FallingDown] = function()
stopPlayingLoopedSounds()
end,
[Enum.HumanoidStateType.GettingUp] = function()
stopPlayingLoopedSounds()
playSound(sounds.GettingUp)
end,
[Enum.HumanoidStateType.Jumping] = function()
stopPlayingLoopedSounds()
playSound(sounds.Jumping)
end,
[Enum.HumanoidStateType.Swimming] = function()
local verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y)
if verticalSpeed > 0.1 then
sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)
playSound(sounds.Splash)
end
stopPlayingLoopedSounds(sounds.Swimming)
sounds.Swimming.Playing = true
playingLoopedSounds[sounds.Swimming] = true
end,
[Enum.HumanoidStateType.Freefall] = function()
sounds.FreeFalling.Volume = 0
stopPlayingLoopedSounds(sounds.FreeFalling)
playingLoopedSounds[sounds.FreeFalling] = true
end,
[Enum.HumanoidStateType.Landed] = function()
stopPlayingLoopedSounds()
local verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y)
if verticalSpeed > 75 then
sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)
playSound(sounds.Landing)
end
end,
[Enum.HumanoidStateType.Running] = function()
stopPlayingLoopedSounds(sounds.Running)
sounds.Running.Playing = true
playingLoopedSounds[sounds.Running] = true
end,
[Enum.HumanoidStateType.Climbing] = function()
local sound = sounds.Climbing
if math.abs(rootPart.AssemblyLinearVelocity.Y) > 0.1 then
sound.Playing = true
stopPlayingLoopedSounds(sound)
else
stopPlayingLoopedSounds()
end
playingLoopedSounds[sound] = true
end,
[Enum.HumanoidStateType.Seated] = function()
stopPlayingLoopedSounds()
end,
[Enum.HumanoidStateType.Dead] = function()
stopPlayingLoopedSounds()
playSound(sounds.Died)
end,
}
-- updaters for looped sounds
local loopedSoundUpdaters: {[Sound]: (number, Sound, Vector3) -> ()} = {
[sounds.Climbing] = function(dt: number, sound: Sound, vel: Vector3)
sound.Playing = vel.Magnitude > 0.1
end,
[sounds.FreeFalling] = function(dt: number, sound: Sound, vel: Vector3): ()
if vel.Magnitude > 75 then
sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)
else
sound.Volume = 0
end
end,
[sounds.Running] = function(dt: number, sound: Sound, vel: Vector3)
sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5
end,
}
-- state substitutions to avoid duplicating entries in the state table
local stateRemap: {[Enum.HumanoidStateType]: Enum.HumanoidStateType} = {
[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,
}
local activeState: Enum.HumanoidStateType = stateRemap[humanoid:GetState()] or humanoid:GetState()
local function transitionTo(state)
local transitionFunc: () -> () = stateTransitions[state]
if transitionFunc then
transitionFunc()
end
activeState = state
end
transitionTo(activeState)
local stateChangedConn = humanoid.StateChanged:Connect(function(_, state)
state = stateRemap[state] or state
if state ~= activeState then
transitionTo(state)
end
end)
local steppedConn = RunService.Stepped:Connect(function(_, worldDt: number)
-- update looped sounds on stepped
for sound in pairs(playingLoopedSounds) do
local updater: (number, Sound, Vector3) -> () = loopedSoundUpdaters[sound]
if updater then
updater(worldDt, sound, rootPart.AssemblyLinearVelocity)
end
end
end)
local function terminate()
stateChangedConn:Disconnect()
steppedConn:Disconnect()
-- Unparent all sounds and empty sounds table
-- This is needed in order to support the case where initializeSoundSystem might be called more than once for the same player,
-- which might happen in case player character is unparented and parented back on server and reset-children mechanism is active.
for name: string, sound: Sound in pairs(sounds) do
sound:Destroy()
end
table.clear(sounds)
end
return terminate
end
local binding = AtomicBinding.new({
humanoid = "Humanoid",
rootPart = "HumanoidRootPart",
}, initializeSoundSystem)
local playerConnections = {}
local function characterAdded(character)
binding:bindRoot(character)
end
local function characterRemoving(character)
binding:unbindRoot(character)
end
local function playerAdded(player: Player)
local connections = playerConnections[player]
if not connections then
connections = {}
playerConnections[player] = connections
end
if player.Character then
characterAdded(player.Character)
end
table.insert(connections, player.CharacterAdded:Connect(characterAdded))
table.insert(connections, player.CharacterRemoving:Connect(characterRemoving))
end
local function playerRemoving(player: Player)
local connections = playerConnections[player]
if connections then
for _, conn in ipairs(connections) do
conn:Disconnect()
end
playerConnections[player] = nil
end
if player.Character then
characterRemoving(player.Character)
end
end
for _, player in ipairs(Players:GetPlayers()) do
task.spawn(playerAdded, player)
end
Players.PlayerAdded:Connect(playerAdded)
Players.PlayerRemoving:Connect(playerRemoving)
|
-- /**
-- * Return items (for example, of an array)
-- * with spacing, indentation, and comma
-- * without surrounding punctuation (for example, brackets)
-- **/
|
local function printListItems(
list: { [number]: any },
config: Config,
indentation: string,
depth: number,
refs: Refs,
printer: Printer
): string
local result = ""
if #list > 0 then
result = result .. config.spacingOuter
local indentationNext = indentation .. config.indent
for i = 1, #list do
result ..= indentationNext
if list[i] ~= nil then
result ..= printer(list[i], config, indentationNext, depth, refs)
end
-- ROBLOX deviation: < #list instead of #list - 1 because of 1-indexing
if i < #list then
result = result .. "," .. config.spacingInner
elseif not config.min then
result = result .. ","
end
end
result = result .. config.spacingOuter .. indentation
end
return result
end
return {
printTableEntries = printTableEntries,
printListItems = printListItems,
}
|
--Animation
|
local animController = script.Parent:WaitForChild'AnimationController'
local walk = Instance.new'Animation'
walk.AnimationId = game.ReplicatedStorage.NPCAnimations.GobblerWalk.AnimationId
walk = animController:LoadAnimation(walk)
|
--[[Config = require(script.Parent.Parent.Parent.Parent.Parent.CustomLabel)
CustomLabel = Config["CUSTOMFLOORLABEL"][tonumber(script.Parent.Parent.Name)]
script.Parent.SurfaceGui.Frame.TextLabel.Text = CustomLabel or script.Parent.Parent.Name]]
|
while true do
script.Parent.SurfaceGui.Frame.ImageLabel.ImageColor3 = script.Parent.Parent.Light.Color
if script.Parent.Parent.Light.Material == Enum.Material.Neon then
script.Parent.SurfaceGui.LightInfluence = 0
else
script.Parent.SurfaceGui.LightInfluence = 1
end
wait()
end
|
-----------------
--| Constants |--
-----------------
|
local GRAVITY_ACCELERATION = workspace.Gravity
local RELOAD_TIME = 3 -- Seconds until tool can be used again
local ROCKET_SPEED = 60 -- Speed of the projectile
local MISSILE_MESH_ID = 'http://www.roblox.com/asset/?id=2251534'
local MISSILE_MESH_SCALE = Vector3.new(0.35, 0.35, 0.25)
local ROCKET_PART_SIZE = Vector3.new(1.2, 1.2, 3.27)
|
-- [[ VR Support Section ]] --
|
function BaseCamera:ApplyVRTransform()
if not VRService.VREnabled then
return
end
--we only want this to happen in first person VR
local rootJoint = self.humanoidRootPart and self.humanoidRootPart:FindFirstChild("RootJoint")
if not rootJoint then
return
end
local cameraSubject = game.Workspace.CurrentCamera.CameraSubject
local isInVehicle = cameraSubject and cameraSubject:IsA("VehicleSeat")
if self.inFirstPerson and not isInVehicle then
local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head)
local vrRotation = vrFrame - vrFrame.p
rootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
else
rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
end
end
function BaseCamera:IsInFirstPerson()
return self.inFirstPerson
end
function BaseCamera:ShouldUseVRRotation()
if not VRService.VREnabled then
return false
end
if not self.VRRotationIntensityAvailable and tick() - self.lastVRRotationIntensityCheckTime < 1 then
return false
end
local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end)
self.VRRotationIntensityAvailable = success and vrRotationIntensity ~= nil
self.lastVRRotationIntensityCheckTime = tick()
self.shouldUseVRRotation = success and vrRotationIntensity ~= nil and vrRotationIntensity ~= "Smooth"
return self.shouldUseVRRotation
end
function BaseCamera:GetVRRotationInput()
local vrRotateSum = ZERO_VECTOR2
local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end)
if not success then
return
end
local vrGamepadRotation = self.GamepadPanningCamera or ZERO_VECTOR2
local delayExpired = (tick() - self.lastVRRotationTime) >= self:GetRepeatDelayValue(vrRotationIntensity)
if math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then
if (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then
local sign = 1
if vrGamepadRotation.x < 0 then
sign = -1
end
vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign
self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true
end
elseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then
self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil
end
if self.turningLeft then
if delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Left] then
vrRotateSum = vrRotateSum - self:GetRotateAmountValue(vrRotationIntensity)
self.vrRotateKeyCooldown[Enum.KeyCode.Left] = true
end
else
self.vrRotateKeyCooldown[Enum.KeyCode.Left] = nil
end
if self.turningRight then
if (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Right]) then
vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity)
self.vrRotateKeyCooldown[Enum.KeyCode.Right] = true
end
else
self.vrRotateKeyCooldown[Enum.KeyCode.Right] = nil
end
if vrRotateSum ~= ZERO_VECTOR2 then
self.lastVRRotationTime = tick()
end
return vrRotateSum
end
function BaseCamera:CancelCameraFreeze(keepConstraints)
if not keepConstraints then
self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 1, self.cameraTranslationConstraints.z)
end
if self.cameraFrozen then
self.trackingHumanoid = nil
self.cameraFrozen = false
end
end
function BaseCamera:StartCameraFreeze(subjectPosition, humanoidToTrack)
if not self.cameraFrozen then
self.humanoidJumpOrigin = subjectPosition
self.trackingHumanoid = humanoidToTrack
self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 0, self.cameraTranslationConstraints.z)
self.cameraFrozen = true
end
end
function BaseCamera:OnNewCameraSubject()
if self.subjectStateChangedConn then
self.subjectStateChangedConn:Disconnect()
self.subjectStateChangedConn = nil
end
local humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject
if self.trackingHumanoid ~= humanoid then
self:CancelCameraFreeze()
end
if humanoid and humanoid:IsA("Humanoid") then
self.subjectStateChangedConn = humanoid.StateChanged:Connect(function(oldState, newState)
if VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not self.inFirstPerson then
self:StartCameraFreeze(self:GetSubjectPosition(), humanoid)
elseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then
self:CancelCameraFreeze(true)
end
end)
end
end
function BaseCamera:GetVRFocus(subjectPosition, timeDelta)
local lastFocus = self.LastCameraFocus or subjectPosition
if not self.cameraFrozen then
self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, math.min(1, self.cameraTranslationConstraints.y + 0.42 * timeDelta), self.cameraTranslationConstraints.z)
end
local newFocus
if self.cameraFrozen and self.humanoidJumpOrigin and self.humanoidJumpOrigin.y > lastFocus.y then
newFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(self.humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z))
else
newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, self.cameraTranslationConstraints.y))
end
if self.cameraFrozen then
-- No longer in 3rd person
if self.inFirstPerson then -- not VRService.VREnabled
self:CancelCameraFreeze()
end
-- This case you jumped off a cliff and want to keep your character in view
-- 0.5 is to fix floating point error when not jumping off cliffs
if self.humanoidJumpOrigin and subjectPosition.y < (self.humanoidJumpOrigin.y - 0.5) then
self:CancelCameraFreeze()
end
end
return newFocus
end
function BaseCamera:GetRotateAmountValue(vrRotationIntensity)
vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity")
if vrRotationIntensity then
if vrRotationIntensity == "Low" then
return VR_LOW_INTENSITY_ROTATION
elseif vrRotationIntensity == "High" then
return VR_HIGH_INTENSITY_ROTATION
end
end
return ZERO_VECTOR2
end
function BaseCamera:GetRepeatDelayValue(vrRotationIntensity)
vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity")
if vrRotationIntensity then
if vrRotationIntensity == "Low" then
return VR_LOW_INTENSITY_REPEAT
elseif vrRotationIntensity == "High" then
return VR_HIGH_INTENSITY_REPEAT
end
end
return 0
end
function BaseCamera:Test()
print("BaseCamera:Test()")
end
function BaseCamera:Update(dt)
warn("BaseCamera:Update() This is a virtual function that should never be getting called.")
return game.Workspace.CurrentCamera.CFrame, game.Workspace.CurrentCamera.Focus
end
return BaseCamera
|
-- spring class
-- ego
|
local EPSILON = 0.0001;
local exp = math.exp;
local cos = math.cos;
local sin = math.sin;
local sqrt = math.sqrt;
|
--//SS6 PLUGIN; SPLASH//--
|
--//INSPARE 2017//--
local ai = script.Parent.Main_Frame.A.Frame.ImageLabel
local bi = script.Parent.Main_Frame.B.Frame.ImageLabel
local ci = script.Parent.Main_Frame.C.Frame.ImageLabel
local di = script.Parent.Main_Frame.D.Frame.ImageLabel
local ei = script.Parent.Main_Frame.E.Frame.ImageLabel
local a = "rbxassetid://757425958"
local b = "rbxassetid://759830238"
local c = "rbxassetid://759820270"
local d = "rbxassetid://759829474"
local e = "rbxassetid://759821278"
local selected
|
-- regeneration
--while true do
-- local s = wait(4)
-- local health = Humanoid.Health
-- if health > 0 and health < Humanoid.MaxHealth then
-- health = health + 0.08 * s * Humanoid.MaxHealth
-- if health * 1.05 < Humanoid.MaxHealth then
-- Humanoid.Health = health
-- else
-- Humanoid.Health = Humanoid.MaxHealth
-- end
-- end
--end
| |
--[[
This script handles all behavior for the dinosaur Blue in the Jurassic World Creator Challenge.
Note:
With this script detached from the dinosaur-model, we can easily manage more dinosaurs at once! (How cool isn't that..?!)
This script can also be moved into the Dinosaur if preferred. Just make sure to swap out "workspace:WaitForChild("Blue")" with
script.Parent or similar. The target path should be the root model currently named "Blue" which contains a model named "Body".
--]]
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local DinosaurModelTemplate = game.Workspace.Blue
DinosaurModelTemplate.Parent = nil
local Dinosaur = require(script.Dinosaur)
local AddToPopperCamIgnore = ReplicatedStorage.AddToPopperCamIgnore
local function spawnDinosaur()
local DinosaurModel = DinosaurModelTemplate:Clone()
DinosaurModel.Parent = game.Workspace
local DinosaurAI = Dinosaur.new(DinosaurModel)
AddToPopperCamIgnore:FireAllClients(DinosaurModel, true)
DinosaurModel.Body.Humanoid.Died:Connect(function()
AddToPopperCamIgnore:FireAllClients(DinosaurModel, false)
spawnDinosaur()
end)
end
spawnDinosaur()
|
-- register what camera scripts we are using
|
do
local PlayerScripts = PlayersService.LocalPlayer:WaitForChild("PlayerScripts")
local canRegisterCameras = pcall(function() PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) end)
if canRegisterCameras then
PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow)
PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic)
PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default)
PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow)
PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic)
end
end
local CameraTypeEnumMap =
{
[Enum.CameraType.Attach] = AttachCamera;
[Enum.CameraType.Fixed] = FixedCamera;
[Enum.CameraType.Scriptable] = ScriptableCamera;
[Enum.CameraType.Track] = TrackCamera;
[Enum.CameraType.Watch] = WatchCamera;
[Enum.CameraType.Follow] = FollowCamera;
}
if isOrbitalCameraEnabled then
CameraTypeEnumMap[Enum.CameraType.Orbital] = OrbitalCamera;
end
local EnabledCamera = nil
local EnabledOcclusion = nil
local cameraSubjectChangedConn = nil
local cameraTypeChangedConn = nil
local renderSteppedConn = nil
local lastInputType = nil
local hasLastInput = false
local function IsTouch()
return UserInputService.TouchEnabled
end
local function shouldUsePlayerScriptsCamera()
local player = PlayersService.LocalPlayer
local currentCamera = workspace.CurrentCamera
if AllCamerasInLua then
return true
else
if player then
if currentCamera == nil or (currentCamera.CameraType == Enum.CameraType.Custom)
or (isOrbitalCameraEnabled and currentCamera.CameraType == Enum.CameraType.Orbital) then
return true
end
end
end
return false
end
local function isClickToMoveOn()
local usePlayerScripts = shouldUsePlayerScriptsCamera()
local player = PlayersService.LocalPlayer
if usePlayerScripts and player then
if (hasLastInput and lastInputType == Enum.UserInputType.Touch) or IsTouch() then -- Touch
if player.DevTouchMovementMode == Enum.DevTouchMovementMode.ClickToMove or
(player.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice and GameSettings.TouchMovementMode == Enum.TouchMovementMode.ClickToMove) then
return true
end
else -- Computer
if player.DevComputerMovementMode == Enum.DevComputerMovementMode.ClickToMove or
(player.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice and GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove) then
return true
end
end
end
return false
end
local function getCurrentCameraMode()
local usePlayerScripts = shouldUsePlayerScriptsCamera()
local player = PlayersService.LocalPlayer
if usePlayerScripts and player then
if (hasLastInput and lastInputType == Enum.UserInputType.Touch) or IsTouch() then -- Touch (iPad, etc...)
if not FFlagUserNoCameraClickToMove and isClickToMoveOn() then
return Enum.DevTouchMovementMode.ClickToMove.Name
elseif player.DevTouchCameraMode == Enum.DevTouchCameraMovementMode.UserChoice then
local touchMovementMode = GameSettings.TouchCameraMovementMode
if touchMovementMode == Enum.TouchCameraMovementMode.Default then
return Enum.TouchCameraMovementMode.Follow.Name
end
return touchMovementMode.Name
else
return player.DevTouchCameraMode.Name
end
else -- Computer
if not FFlagUserNoCameraClickToMove and isClickToMoveOn() then
return Enum.DevComputerMovementMode.ClickToMove.Name
elseif player.DevComputerCameraMode == Enum.DevComputerCameraMovementMode.UserChoice then
local computerMovementMode = GameSettings.ComputerCameraMovementMode
if computerMovementMode == Enum.ComputerCameraMovementMode.Default then
return Enum.ComputerCameraMovementMode.Classic.Name
end
return computerMovementMode.Name
else
return player.DevComputerCameraMode.Name
end
end
end
end
local function getCameraOcclusionMode()
local usePlayerScripts = shouldUsePlayerScriptsCamera()
local player = PlayersService.LocalPlayer
if usePlayerScripts and player then
return player.DevCameraOcclusionMode
end
end
|
--[[
Returns the next canvas state given new canvas information.
