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--Settings--
local mySettings = script.Parent.Settings local debugOption = mySettings.Debug.Value
-- The optional property of matcher context is true if undefined. -- ROBLOX deviation: upstream injects expand: false by default so we actually set to true if undefined
local function isExpand(expand: boolean?): boolean return not not expand end
--gun parts
local lufa = gunmodel:WaitForChild("lufa") local boltmodel = gunmodel:WaitForChild("bolt") local magmodel = gunmodel:WaitForChild("mag") local boltpart = boltmodel:WaitForChild("boltpart")
-- Update the TextLabel with the current date
function updateDate() local currentDate = getCurrentDate() TextLabelSht.Text = currentDate TextLabel.Text = currentDate end
--[[VARIABLE DEFINITION ANOMALY DETECTED, DECOMPILATION OUTPUT POTENTIALLY INCORRECT]]-- --[[VARIABLE DEFINITION ANOMALY DETECTED, DECOMPILATION OUTPUT POTENTIALLY INCORRECT]]-- -- Decompiled with the Synapse X Luau decompiler.
local l__HDAdminMain__1 = _G.HDAdminMain; local l__CmdBar__2 = l__HDAdminMain__1.gui.CmdBar; local v3 = { maxSuggestions = 5, mainParent = l__CmdBar__2, textBox = l__CmdBar__2.SearchFrame.TextBox, rframe = l__CmdBar__2.ResultsFrame, suggestionPos = 1, suggestionDisplayed = 0, forceExecute = false, highlightColor = Color3.fromRGB(50, 50, 50), otherColor = Color3.fromRGB(80, 80, 80), suggestionLabels = {}, currentBarCommand = nil }; l__CmdBar__2.Visible = false; local function u1(p1) local v4 = nil; local v5 = ""; v4 = p1.suggestionLabels["Label" .. p1.suggestionPos]; if p1.specificArg then local v6 = v4.Name .. " "; p1.textBox.Text = v6; coroutine.wrap(function() for v7 = 1, 10 do p1.textBox:ReleaseFocus(); wait(); end; end)(); wait(); p1.textBox.Text = v6; return; end; local v8 = string.sub(p1.textBox.Text, 1, 1); local u2 = -1; local u3 = {}; p1.textBox.Text:gsub("([^" .. l__HDAdminMain__1.pdata.SplitKey .. "]+)", function(p2) u2 = u2 + 1; if v4.ArgPos - 1 < u2 then return; end; table.insert(u3, p2 .. " "); end); if u2 == 0 and (v8 == l__HDAdminMain__1.settings.UniversalPrefix or v8 == l__HDAdminMain__1.pdata.Prefix) then v5 = v8; end; local v9 = ((v5 .. table.concat(u3, "")) .. v4.Name) .. l__HDAdminMain__1.pdata.SplitKey; p1.textBox.Text = v9; wait(); p1.textBox.Text = v9; p1.textBox:CaptureFocus(); p1.textBox.CursorPosition = #v9 + 1; end; local u4 = {}; local u5 = {}; local function u6(p3) local l__maxSuggestions__10 = p3.maxSuggestions; local v11 = 1 - 1; while true do local v12 = p3.rframe.LabelTemplate:Clone(); v12.Name = "Label" .. v11; v12.Visible = false; v12.Parent = p3.rframe; local u7 = v11; v12.MouseEnter:Connect(function() p3.suggestionPos = u7; end); v12.MouseButton1Up:Connect(function() p3.suggestionPos = u7; u1(p3); end); if 0 <= 1 then if not (u7 < l__maxSuggestions__10) then break; end; elseif not (l__maxSuggestions__10 < u7) then break; end; u7 = u7 + 1; end; end; local function u8(p4) p4.textBox.FocusLost:connect(function(p5) if p4.mainParent.Name ~= "CmdBar" or p4.specificArg then if p4.suggestionDisplayed > 0 then u1(p4, p4.specificArg); return; end; else if p4.suggestionDisplayed > 0 and not forceExecute and l__HDAdminMain__1.device ~= "Mobile" then u1(p4); return; end; if p5 then if forceExecute then u1(p4); end; u4:CloseCmdBar(); if #p4.textBox.Text > 1 then local v13 = p4.textBox.Text; local v14 = string.sub(v13, 1, 1); if v14 ~= l__HDAdminMain__1.settings.UniversalPrefix and v14 ~= l__HDAdminMain__1.pdata.Prefix then v13 = l__HDAdminMain__1.pdata.Prefix .. v13; end; if string.sub(v13, -1) == " " then v13 = string.sub(v13, 1, -1); end; l__HDAdminMain__1.signals.RequestCommand:InvokeServer(v13); end; end; end; end); end; function u4.SetupTextbox(p6, p7, p8) u5[p7] = p8; u6(p8); u8(p8); local l__specificArg__9 = p8.specificArg; local function u10(p9, p10, p11, p12) if string.sub(string.lower(p12), 1, #p10) == p10 then table.insert(p9, { Name = p12, ArgPos = p11 }); if #p9 ~= p8.maxSuggestions then return; end; else return; end; return true; end; local u11 = nil; p8.textBox.Changed:connect(function(p13) if p13 == "Text" then local v15 = nil; v15 = {}; if l__specificArg__9 then table.insert(v15, p8.textBox.Text); else local u12 = -1; local u13 = nil; p8.textBox.Text:gsub("([^" .. l__HDAdminMain__1.pdata.SplitKey .. "]+)", function(p14) u12 = u12 + 1; if u12 == 0 then u13 = p14; return; end; if u12 > 0 then table.insert(v15, p14); end; end); if u12 > 0 and not p8.currentBarCommand then local v16 = string.sub(u13, 1, 1); if v16 == l__HDAdminMain__1.settings.UniversalPrefix or v16 == l__HDAdminMain__1.pdata.Prefix then u13 = string.sub(u13, 2); end; u13 = string.lower(u13); for v17, v18 in pairs(l__HDAdminMain__1.commandInfo) do if string.lower(v18.Name) == u13 then p8.currentBarCommand = v18; elseif v18.Aliases then for v19, v20 in pairs(v18.Aliases) do if string.lower(v20) == u13 then p8.currentBarCommand = v18; end; end; end; end; elseif u12 <= 0 then p8.currentBarCommand = nil; end; end; local v21 = {}; p8.suggestionPos = 1; if #p8.textBox.Text > 1 or l__specificArg__9 and #p8.textBox.Text > 0 then if u12 == 0 then local v22 = string.lower(string.sub(p8.textBox.Text, 2)); local v23 = string.lower(string.sub(p8.textBox.Text, 1, 1)); local v24, v25, v26 = pairs(l__HDAdminMain__1.commandInfo); while true do local v27, v28 = v24(v25, v26); if not v27 then break; end; local v29 = v28.Prefixes[1]; if string.sub(string.lower(v28.Name), 1, #v22) == v22 and v29 == v23 then table.insert(v21, { Name = v28.Name, Args = v28.Args, Prefixes = v28.Prefixes, ArgPos = 0 }); if #v21 == p8.maxSuggestions then break; end; end; local l__UnFunction__30 = v28.UnFunction; if l__UnFunction__30 and (string.sub(string.lower(l__UnFunction__30), 1, #v22) == v22 and v29 == v23) then table.insert(v21, { Name = l__UnFunction__30, Args = {}, Prefixes = v28.Prefixes, ArgPos = 0 }); if #v21 == p8.maxSuggestions then break; end; end; end; elseif p8.currentBarCommand or l__specificArg__9 then if l__specificArg__9 then local v31 = l__specificArg__9; else v31 = p8.currentBarCommand.Args[u12]; end; local v32 = {}; local v33 = string.lower(v15[u12]); local v34 = string.sub(p8.textBox.Text, -1); if v34 ~= " " and v34 ~= l__HDAdminMain__1.pdata.SplitKey then if v31 == "player" or v31 == "playerarg" then for v35, v36 in pairs(l__HDAdminMain__1.qualifiers) do if u10(v21, v33, u12, v36) then break; end; end; if #v21 < p8.maxSuggestions then for v37, v38 in pairs(l__HDAdminMain__1.players:GetChildren()) do if u10(v21, v33, u12, v38.Name) then break; end; end; end; elseif v31 == "colour" or v31 == "color" or v31 == "color3" then for v39, v40 in pairs(l__HDAdminMain__1.colors) do if u10(v21, v33, u12, v40) then break; end; end; elseif v31 == "material" then for v41, v42 in pairs(l__HDAdminMain__1.materials) do if u10(v21, v33, u12, v42) then break; end; end; elseif v31 == "rank" then for v43, v44 in pairs(l__HDAdminMain__1.settings.Ranks) do if u10(v21, v33, u12, v44[2]) then break; end; end; elseif v31 == "team" or v31 == "teamcolor" then local l__teams__45 = l__HDAdminMain__1.teams; local