]]
|
local function buildNextState(canvases)
local nextState = {
canvases = {},
spots = {},
isLoaded = {},
}
for _, canvas in ipairs(canvases) do
nextState.canvases[canvas.id] = {
spots = Cryo.List.map(canvas.spots, function(spot)
return spot.id
end),
}
for _, spot in ipairs(canvas.spots) do
nextState.spots[spot.id] = spot
end
nextState.isLoaded[canvas.id] = true
end
return function(state)
return {
canvases = Cryo.Dictionary.join(state.canvases, nextState.canvases),
spots = Cryo.Dictionary.join(state.spots, nextState.spots),
isLoaded = Cryo.Dictionary.join(state.isLoaded, nextState.isLoaded),
}
end
end
modules.fetchAllArt = function(self)
return function()
local canvases = {}
for _, model in ipairs(self.getTagged()) do
local canvasId = model:GetAttribute(constants.Attributes.SurfaceCanvasId)
local isSuccess, canvas = self.props.GetCanvas:InvokeServer(canvasId)
if not isSuccess then
warn("[SurfaceArt] Invalid GetCanvas call: " .. canvas)
continue
end
table.insert(canvases, canvas)
end
local nextState = buildNextState(canvases)
self:setState(nextState)
end
end
modules.fetchArt = function(self)
return function(canvasId)
local isSuccess, canvas = self.props.GetCanvas:InvokeServer(canvasId)
if not isSuccess then
warn("[SurfaceArt] Invalid GetCanvas call: " .. canvas)
return
end
local nextState = buildNextState({ canvas })
self:setState(nextState)
end
end
modules.applyArt = function(self)
return function(artId)
if self.isAnimating then
return
end
local spotId = self.state.activeSpotId
local isSuccess, res = self.props.ApplyArt:InvokeServer(spotId, artId)
if not isSuccess then
self:setState({ errorMessage = res })
self.cleanup()
return
end
task.spawn(function()
self.isAnimating = true
self:setState({ activeSpotId = Roact.None, errorMessage = Roact.None })
-- Wait for the surface spot animation to be applied before we animate the camera out
-- again
task.wait(1)
-- Show humanoids before animating camera
self.showHumanoids()
self.cameraModule:animateToHumanoidAsync()
-- Wait for humanoids to complete hiding
self.waitForHumanoidAnimations()
self.userInputController:enable()
self.guiController:enable()
self.isAnimating = false
end)
end
end
modules.getRandomSpot = function(self)
return function(canvasId)
if self.state.activeSpotId then
return
end
if self.isAnimating then
return
end
self.userInputController:disable()
self.guiController:disable()
task.spawn(function()
self.isAnimating = true
local surfaceGui = self.canvasRefs[canvasId]:getValue()
self.cameraModule:animateToCanvasAsync(surfaceGui)
local isSuccess, res = self.props.GetRandomSpot:InvokeServer(canvasId)
if not isSuccess then
self:setState({ errorMessage = res })
self.cleanup()
self.isAnimating = false
return
end
self.hideHumanoids()
local spotFrame = self.spotRefs[res]:getValue()
self.cameraModule:animateToSpotAsync(spotFrame)
self:setState({ activeSpotId = res })
-- Wait for humanoids to complete hiding before setting flag
self.waitForHumanoidAnimations()
self.isAnimating = false
end)
end
end
modules.clearErrorMessage = function(self)
return function()
self:setState({ errorMessage = Roact.None })
end
end
modules.onCancel = function(self)
return function()
if self.isAnimating then
return
end
self:setState({ activeSpotId = Roact.None })
task.spawn(function()
self.isAnimating = true
self.showHumanoids()
self.cameraModule:animateToHumanoidAsync()
self.guiController:enable()
self.userInputController:enable()
-- Wait for humanoids to complete hiding before setting flag
self.waitForHumanoidAnimations()
self.isAnimating = false
end)
end
end
modules.onSpotChanged = function(self, events)
return function(canvasId, spotId, artId, ownerUserId)
-- Fire an event for developers to hook to only if an art is placed
local canvasRef = self.canvasRefs[canvasId]
local spotRef = self.spotRefs[spotId]
if canvasRef and spotRef then
local surfaceGui = canvasRef:getValue()
local spot = spotRef:getValue()
if surfaceGui and spot then
local spotPosition = self.cameraModule:getSpotPosition(surfaceGui, spot)
events.artChanged:Fire(surfaceGui.Adornee, spot, spotPosition, artId, ownerUserId)
end
end
self:setState({
spots = Cryo.Dictionary.join(self.state.spots, {
[spotId] = { id = spotId, artId = artId, ownerUserId = ownerUserId },
}),
})
end
end
modules.onPromptShown = function(self)
return function(canvasId)
self:setState({ activeCanvasId = canvasId })
end
end
modules.onPromptHidden = function(self)
return function()
self:setState({ activeCanvasId = Roact.None })
end
end
modules.hideHumanoids = function(self)
return function()
for _, humanoidController in pairs(self.humanoidControllers) do
humanoidController:hide()
end
end
end
modules.showHumanoids = function(self)
return function()
for _, humanoidController in pairs(self.humanoidControllers) do
humanoidController:show()
end
end
end
|
-- Knit.Start() returns a Promise, so we are catching any errors and feeding it to the built-in 'warn' function
-- You could also chain 'await()' to the end to yield until the whole sequence is completed:
-- Knit.Start():catch(warn):await()
| |
---This is a roblox module that has been slightly modified to provide the ImageId and ImageRectOffset/Size for gamepad button prompts.
|
local ControllerImageLibrary = {}
local spritesheets = {}
for _, platform in pairs(script.Spritesheets:GetChildren()) do
spritesheets[platform.Name] = {}
for _, style in pairs(platform:GetChildren()) do
spritesheets[platform.Name][style.Name] = require(style).new()
end
end
local function getImageInstance(instanceType, index, style)
local platform = "XboxOne"
if type(index)== "userdata" then
index = string.sub(tostring(index), 14)
end
local sheet = spritesheets[platform][style]
if not sheet then
warn("Could not find style: " .. style)
return
end
local element = sheet:GetSprite(instanceType, index)
return element
end
function ControllerImageLibrary:GetImageLabel(index, style, platform)
return getImageInstance("ImageLabel", index, style, platform)
end
function ControllerImageLibrary:GetImageButton(index, style, platform)
return getImageInstance("ImageButton", index, style, platform)
end
return ControllerImageLibrary
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 550 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
-- Don't edit if you don't know what you're doing --
|
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")
local DataStore = DataStoreService:GetOrderedDataStore("GlobalLeaderboard_" .. statsName)
local Frame = script.Parent.Frame
local Contents = Frame.Contents
local Template = script.objTemplate
local COLORS = {
Default = Color3.fromRGB(38, 50, 56),
Gold = Color3.fromRGB(255, 215, 0),
Silver = Color3.fromRGB(192, 192, 192),
Bronze = Color3.fromRGB(205, 127, 50)
}
local ABBREVIATIONS = { "K", "M", "B", "T" }
local function toHumanReadableNumber(num)
if num < 1000 then
return tostring(num)
end
local digits = math.floor(math.log10(num)) + 1
local index = math.min(#ABBREVIATIONS, math.floor((digits - 1) / 3))
local front = num / math.pow(10, index * 3)
return string.format("%i%s+", front, ABBREVIATIONS[index])
end
local function getItems()
local data = DataStore:GetSortedAsync(false, maxItems, minValueDisplay, maxValueDisplay)
local topPage = data:GetCurrentPage()
Contents.Items.Nothing.Visible = #topPage == 0 and true or false
for position, v in ipairs(topPage) do
local userId = v.key
local value = v.value
local username = "[Not Available]"
local color = COLORS.Default
local success, err = pcall(function()
username = Players:GetNameFromUserIdAsync(userId)
end)
if position == 1 then
color = COLORS.Gold
elseif position == 2 then
color = COLORS.Silver
elseif position == 3 then
color = COLORS.Bronze
end
local item = Template:Clone()
item.Name = username
item.LayoutOrder = position
item.Values.Number.TextColor3 = color
item.Values.Number.Text = position
item.Values.Username.Text = username
item.Values.Value.Text = abbreviateValue and toHumanReadableNumber(value) or value
item.Parent = Contents.Items
end
end
script.Parent.Parent.Color = headingColor
Frame.Heading.ImageColor3 = headingColor
Frame.Heading.Bar.BackgroundColor3 = headingColor
while true do
for _, player in pairs(Players:GetPlayers()) do
local leaderstats = player:FindFirstChild("leaderstats")
if not leaderstats then
warn("Couldn't find leaderstats!")
break
end
local statsValue = leaderstats:FindFirstChild(statsName)
if not statsValue then
warn("Couldn't find " .. statsName .. " in leaderstats!")
break
end
pcall(function()
DataStore:UpdateAsync(player.UserId, function()
return tonumber(statsValue.Value)
end)
end)
end
for _, item in pairs(Contents.Items:GetChildren()) do
if item:IsA("Frame") then
item:Destroy()
end
end
getItems()
wait()
Frame.Heading.Heading.Text = statsName .. " Leaderboard"
Contents.GuideTopBar.Value.Text = statsName
wait(updateEvery)
end
|
--[=[
An empty observable that completes immediately
@prop EMPTY Observable<()>
@readonly
@within Rx
]=]
| |
--[[
Checks call backs on transition from, to, and calls them if they exist.
]]
|
function StateHolder:_callTransitionCallbacks(from, to)
local globalCallback = self._callbacks.global
if globalCallback then
local globalLeave = globalCallback.onLeave
local globalEnter = globalCallback.onEnter
if globalLeave then
globalLeave(self, from, to)
end
if globalEnter then
globalEnter(self, from, to)
end
end
local fromCallbacks = self._callbacks[from]
if fromCallbacks and fromCallbacks.onLeave then
fromCallbacks.onLeave(self, from, to)
end
local toCallbacks = self._callbacks[to]
if toCallbacks and toCallbacks.onEnter then
toCallbacks.onEnter(self, from, to)
end
end
|
-- connect events
|
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)
local runService = game:GetService("RunService");
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
while Wait(0)do
local _,time=wait(0)
move(time)
end
|
--[[Wheel Alignment]]
|
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = 1
Tune.RCamber = -1
Tune.FToe = 0
Tune.RToe = 0
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 11 -- cooldown for use of the tool again
ZoneModelName = "Broken bone" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
----- Script -----
|
Button.Activated:Connect(function()
Events.MinecraftSordEvent:FireServer()
Frame.Visible = false
end)
|
----------------------------------------------------------------
|
local driverInSeat = false
local smokeOpacity_throttleOn = 0.5
local smokeOpacity_throttleOff = 0.1
local fireSize_big = 7
local fireSize_small = 3
function seatChildAddedHandler(child)
if child.Name=="SeatWeld" then
print("Turn car ON")
driverInSeat = true
if(hasSmoke) then
smoke.Enabled = true
end
smoke.Opacity = smokeOpacity_throttleOff
colorAll(headlights, lightColor_on)
fire.Size = fireSize_big
if(hasFire) then
fire.Enabled = true
end
wait(0.3)
fire.Size = fireSize_small
if seat.Throttle==0 then
fire.Enabled = false
end
end
end
function seatChildRemovedHandler(child)
if child.Name=="SeatWeld" then
print("Turn car OFF")
driverInSeat = false
smoke.Enabled = false
colorAll(headlights, lightColor_off)
end
end
function showBigFire()
fire.Size = fireSize_big
if(hasFire) then
fire.Enabled = true
end
wait(0.3)
if seat.Throttle==1 then
fire.Size = fireSize_small
end
wait(1)
if seat.Throttle==1 then
fire.Enabled = false
end
end
function forwardFunction()
--print("forwardFunction()")
end
function backwardFunction()
--print("backwardFunction()")
end
function colorAll(parts, color)
for i=1, #parts do
parts[i].BrickColor = color
end
end
function seatChangedHandler(prop)
if prop=="Throttle" then
if seat.Throttle==1 then
-- Throttle Forward
colorAll(brakelights, brakeColor_off)
smoke.Opacity = smokeOpacity_throttleOn
local co = coroutine.create(showBigFire)
coroutine.resume(co)
local co2 = coroutine.create(forwardFunction)
coroutine.resume(co2)
elseif seat.Throttle==0 then
-- Throttle Off
colorAll(brakelights, brakeColor_on)
smoke.Opacity = smokeOpacity_throttleOff
fire.Enabled = false
wait(0.9)
colorAll(brakelights, brakeColor_off)
elseif seat.Throttle==-1 then
-- Throttle Reverse
colorAll(brakelights, lightColor_on)
smoke.Opacity = smokeOpacity_throttleOff
fire.Enabled = false
local co = coroutine.create(backwardFunction)
coroutine.resume(co)
end
end
end
|
--CONNECT BEHAVIORS
-- INFO
--- These are very slow compared to placing stars.
--- They add a cool effect, but can slow the server
--- if they are used often enough.
--- If you want to use these, you should definitely
--- use the Connect_Interval option so the server
--- doesn't stall completely.
-- FUNCTIONS
--- createConnectLine(part1, part2)
----- Creates a new cylinder-shaped part. The
----- Part's X length is based on the distance
----- between part1 and part2. A SpecialMesh is
----- used to thin (or thicken) the part to the
----- Connect_Line_Width.
--- distanceSort(parts, originpart)
----- Uses table.sort and a specialized function
----- to sort the parts based on distance from
----- the originpart. The originpart itself is
----- excluded from the search if it is included
----- in the parts list. As you can imagine,
----- with a high number of stars (> ~30), this
----- function can become very slow.
--- getClosestPart(parts, originpart)
----- Iterates through each of the parts and if
----- the distance from the originpart is smaller
----- than the current closest then that part is
----- stored. At the end of the function, the
----- part is then returned. If the part's
----- position is exacly the same as the originpart's
----- position, and the part isn't the originpart
----- itself, then the part is immediately returned.
--- getPartsInRange(parts, originpart, min, max)
----- Iterates through the parts, measuring the
----- distance between each one and the originpart.
----- If the part is between the min and max, it
----- is added to an array of parts, which is
----- returned at the end of the function.
-- BEHAVIORS
--- EVERYOTHER
----- For each star generated, a table of all
----- unused (stars that have not been iterated on)
----- stars is generated and then sorted with the
----- distanceSort() function. The second closest
----- star (or the closest if there are too few
----- stars) is used to place a line with
----- createConnectLine().
----- This behavior has the worst performance
----- due to the liberal use of the distanceSort()
----- function, but arguably looks the best.
--- RANDOM
----- For each star generated, a random number of
----- lines (between 0 and 2, including) is chosen.
----- Each line is then placed with createConnectLine()
----- between a random star in the mix. Stars are
----- not ignored after they have been used,
----- leading to a large degree of chaos, and works
----- best with a lower number of stars.
--- CLOSEST
----- Starts with the first star, finds the closest
----- star with the getClosestPart() function, and
----- then connects a line between them.
----- This behavior is the fastest, yet still gives
----- good results.
--- CENTER
----- Uses getPartsInRange() to get the parts in
----- 6 individual "layers." Starting from the center,
----- the parts in each layer are connected to the
----- closest part in any layer before it. The first
----- layer is simply the star in the center, and
----- gradually expanded outwards.
----- The result is that of "spider's legs." This
----- behavior is not terribly expensive.
--- CLUSTER
----- Uses the same layering technique as Center, but
----- instead of connecting the parts to the nearest
----- star in the layers before it, it connects them
----- to the closest star possible.
----- As the name suggests, this creates a clustering
----- of lines, which looks quite cool and is not
----- very hard on performance.
| |
--////////////////////////////// Include
--//////////////////////////////////////
|
local ChatConstants = require(replicatedModules:WaitForChild("ChatConstants"))
local Util = require(modulesFolder:WaitForChild("Util"))
local ChatLocalization = nil
pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end)
if ChatLocalization == nil then ChatLocalization = { Get = function(key,default) return default end } end
|
-- Implement Signal:Wait() in terms of a temporary connection using
-- a Signal:Connect() which disconnects itself.
|
function Signal:Wait()
local waitingCoroutine = coroutine.running()
local cn;
cn = self:Connect(function(...)
cn:Disconnect()
task.spawn(waitingCoroutine, ...)
end)
return coroutine.yield()
end
|
--This script automatically welds your tool (if it's a tool)
--Else place it inside a model full of bricks to weld them together!
--Script from free models, Modified to be universal by Redyz!
| |
-- Infinitely update the target position for the tank
|
currentElev = 0;
currentRot = 0;
while wait() do
if (myMouse) then
-- Position of mouse in world
mousePoint = myMouse.Hit.p;
-- Vector from tank to mouse point
targetVector = (mousePoint - parts.GunBase.CFrame.p).unit;
-- Determine where the gun should point
targetRotations = determineNewDirections(targetVector);
-- For each time we do all that math to determine the angle, we will smoothly rotate the gun towards it in 4 increments
-- This means less lag (fewer calculations) but it's still smooth
for i = 1, 4 do
newRotations = getSmoothRotation(targetRotations);
setTurretDirection(currentElev, currentRot);
wait();
end
end
end
|
--Get average angular velocity from all 4 wheels
|
function Chassis.GetAverageVelocity()
local t = 0
for _, motor in pairs(Motors) do
t = t + getMotorVelocity(motor)
end
return t * (1/#Motors)
end
|
-- This is pcalled because the SetCore methods may not be released yet.
|
pcall(function()
PlayerBlockedEvent = StarterGui:GetCore("PlayerBlockedEvent")
PlayerMutedEvent = StarterGui:GetCore("PlayerMutedEvent")
PlayerUnBlockedEvent = StarterGui:GetCore("PlayerUnblockedEvent")
PlayerUnMutedEvent = StarterGui:GetCore("PlayerUnmutedEvent")
end)
function SendSystemMessageToSelf(message)
local currentChannel = ChatWindow:GetCurrentChannel()
if currentChannel then
local messageData = {
ID = -1,
FromSpeaker = nil,
SpeakerUserId = 0,
OriginalChannel = currentChannel.Name,
IsFiltered = true,
MessageLength = string.len(message),
MessageLengthUtf8 = utf8.len(utf8.nfcnormalize(message)),
Message = trimTrailingSpaces(message),
MessageType = ChatConstants.MessageTypeSystem,
Time = os.time(),
ExtraData = nil,
}
currentChannel:AddMessageToChannel(messageData)
end
end
function MutePlayer(player)
local mutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("MutePlayerRequest")
if mutePlayerRequest then
return mutePlayerRequest:InvokeServer(player.Name)
end
return false
end
if PlayerBlockedEvent then
PlayerBlockedEvent.Event:connect(function(player)
if MutePlayer(player) then
local playerName
if ChatSettings.PlayerDisplayNamesEnabled then
playerName = player.DisplayName
else
playerName = player.Name
end
SendSystemMessageToSelf(
ChatLocalization:Get(
"GameChat_ChatMain_SpeakerHasBeenBlocked",
string.format("Speaker '%s' has been blocked.", playerName),
{ RBX_NAME = playerName }
)
)
end
end)
end
if FFlagUserHandleFriendJoinNotifierOnClient then
local function ShowFriendJoinNotification()
if ChatSettings.ShowFriendJoinNotification ~= nil then
return ChatSettings.ShowFriendJoinNotification
end
return false
end
if ShowFriendJoinNotification() then
Players.PlayerAdded:Connect(function(newPlayer)
local success, isFriends = pcall(function()
return newPlayer:IsFriendsWith(LocalPlayer.UserId)
end)
if success and isFriends then
local joinedFriendName = newPlayer.Name
if ChatSettings.PlayerDisplayNamesEnabled then
joinedFriendName = newPlayer.DisplayName
end
local msg = ChatLocalization:FormatMessageToSend("GameChat_FriendChatNotifier_JoinMessage",
string.format("Your friend %s has joined the game.", joinedFriendName),
"RBX_NAME",
joinedFriendName)
SendSystemMessageToSelf(msg)
end
end)
end
end
if PlayerMutedEvent then
PlayerMutedEvent.Event:connect(function(player)
if MutePlayer(player) then
local playerName
if ChatSettings.PlayerDisplayNamesEnabled then
playerName = player.DisplayName
else
playerName = player.Name
end
SendSystemMessageToSelf(
ChatLocalization:Get(
"GameChat_ChatMain_SpeakerHasBeenMuted",
string.format("Speaker '%s' has been muted.", playerName),
{ RBX_NAME = playerName }
)
)
end
end)
end
function UnmutePlayer(player)
local unmutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("UnMutePlayerRequest")
if unmutePlayerRequest then
return unmutePlayerRequest:InvokeServer(player.Name)
end
return false
end
if PlayerUnBlockedEvent then
PlayerUnBlockedEvent.Event:connect(function(player)
if UnmutePlayer(player) then
local playerName
if ChatSettings.PlayerDisplayNamesEnabled then
playerName = player.DisplayName
else
playerName = player.Name
end
SendSystemMessageToSelf(
ChatLocalization:Get(
"GameChat_ChatMain_SpeakerHasBeenUnBlocked",
string.format("Speaker '%s' has been unblocked.", playerName),
{ RBX_NAME = playerName }
)
)
end
end)
end
if PlayerUnMutedEvent then
PlayerUnMutedEvent.Event:connect(function(player)
if UnmutePlayer(player) then
local playerName
if ChatSettings.PlayerDisplayNamesEnabled then
playerName = player.DisplayName
else
playerName = player.Name
end
SendSystemMessageToSelf(
ChatLocalization:Get(
"GameChat_ChatMain_SpeakerHasBeenUnMuted",
string.format("Speaker '%s' has been unmuted.", playerName),
{ RBX_NAME = playerName }
)
)
end
end)
end
|
---Flash Script---
|
while true do
script.Parent.Red.Transparency = 0.9
script.Parent.Gre.Transparency = 0.9
wait (0.4)
script.Parent.Red.Transparency = 0.9
script.Parent.Gre.Transparency = 0
wait (0.4)
end
|
--!nonstrict
--Documentation is available here: https://devforum.roblox.com/t/2209754
| |
--// # key, Wail
|
mouse.KeyDown:connect(function(key)
if key=="r" then
if veh.Lightbar.middle.Wail.IsPlaying == true then
veh.Lightbar.middle.Wail:Stop()
veh.Lightbar.middle.Yelp:Stop()
veh.Lightbar.middle.Priority:Stop()
script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
veh.Lightbar.WAIL.Transparency = 1
veh.Lightbar.YELP.Transparency = 1
veh.Lightbar.PIER.Transparency = 1
veh.Lightbar.STBY.Transparency = 0
else
veh.Lightbar.middle.Wail:Play()
veh.Lightbar.middle.Yelp:Stop()
veh.Lightbar.middle.Priority:Stop()
script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(215, 135, 110)
script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
veh.Lightbar.WAIL.Transparency = 0
veh.Lightbar.YELP.Transparency = 1
veh.Lightbar.PIER.Transparency = 1
veh.Lightbar.STBY.Transparency = 1
end
end
end)
|
-- (Hat Giver Script - Loaded.)
|
debounce = true
function onTouched(hit)
if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "Army Hat"
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(1, 1, 1)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentPos = Vector3.new(0,.38,0.05)
wait(5)
debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
--[[
Generates symbols used to denote event handlers when working with the `New`
function.
]]
|
local function OnEvent(eventName: string)
return {
type = "Symbol",
name = "OnEvent",
key = eventName
}
end
return OnEvent
|
--local Titel = script.Parent
|
local button = script.Parent
local TitelFrame = script.Parent.Parent.TitelFrame
local function openFrame()
TitelFrame.Visible = true
print('Showing Frame')
end
local function closeFrame()
TitelFrame.Visible = false
print('Hiding Frame')
end
button.activated:Connect(function()
if TitelFrame.Visible then
closeFrame()
else
openFrame()
end
end)
|
--[[
___ _____
/ _ |/ ___/ Avxnturador | Novena
/ __ / /__ LuaInt | Novena
/_/ |_\___/ Build 6C, Version 1.4, Update 3
]]
| |
-- To disable the stuff above, just set it to false!
|
return config
|
--Dont touch
|
local bike = script.Parent.Bike.Value
local UserInputService = game:GetService("UserInputService")
local _InControls = false
local wheelie = false
local WheelieInput = 0
local KeyWhel = false
function DealWithInput(input)
if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then
if (input.KeyCode == Enum.KeyCode[WheelieButton]) and input.UserInputState == Enum.UserInputState.Begin then
KeyWhel = true
WheelieInput = 1
elseif (input.KeyCode == Enum.KeyCode[WheelieButton]) and input.UserInputState == Enum.UserInputState.End then
KeyWhel = false
WheelieInput = 0
end
if input.UserInputType.Name:find("Gamepad") then
--Gamepad Wheelie
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
if input.Position.Y>= 0 then
local cDZone = math.min(.99,DeadZone/100)
if math.abs(input.Position.Y)>cDZone then
KeyWhel = false
WheelieInput = (input.Position.Y-cDZone)/(1-cDZone)
else
KeyWhel = false
WheelieInput = 0
end
else
local cDZone = math.min(.99,DeadZone/100)
if math.abs(input.Position.Y)>cDZone then
KeyWhel = false
WheelieInput = (input.Position.Y+cDZone)/(1-cDZone)
else
KeyWhel = false
WheelieInput = 0
end
end
end
end
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)
UserInputService.InputEnded:connect(DealWithInput)
if not bike.Body.Weight:FindFirstChild("wheelie") then
gyro = Instance.new("BodyGyro")
gyro.Name = "wheelie"
gyro.Parent = bike.Body.Weight
else
gyro = bike.Body.Weight.wheelie
end
bike.Body.Weight:WaitForChild("wheelie")
bike.DriveSeat.ChildRemoved:connect(function(child)
gyro.D = 0
gyro.MaxTorque = Vector3.new(0,0,0)
gyro.P = 0
gyro.cframe = CFrame.new(bike.Body.Weight.CFrame.p,bike.Body.Weight.CFrame.p+bike.Body.Weight.CFrame.lookVector)*CFrame.Angles(0,0,0)
end)
WheelieDivider = math.max(1,WheelieDivider)
StoppieDivider = math.max(1,StoppieDivider)
while wait(clock) do
_InControls = script.Parent.ControlsOpen.Value
if KeyWhel then
WheelieOutput = -WheelieInput*(script.Parent.Values.Throttle.Value-script.Parent.Values.Brake.Value)
else
WheelieOutput = WheelieInput
end
if script.Parent.Values.Throttle.Value > .1 then
gyro.D = WheelieD*(-(math.min(WheelieOutput,0))*script.Parent.Values.Throttle.Value)
gyro.MaxTorque = Vector3.new(WheelieTq*(-(math.min(WheelieOutput,0))*script.Parent.Values.Throttle.Value),0,0)
gyro.P = WheelieP*(-(math.min(WheelieOutput,0))*script.Parent.Values.Throttle.Value)
gyro.cframe = CFrame.new(bike.Body.Weight.CFrame.p,bike.Body.Weight.CFrame.p+bike.Body.Weight.CFrame.lookVector)*CFrame.Angles((-(math.min(WheelieOutput,0)*WheelieMultiplier/WheelieDivider)*script.Parent.Values.Throttle.Value)-bike.Body.Weight.CFrame.lookVector.Y,0,0)
elseif script.Parent.Values.Brake.Value > .1 then
gyro.D = StoppieD*((math.min(-WheelieOutput,0))*script.Parent.Values.Brake.Value)
gyro.MaxTorque = Vector3.new(StoppieTq*((math.min(-WheelieOutput,0))*script.Parent.Values.Brake.Value),0,0)
gyro.P = StoppieP*((math.min(-WheelieOutput,0))*script.Parent.Values.Brake.Value)
gyro.cframe = CFrame.new(bike.Body.Weight.CFrame.p,bike.Body.Weight.CFrame.p+bike.Body.Weight.CFrame.lookVector)*CFrame.Angles(((math.min(-WheelieOutput,0)*StoppieMultiplier/StoppieDivider)*script.Parent.Values.Brake.Value)-bike.Body.Weight.CFrame.lookVector.Y,0,0)
else
gyro.D = 0
gyro.MaxTorque = Vector3.new(0,0,0)
gyro.P = 0
gyro.cframe = CFrame.new(bike.Body.Weight.CFrame.p,bike.Body.Weight.CFrame.p+bike.Body.Weight.CFrame.lookVector)*CFrame.Angles(0,0,0)
end
end
|
----Fog-----
|
game.Lighting.FogStart = 1
game.Lighting.FogEnd = 150
game.Lighting.FogColor = Color3.new(0,0,0)
game.Lighting.TimeOfDay = "00:00"
|
-- Called once to start the FpsCamera logic.
-- Binds and overloads everything necessary.
|
local started = false
function FpsCamera:Start()
if started then
return
else
started = true
end
local player = Players.LocalPlayer
local character = player.Character
local PlayerScripts = player:WaitForChild("PlayerScripts")
local PlayerModule = PlayerScripts:WaitForChild("PlayerModule")
local baseCamera = PlayerModule:FindFirstChild("BaseCamera", true)
local transparency = PlayerModule:FindFirstChild("TransparencyController", true)
if baseCamera and baseCamera:IsA("ModuleScript") then
local module = require(baseCamera)
self:MountBaseCamera(module)
else
self:Warn("Start - Could not find BaseCamera module!")
end
if transparency and transparency:IsA("ModuleScript") then
local module = require(transparency)
self:MountTransparency(module)
else
self:Warn("Start - Cound not find TransparencyController module!")