v46, v47, v48 = pairs(l__teams__45.GetChildren(l__teams__45)); while true do local v49, v50 = v46(v47, v48); if not v49 then break; end; v48 = v49; if u10(v21, v33, u12, v50.Name) then break; end; end; elseif v31 == "morph" then local v51, v52, v53 = pairs(l__HDAdminMain__1.morphNames); while true do local v54, v55 = v51(v52, v53); if not v54 then break; end; v53 = v54; if u10(v21, v33, u12, v54) then break; end; end; elseif v31 == "tools" or v31 == "gears" or v31 == "tool" or v31 == "gear" then local v56, v57, v58 = pairs(l__HDAdminMain__1.toolNames); while true do local v59, v60 = v56(v57, v58); if not v59 then break; end; v58 = v59; if u10(v21, v33, u12, v59) then break; end; end; end; end; end; end; p8.suggestionDisplayed = #v21; if p8.currentBarCommand and #p8.currentBarCommand.Args == u12 and p8.suggestionDisplayed > 0 then forceExecute = true; else forceExecute = false; end; for v61 = 1, p8.maxSuggestions do local v62 = v21[v61]; local v63 = p8.rframe["Label" .. v61]; if v62 then local v64 = false; if v62.Args then v64 = true; end; local v65 = false; if v64 and v62.Prefixes[1] == l__HDAdminMain__1.settings.UniversalPrefix then v65 = true; end; local v66 = {}; if v64 then for v67, v68 in pairs(v62.Args) do if not v65 or v68 ~= "player" or v68 == "playerarg" then table.insert(v66, "<" .. v68 .. ">"); end; end; end; v63.TextLabel.Text = v62.Name .. " " .. table.concat(v66, " "); if v61 == p8.suggestionPos then v63.BackgroundColor3 = p8.highlightColor; else v63.BackgroundColor3 = p8.otherColor; end; p8.suggestionLabels["Label" .. v61] = v62; if p8.mainParent.Name ~= "CmdBar" then local l__Y__69 = p8.rframe.LabelTemplate.AbsoluteSize.Y; if l__HDAdminMain__1.gui.Notices.AbsoluteSize.Y < p8.rframe.AbsolutePosition.Y + l__Y__69 * v61 + 5 then if not u11 then u11 = p8.mainParent.Position; end; p8.mainParent.Position = p8.mainParent.Position - UDim2.new(0, 0, 0, l__Y__69); end; end; v63.Visible = true; else v63.Visible = false; end; end; if u11 and #v21 < 1 then p8.mainParent.Position = u11; u11 = nil; end; if #v21 < 1 and p8.mainParent.Name ~= "CmdBar" then p8.mainParent.ClipsDescendants = true; else p8.mainParent.ClipsDescendants = false; end; end; end); end; u4:SetupTextbox("cmdbar1", v3); function u4.ToggleBar(p15, p16) if p16 == Enum.KeyCode.Quote then if l__HDAdminMain__1.gui.CmdBar.Visible then l__HDAdminMain__1:GetModule("CmdBar"):CloseCmdBar(); return; else l__HDAdminMain__1:GetModule("CmdBar"):OpenCmdBar(); return; end; end; if p16 == Enum.KeyCode.Semicolon then local l__Cmdbar2__70 = l__HDAdminMain__1.settings.Cmdbar2; if l__HDAdminMain__1.pdata.Rank > 0 or l__Cmdbar2__70 <= 0 then if l__HDAdminMain__1.pdata.Rank < l__Cmdbar2__70 then local v71 = l__HDAdminMain__1:GetModule("cf"):FormatNotice("CommandBarLocked", "2", l__HDAdminMain__1:GetModule("cf"):GetRankName(l__Cmdbar2__70)); l__HDAdminMain__1:GetModule("Notices"):Notice("Error", v71[1], v71[2]); return; end; local l__cmdbar2__72 = u5.cmdbar2; if not l__cmdbar2__72 then l__HDAdminMain__1:GetModule("ClientCommands").cmdbar2.Function(); return; end; if l__cmdbar2__72.mainParent.Visible then l__cmdbar2__72.mainParent.Visible = false; return; end; l__cmdbar2__72.mainParent.Visible = true; end; end; end; local u14 = { "Chat", "PlayerList" }; local u15 = {}; local l__CustomTopBar__16 = l__HDAdminMain__1.gui.CustomTopBar; local u17 = 1; local u18 = true; function u4.OpenCmdBar(p17) local l__Cmdbar__73 = l__HDAdminMain__1.settings.Cmdbar; if l__HDAdminMain__1.pdata.Rank > 0 or l__Cmdbar__73 <= 0 then