end
local rotListener = UserGameSettings:GetPropertyChangedSignal("RotationType")
self:Connect("OnRotationTypeChanged", rotListener)
self.MirrorBin = Instance.new("Folder")
self.MirrorBin.Name = "HeadMirrors"
if character then
self:OnCharacterAdded(character)
end
self:Connect("OnCharacterAdded", player.CharacterAdded)
end
return FpsCamera
|
--health.Changed:connect(function()
--root.Velocity = Vector3.new(0,5000,0)
--end)
|
local anims = {}
local lastAttack= tick()
local target,targetType
local lastLock = tick()
local fleshDamage = 50
local structureDamage = 75
local path = nil
for _,animObject in next,animations do
anims[animObject.Name] = hum:LoadAnimation(animObject)
end
function Attack(thing,dmg)
if tick()-lastAttack > 2 then
hum:MoveTo(root.Position)
lastAttack = tick()
anims.AntWalk:Stop()
anims.AntMelee:Play()
if thing.ClassName == "Player" then
root.FleshHit:Play()
ant:SetPrimaryPartCFrame(CFrame.new(root.Position,Vector3.new(target.Character.PrimaryPart.Position.X,root.Position.Y,target.Character.PrimaryPart.Position.Z)))
elseif thing.ClassName == "Model" then
root.StructureHit:Play()
end
rep.Events.NPCAttack:Fire(thing,dmg)
end
end
function Move(point)
hum:MoveTo(point)
if not anims.AntWalk.IsPlaying then
anims.AntWalk:Play()
end
end
function ScanForPoint()
local newPoint
local rayDir = Vector3.new(math.random(-100,100)/100,0,math.random(-100,100)/100)
local ray = Ray.new(root.Position,rayDir*math.random(10,50),ant)
local part,pos = workspace:FindPartOnRay(ray)
Move(pos)
enRoute = true
end
|
-- Item existence listeners
|
local Listeners = {};
function Selection.IsSelected(Item)
-- Returns whether `Item` is selected or not
-- Check and return item presence in index
return Selection.ItemIndex[Item];
end;
function Selection.Add(Items, RegisterHistory)
-- Adds the given items to the selection
-- Get core API
local Core = GetCore();
-- Go through and validate each given item
local SelectableItems = {};
for _, Item in pairs(Items) do
-- Make sure each item is valid and not already selected
if Core.IsSelectable(Item) and not Selection.ItemIndex[Item] then
table.insert(SelectableItems, Item);
end;
end;
local OldSelection = Selection.Items;
-- Go through the valid new selection items
for _, Item in pairs(SelectableItems) do
-- Add each valid item to the selection
Selection.ItemIndex[Item] = true;
-- Deselect items that are destroyed
Listeners[Item] = Item.AncestryChanged:connect(function (Object, Parent)
if Parent == nil then
Selection.Remove({ Item });
end;
end);
end;
-- Update selected item list
Selection.Items = Support.Keys(Selection.ItemIndex);
-- Create a history record for this selection change, if requested
if RegisterHistory and #SelectableItems > 0 then
TrackSelectionChange(OldSelection);
end;
-- Create selection boxes for the selection
CreateSelectionBoxes(SelectableItems);
-- Fire relevant events
Selection.ItemsAdded:fire(SelectableItems);
Selection.Changed:fire();
end;
function Selection.Remove(Items, RegisterHistory)
-- Removes the given items from the selection
-- Go through and validate each given item
local DeselectableItems = {};
for _, Item in pairs(Items) do
-- Make sure each item is actually selected
if Selection.IsSelected(Item) then
table.insert(DeselectableItems, Item);
end;
end;
local OldSelection = Selection.Items;
-- Go through the valid deselectable items
for _, Item in pairs(DeselectableItems) do
-- Remove item from selection
Selection.ItemIndex[Item] = nil;
-- Stop tracking item's parent
Listeners[Item]:disconnect();
Listeners[Item] = nil;
end;
-- Remove selection boxes from deselected items
RemoveSelectionBoxes(DeselectableItems);
-- Update selected item list
Selection.Items = Support.Keys(Selection.ItemIndex);
-- Create a history record for this selection change, if requested
if RegisterHistory and #DeselectableItems > 0 then
TrackSelectionChange(OldSelection);
end;
-- Fire relevant events
Selection.ItemsRemoved:fire(DeselectableItems);
Selection.Changed:fire();
end;
function Selection.Clear(RegisterHistory)
-- Clears all items from selection
-- Remove all selected items
Selection.Remove(Selection.Items, RegisterHistory);
-- Fire relevant events
Selection.Cleared:fire();
end;
function Selection.Replace(Items, RegisterHistory)
-- Replaces the current selection with the given new items
-- Save old selection reference for history
local OldSelection = Selection.Items;
-- Clear current selection and select new items
Selection.Clear(false);
Selection.Add(Items, false);
-- Create a history record for this selection change, if requested
if RegisterHistory then
TrackSelectionChange(OldSelection);
end;
end;
function Selection.SetFocus(Item)
-- Selects `Item` as the focused selection item
-- Make sure the item is selected or is `nil`
if not Selection.IsSelected(Item) and Item ~= nil then
return;
end;
-- Set the item as the focus
Selection.Focus = Item;
-- Fire relevant events
Selection.FocusChanged:fire(Item);
end;
function FocusOnLastSelectedPart()
-- Sets the last part of the selection as the focus
-- If selection is empty, clear the focus
if #Selection.Items == 0 then
Selection.SetFocus(nil);
-- Otherwise, focus on the last part in the selection
else
Selection.SetFocus(Selection.Items[#Selection.Items]);
end;
end;
|
--Obj
|
local FPSShower
local FPS = {}
function FPS:CalcFPS()
RunService.RenderStepped:Connect(function(delta)
FPSShower.Text.Text = math.floor((1 / delta))
end)
end
function FPS:Setup(UI)
FPSShower = UI
self:CalcFPS()
end
return FPS
|
--Event Parents
|
script.Parent.PlacementEvent.Parent = game.ReplicatedStorage
|
--Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill
--Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill
| |
--------------------------UTIL LIBRARY-------------------------------
|
local Utility = {}
do
local function ViewSizeX()
local camera = workspace.CurrentCamera
local x = camera and camera.ViewportSize.X or 0
local y = camera and camera.ViewportSize.Y or 0
if x == 0 then
return 1024
else
if x > y then
return x
else
return y
end
end
end
Utility.ViewSizeX = ViewSizeX
local function ViewSizeY()
local camera = workspace.CurrentCamera
local x = camera and camera.ViewportSize.X or 0
local y = camera and camera.ViewportSize.Y or 0
if y == 0 then
return 768
else
if x > y then
return y
else
return x
end
end
end
Utility.ViewSizeY = ViewSizeY
local function FindCharacterAncestor(part)
if part then
local humanoid = part:FindFirstChild("Humanoid")
if humanoid then
return part, humanoid
else
return FindCharacterAncestor(part.Parent)
end
end
end
Utility.FindCharacterAncestor = FindCharacterAncestor
local function Raycast(ray, ignoreNonCollidable, ignoreList)
local ignoreList = ignoreList or {}
local hitPart, hitPos, hitNorm, hitMat = RayCastIgnoreList(workspace, ray, ignoreList)
if hitPart then
if ignoreNonCollidable and hitPart.CanCollide == false then
table.insert(ignoreList, hitPart)
return Raycast(ray, ignoreNonCollidable, ignoreList)
end
return hitPart, hitPos, hitNorm, hitMat
end
return nil, nil
end
Utility.Raycast = Raycast
local function AveragePoints(positions)
local avgPos = ZERO_VECTOR2
if #positions > 0 then
for i = 1, #positions do
avgPos = avgPos + positions[i]
end
avgPos = avgPos / #positions
end
return avgPos
end
Utility.AveragePoints = AveragePoints
end
local humanoidCache = {}
local function findPlayerHumanoid(player)
local character = player and player.Character
if character then
local resultHumanoid = humanoidCache[player]
if resultHumanoid and resultHumanoid.Parent == character then
return resultHumanoid
else
humanoidCache[player] = nil -- Bust Old Cache
local humanoid = character:FindFirstChildOfClass("Humanoid")
if humanoid then
humanoidCache[player] = humanoid
end
return humanoid
end
end
end
|
--Right lean Multiplier
|
R6LeftLegRightLeanM = 1
R6RightLegRightLeanM = 2.2
R6LeftArmRightLeanM = 2
R6RightArmRightLeanM = 1
R6TorsoRightLeanM = 1
|
--
-- THESE ARE THE CORE SETTINGS
-- YOU WILL NOT BE ABLE TO CHANGE THEM IN-GAME
|
local Settings={
--[[
Style Options
������������� ]]
Flat=true; -- Enables Flat theme / Disables Aero theme
ForcedColor=false; -- Forces everyone to have set color & transparency
Color=Color3.new(0,0,0); -- Changes the Color of the user interface
ColorTransparency=.75; -- Changes the Transparency of the user interface
Chat=false; -- Enables the custom chat
BubbleChat=false; -- Enables the custom bubble chat
--[[
Basic Settings
�������������� ]]
AdminCredit=true; -- Enables the credit GUI for that appears in the bottom right
AutoClean=false; -- Enables automatic cleaning of hats & tools in the Workspace
AutoCleanDelay=60; -- The delay between each AutoClean routine
CommandBar=true; -- Enables the Command Bar | GLOBAL KEYBIND: \
FunCommands=true; -- Enables fun yet unnecessary commands
FreeAdmin=false; -- Set to 1-5 to grant admin powers to all, otherwise set to false
PublicLogs=false; -- Allows all users to see the command & chat logs
Prefix=':'; -- Character to begin a command
--[[
Admin Powers
������������
0 Player
1 VIP Can use nonabusive commands only on self
2 Moderator Can kick, mute, & use most commands
3 Administrator Can ban, crash, & set Moderators/VIP
4 SuperAdmin Can grant permanent powers, & shutdown the game
5 Owner Can set SuperAdmins, & use all the commands
6 Game Creator Can set owners & use all the commands
Group & VIP Admin
�����������������
You can set multiple Groups & Ranks to grant users admin powers
GroupAdmin={
[12345]={[254]=4,[253]=3};
[GROUPID]={[RANK]=ADMINPOWER}
};
You can set multiple Assets to grant users admin powers
VIPAdmin={
[12345]=3;
[54321]=4;
[ITEMID]=ADMINPOWER;
}; ]]
GroupAdmin={
};
VIPAdmin={
};
--[[
Permissions
�����������
-- You can set the admin power required to use a command
-- COMMANDNAME=ADMINPOWER; ]]
Permissions={
};
}
return {Settings,{Owners,SuperAdmins,Admins,Mods,VIP,Banned}}
|
--example of use:
|
repeat
wait(0.1)
if shake.Value == true then
shakeCamera(1, script.Parent.Parent.HumanoidRootPart.Position, true)
end
until nut == false
|
-- Marker used to specify that the value is nothing, because nil cannot be
-- stored in tables.
|
local None = Symbol.named("None")
return None
|
----------------------/-/- Misc. -\-\----------------------
|
WinchEvent = script.Parent.WinchEventObject.Value
BedEvent = script.Parent.BedEventObject.Value
gui = script.Parent.Main
mouse = game.Players.LocalPlayer:GetMouse()
attachMode = false
mouse.Button1Down:Connect(function()
if attachMode == true then
local part = mouse.Target
WinchEvent:FireServer("Attach", part)
attachMode = false
gui.Parent.CancelInfo.Visible = false
end
end)
game:GetService("UserInputService").InputBegan:connect(function(inputObject, gameProcessedEvent)
if inputObject.KeyCode == Enum.KeyCode.X then
if attachMode == true then
attachMode = false
gui.Parent.CancelInfo.Visible = false
end
end
end)
|
--[[ Services ]]
|
--
local PlayersService = game:GetService('Players')
|
-- script.Parent.Parent.Parent.Parent.Shop.Enabled = false
|
frame:TweenPosition(UDim2.new(0.5, 0,-1, 0), 'Out', 'Bounce', '1')
wait(1)
frame.Visible = false
end
textButton.Activated:Connect(onActivated)
|
--[[ Constants ]]
|
--
local ZERO_VECTOR3 = Vector3.new(0,0,0)
local TOUCH_CONTROL_SHEET = "rbxasset://textures/ui/TouchControlsSheet.png"
|
-- The amount the aim will increase or decrease by
-- decreases this number reduces the speed that recoil takes effect
|
local AimInaccuracyStepAmount = 0.001
|
--
--
|
local Monster = {} -- Create the monster class
function Monster:GetCFrame()
-- Returns the CFrame of the monster's humanoidrootpart
local humanoidRootPart = Self:FindFirstChild('HumanoidRootPart')
if humanoidRootPart ~= nil and humanoidRootPart:IsA('BasePart') then
return humanoidRootPart.CFrame
else
return CFrame.new()
end
end
function Monster:GetMaximumDetectionDistance()
-- Returns the maximum detection distance
local setting = Settings.MaximumDetectionDistance.Value
if setting < 0 then
return math.huge
else
return setting
end
end
function Monster:SearchForTarget()
-- Finds the closest player and sets the target
local players = Info.Players:GetPlayers()
local closestCharacter, closestCharacterDistance
for i=1, #players do
local player = players[i]
if player.Neutral or player.TeamColor ~= Settings.FriendlyTeam.Value then
local character = player.Character
if character ~= nil and character:FindFirstChild('Humanoid') ~= nil and character.Humanoid:IsA('Humanoid') then
local distance = player:DistanceFromCharacter(Monster:GetCFrame().p)
if distance < Monster:GetMaximumDetectionDistance() then
if closestCharacter == nil then
closestCharacter, closestCharacterDistance = character, distance
else
if closestCharacterDistance > distance then
closestCharacter, closestCharacterDistance = character, distance
end
end
end
end
end
end
if closestCharacter ~= nil then
Mind.CurrentTargetHumanoid.Value = closestCharacter.Humanoid
end
end
function Monster:TryRecomputePath()
if Data.AutoRecompute or tick() - Data.LastRecomputePath > 1/Info.RecomputePathFrequency then
Monster:RecomputePath()
end
end
function Monster:GetTargetCFrame()
local targetHumanoid = Mind.CurrentTargetHumanoid.Value
if Monster:TargetIsValid() then
return targetHumanoid.Torso.CFrame
else
return CFrame.new()
end
end
function Monster:IsAlive()
return Self.Humanoid.Health > 0 and Self.Humanoid.Torso ~= nil
end
function Monster:TargetIsValid()
local targetHumanoid = Mind.CurrentTargetHumanoid.Value
if targetHumanoid ~= nil and targetHumanoid:IsA 'Humanoid' and targetHumanoid.Torso ~= nil and targetHumanoid.Torso:IsA 'BasePart' then
return true
else
return false
end
end
function Monster:HasClearLineOfSight()
-- Going to cast a ray to see if I can just see my target
local myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p
local hit, pos = Workspace:FindPartOnRayWithIgnoreList(
Ray.new(
myPos,
targetPos - myPos
),
{
Self,
Mind.CurrentTargetHumanoid.Value.Parent
}
)
if hit == nil then
return true
else
return false
end
end
function Monster:RecomputePath()
if not Data.Recomputing then
if Monster:IsAlive() and Monster:TargetIsValid() then
if Monster:HasClearLineOfSight() then
Data.AutoRecompute = true
Data.PathCoords = {
Monster:GetCFrame().p,
Monster:GetTargetCFrame().p
}
Data.LastRecomputePath = tick()
Data.CurrentNode = nil
Data.CurrentNodeIndex = 2 -- Starts chasing the target without evaluating its current position
else
-- Do pathfinding since you can't walk straight
Data.Recomputing = true -- Basically a debounce.
Data.AutoRecompute = false
local path = Info.PathfindingService:ComputeSmoothPathAsync(
Monster:GetCFrame().p,
Monster:GetTargetCFrame().p,
500
)
Data.PathCoords = path:GetPointCoordinates()
Data.Recomputing = false
Data.LastRecomputePath = tick()
Data.CurrentNode = nil
Data.CurrentNodeIndex = 1
end
end
end
end
function Monster:Update()
Monster:ReevaluateTarget()
Monster:SearchForTarget()
Monster:TryRecomputePath()
Monster:TravelPath()
end
function Monster:TravelPath()
local closest, closestDistance, closestIndex
local myPosition = Monster:GetCFrame().p
local skipCurrentNode = Data.CurrentNode ~= nil and (Data.CurrentNode - myPosition).magnitude < 3
for i=Data.CurrentNodeIndex, #Data.PathCoords do
local coord = Data.PathCoords[i]
if not (skipCurrentNode and coord == Data.CurrentNode) then
local distance = (coord - myPosition).magnitude
if closest == nil then
closest, closestDistance, closestIndex = coord, distance, i
else
if distance < closestDistance then
closest, closestDistance, closestIndex = coord, distance, i
else
break
end
end
end
end
--
if closest ~= nil then
Data.CurrentNode = closest
Data.CurrentNodeIndex = closestIndex
local humanoid = Self:FindFirstChild 'Humanoid'
if humanoid ~= nil and humanoid:IsA'Humanoid' then
humanoid:MoveTo(closest)
end
if Monster:IsAlive() and Monster:TargetIsValid() then
Monster:TryJumpCheck()
Monster:TryAttack()
end
if closestIndex == #Data.PathCoords then
-- Reached the end of the path, force a new check
Data.AutoRecompute = true
end
end
end
function Monster:TryJumpCheck()
if tick() - Data.LastJumpCheck > 1/Info.JumpCheckFrequency then
Monster:JumpCheck()
end
end
function Monster:TryAttack()
if tick() - Data.LastAttack > 1/Settings.AttackFrequency.Value then
Monster:Attack()
end
end
function Monster:Attack()
local myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p
if (myPos - targetPos).magnitude <= Settings.AttackRange.Value then
Mind.CurrentTargetHumanoid.Value:TakeDamage(Settings.AttackDamage.Value)
Data.LastAttack = tick()
Data.AttackTrack:Play()
end
end
function Monster:JumpCheck()
-- Do a raycast to check if we need to jump
local myCFrame = Monster:GetCFrame()
local checkVector = (Monster:GetTargetCFrame().p - myCFrame.p).unit*2
local hit, pos = Workspace:FindPartOnRay(
Ray.new(
myCFrame.p + Vector3.new(0, -2.4, 0),
checkVector
),
Self
)
if hit ~= nil and not hit:IsDescendantOf(Mind.CurrentTargetHumanoid.Value.Parent) then
-- Do a slope check to make sure we're not walking up a ramp
local hit2, pos2 = Workspace:FindPartOnRay(
Ray.new(
myCFrame.p + Vector3.new(0, -2.3, 0),
checkVector
),
Self
)
if hit2 == hit then
if ((pos2 - pos)*Vector3.new(1,0,1)).magnitude < 0.05 then -- Will pass for any ramp with <2 slope
Self.Humanoid.Jump = true
end
end
end
Data.LastJumpCheck = tick()
end
function Monster:Connect()
Mind.CurrentTargetHumanoid.Changed:connect(function(humanoid)
if humanoid ~= nil then
assert(humanoid:IsA'Humanoid', 'Monster target must be a humanoid')
Monster:RecomputePath()
end
end)
Self.Respawn.OnInvoke = function(point)
Monster:Respawn(point)
end
end
function Monster:Initialize()
Monster:Connect()
if Settings.AutoDetectSpawnPoint.Value then
Settings.SpawnPoint.Value = Monster:GetCFrame().p
end
end
function Monster:Respawn(point)
local point = point or Settings.SpawnPoint.Value
for index, obj in next, Data.BaseMonster:Clone():GetChildren() do
if obj.Name == 'Configurations' or obj.Name == 'Mind' or obj.Name == 'Respawned' or obj.Name == 'Died' or obj.Name == 'MonsterScript' or obj.Name == 'Respawn' then
obj:Destroy()
else
Self[obj.Name]:Destroy()
obj.Parent = Self
end
end
Monster:InitializeUnique()
Self.Parent = workspace
Self.HumanoidRootPart.CFrame = CFrame.new(point)
Settings.SpawnPoint.Value = point
Self.Respawned:Fire()
end
function Monster:InitializeUnique()
Data.AttackTrack = Self.Humanoid:LoadAnimation(script.Attack)
end
function Monster:ReevaluateTarget()
local currentTarget = Mind.CurrentTargetHumanoid.Value
if currentTarget ~= nil and currentTarget:IsA'Humanoid' then
local character = currentTarget.Parent
if character ~= nil then
local player = Info.Players:GetPlayerFromCharacter(character)
if player ~= nil then
if not player.Neutral and player.TeamColor == Settings.FriendlyTeam.Value then
Mind.CurrentTargetHumanoid.Value = nil
end
end
end
if currentTarget == Mind.CurrentTargetHumanoid.Value then
local torso = currentTarget.Torso
if torso ~= nil and torso:IsA 'BasePart' then
if Settings.CanGiveUp.Value and (torso.Position - Monster:GetCFrame().p).magnitude > Monster:GetMaximumDetectionDistance() then
Mind.CurrentTargetHumanoid.Value = nil
end
end
end
end
end
|
--- Skill
|
local UIS = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
local Mouse = plr:GetMouse()
local Debounce = true
Player = game.Players.LocalPlayer
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.X and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then
Debounce = false
Tool.Active.Value = "LightBarrage"
Track1 = Player.Character.Humanoid:LoadAnimation(script.Anim01)
Track1:Play()
wait(0.3)
script.Fire:FireServer(plr)
local hum = Player.Character.Humanoid
for i = 1,30 do
wait()
hum.CameraOffset = Vector3.new(
math.random(-1,1),
math.random(-1,1),
math.random(-1,1)
)
end
hum.CameraOffset = Vector3.new(0,0,0)
Tool.Active.Value = "None"
wait(2)
Debounce = true
end
end)
|
--All sounds are referenced by this ID
|
local SFX = {
Died = 0;
Running = 1;
Swimming = 2;
Climbing = 3,
Jumping = 4;
GettingUp = 5;
FreeFalling = 6;
FallingDown = 7;
Landing = 8;
Splash = 9;
}
local useUpdatedLocalSoundFlag = UserSettings():IsUserFeatureEnabled("UserFixCharacterSoundIssues")
local Humanoid = nil
local Head = nil
|
--Align Orientations
|
local bodyRotate = myRoot.AlignOrientation
local xAxisAttach = Instance.new("Attachment")
xAxisAttach.Parent = workspace.Terrain
xAxisAttach.CFrame = myRoot.CFrame
local yAxisAttach = Instance.new("Attachment")
yAxisAttach.Parent = workspace.Terrain
yAxisAttach.CFrame = myRoot.CFrame
bodyRotate.Attachment1 = yAxisAttach
local m4Hinge = m4.HingeConstraint
local m4HingeAttach = m4.HingeAttach1
local torsoHingeAttach = myTorso.HingeAttach0
local torsoHingAttachOrgPos = torsoHingeAttach.Position
local headHinge = myHead.HingeConstraint
local reloadAnimation = myHuman:LoadAnimation(marine.Reload)
reloadAnimation.Priority = Enum.AnimationPriority.Action
|
-------------------Utilities-------------------
|
if(key == keys.camset.code) and on == true and cam_change == true then--Camera Setting
if(camset == 0) then
game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Attach
camset = 1
elseif(camset == 1) then
game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Custom
camset = 0
end
end
|
-- Enable this if you want to test ragdolls in zero - g
|
local ANTIGRAV_ENABLED = false
if ANTIGRAV_ENABLED then
script.Gravity.Parent = StarterPlayer.StarterCharacterScripts
workspace.Gravity = 0
end
local buildRagdoll = require(ReplicatedStorage:WaitForChild("buildRagdoll"))
|
--[[**
ensures Roblox Vector3int16 type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.Vector3int16 = t.typeof("Vector3int16")
|
--END OF CONFIGURABLE OPTIONS--
|
r = game:service("RunService")
function candamage(myteam,theirteam)
if myteam ~= theirteam or (myteam == black and theirteam == black) then
return true
else
return false
end
end
local acceptableparts = {
"Head"; "Left Arm"; "Left Leg"; "Right Arm"; "Right Leg"; "Torso";
}
function matches(partname)
for i,v in pairs(acceptableparts) do
if partname == v then
return true
end
end
return false
end
local damage = 5
local slash_damage = 10
local lunge_damage = 20
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = sword.SlashSound
local LungeSound = sword.LungeSound
local UnsheathSound = sword.UnsheathSound
function blow(hit)
if (hit.Parent == nil) then return end
if matches(hit.Name) then
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid")
if humanoid and humanoid ~= hum and hum then
-- final check, make sure sword is in-hand
local guygettingsliced = game.Players:GetPlayerFromCharacter(hit.Parent) --OH LOOK, here's an edit
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint and (joint.Part0 == sword or joint.Part1 == sword)) then
if guygettingsliced then --If he's a player
if candamage(vPlayer.TeamColor, guygettingsliced.TeamColor) == true then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
else --If he's not a player (AI, shop, etc)
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function lunge()
damage = lunge_damage
LungeSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Lunge"
anim.Parent = Tool
wait(.1)
swordOut()
wait(.75)
swordUp()
damage = slash_damage
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
function swordAcross()
-- parry
end
Tool.Enabled = true
local last_attack = 0
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
t = r.Stepped:wait()
if (t - last_attack < .2) then
lunge()
else
attack()
end
last_attack = t
--wait(.5)
Tool.Enabled = true
end
function onEquipped()
UnsheathSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
-- ANimation
|
local Sound = script:WaitForChild("Haoshoku Sound")
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.B and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" and energy.Value > 35 then
Debounce = 2
Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge)
Track1:Play()
script.RemoteEventS:FireServer()
for i = 1,math.huge do
if Debounce == 2 then
plr.Character.HumanoidRootPart.Anchored = true
else
break
end
wait()
end
end
end)
UIS.InputEnded:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.B and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
Debounce = 3
local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease)
Track2:Play()
Track1:Stop()
Sound:Play()
local mousepos = Mouse.Hit
script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
wait(1)
plr.Character.LeftHand.EFhand:Destroy()
plr.Character.RightHand.EFhand:Destroy()
Track2:Stop()
wait(.5)
Tool.Active.Value = "None"
wait(1.5)
plr.Character.HumanoidRootPart.Anchored = false
wait(5)
Debounce = 1
end
end)
|
--cam.FieldOfView = 80
|
local part = Instance.new("Part")
part.Anchored = true
part.CanCollide = false
part.Transparency = 0.5
part.BrickColor = BrickColor.new("Pastel light blue")
part.TopSurface = "Smooth"
part.BottomSurface = "Smooth"
part.formFactor = "Custom"
part.Size = Vector3.new(.2,1.2,.2)
local mesh = Instance.new("BlockMesh")
mesh.Scale = Vector3.new(.4,2,.4)
mesh.Parent = part
wait()
while true do
for i = 1, amount do
wait(0.001)
local drop = part:Clone()
|
-- Function Freeway
|
local function onTouch(player)
local h = player.Parent.Humanoid
if player and h then
if h.JumpPower < JumpHeight.Value then
h.JumpPower = JumpHeight.Value
end
h.Jump = true
end
end
|
-- hello script diver, here's a secret:
-- i sometimes sleep with socks
| |
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 3 -- cooldown for use of the tool again
ZoneModelName = "Homing scythe" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
-- We take currentWord, then add an ! to the beginning of it.
-- The ! is a character that will not be used in the words in this typing test.
-- Then we add a ! to the beginning of the user input, then we find if it is a substring of currentWord2.
-- For example, we find if "!tes" is a substring of the current word, "!testing ".
-- If we did not have have the ! at the beginning of the word, "ting" would register as correct, as it is a substring of "testing".
-- The ! ensures that the substring is at the beginning of the word.
|
local colourWrong = Color3.new(1, 0, 0) -- red, #ff0000
local colourCorrect = Color3.new(0, 1, 0) -- green, #00ff00
|
-------- OMG HAX
|
r = game:service("RunService")
local damage = 0
local slash_damage = 0
sword = script.Parent.Handle
Tool = script.Parent
function attack()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
return
end
attack()
wait(1)
Tool.Enabled = true
end
function onEquipped()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
|
--[=[
Returns true if the queue is empty
@return boolean
]=]
|
function Queue:IsEmpty()
return self._first > self._last
end
return Queue
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return plrData.Character.Purity.Value <= -10
end
|
--Mobile control
|
function CheckMobile()
if UserInputService.TouchEnabled == true and UseGyroSteering.Value == false then -- Won't show mobile guis if gyro is enabled
UserInputService.ModalEnabled = true
GuiControls.Parent = PlayerGui
end
end
function CheckVR()
if UserInputService.VREnabled then
UpdateVRPos()
-- Hide tool UI using VR
if PlayerGui and PlayerGui:FindFirstChild("DisplayGui") and PlayerGui:FindFirstChild("ColorGui") then
PlayerGui:FindFirstChild("DisplayGui").Enabled = false
PlayerGui:FindFirstChild("ColorGui").Enabled = false
end
UpdateCharTrans(1,0)
end
end
|
-- Other
|
local FerrisMotor = script.Parent:WaitForChild("FerrisMotor")
local IsMoving = false
local StartUpTime = 10
|
-- declarations
|
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Zombie")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
|
-- Sample assumes a Main Portal Template and Image Ad Unit 1 model exists under Workspace
|
local mainPortal = Workspace:WaitForChild("Main Portal Template ")
local mainImageAdUnit = Workspace:WaitForChild("Image Ad Unit 21")
|
--- Runs all pending auto exec commands in Registry.AutoExecBuffer
|
function Registry:FlushAutoExecBuffer()
for _, commandGroup in ipairs(self.AutoExecBuffer) do
for _, command in ipairs(commandGroup) do
self.Cmdr.Dispatcher:EvaluateAndRun(command)
end
end
self.AutoExecBuffer = {}
end
return function (cmdr)
Registry.Cmdr = cmdr
return Registry
end
|
-- Game services
|
local Configurations = require(game.ServerStorage.Configurations)
local Events = game.ReplicatedStorage.Events
local ResetMouseIcon = Events.ResetMouseIcon
local TeamManager = require(script.Parent.TeamManager)
local DisplayManager = require(script.Parent.DisplayManager)
|
--!strict
|
type Object = { [string]: any }
local function seal<T>(t: Object): T
return (table.freeze(t) :: any) :: T
end
return seal
|
-- Modules
|
local Engine = require(script:WaitForChild("Engine"))
local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts")
local PlayerConverter = require(ReplicatedModuleScripts:FindFirstChild("PlayerConverter"))
|
--[[Brakes]]
|
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 1500 -- Front brake force
Tune.RBrakeForce = 500 -- Rear brake force
Tune.PBrakeForce = 5000 -- Handbrake force
Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF]
Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF]
Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
|
-- Get the Textboxes
|
local DevNameTextBox = script.Parent.Parent.DevName
local AppNameTextBox = script.Parent.Parent.AppName
local AppIconTextBox = script.Parent.Parent.AppIcon
local AppCodeTextBox = script.Parent.Parent.AppCode
local SubmitButton = script.Parent
SubmitButton.MouseButton1Click:Connect(function()
local devName = DevNameTextBox.Text
local appName = AppNameTextBox.Text
local appIcon = AppIconTextBox.Text
local appCode = AppCodeTextBox.Text
game:GetService("ReplicatedStorage").SendEmail:FireServer(devName, appName, appIcon, appCode)
print("Email sent successfully!")
end)
|
--Made by Stickmasterluke
|
function onHumanoidDied(humanoid,player)
local stats=player:findFirstChild("leaderstats")
if stats~=nil then
local deaths=stats:findFirstChild("Wipeouts")
deaths.Value=deaths.Value + 1
local killer=getKillerOfHumanoidIfStillInGame(humanoid)
handleKillCount(humanoid,player)
end
end
function onPlayerRespawn(property,player)
if property=="Character" and player.Character~=nil then
local humanoid=player.Character.Humanoid
local p=player
humanoid.Died:connect(function()
onHumanoidDied(humanoid,p)
end)
end
end
function getKillerOfHumanoidIfStillInGame(humanoid)
local tag=humanoid:findFirstChild("creator")
if tag~=nil then
local killer=tag.Value
if killer.Parent~=nil then
return killer
end
end
return nil
end
function handleKillCount(humanoid,player)
local killer=getKillerOfHumanoidIfStillInGame(humanoid)
if killer~=nil then
local stats=killer:findFirstChild("leaderstats")
if stats~=nil then
local kills=stats:findFirstChild("KOs")
if killer~=player then
kills.Value=kills.Value+1
else
kills.Value=kills.Value-1
end
end
end
end
function onPlayerEntered(newPlayer)
local stats=Instance.new("IntValue")
stats.Name="leaderstats"
local kills=Instance.new("IntValue")
kills.Name="KOs"
kills.Value=0
local deaths=Instance.new("IntValue")
deaths.Name="Wipeouts"
deaths.Value=0
kills.Parent=stats
deaths.Parent=stats
while true do
if newPlayer.Character~=nil then break end
wait(5)
end
local humanoid=newPlayer.Character.Humanoid
humanoid.Died:connect(function()
onHumanoidDied(humanoid,newPlayer)
end)
newPlayer.Changed:connect(function(property)
onPlayerRespawn(property,newPlayer)
end)
stats.Parent=newPlayer
end
game.Players.ChildAdded:connect(onPlayerEntered)
|
-- Decompiled with the Synapse X Luau decompiler.
|
return function(p1)
local u1 = false;
local u2 = false;
p1:WaitForChild("ClickDetector").MouseClick:Connect(function(p2)
if u1 then
return;
end;
u1 = true;
if u2 then
local v1 = Vector3.new(0, 0.6, 0);
else
v1 = Vector3.new(0, -0.6, 0);
end;
for v2, v3 in pairs(p1:GetChildren()) do
if v3:IsA("BasePart") then
v3.CFrame = v3.CFrame + v1;
end;
end;
u2 = not u2;
u1 = false;
end);
end;
|
-- Returns the relative path from 'from' to 'to'
-- If no relative path can be solved, then 'to' is returned
|
function Path:relative(from: string, to: string)
local from_root, from_dir, from_basename = self:_splitPath(from)
local to_root, to_dir, to_basename = self:_splitPath(to)
if not self:pathsEqual(from_root, to_root) then
return to
end
local from_path, to_path = from_dir .. from_basename, to_dir .. to_basename
local common_parts = self:_commonParts(from_path, to_path)
local from_parts = self:_splitBySeparators(from_path)
local to_parts = self:_splitBySeparators(to_path)
local relative_parts = {}
if #common_parts > 0 then
for i = #common_parts, #from_parts - 1 do
table.insert(relative_parts, "..")
end
end
for i = #common_parts + 1, #to_parts do
table.insert(relative_parts, to_parts[i])
end
return self:_rawjoin(relative_parts)
end
function Path:dirname(filepath: string)
filepath = self:normalizeSeparators(filepath)
if filepath:sub(filepath:len()) == self.sep then
filepath = filepath:sub(1, -2)
end
local root, dir = self:_splitPath(filepath)
if #dir > 0 then
dir = dir:sub(1, #dir - 1)
return root .. dir
end
if #root > 0 then
return root
end
return "."
end
function Path:basename(filepath: string, expected_ext: string)
local _, _, base = self:_splitPath(filepath)
if expected_ext then
local ext_pos = base:find(expected_ext:gsub(".", ".") .. "$")
if ext_pos then
base = base:sub(1, ext_pos - 1)
end
end
return base
end
function Path:extname(filepath: string)
local basename = self:basename(filepath)
if basename == ".." then
return ""
else
return basename:match(".(%.[^.]*)$") or ""
end
end
function Path:isDriveRelative()
return false
end
function Path:isAbsolute(filepath: string)
return filepath:sub(1, self.root:len()) == self.root
end
function Path:normalizeSeparators(filepath: string)
return filepath
end
return {
Path = Path,
}
|
--// Animations
|
-- Idle Anim
IdleAnim = function(char, speed, objs)
TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
-- FireMode Anim
FireModeAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.1)
TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.25)
objs[4]:WaitForChild("Click"):Play()
end;
-- Reload Anim
ReloadAnim = function(char, speed, objs)
TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0, -4.37113883e-08, 1, -0.167529613, -0.985867023, -4.30936176e-08), function(X) return math.sin(math.rad(X)) end, 0.5)
TweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -1.82817471, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.5)
wait(0.4)
local MagC = Tool:WaitForChild("Mag"):clone()
MagC:FindFirstChild("Mag"):Destroy()
MagC.Parent = Tool
MagC.Name = "MagC"
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame)
objs[4].Transparency = 1
objs[6]:WaitForChild("MagOut"):Play()
TweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -3.00337243, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.3)
TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0.0120280236, 0.0707816631, 0.997419298, -0.16709727, -0.983322799, 0.0717963576), function(X) return math.sin(math.rad(X)) end, 0.1)
wait(0.5)
TweenJoint(objs[2], nil , CFrame.new(-1.11434817, 0.317047596, -0.672240019, 0.658346057, -0.747599542, -0.0876094475, 0.0672011375, -0.0575498641, 0.996078312, -0.749709547, -0.661651671, 0.0123518109), function(X) return math.sin(math.rad(X)) end, 0.3)
wait(0.6)
objs[6]:WaitForChild('MagIn'):Play()
TweenJoint(objs[3], nil , CFrame.new(-0.273085892, 0.654289246, -1.48434556, 0.613444746, -0.780330896, 0.121527649, -0.413143814, -0.185948789, 0.891479254, -0.673050761, -0.597081661, -0.43645826), function(X) return math.sin(math.rad(X)) end, 0.3)
wait(0.12)
MagC:Destroy()
objs[4].Transparency = 0
end;
-- Bolt Anim
BoltBackAnim = function(char, speed, objs)
TweenJoint(objs[3], nil , CFrame.new(0.881299615, 1.13334632, -1.28885138, 0.173648149, 0.98480773, -1.17437144e-08, 0, 1.19248806e-08, 1, 0.98480773, -0.173648149, 2.07073336e-09), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.2)
TweenJoint(objs[2], nil , CFrame.new(0.886063039, -0.192576975, -1.25888276, 0.529399753, -0.312324286, 0.788789809, -0.848180771, -0.2146101, 0.48428458, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.2)
objs[5]:WaitForChild("BoltBack"):Play()
TweenJoint(objs[2], nil , CFrame.new(0.0553048849, -0.575121164, -1.07748175, 0.529399753, -0.312324286, 0.788789809, -0.848180771, -0.2146101, 0.48428458, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.430387408, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[3], nil , CFrame.new(0.944218755, 0.740618229, -1.28885138, 0.173648149, 0.98480773, -1.17437144e-08, 0, 1.19248806e-08, 1, 0.98480773, -0.173648149, 2.07073336e-09), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.2)
end;
BoltForwardAnim = function(char, speed, objs)
objs[5]:WaitForChild("BoltForward"):Play()
TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)
TweenJoint(objs[2], nil , CFrame.new(0.0553048849, -0.874324203, -1.07748175, 0.529399753, -0.312324286, 0.788789809, -0.848180771, -0.2146101, 0.48428458, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.1)
TweenJoint(objs[3], nil , CFrame.new(0.944218755, 1.18022871, -1.28885138, 0.173648149, 0.98480773, -1.17437144e-08, 0, 1.19248806e-08, 1, 0.98480773, -0.173648149, 2.07073336e-09), function(X) return math.sin(math.rad(X)) end, 0.2)
wait(0.2)
end;
-- Bolting Back
BoltingBackAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.001)
end;
BoltingForwardAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.001)
end;
InspectAnim = function(char, speed, objs)
ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()
wait(1)
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()
wait(1)
ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
wait(1)
local MagC = Tool:WaitForChild("Mag"):clone()
MagC:FindFirstChild("Mag"):Destroy()
MagC.Parent = Tool
MagC.Name = "MagC"
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame)
Tool.Mag.Transparency = 1
Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play()
ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
wait(0.13)
ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
wait(0.20)
ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play()
wait(0.8)
ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
wait(0.5)
Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play()
ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
wait(0.3)
MagC:Destroy()
Tool.Mag.Transparency = 0
wait(0.1)
end;
nadeReload = function(char, speed, objs)
script.Parent.Parent.Parent.Rocket.Transparency = 1
ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()
ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()
wait(0.6)
ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()
wait(0.2)
Tool:WaitForChild('Grip'):WaitForChild("RocketInsert"):Play()
wait(0.1)
script.Parent.Parent.Parent.Rocket.Transparency = 0
Tool:WaitForChild('Grip'):WaitForChild("RocketClick"):Play()
wait(0.6)
end;
AttachAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
-- Patrol Anim
PatrolAnim = function(char, speed, objs)
TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25)
TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25)
wait(0.18)
end;
}
return Settings
|
-- Requires
|
local Database = require(ReplicateStorage.Common.Database)
|
--// All global vars will be wiped/replaced except script
|
return function(data, env)
if env then
setfenv(1, env)
end
--local client = service.GarbleTable(client)
local Player = service.Players.LocalPlayer
local Mouse = Player:GetMouse()
local InputService = service.UserInputService
local gIndex = data.gIndex
local gTable = data.gTable
local Event = gTable.BindEvent
local GUI = gTable.Object
local Name = data.Name
local Icon = data.Icon
local Size = data.Size
local Menu = data.Menu
local Title = data.Title
local Ready = data.Ready
local Walls = data.Walls
local noHide = data.NoHide
local noClose = data.NoClose
local onReady = data.OnReady
local onClose = data.OnClose
local onResize = data.OnResize
local onRefresh = data.OnRefresh
local onMinimize = data.OnMinimize
local ContextMenu = data.ContextMenu
local ResetOnSpawn = data.ResetOnSpawn
local CanKeepAlive = data.CanKeepAlive
local iconClicked = data.IconClicked
local SizeLocked = data.SizeLocked or data.SizeLock
local CanvasSize = data.CanvasSize
local Position = data.Position
local Content = data.Content or data.Children
local MinSize = data.MinSize or {150, 50}
local MaxSize = data.MaxSize or {math.huge, math.huge}
local curIcon = Mouse.Icon
local isClosed = false
local Resizing = false
local Refreshing = false
local DragEnabled = true
local checkProperty = service.CheckProperty
local specialInsts = {}
local inExpandable
local addTitleButton
local LoadChildren
local BringToFront
local functionify
local Drag = GUI.Drag
local Close = Drag.Close
local Hide = Drag.Hide
local Iconf = Drag.Icon
local Titlef = Drag.Title
local Refresh = Drag.Refresh
local rSpinner = Refresh.Spinner
local Main = Drag.Main
local Tooltip = GUI.Desc
local ScrollFrame = GUI.Drag.Main.ScrollingFrame
local LeftSizeIcon = Main.LeftResizeIcon
local RightSizeIcon = Main.RightResizeIcon
local RightCorner = Main.RightCorner
local LeftCorner = Main.LeftCorner
local RightSide = Main.RightSide
local LeftSide = Main.LeftSide
local TopRight = Main.TopRight
local TopLeft = Main.TopLeft
local Bottom = Main.Bottom
local Top = Main.Top
function Expand(ent, point, text)
local label = point:FindFirstChild("Label")
if label then
ent.MouseLeave:Connect(function(x,y)
if inExpandable == ent then
point.Visible = false
end
end)
ent.MouseMoved:Connect(function(x,y)
inExpandable = ent
label.Text = text or ent.Desc.Value
--point.Size = UDim2.new(0, 10000, 0, 10000)
local newx = 500
local bounds = service.TextService:GetTextSize(text or ent.Desc.Value, label.TextSize, label.Font, Vector2.new(1000,1000)).X-- point.Label.TextBounds.X
local rows = math.floor(bounds/500)
rows = rows+1