if l__HDAdminMain__1.pdata.Rank < l__Cmdbar__73 then local v74 = l__HDAdminMain__1:GetModule("cf"):FormatNotice("CommandBarLocked", "", l__HDAdminMain__1:GetModule("cf"):GetRankName(l__Cmdbar__73)); l__HDAdminMain__1:GetModule("Notices"):Notice("Error", v74[1], v74[2]); return; end; v3.textBox:CaptureFocus(); for v75, v76 in pairs(u14) do u15[v76] = l__HDAdminMain__1.starterGui:GetCoreGuiEnabled(v76); l__HDAdminMain__1.starterGui:SetCoreGuiEnabled(Enum.CoreGuiType[v76], false); end; l__CustomTopBar__16.BackgroundColor3 = Color3.fromRGB(50, 50, 50); u17 = l__CustomTopBar__16.BackgroundTransparency; u18 = l__CustomTopBar__16.Visible; l__CustomTopBar__16.BackgroundTransparency = 0; l__CustomTopBar__16.Visible = true; v3.textBox.Text = ""; l__CmdBar__2.Visible = true; wait(); v3.textBox.Text = l__HDAdminMain__1.pdata.Prefix; v3.textBox.CursorPosition = 3; end; end; function u4.CloseCmdBar(p18) l__CmdBar__2.Visible = false; for v77, v78 in pairs(u14) do local v79 = u15[v78]; if v79 then l__HDAdminMain__1.starterGui:SetCoreGuiEnabled(Enum.CoreGuiType[v78], v79); end; end; l__CustomTopBar__16.BackgroundColor3 = Color3.fromRGB(31, 31, 31); l__CustomTopBar__16.BackgroundTransparency = u17; l__CustomTopBar__16.Visible = u18; coroutine.wrap(function() for v80 = 1, 10 do v3.textBox:ReleaseFocus(); wait(); end; end)(); end; function u4.PressedArrowKey(p19, p20) for v81, v82 in pairs(u5) do if v82.mainParent.Visible and v82.textBox:IsFocused() then local v83 = v82.rframe:FindFirstChild("Label" .. v82.suggestionPos); if p20 == Enum.KeyCode.Down then v82.suggestionPos = v82.suggestionPos + 1; if v82.suggestionDisplayed < v82.suggestionPos then v82.suggestionPos = 1; end; elseif p20 == Enum.KeyCode.Up then v82.suggestionPos = v82.suggestionPos - 1; if v82.suggestionPos < 1 then v82.suggestionPos = v82.suggestionDisplayed; end; elseif p20 == Enum.KeyCode.Right then u1(v82); end; local v84 = v82.rframe["Label" .. v82.suggestionPos]; if v84 ~= v83 then v83.BackgroundColor3 = v82.otherColor; v84.BackgroundColor3 = v82.highlightColor; end; end; end; end; return u4;
-- Clear any existing animation tracks -- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil if animator then local animTracks = animator:GetPlayingAnimationTracks() for i,track in ipairs(animTracks) do track:Stop(0) track:Destroy() end end for name, fileList in pairs(animNames) do configureAnimationSet(name, fileList) end for _,child in script:GetChildren() do if child.isA("StringValue") and not animNames[child.name] then animNames[child.Name] = {} configureAnimationSet(child.Name, animNames[child.Name]) end end
--[[ Fired when PreGame is entered, throwing out a player state update, as well as transitioning the player state ]]
function Transitions.onEnterPreGame(stateMachine, event, from, to, playerComponent) Logger.trace(playerComponent.player.Name, " state change: ", from, " -> ", to) playerComponent:updateStatus("currentState", to) PlayerPreGame.enter(stateMachine, playerComponent) end
--////////////////////////////// Methods --//////////////////////////////////////
local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end local methods = {} local lazyEventNames = { eDestroyed = true, eSaidMessage = true, eReceivedMessage = true, eReceivedUnfilteredMessage = true, eMessageDoneFiltering = true, eReceivedSystemMessage = true, eChannelJoined = true, eChannelLeft = true, eMuted = true, eUnmuted = true, eExtraDataUpdated = true, eMainChannelSet = true, eChannelNameColorUpdated = true, } local lazySignalNames = { Destroyed = "eDestroyed", SaidMessage = "eSaidMessage", ReceivedMessage = "eReceivedMessage", ReceivedUnfilteredMessage = "eReceivedUnfilteredMessage", RecievedUnfilteredMessage = "eReceivedUnfilteredMessage", -- legacy mispelling MessageDoneFiltering = "eMessageDoneFiltering", ReceivedSystemMessage = "eReceivedSystemMessage", ChannelJoined = "eChannelJoined", ChannelLeft = "eChannelLeft", Muted = "eMuted", Unmuted = "eUnmuted", ExtraDataUpdated = "eExtraDataUpdated", MainChannelSet = "eMainChannelSet", ChannelNameColorUpdated = "eChannelNameColorUpdated" } methods.__index = function (self, k) local fromMethods = rawget(methods, k) if fromMethods then return fromMethods end if lazyEventNames[k] and not rawget(self, k) then rawset(self, k, Instance.new("BindableEvent")) end local lazySignalEventName = lazySignalNames[k] if lazySignalEventName and not rawget(self, k) then if not rawget(self, lazySignalEventName) then rawset(self, lazySignalEventName, Instance.new("BindableEvent")) end rawset(self, k, rawget(self, lazySignalEventName).Event) end return rawget(self, k) end function methods:LazyFire(eventName, ...) local createdEvent = rawget(self, eventName) if createdEvent then createdEvent:Fire(...) end end function methods:SayMessage(message, channelName, extraData) if (self.ChatService:InternalDoProcessCommands(self.Name, message, channelName)) then return end if (not channelName) then return end local channel = self.Channels[channelName:lower()] if (not channel) then error("Speaker is not in channel \"" .. channelName .. "\"") end local messageObj = channel:InternalPostMessage(self, message, extraData) if (messageObj) then local success, err = pcall(function() self:LazyFire("eSaidMessage", messageObj, channelName) end) if not success and err then print("Error saying message: " ..err) end end return messageObj end function methods:JoinChannel(channelName) if (self.Channels[channelName:lower()]) then warn("Speaker is already in channel \"" .. channelName .. "\"") return end local channel = self.ChatService:GetChannel(channelName) if (not channel) then error("Channel \"" .. channelName .. "\" does not exist!") end self.Channels[channelName:lower()] = channel channel:InternalAddSpeaker(self) local success, err = pcall(function() self.eChannelJoined:Fire(channel.Name, channel:GetWelcomeMessageForSpeaker(self)) end) if not success and err then print("Error joining channel: " ..err) end end function methods:LeaveChannel(channelName) if (not self.Channels[channelName:lower()]) then warn("Speaker is not in channel \"" .. channelName .. "\"") return end local channel = self.Channels[channelName:lower()] self.Channels[channelName:lower()] = nil channel:InternalRemoveSpeaker(self) local success, err = pcall(function() self:LazyFire("eChannelLeft", channel.Name) self.EventFolder.OnChannelLeft:FireClient(self.PlayerObj, channel.Name) end) if not success and err then print("Error leaving channel: " ..err) end end function methods:IsInChannel(channelName) return (self.Channels[channelName:lower()] ~= nil) end function methods:GetChannelList() local list = {} for i, channel in pairs(self.Channels) do table.insert(list, channel.Name) end return list end function methods:SendMessage(message, channelName, fromSpeaker, extraData) local channel = self.Channels[channelName:lower()] if (channel) then channel:SendMessageToSpeaker(message, self.Name, fromSpeaker, extraData) else warn(string.format("Speaker '%s' is not in channel '%s' and cannot receive a message in it.", self.Name, channelName)) end