if rows<1 then rows = 1 end
if bounds<500 then newx = bounds end
point.Size = UDim2.new(0, newx+10, 0, (rows*20)+10)
point.Position = UDim2.new(0, x+6, 0, y-40-((rows*20)+10))
point.Visible = true
end)
end
end
function getNextPos(frame)
local farXChild, farYChild
for i,v in next,frame:GetChildren() do
if checkProperty(v, "Size") then
if not farXChild or (v.AbsolutePosition.X + v.AbsoluteSize.X) > (farXChild.AbsolutePosition.X + farXChild.AbsoluteSize.X) then
farXChild = v
end
if not farYChild or (v.AbsolutePosition.Y + v.AbsoluteSize.Y) > (farXChild.AbsolutePosition.Y + farXChild.AbsoluteSize.Y) then
farYChild = v
end
end
end
return ((not farXChild or not farYChild) and UDim2.new(0,0,0,0)) or UDim2.new(farXChild.Position.X.Scale, farXChild.Position.X.Offset + farXChild.AbsoluteSize.X, farYChild.Position.Y.Scale, farYChild.Position.Y.Offset + farYChild.AbsoluteSize.Y)
end
function LoadChildren(Obj, Children)
if Children then
local runWhenDone = Children.RunWhenDone and functionify(Children.RunWhenDone, Obj)
for class,data in next,Children do
if type(data) == "table" then
if not data.Parent then data.Parent = Obj end
create(data.Class or data.ClassName or class, data)
elseif type(data) == "function" or type(data) == "string" and not runWhenDone then
runWhenDone = functionify(data, Obj)
end
end
if runWhenDone then
runWhenDone(Obj)
end
end
end
function BringToFront()
for i,v in ipairs(Player.PlayerGui:GetChildren()) do
if v:FindFirstChild("__ADONIS_WINDOW") then
v.DisplayOrder = 100
end
end
GUI.DisplayOrder = 101
end
function addTitleButton(data)
local startPos = 1
local realPos
local new
local original = Hide
if Hide.Visible then
startPos = startPos+1
end
if Close.Visible then
startPos = startPos+1
end
if Refresh.Visible then
startPos = startPos+1
end
realPos = UDim2.new(1, -(((30*startPos)+5)+(startPos-1)), 0, 0)
data.Position = data.Position or realPos
data.Size = data.Size or original.Size
data.BackgroundColor3 = data.BackgroundColor3 or original.BackgroundColor3
data.BackgroundTransparency = data.BackgroundTransparency or original.BackgroundTransparency
data.BorderSizePixel = data.BorderSizePixel or original.BorderSizePixel
data.ZIndex = data.ZIndex or original.ZIndex
data.TextColor3 = data.TextColor3 or original.TextColor3
data.TextScaled = data.TextScaled or original.TextScaled
data.TextStrokeColor3 = data.TextStrokeColor3 or original.TextStrokeColor3
data.TextSize = data.TextSize or original.TextSize
data.TextTransparency = data.TextTransparency or original.TextTransparency
data.TextStrokeTransparency = data.TextStrokeTransparency or original.TextStrokeTransparency
data.TextScaled = data.TextScaled or original.TextScaled
data.TextWrapped = data.TextWrapped or original.TextWrapped
--data.TextXAlignment = data.TextXAlignment or original.TextXAlignment
--data.TextYAlignment = data.TextYAlignment or original.TextYAlignment
data.Font = data.Font or original.Font
data.Parent = Drag
return create("TextButton", data)
end
function functionify(func, object)
if type(func) == "string" then
if object then
local env = GetEnv()
env.Object = object
return client.Core.LoadCode(func, env)
else
return client.Core.LoadCode(func)
end
else
return func
end
end
function create(class, dataFound, existing)
local data = dataFound or {}
local class = data.Class or data.ClassName or class
local new = existing or (specialInsts[class] and specialInsts[class]:Clone()) or service.New(class)
local parent = data.Parent or new.Parent
if dataFound then
data.Parent = nil
if data.Class or data.ClassName then
data.Class = nil
data.ClassName = nil
end
if not data.BorderColor3 and checkProperty(new,"BorderColor3") then
new.BorderColor3 = dBorder
end
if not data.CanvasSize and checkProperty(new,"CanvasSize") then
new.CanvasSize = dCanvasSize
end
if not data.BorderSizePixel and checkProperty(new,"BorderSizePixel") then
new.BorderSizePixel = dPixelSize
end
if not data.BackgroundColor3 and checkProperty(new,"BackgroundColor3") then
new.BackgroundColor3 = dBackground
end
if not data.PlaceholderColor3 and checkProperty(new,"PlaceholderColor3") then
new.PlaceholderColor3 = dPlaceholderColor
end
if not data.Transparency and not data.BackgroundTransparency and checkProperty(new,"Transparency") then
new.BackgroundTransparency = dTransparency
elseif data.Transparency then
new.BackgroundTransparency = data.Transparency
end
if not data.TextColor3 and not data.TextColor and checkProperty(new,"TextColor3") then
new.TextColor3 = dTextColor
elseif data.TextColor then
new.TextColor3 = data.TextColor
end
if not data.Font and checkProperty(new, "Font") then
data.Font = dFont
end
if not data.TextSize and checkProperty(new, "TextSize") then
data.TextSize = dTextSize
end
if not data.BottomImage and not data.MidImage and not data.TopImage and class == "ScrollingFrame" then
new.BottomImage = dScrollImage
new.MidImage = dScrollImage
new.TopImage = dScrollImage
end
if not data.Size and checkProperty(new,"Size") then
new.Size = dSize
end
if not data.Position and checkProperty(new,"Position") then
new.Position = dPosition
end
if not data.ZIndex and checkProperty(new,"ZIndex") then
new.ZIndex = dZIndex
if parent and checkProperty(parent, "ZIndex") then
new.ZIndex = parent.ZIndex
end
end
if data.TextChanged and class == "TextBox" then
local textChanged = functionify(data.TextChanged, new)
new.FocusLost:Connect(function(enterPressed)
textChanged(new.Text, enterPressed, new)
end)
end
if (data.OnClicked or data.OnClick) and (class == "TextButton" or class == "ImageButton") then
local debounce = false;
local doDebounce = data.Debounce;
local onClick = functionify((data.OnClicked or data.OnClick), new)
new.MouseButton1Down:Connect(function()
if not debounce then
if doDebounce then
debounce = true
end
onClick(new);
debounce = false;
end
end)
end
if data.Events then
for event,func in pairs(data.Events) do
local realFunc = functionify(func, new)
Event(new[event], function(...)
realFunc(...)
end)
end
end
if data.Visible == nil then
data.Visible = true
end
if data.LabelProps then
data.LabelProperties = data.LabelProps
end
end
if class == "Entry" then
local label = new.Text
local dots = new.Dots
local desc = new.Desc
label.ZIndex = data.ZIndex or new.ZIndex
dots.ZIndex = data.ZIndex or new.ZIndex
if data.Text then
new.Text.Text = data.Text
new.Text.Visible = true
data.Text = nil
end
if data.Desc or data.ToolTip then
new.Desc.Value = data.Desc or data.ToolTip
data.Desc = nil
end
Expand(new, Tooltip)
else
if data.ToolTip then
Expand(new, Tooltip, data.ToolTip)
end
end
if class == "ButtonEntry" then
local button = new.Button
local debounce = false
local onClicked = functionify(data.OnClicked, button)
new:SetSpecial("DoClick",function()
if not debounce then
debounce = true
if onClicked then
onClicked(button)
end
debounce = false
end
end)
new.Text = data.Text or new.Text
button.ZIndex = data.ZIndex or new.ZIndex
button.MouseButton1Down:Connect(new.DoClick)
end
if class == "Boolean" then
local enabled = data.Enabled
local debounce = false
local onToggle = functionify(data.OnToggle, new)
local function toggle(isEnabled)
if not debounce then
debounce = true
if (isEnabled ~= nil and isEnabled) or (isEnabled == nil and enabled) then
enabled = false
new.Text = "Disabled"
elseif (isEnabled ~= nil and isEnabled == false) or (isEnabled == nil and not enabled) then
enabled = true
new.Text = "Enabled"
end
if onToggle then
onToggle(enabled, new)
end
debounce = false
end
end
--new.ZIndex = data.ZIndex
new.Text = (enabled and "Enabled") or "Disabled"
new.MouseButton1Down:Connect(function()
if onToggle then
toggle()
end
end)
new:SetSpecial("Toggle",function(ignore, isEnabled) toggle(isEnabled) end)
end
if class == "StringEntry" then
local box = new.Box
local ignore
new.Text = data.Text or new.Text
box.ZIndex = data.ZIndex or new.ZIndex
if data.BoxText then
box.Text = data.BoxText
end
if data.BoxProperties then
for i,v in next,data.BoxProperties do
if checkProperty(box, i) then
box[i] = v
end
end
end
if data.TextChanged then
local textChanged = functionify(data.TextChanged, box)
box.Changed:Connect(function(p)
if p == "Text" and not ignore then
textChanged(box.Text)
end
end)
box.FocusLost:Connect(function(enter)
local change = textChanged(box.Text, true, enter)
if change then
ignore = true
box.Text = change
ignore = false
end
end)
end
new:SetSpecial("SetValue",function(ignore, newValue) box.Text = newValue end)
end
if class == "Slider" then
local mouseIsIn = false
local posValue = new.Percentage
local slider = new.Slider
local bar = new.SliderBar
local drag = new.Drag
local moving = false
local value = 0
local onSlide = functionify(data.OnSlide, new)
bar.ZIndex = data.ZIndex or new.ZIndex
slider.ZIndex = bar.ZIndex+1
drag.ZIndex = slider.ZIndex+1
drag.Active = true
if data.Value then
slider.Position = UDim2.new(0.5, -10, 0.5, -10)
drag.Position = slider.Position
end
bar.InputBegan:Connect(function(input)
if not moving and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then
value = ((input.Position.X) - (new.AbsolutePosition.X)) / (new.AbsoluteSize.X)
if value < 0 then
value = 0
elseif value > 1 then
value = 1
end
slider.Position = UDim2.new(value, -10, 0.5, -10)
drag.Position = slider.Position
posValue.Value = value
if onSlide then
onSlide(value)
end
end
end)
drag.DragBegin:Connect(function()
moving = true
end)
drag.DragStopped:Connect(function()
moving = false
drag.Position = slider.Position
end)
drag.Changed:Connect(function()
if moving then
value = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X)
if value < 0 then
value = 0
elseif value > 1 then
value = 1
end
slider.Position = UDim2.new(value, -10, 0.5, -10)
posValue.Value = value
if onSlide then
onSlide(value)
end
end
end)
new:SetSpecial("SetValue",function(ignore, newValue)
if newValue and tonumber(newValue) then
value = tonumber(newValue)
posValue.Value = value
slider.Position = UDim2.new(value, -10, 0.5, -10)
drag.Position = slider.Position
end
end)
end
if class == "Dropdown" then
local menu = new.Menu
local downImg = new.Down
local selected = new.dSelected
local options = data.Options
local curSelected = data.Selected or data.Selection
local onSelect = functionify(data.OnSelection or data.OnSelect or function()end)
local textProps = data.TextProperties
local scroller = create("ScrollingFrame", {
Parent = menu;
Size = UDim2.new(1, 0, 1, 0);
Position = UDim2.new(0, 0, 0, 0);
BackgroundTransparency = 1;
ZIndex = 100;
})
menu.ZIndex = scroller.ZIndex
menu.Parent = GUI
menu.Visible = false
menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 100);
menu.BackgroundColor3 = data.BackgroundColor3 or new.BackgroundColor3
if data.TextAlignment then
selected.TextXAlignment = data.TextAlignment
selected.Position = UDim2.new(0, 30, 0, 0);
end
if data.NoArrow then
downImg.Visible = false
end
new:SetSpecial("MenuContainer", menu)
new.Changed:Connect(function(p)
if p == "AbsolutePosition" and menu.Visible then
menu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y)
elseif p == "AbsoluteSize" or p == "Parent" then
downImg.Size = UDim2.new(0, new.AbsoluteSize.Y, 1, 0);
if data.TextAlignment == "Right" then
downImg.Position = UDim2.new(0, 0, 0.5, -(downImg.AbsoluteSize.X/2))
selected.Position = UDim2.new(0, new.AbsoluteSize.Y, 0, 0);
else
downImg.Position = UDim2.new(1, -downImg.AbsoluteSize.X, 0.5, -(downImg.AbsoluteSize.X/2))
end
selected.Size = UDim2.new(1, -downImg.AbsoluteSize.X, 1, 0);
if options and #options <= 6 then
menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*#options);
else
menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*6);
scroller:ResizeCanvas(false, true);
end
end
end)
selected.ZIndex = new.ZIndex
downImg.ZIndex = new.ZIndex
if textProps then
for i,v in next,textProps do
selected[i] = v
end
end
if options then
for i,v in next,options do
local button = scroller:Add("TextButton", {
Text = ` {v}`;
Size = UDim2.new(1, -10, 0, 30);
Position = UDim2.new(0, 5, 0, 30*(i-1));
ZIndex = menu.ZIndex;
BackgroundTransparency = 1;
OnClick = function()
selected.Text = v;
onSelect(v, new);
menu.Visible = false
end
})
if textProps then
for i,v in next,textProps do
button[i] = v
end
end
end
if curSelected then
selected.Text = curSelected
else
selected.Text = "No Selection"
end
selected.MouseButton1Down:Connect(function()
menu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y)
menu.Visible = not menu.Visible
end)
end
end
if class == "TabFrame" then
local buttons = create("ScrollingFrame", nil, new.Buttons)
local frames = new.Frames
local numTabs = 0
local buttonSize = data.ButtonSize or 60
new.BackgroundTransparency = data.BackgroundTransparency or 1
buttons.ZIndex = data.ZIndex or new.ZIndex
frames.ZIndex = buttons.ZIndex
new:SetSpecial("GetTab", function(ignore, name)
return frames:FindFirstChild(name)
end)
new:SetSpecial("NewTab", function(ignore, name, data)
local data = data or {}
--local numChildren = #frames:GetChildren()
local nextPos = getNextPos(buttons);
local textSize = service.TextService:GetTextSize(data.Text or name, dTextSize, dFont, buttons.AbsoluteSize)
local oTextTrans = data.TextTransparency
local isOpen = false
local disabled = false
local tabFrame = create("ScrollingFrame",{
Name = name;
Size = UDim2.new(1, 0, 1, 0);
Position = UDim2.new(0, 0, 0, 0);
BorderSizePixel = 0;
BackgroundTransparency = data.FrameTransparency or data.Transparency;
BackgroundColor3 = data.Color or dBackground:lerp(Color3.new(1,1,1), 0.2);
ZIndex = buttons.ZIndex;
Visible = false;
})
local tabButton = create("TextButton",{
Name = name;
Text = data.Text or name;
Size = UDim2.new(0, textSize.X+20, 1, 0);
ZIndex = buttons.ZIndex;
Position = UDim2.new(0, (nextPos.X.Offset > 0 and nextPos.X.Offset+5) or 0, 0, 0);
TextColor3 = data.TextColor;
BackgroundTransparency = 0.7;
TextTransparency = data.TextTransparency;
BackgroundColor3 = data.Color or dBackground:lerp(Color3.new(1,1,1), 0.2);
BorderSizePixel = 0;
})
tabFrame:SetSpecial("FocusTab",function()
for i,v in next,buttons:GetChildren() do if isGui(v) then v.BackgroundTransparency = 0.7 v.TextTransparency = 0.7 end end
for i,v in next,frames:GetChildren() do if isGui(v) then v.Visible = false end end
tabButton.BackgroundTransparency = data.Transparency or 0
tabButton.TextTransparency = data.TextTransparency or 0
tabFrame.Visible = true
if data.OnFocus then
data.OnFocus(true)
end
end)
if numTabs == 0 then
tabFrame.Visible = true
tabButton.BackgroundTransparency = data.Transparency or 0
end
tabButton.MouseButton1Down:Connect(function()
if not disabled then
tabFrame:FocusTab()
end
end)
tabButton.Parent = buttons
tabFrame.Parent = frames
buttons:ResizeCanvas(true, false)
tabFrame:SetSpecial("Disable", function()
disabled = true;
tabButton.BackgroundTransparency = 0.9;
tabButton.TextTransparency = 0.9
end)
tabFrame:SetSpecial("Enable", function()
disabled = false;
tabButton.BackgroundTransparency = 0.7;
tabButton.TextTransparency = data.TextTransparency or 0;
end)
numTabs = numTabs+1;
return tabFrame,tabButton
end)
end
if class == "ScrollingFrame" then
local genning = false
if not data.ScrollBarThickness then
data.ScrollBarThickness = dScrollBar
end
new:SetSpecial("GenerateList", function(obj, list, labelProperties, bottom)
local list = list or obj;
local genHold = {}
local entProps = labelProperties or {}
genning = genHold
new:ClearAllChildren()
local num = 0
for i,v in next,list do
local text = v;
local desc;
local color
local richText;
if type(v) == "table" then
text = v.Text
desc = v.Desc
color = v.Color
if v.RichTextAllowed or entProps.RichTextAllowed then
richText = true
end
end
local label = create("TextLabel",{
Text = ` {text}`;
ToolTip = desc;
Size = UDim2.new(1,-5,0,(entProps.ySize or 20));
Visible = true;
BackgroundTransparency = 1;
Font = "Arial";
TextSize = 14;
TextStrokeTransparency = 0.8;
TextXAlignment = "Left";
Position = UDim2.new(0,0,0,num*(entProps.ySize or 20));
RichText = richText or false;
})
if color then
label.TextColor3 = color
end
if labelProperties then
for i,v in next,entProps do
if checkProperty(label, i) then
label[i] = v
end
end
end
if genning == genHold then
label.Parent = new;
else
label:Destroy()
break
end
num = num+1
if data.Delay then
if type(data.Delay) == "number" then
wait(data.Delay)
elseif i%100 == 0 then
wait(0.1)
end
end
end
new:ResizeCanvas(false, true, false, bottom, 5, 5, 50)