end function methods:SendSystemMessage(message, channelName, extraData) local channel = self.Channels[channelName:lower()] if (channel) then channel:SendSystemMessageToSpeaker(message, self.Name, extraData) else warn(string.format("Speaker '%s' is not in channel '%s' and cannot receive a system message in it.", self.Name, channelName)) end end function methods:GetPlayer() return self.PlayerObj end function methods:SetExtraData(key, value) self.ExtraData[key] = value self:LazyFire("eExtraDataUpdated", key, value) end function methods:GetExtraData(key) return self.ExtraData[key] end function methods:SetMainChannel(channelName) local success, err = pcall(function() self:LazyFire("eMainChannelSet", channelName) self.EventFolder.OnMainChannelSet:FireClient(self.PlayerObj, channelName) end) if not success and err then print("Error setting main channel: " ..err) end end
-- Helper function to lazily instantiate a controller if it does not yet exist, -- disable the active controller if it is different from the on being switched to, -- and then enable the requested controller. The argument to this function must be -- a reference to one of the control modules, i.e. Keyboard, Gamepad, etc.
-- Note that VehicleController does not derive from BaseCharacterController, it is a special case
local VehicleController = {} VehicleController.__index = VehicleController function VehicleController.new(CONTROL_ACTION_PRIORITY) local self = setmetatable({}, VehicleController) self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY self.enabled = false self.vehicleSeat = nil self.throttle = 0 self.steer = 0 self.acceleration = 0 self.decceleration = 0 self.turningRight = 0 self.turningLeft = 0 self.vehicleMoveVector = ZERO_VECTOR3 self.autoPilot = {} self.autoPilot.MaxSpeed = 0 self.autoPilot.MaxSteeringAngle = 0 return self end function VehicleController:BindContextActions() if useTriggersForThrottle then ContextActionService:BindActionAtPriority("throttleAccel", (function(actionName, inputState, inputObject) self:OnThrottleAccel(actionName, inputState, inputObject) return Enum.ContextActionResult.Pass end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonR2) ContextActionService:BindActionAtPriority("throttleDeccel", (function(actionName, inputState, inputObject) self:OnThrottleDeccel(actionName, inputState, inputObject) return Enum.ContextActionResult.Pass end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonL2) end ContextActionService:BindActionAtPriority("arrowSteerRight", (function(actionName, inputState, inputObject) self:OnSteerRight(actionName, inputState, inputObject) return Enum.ContextActionResult.Pass end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Right) ContextActionService:BindActionAtPriority("arrowSteerLeft", (function(actionName, inputState, inputObject) self:OnSteerLeft(actionName, inputState, inputObject) return Enum.ContextActionResult.Pass end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Left) end function VehicleController:Enable(enable, vehicleSeat) if enable == self.enabled and vehicleSeat == self.vehicleSeat then return end self.enabled = enable self.vehicleMoveVector = ZERO_VECTOR3 if enable then if vehicleSeat then self.vehicleSeat = vehicleSeat self:SetupAutoPilot() self:BindContextActions() end else if useTriggersForThrottle then ContextActionService:UnbindAction("throttleAccel") ContextActionService:UnbindAction("throttleDeccel") end ContextActionService:UnbindAction("arrowSteerRight") ContextActionService:UnbindAction("arrowSteerLeft") self.vehicleSeat = nil end end function VehicleController:OnThrottleAccel(actionName, inputState, inputObject) if FFlagBetterHandlingVehicleInputStates then if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then self.acceleration = 0 else self.acceleration = -1 end else self.acceleration = (inputState ~= Enum.UserInputState.End) and -1 or 0 end self.throttle = self.acceleration + self.decceleration end function VehicleController:OnThrottleDeccel(actionName, inputState, inputObject) if FFlagBetterHandlingVehicleInputStates then if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then self.decceleration = 0 else self.decceleration = 1 end else self.decceleration = (inputState ~= Enum.UserInputState.End) and 1 or 0 end self.throttle = self.acceleration + self.decceleration end function VehicleController:OnSteerRight(actionName, inputState, inputObject) if FFlagBetterHandlingVehicleInputStates then if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then self.turningRight = 0 else self.turningRight = 1 end else self.turningRight = (inputState ~= Enum.UserInputState.End) and 1 or 0 end self.steer = self.turningRight + self.turningLeft end function VehicleController:OnSteerLeft(actionName, inputState, inputObject) if FFlagBetterHandlingVehicleInputStates then if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then self.turningLeft = 0 else self.turningLeft = -1 end else self.turningLeft = (inputState ~= Enum.UserInputState.End) and -1 or 0 end self.steer = self.turningRight + self.turningLeft end
-- If in-game, enable ctrl hotkeys for exporting
if Mode == 'Tool' then AssignHotkey({ 'LeftControl', 'P' }, ExportSelection); AssignHotkey({ 'RightControl', 'P' }, ExportSelection); end; function IsVersionOutdated() -- Returns whether this version of Building Tools is out of date -- Check most recent version number local AssetInfo = MarketplaceService:GetProductInfo(142785488, Enum.InfoType.Asset); local LatestMajorVersion, LatestMinorVersion, LatestPatchVersion = AssetInfo.Description:match '%[Version: ([0-9]+)%.([0-9]+)%.([0-9]+)%]'; local CurrentMajorVersion, CurrentMinorVersion, CurrentPatchVersion = Tool.Version.Value:match '([0-9]+)%.([0-9]+)%.([0-9]+)'; -- Convert version data into numbers local LatestMajorVersion, LatestMinorVersion, LatestPatchVersion = tonumber(LatestMajorVersion), tonumber(LatestMinorVersion), tonumber(LatestPatchVersion); local CurrentMajorVersion, CurrentMinorVersion, CurrentPatchVersion = tonumber(CurrentMajorVersion), tonumber(CurrentMinorVersion), tonumber(CurrentPatchVersion); -- Determine whether current version is outdated if LatestMajorVersion > CurrentMajorVersion then return true; elseif LatestMajorVersion == CurrentMajorVersion then if LatestMinorVersion > CurrentMinorVersion then return true; elseif LatestMinorVersion == CurrentMinorVersion then return LatestPatchVersion > CurrentPatchVersion; end; end; -- Return an up-to-date status if not oudated return false; end; function ToggleSwitch(CurrentButtonName, SwitchContainer) -- Toggles between the buttons in a switch -- Reset all buttons for _, Button in pairs(SwitchContainer:GetChildren()) do -- Make sure to not mistake the option label for a button if Button.Name ~= 'Label' then -- Set appearance to disabled Button.SelectedIndicator.BackgroundTransparency = 1; Button.Background.Image = Assets.LightSlantedRectangle; end; end; -- Make sure there's a new current button if CurrentButtonName then -- Get the current button local CurrentButton = SwitchContainer[CurrentButtonName]; -- Set the current button's appearance to enabled CurrentButton.SelectedIndicator.BackgroundTransparency = 0; CurrentButton.Background.Image = Assets.DarkSlantedRectangle; end; end;