genning = nil
end)
new:SetSpecial("ResizeCanvas", function(ignore, onX, onY, xMax, yMax, xPadding, yPadding, modBreak)
local xPadding,yPadding = data.xPadding or 5, data.yPadding or 5
local newY, newX = 0,0
if not onX and not onY then onX = false onY = true end
for i,v in next,new:GetChildren() do
if v:IsA("GuiObject") then
if onY then
v.Size = UDim2.new(v.Size.X.Scale, v.Size.X.Offset, 0, v.AbsoluteSize.Y)
v.Position = UDim2.new(v.Position.X.Scale, v.Position.X.Offset, 0, v.AbsolutePosition.Y-new.AbsolutePosition.Y)
end
if onX then
v.Size = UDim2.new(0, v.AbsoluteSize.X, v.Size.Y.Scale, v.Size.Y.Offset)
v.Position = UDim2.new(0, v.AbsolutePosition.X-new.AbsolutePosition.X, v.Position.Y.Scale, v.Position.Y.Offset)
end
local yLower = v.Position.Y.Offset + v.Size.Y.Offset
local xLower = v.Position.X.Offset + v.Size.X.Offset
newY = math.max(newY, yLower)
newX = math.max(newX, xLower)
if modBreak then
if i%modBreak == 0 then
wait(1/60)
end
end
end
end
if onY then
new.CanvasSize = UDim2.new(new.CanvasSize.X.Scale, new.CanvasSize.X.Offset, 0, newY+yPadding)
end
if onX then
new.CanvasSize = UDim2.new(0, newX + xPadding, new.CanvasSize.Y.Scale, new.CanvasSize.Y.Offset)
end
if xMax then
new.CanvasPosition = Vector2.new((newX + xPadding)-new.AbsoluteSize.X, new.CanvasPosition.Y)
end
if yMax then
new.CanvasPosition = Vector2.new(new.CanvasPosition.X, (newY+yPadding)-new.AbsoluteSize.Y)
end
end)
if data.List then new:GenerateList(data.List) data.List = nil end
end
LoadChildren(new, data.Content or data.Children)
data.Children = nil
data.Content = nil
for i,v in next,data do
if checkProperty(new, i) then
new[i] = v
end
end
new.Parent = parent
return apiIfy(new, data, class),data
end
function apiIfy(gui, data, class)
local newGui = service.Wrap(gui)
gui:SetSpecial("Object", gui)
gui:SetSpecial("SetPosition", function(ignore, newPos) gui.Position = newPos end)
gui:SetSpecial("SetSize", function(ingore, newSize) gui.Size = newSize end)
gui:SetSpecial("Add", function(ignore, class, data)
if not data then data = class class = ignore end
local new = create(class,data);
new.Parent = gui;
return apiIfy(new, data, class)
end)
gui:SetSpecial("Copy", function(ignore, class, gotData)
local newData = {}
local new
for i,v in next,data do
newData[i] = v
end
for i,v in next,gotData do
newData[i] = v
end
new = create(class or data.Class or gui.ClassName, newData);
new.Parent = gotData.Parent or gui.Parent;
return apiIfy(new, data, class)
end)
return newGui
end
function doClose()
if not isClosed then
isClosed = true
print(onClose)
if onClose then onClose() end
gTable:Destroy()
end
end
function isVisible()
return Main.Visible
end
local hideLabel = Hide:FindFirstChild("TextLabel")
function doHide(doHide)
local origLH = Hide.LineHeight
if doHide or (doHide == nil and Main.Visible) then
dragSize = Drag.Size
Main.Visible = false
Drag.BackgroundTransparency = Main.BackgroundTransparency
Drag.BackgroundColor3 = Main.BackgroundColor3
Drag.Size = UDim2.new(0, 200, Drag.Size.Y.Scale, Drag.Size.Y.Offset)
if hideLabel then
hideLabel.Text = "+"
else
Hide.Text = "+"
end
Hide.LineHeight = origLH
gTable.Minimized = true
elseif doHide == false or (doHide == nil and not Main.Visible) then
Main.Visible = true
Drag.BackgroundTransparency = 1
Drag.Size = dragSize or Drag.Size
if hideLabel then
hideLabel.Text = "-"
else
Hide.Text = "-"
end
Hide.LineHeight = origLH
gTable.Minimized = false
end
if onMinimize then
onMinimize(Main.Visible)
end
if Walls then
wallPosition()
end
end
function isInFrame(x, y, frame)
if x > frame.AbsolutePosition.X and x < (frame.AbsolutePosition.X+frame.AbsoluteSize.X) and y > frame.AbsolutePosition.Y and y < (frame.AbsolutePosition.Y+frame.AbsoluteSize.Y) then
return true
else
return false
end
end
function wallPosition()
if gTable.Active then
local x,y = Drag.AbsolutePosition.X, Drag.AbsolutePosition.Y
local abx, gx, gy = Drag.AbsoluteSize.X, GUI.AbsoluteSize.X, GUI.AbsoluteSize.Y
local ySize = (Main.Visible and Main.AbsoluteSize.Y) or Drag.AbsoluteSize.Y
if x < 0 then
Drag.Position = UDim2.new(0, 0, Drag.Position.Y.Scale, Drag.Position.Y.Offset)
end
if y < 0 then
Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, 0)
end
if x + abx > gx then
Drag.Position = UDim2.new(0, GUI.AbsoluteSize.X - Drag.AbsoluteSize.X, Drag.Position.Y.Scale, Drag.Position.Y.Offset)
end
if y + ySize > gy then
Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, GUI.AbsoluteSize.Y - ySize)
end
end
end
function setSize(newSize)
if newSize and type(newSize) == "table" then
if newSize[1] < 50 then newSize[1] = 50 end
if newSize[2] < 50 then newSize[2] = 50 end
Drag.Size = UDim2.new(0,newSize[1],Drag.Size.Y.Scale,Drag.Size.Y.Offset)
Main.Size = UDim2.new(1,0,0,newSize[2])
end
end
function setPosition(newPos)
if newPos and typeof(newPos) == "UDim2" then
Drag.Position = newPos
elseif newPos and type(newPos) == "table" then
Drag.Position = UDim2.new(0, newPos[1], 0, newPos[2])
elseif Size and not newPos then
Drag.Position = UDim2.new(0.5, -Drag.AbsoluteSize.X/2, 0.5, -Main.AbsoluteSize.Y/2)
end
end
if Name then
gTable.Name = Name
if data.AllowMultiple ~= nil and data.AllowMultiple == false then
local found, num = client.UI.Get(Name, GUI, true)
if found then
doClose()
return nil
end
end
end
if Size then
setSize(Size)
end
if Position then
setPosition(Position)
end
if Title then
Titlef.Text = Title
end
if CanKeepAlive or not ResetOnSpawn then
gTable.CanKeepAlive = true
GUI.ResetOnSpawn = false
elseif ResetOnSpawn then
gTable.CanKeepAlive = false
GUI.ResetOnSpawn = true
end
if Icon then
Iconf.Visible = true
Iconf.Image = Icon
end
if CanvasSize then
ScrollFrame.CanvasSize = CanvasSize
end
if noClose then
Close.Visible = false
Refresh.Position = Hide.Position
Hide.Position = Close.Position
end
if noHide then
Hide.Visible = false
Refresh.Position = Hide.Position
end
if Walls then
Drag.DragStopped:Connect(function()
wallPosition()
end)
end
if onRefresh then
local debounce = false
function DoRefresh()
if not Refreshing then
local done = false
Refreshing = true
spawn(function()
while gTable.Active and not done do
for i = 0,180,10 do
rSpinner.Rotation = -i
wait(1/60)
end
end
end)
onRefresh()
wait(1)
done = true
Refreshing = false
end
end
Refresh.MouseButton1Down:Connect(function()
if not debounce then
debounce = true
DoRefresh()
debounce = false
end
end)
Titlef.Size = UDim2.new(1, -130, Titlef.Size.Y.Scale, Titlef.Size.Y.Offset)
else
Refresh.Visible = false
end
if iconClicked then
Iconf.MouseButton1Down(function()
iconClicked(data, GUI, Iconf)
end)
end
if Menu then
data.Menu.Text = ""
data.Menu.Parent = Main
data.Menu.Size = UDim2.new(1,-10,0,25)
data.Menu.Position = UDim2.new(0,5,0,25)
ScrollFrame.Size = UDim2.new(1,-10,1,-55)
ScrollFrame.Position = UDim2.new(0,5,0,50)
data.Menu.BackgroundColor3 = Color3.fromRGB(216, 216, 216)
data.Menu.BorderSizePixel = 0
create("TextLabel",data.Menu)
end
if not SizeLocked then
local startXPos = Drag.AbsolutePosition.X
local startYPos = Drag.AbsolutePosition.Y
local startXSize = Drag.AbsoluteSize.X
local startYSize = Drag.AbsoluteSize.Y
local vars = client.Variables
local newIcon
local inFrame
local ReallyInFrame
local function readify(obj)
obj.MouseEnter:Connect(function()
ReallyInFrame = obj
end)
obj.MouseLeave:Connect(function()
if ReallyInFrame == obj then
ReallyInFrame = nil
end
end)
end
--[[
readify(Drag)
readify(ScrollFrame)
readify(TopRight)
readify(TopLeft)
readify(RightCorner)
readify(LeftCorner)
readify(RightSide)
readify(LeftSide)
readify(Bottom)
readify(Top)
--]]
function checkMouse(x, y) --// Update later to remove frame by frame pos checking
if gTable.Active and Main.Visible then
if isInFrame(x, y, Drag) or isInFrame(x, y, ScrollFrame) then
inFrame = nil
newIcon = nil
elseif isInFrame(x, y, TopRight) then
inFrame = "TopRight"
newIcon = MouseIcons.TopRight
elseif isInFrame(x, y, TopLeft) then
inFrame = "TopLeft"
newIcon = MouseIcons.TopLeft
elseif isInFrame(x, y, RightCorner) then
inFrame = "RightCorner"
newIcon = MouseIcons.RightCorner
elseif isInFrame(x, y, LeftCorner) then
inFrame = "LeftCorner"
newIcon = MouseIcons.LeftCorner
elseif isInFrame(x, y, RightSide) then
inFrame = "RightSide"
newIcon = MouseIcons.Horizontal
elseif isInFrame(x, y, LeftSide) then
inFrame = "LeftSide"
newIcon = MouseIcons.Horizontal
elseif isInFrame(x, y, Bottom) then
inFrame = "Bottom"
newIcon = MouseIcons.Vertical
elseif isInFrame(x, y, Top) then
inFrame = "Top"
newIcon = MouseIcons.Vertical
else
inFrame = nil
newIcon = nil
end
else
inFrame = nil
end
if (not client.Variables.MouseLockedBy) or client.Variables.MouseLockedBy == gTable then
if inFrame and newIcon then
Mouse.Icon = newIcon
client.Variables.MouseLockedBy = gTable
elseif client.Variables.MouseLockedBy == gTable then
Mouse.Icon = curIcon
client.Variables.MouseLockedBy = nil
end
end
end
local function inputStart(x, y)
checkMouse(x, y)
if gTable.Active and inFrame and not Resizing and not isInFrame(x, y, ScrollFrame) and not isInFrame(x, y, Drag) then
Resizing = inFrame
startXPos = Drag.AbsolutePosition.X
startYPos = Drag.AbsolutePosition.Y
startXSize = Drag.AbsoluteSize.X
startYSize = Main.AbsoluteSize.Y
end
end
local function inputEnd()
if gTable.Active then
if Resizing and onResize then
onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset))
end
Resizing = nil
Mouse.Icon = curIcon
--DragEnabled = true
--if Walls then
-- wallPosition()
--end
end
end
local function inputMoved(x, y)
if gTable.Active then
if Mouse.Icon ~= MouseIcons.TopRight and Mouse.Icon ~= MouseIcons.TopLeft and Mouse.Icon ~= MouseIcons.RightCorner and Mouse.Icon ~= MouseIcons.LeftCorner and Mouse.Icon ~= MouseIcons.Horizontal and Mouse.Icon ~= MouseIcons.Vertical then
curIcon = Mouse.Icon
end
if Resizing then
local moveX = false
local moveY = false
local newPos = Drag.Position
local xPos, yPos = x, y
local newX, newY = startXSize, startYSize
--DragEnabled = false
if Resizing == "TopRight" then
newX = (xPos - startXPos) + 3
newY = (startYPos - yPos) + startYSize -1
moveY = true
elseif Resizing == "TopLeft" then
newX = (startXPos - xPos) + startXSize -1
newY = (startYPos - yPos) + startYSize -1
moveY = true
moveX = true
elseif Resizing == "RightCorner" then
newX = (xPos - startXPos) + 3
newY = (yPos - startYPos) + 3
elseif Resizing == "LeftCorner" then
newX = (startXPos - xPos) + startXSize + 3
newY = (yPos - startYPos) + 3
moveX = true
elseif Resizing == "LeftSide" then
newX = (startXPos - xPos) + startXSize + 3
newY = startYSize
moveX = true
elseif Resizing == "RightSide" then
newX = (xPos - startXPos) + 3
newY = startYSize
elseif Resizing == "Bottom" then
newX = startXSize
newY = (yPos - startYPos) + 3
elseif Resizing == "Top" then
newX = startXSize
newY = (startYPos - yPos) + startYSize - 1
moveY = true
end
if newX < MinSize[1] then newX = MinSize[1] end
if newY < MinSize[2] then newY = MinSize[2] end
if newX > MaxSize[1] then newX = MaxSize[1] end
if newY > MaxSize[2] then newY = MaxSize[2] end
if moveX then
newPos = UDim2.new(0, (startXPos+startXSize)-newX, newPos.Y.Scale, newPos.Y.Offset)
end
if moveY then
newPos = UDim2.new(newPos.X.Scale, newPos.X.Offset, 0, (startYPos+startYSize)-newY)
end
Drag.Position = newPos
Drag.Size = UDim2.new(0, newX, Drag.Size.Y.Scale, Drag.Size.Y.Offset)
Main.Size = UDim2.new(Main.Size.X.Scale, Main.Size.X.Offset, 0, newY)
if not Titlef.TextFits then
Titlef.Visible = false
else
Titlef.Visible = true
end
else
checkMouse(x, y)
end
end
end
Event(InputService.InputBegan, function(input, gameHandled)
if not gameHandled and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then
local Position = input.Position
inputStart(Position.X, Position.Y)
end
end)
Event(InputService.InputChanged, function(input, gameHandled)
if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then
local Position = input.Position
inputMoved(Position.X, Position.Y)
end
end)
Event(InputService.InputEnded, function(input, gameHandled)
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
inputEnd()
end
end)
--[[Event(Mouse.Button1Down, function()
if gTable.Active and inFrame and not Resizing and not isInFrame(Mouse.X, Mouse.Y, ScrollFrame) and not isInFrame(Mouse.X, Mouse.Y, Drag) then
Resizing = inFrame
startXPos = Drag.AbsolutePosition.X
startYPos = Drag.AbsolutePosition.Y
startXSize = Drag.AbsoluteSize.X
startYSize = Main.AbsoluteSize.Y
checkMouse()
end
end)
Event(Mouse.Button1Up, function()
if gTable.Active then
if Resizing and onResize then
onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset))
end
Resizing = nil
Mouse.Icon = curIcon
--if Walls then
-- wallPosition()
--end
end
end)--]]
else
LeftSizeIcon.Visible = false
RightSizeIcon.Visible = false
end
Close.MouseButton1Down:Connect(doClose)
Hide.MouseButton1Down:Connect(function() doHide() end)
gTable.CustomDestroy = function()
service.UnWrap(GUI):Destroy()
if client.Variables.MouseLockedBy == gTable then
Mouse.Icon = curIcon
client.Variables.MouseLockedBy = nil
end
if not isClosed then
isClosed = true
if onClose then
onClose()
end
end
end
for i,child in next,GUI:GetChildren() do
if child.Name ~= "Desc" and child.Name ~= "Drag" then
specialInsts[child.Name] = child
child.Parent = nil
end
end
--// Drag & DisplayOrder Handler
do
local windowValue = Instance.new("BoolValue", GUI)
local dragDragging = false
local dragOffset
local inFrame
windowValue.Name = "__ADONIS_WINDOW"
Event(Main.InputBegan, function(input)
if gTable.Active and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then
BringToFront()
end
end)
Event(Drag.InputBegan, function(input)
if gTable.Active then
inFrame = true
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
BringToFront()
end
end
end)
Event(Drag.InputChanged, function(input)
if gTable.Active then
inFrame = true
end
end)
Event(Drag.InputEnded, function(input)
inFrame = false
end)
Event(InputService.InputBegan, function(input)
if inFrame and GUI.DisplayOrder == 101 and not dragDragging and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then--isInFrame(input.Position.X, input.Position.Y, object) then
dragDragging = true
BringToFront()
dragOffset = Vector2.new(Drag.AbsolutePosition.X - input.Position.X, Drag.AbsolutePosition.Y - input.Position.Y)
end
end)
Event(InputService.InputChanged, function(input)
if dragDragging and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then
Drag.Position = UDim2.new(0, dragOffset.X + input.Position.X, 0, dragOffset.Y + input.Position.Y)
end
end)
Event(InputService.InputEnded, function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
dragDragging = false
end
end)
end
--// Finishing up
local api = apiIfy(ScrollFrame, data)
local meta = api:GetMetatable()
local oldNewIndex = meta.__newindex
local oldIndex = meta.__index
create("ScrollingFrame", nil, ScrollFrame)
LoadChildren(api, Content)
api:SetSpecial("gTable", gTable)
api:SetSpecial("Window", GUI)
api:SetSpecial("Main", Main)
api:SetSpecial("Title", Titlef)
api:SetSpecial("Dragger", Drag)
api:SetSpecial("Destroy", doClose)
api:SetSpecial("Close", doClose)
api:SetSpecial("Object", ScrollFrame)
api:SetSpecial("Refresh", DoRefresh)
api:SetSpecial("AddTitleButton", function(ignore, data) if type(ignore) == "table" and not data then data = ignore end return addTitleButton(data) end)
api:SetSpecial("Ready", function() if onReady then onReady() end gTable.Ready() BringToFront() end)
api:SetSpecial("BindEvent", function(ignore, ...) Event(...) end)
api:SetSpecial("Hide", function(ignore, hide) doHide(hide) end)
api:SetSpecial("SetTitle", function(ignore, newTitle) Titlef.Text = newTitle end)
api:SetSpecial("SetPosition", function(ignore, newPos) setPosition(newPos) end)
api:SetSpecial("SetSize", function(ignore, newSize) setSize(newSize) end)
api:SetSpecial("GetPosition", function() return Drag.AbsolutePosition end)
api:SetSpecial("GetSize", function() return Main.AbsoluteSize end)
api:SetSpecial("IsVisible", isVisible)
api:SetSpecial("IsClosed", isClosed)
meta.__index = function(tab, ind)
if ind == "IsVisible" then
return isVisible()
elseif ind == "Closed" then
return isClosed
else
return oldIndex(tab, ind)
end
end
setSize(Size)
setPosition(Position)
if Ready then
gTable:Ready()
BringToFront()
end
return api,GUI
end
|
-- Number of bullets in a clip
|
local ClipSize = 40
|
--[[
The database may contain duplicated AssetId.
It may also contain Accessories with the same name. Which can probably lead to issues when customizing your avatar.
CATEGORY | LAST UPDATED | URL
Hat
December 29, 2019
https://search.roblox.com/catalog/json?Subcategory=9&IncludeNotForSale=true&ResultsPerPage=60&PageNumber=
HairAccessory
December 29, 2019
https://search.roblox.com/catalog/json?Subcategory=20&IncludeNotForSale=true&ResultsPerPage=60&PageNumber=
FaceAccessory
December 29, 2019
https://search.roblox.com/catalog/json?Subcategory=21&IncludeNotForSale=true&ResultsPerPage=60&PageNumber=
NeckAccessory
December 29, 2019
https://search.roblox.com/catalog/json?Subcategory=22&IncludeNotForSale=true&ResultsPerPage=60&PageNumber=
ShoulderAccessory
December 29, 2019
https://search.roblox.com/catalog/json?Subcategory=23&IncludeNotForSale=true&ResultsPerPage=60&PageNumber=
FrontAccessory
December 29, 2019
https://search.roblox.com/catalog/json?Subcategory=24&IncludeNotForSale=true&ResultsPerPage=60&PageNumber=
BackAccessory
December 29, 2019
https://search.roblox.com/catalog/json?Subcategory=25&IncludeNotForSale=true&ResultsPerPage=60&PageNumber=
WaistAccessory
December 29, 2019
https://search.roblox.com/catalog/json?Subcategory=26&IncludeNotForSale=true&ResultsPerPage=60&PageNumber=
Face
December 29, 2019
https://search.roblox.com/catalog/json?Subcategory=10&IncludeNotForSale=true&ResultsPerPage=60&PageNumber=
Heads
December 29, 2019
https://search.roblox.com/catalog/json?Subcategory=15&IncludeNotForSale=true&ResultsPerPage=60&PageNumber=
Animations
December 29, 2019
Manually go through all animation bundles cause there are only 17 of them
Bundles
December 29, 2019
You can get all the bundles by AssetService:GetBundleDetailsAsync() from 1 - 700+
Clothes
December 29, 2019
I only provided Roblox created Shirts and Pants that are still onsale. You can use your own clothing database
--]]
| |
--//Controller//--
|
while task.wait(Configuration.Time.Value) do
if Humanoid then
Humanoid:TakeDamage(Configuration.Damage.Value)
end
end
|
--[[
Controller that sets different user interface views for the client. Listens to player state updates, creating and
destructing views as necessary.
]]
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local StarterGui = game:GetService("StarterGui")
local UserInputService = game:GetService("UserInputService")
local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger)
local userInterfaceFolder = ReplicatedStorage.Source.UserInterface
local views = {
pregame = require(userInterfaceFolder.PreGame),
pregameready = require(userInterfaceFolder.PreGameReady),
game = require(userInterfaceFolder.Game),
camera = require(userInterfaceFolder.Camera),
postgame = require(userInterfaceFolder.PostGame)
}
local currentView
local UIController = {}
|
--used by checkTeams
|
function sameTeam(otherHuman)
local player = Tag.Value
local otherPlayer = game:GetService("Players"):GetPlayerFromCharacter(otherHuman.Parent)
if player and otherPlayer then
if player == otherPlayer then
return true
end
if otherPlayer.Neutral then
return false
end
return player.TeamColor == otherPlayer.TeamColor
end
return false
end
function tagHuman(human)
local tag = Tag:Clone()
tag.Parent = human
game:GetService("Debris"):AddItem(tag)
end
|
--edit the below function to execute code when this response is chosen OR this prompt is shown
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local Money = require(game.ReplicatedStorage.Source.SystemModules.Money)
Money.SellPiece(player)
end
|
--[=[
@return string
Metamethod to transform the option into a string.
```lua
local optA = Option.Some(64)
local optB = Option.None
print(optA) --> Option<number>
print(optB) --> Option<None>
```
]=]
|
function Option:__tostring()
if self:IsSome() then
return ("Option<" .. typeof(self._v) .. ">")
else
return "Option<None>"
end
end
|
--Made by Luckymaxer
|
Model = script.Parent
Debris = game:GetService("Debris")
FadeRate = 0.025
Rate = (1 / 15)
Removing = false
function RemoveModel()
if Removing then
return
end
local Parts = {}
for i, v in pairs(Model:GetChildren()) do
if v:IsA("BasePart") then
table.insert(Parts, v)
end
end
if #Parts == 0 then
Removing = true
Model.Name = ""
Debris:AddItem(Model, 0.5)
end
end
Model.ChildRemoved:connect(function(Child)
RemoveModel()
end)
wait(1)
RemoveModel()
|
-- listen for jumping and landing and apply sway and camera mvoement to the viewmodel
|
humanoid.StateChanged:Connect(function(oldstate, newstate)
if isfirstperson == true and includejumpsway == true then -- dont apply camera/viewmodel changes if we aren't in first person
if newstate == Enum.HumanoidStateType.Landed then
-- animate the camera's landing "thump"
--
-- tween a dummy cframe value for camera recoil
local camedit = Instance.new("CFrameValue")
camedit.Value = CFrame.new(0,0,0)*CFrame.Angles(math.rad(-0.75)*swaysize,0,0)
local landedrecoil = tweenservice:Create(camedit, TweenInfo.new((0.03*6)/sensitivity, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)}) ; landedrecoil:Play() ; game:GetService("Debris"):AddItem(landedrecoil, 2)
landedrecoil.Completed:Connect(function()
camedit.Value = CFrame.new(0,0,0)*CFrame.Angles(math.rad(0.225)*swaysize,0,0)
local landedrecovery = tweenservice:Create(camedit, TweenInfo.new((0.03*24)/sensitivity, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)}) ; landedrecovery:Play(); game:GetService("Debris"):AddItem(landedrecovery, 3)
end)
-- apply the camera adjustments
task.spawn(function()
for i = 1,60 do
camera.CFrame = camera.CFrame*camedit.Value
runservice.Heartbeat:Wait()
end
end)
-- animate the jump sway to make the viewmodel thump down on landing
local viewmodelrecoil = tweenservice:Create(jumpswaygoal, TweenInfo.new(0.15/sensitivity, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)*CFrame.Angles(-math.rad(5)*swaysize,0,0)}) ; viewmodelrecoil:Play(); game:GetService("Debris"):AddItem(viewmodelrecoil, 2)
viewmodelrecoil.Completed:Connect(function()
local viewmodelrecovery = tweenservice:Create(jumpswaygoal, TweenInfo.new(0.7/sensitivity, Enum.EasingStyle.Quart, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)}) ; viewmodelrecovery:Play() ; game:GetService("Debris"):AddItem(viewmodelrecovery, 2)
end)
elseif newstate == Enum.HumanoidStateType.Freefall then
-- animate jump sway when the character is falling or jumping
local viewmodeljump = tweenservice:Create(jumpswaygoal, TweenInfo.new(0.5/sensitivity, Enum.EasingStyle.Sine), {Value = CFrame.new(0,0,0)*CFrame.Angles(math.rad(7.5)*swaysize,0,0)}) ; viewmodeljump:Play() ; game:GetService("Debris"):AddItem(viewmodeljump, 2)
end
end
end)
|
--// All global vars will be wiped/replaced except script
--// All guis are autonamed codeName..gui.Name
|
return function(data)
local player = service.Players.LocalPlayer
local playergui = player.PlayerGui
local gui = script.Parent.Parent
local frame = gui.Frame
local text = gui.Frame.TextBox
local scroll = gui.Frame.ScrollingFrame
local players = gui.Frame.PlayerList
local entry = gui.Entry
local BindEvent = gTable.BindEvent
local opened = false
local scrolling = false
local debounce = false
local settings = client.Remote.Get("Setting",{"SplitKey","ConsoleKeyCode","BatchKey"})
local splitKey = settings.SplitKey
local consoleKey = settings.ConsoleKeyCode
local batchKey = settings.BatchKey
local commands = client.Remote.Get('FormattedCommands') or {}
frame.Position = UDim2.new(0,0,0,-200)
frame.Visible = false
frame.Size = UDim2.new(1,0,0,40)
scroll.Visible = false
if client.Variables.ConsoleOpen then
if client.Variables.ChatEnabled then
service.StarterGui:SetCoreGuiEnabled("Chat",true)
end
if client.Variables.PlayerListEnabled then
service.StarterGui:SetCoreGuiEnabled('PlayerList',true)
end
if client.UI.Get("Notif") then
client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true
end
local scr = client.UI.Get("Chat",nil,true)
if scr then scr.Object.Drag.Visible = true end
local scr = client.UI.Get("PlayerList",nil,true)
if scr then scr.Object.Drag.Visible = true end
local scr = client.UI.Get("HintHolder",nil,true)
if scr then scr.Object.Frame.Visible = true end
end
client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat")
client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList')
local function close()
if gui:IsDescendantOf(game) and not debounce then
debounce = true
scroll:ClearAllChildren()
scroll.CanvasSize = UDim2.new(0,0,0,0)
scroll.ScrollingEnabled = false
frame.Size = UDim2.new(1,0,0,40)
scroll.Visible = false
players.Visible = false
scrollOpen = false
if client.Variables.ChatEnabled then
service.StarterGui:SetCoreGuiEnabled("Chat",true)
end
if client.Variables.PlayerListEnabled then
service.StarterGui:SetCoreGuiEnabled('PlayerList',true)
end
if client.UI.Get("Notif") then
client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true
end
local scr = client.UI.Get("Chat",nil,true)
if scr then scr.Object.Drag.Visible = true end
local scr = client.UI.Get("PlayerList",nil,true)
if scr then scr.Object.Drag.Visible = true end
local scr = client.UI.Get("HintHolder",nil,true)
if scr then scr.Object.Frame.Visible = true end
service.SafeTweenPos(frame,UDim2.new(0,0,0,-200),'Out','Linear',0.2,true)
--frame:TweenPosition(UDim2.new(0,0,0,-200),'Out','Linear',0.2,true)
debounce = false
opened = false
end
end
local function open()
if gui:IsDescendantOf(game) and not debounce then
debounce = true
client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat")
client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList')
service.StarterGui:SetCoreGuiEnabled("Chat",false)
service.StarterGui:SetCoreGuiEnabled('PlayerList',false)
scroll.ScrollingEnabled = true
players.ScrollingEnabled = true
if client.UI.Get("Notif") then
client.UI.Get("Notif",nil,true).Object.LABEL.Visible = false
end
local scr = client.UI.Get("Chat",nil,true)
if scr then scr.Object.Drag.Visible = false end
local scr = client.UI.Get("PlayerList",nil,true)
if scr then scr.Object.Drag.Visible = false end
local scr = client.UI.Get("HintHolder",nil,true)
if scr then scr.Object.Frame.Visible = false end
frame.Size = UDim2.new(1,0,0,40)
scroll.Visible = false
players.Visible = false
scrollOpen = false
text.Text = ''
frame.Visible = true
frame.Position = UDim2.new(0,0,0,0)
text:CaptureFocus()
text.Text = ''
wait()
text.Text = ''
debounce = false
opened = true
end
end
text.FocusLost:connect(function(enterPressed)
if enterPressed then
if text.Text~='' and string.len(text.Text)>1 then
client.Remote.Send('ProcessCommand',text.Text)
end
close()
end
end)
text.Changed:connect(function(c)
if c == 'Text' and text.Text ~= '' and open then
scroll:ClearAllChildren()
players:ClearAllChildren()
local nText = text.Text
if string.match(nText,".*"..batchKey.."([^']+)") then
nText = string.match(nText,".*"..batchKey.."([^']+)")
nText = string.match(nText,"^%s*(.-)%s*$")
end
local pNum = 0
local pMatch = string.match(nText,".+"..splitKey.."(.*)$")
for i,v in next,service.Players:GetChildren() do
if (pMatch and string.sub(string.lower(tostring(v)),1,#pMatch) == string.lower(pMatch)) or string.match(nText,splitKey.."$") then
local new = entry:Clone()
new.Text = tostring(v)
new.TextXAlignment = "Right"
new.Visible = true
new.Parent = players
new.Position = UDim2.new(0,0,0,20*pNum)
new.MouseButton1Down:connect(function()
text.Text = text.Text..tostring(v)
text:CaptureFocus()
end)
pNum = pNum+1
end
end
players.CanvasSize = UDim2.new(0,0,0,pNum*20)
local num = 0
for i,v in next,commands do
if string.sub(string.lower(v),1,#nText) == string.lower(nText) or string.find(string.lower(v),string.match(string.lower(nText),"^(.-)"..splitKey) or string.lower(nText)) then
if not scrollOpen then
frame.Size = UDim2.new(1,0,0,330)
scroll.Visible = true
players.Visible = true
scrollOpen = true
end
local b = entry:clone()
b.Visible = true
b.Parent = scroll
b.Text = v
b.Position = UDim2.new(0,0,0,20*num)
b.MouseButton1Down:connect(function()
text.Text = b.Text
text:CaptureFocus()
end)
num = num+1
end
end
scroll.CanvasSize = UDim2.new(0,0,0,num*20)
elseif c == 'Text' and text.Text == '' and opened then
service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end)
scroll.Visible = false
players.Visible = false
scrollOpen = false
scroll:ClearAllChildren()
scroll.CanvasSize = UDim2.new(0,0,0,0)
end
end)
BindEvent(service.UserInputService.InputBegan, function(InputObject)
local textbox = service.UserInputService:GetFocusedTextBox()
if not (textbox) and rawequal(InputObject.UserInputType, Enum.UserInputType.Keyboard) and InputObject.KeyCode.Name == (client.Variables.CustomConsoleKey or consoleKey) then
if opened then
close()
else
open()
end
client.Variables.ConsoleOpen = opened
end
end)
gTable:Ready()
end
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