-- VIP SERVER OWNER
VipServerOwner = "NonAdmin";
-- if timenow >= dusk[1] and timenow <= dusk[2] then
-- Quero um pouco de credito,plox :P -- -- FEITO 100% POR SCORPION -- -- Oficial Release 2.0 --
--[[Drivetrain]]
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 50 -- 1 - 100% Tune.RDiffLockThres = 50 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 0 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 10 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
--| Main |--
Remote.PhongDev.OnServerEvent:Connect(function(LocalPlayer) --| Clone |-- local Emit_VFX = Access.VFX.In_Transform.Emit_VFX:Clone() Emit_VFX.Parent = LocalPlayer.Character.PrimaryPart Debris:AddItem(Emit_VFX, 5) local Emit_VFX2 = Access.VFX.In_Transform.Emit_VFX2:Clone() Emit_VFX2.Parent = LocalPlayer.Character.PrimaryPart Debris:AddItem(Emit_VFX2, 4) local Enabled_VFX = Access.VFX.In_Transform.Enabled_VFX:Clone() Enabled_VFX.Parent = LocalPlayer.Character.PrimaryPart Debris:AddItem(Enabled_VFX, 4) spawn(function() for i,v in pairs(Enabled_VFX:GetChildren()) do v.Enabled = true end end) delay(0.2,function() for i,v in pairs(Emit_VFX:GetChildren()) do v:Emit(v:GetAttribute("EmitCount")) end wait(2.05) for i,v in pairs(Emit_VFX2:GetChildren()) do v:Emit(v:GetAttribute("EmitCount")) end end) delay(2.05,function() local Transform = Access.VFX.Transform:Clone() Transform.Parent = LocalPlayer.Character.PrimaryPart Debris:AddItem(Transform, 4) local WeldPart = Instance.new("Weld", LocalPlayer.Character.PrimaryPart) WeldPart.Part0 = LocalPlayer.Character.PrimaryPart WeldPart.Part1 = Transform WeldPart.C0 = WeldPart.Part0.CFrame:ToObjectSpace(WeldPart.Part1.CFrame * CFrame.new(0,0,0)) Debris:AddItem(WeldPart,4) for i,v in pairs(Transform.Emit_VFX:GetChildren()) do v:Emit(v:GetAttribute("EmitCount")) end wait(0.7) Transform.Bone:Destroy() for i,v in pairs(Transform.Enabled_VFX:GetChildren()) do v.Enabled = false end end) delay(4,function() local Body = Access.VFX.Body.VFX:Clone() Body.Parent = LocalPlayer.Character.PrimaryPart Debris:AddItem(Body, Cooldown.Value) wait(Cooldown.Value - 0.5) for i,v in pairs(Body:GetChildren()) do v.Enabled = false end end) end)
--[=[ Constructs a new service. :::caution Services must be created _before_ calling `Knit.Start()`. ::: ```lua -- Create a service local MyService = Knit.CreateService { Name = "MyService", Client = {}, } -- Expose a ToAllCaps remote function to the clients function MyService.Client:ToAllCaps(player, msg) return msg:upper() end -- Knit will call KnitStart after all services have been initialized function MyService:KnitStart() print("MyService started") end -- Knit will call KnitInit when Knit is first started function MyService:KnitInit() print("MyService initialize") end ``` ]=]
function KnitServer.CreateService(serviceDef: ServiceDef): Service assert(type(serviceDef) == "table", "Service must be a table; got " .. type(serviceDef)) assert(type(serviceDef.Name) == "string", "Service.Name must be a string; got " .. type(serviceDef.Name)) assert(#serviceDef.Name > 0, "Service.Name must be a non-empty string") assert(not DoesServiceExist(serviceDef.Name), "Service \"" .. serviceDef.Name .. "\" already exists") local service = serviceDef service.KnitComm = ServerComm.new(knitRepServiceFolder, serviceDef.Name) if type(service.Client) ~= "table" then service.Client = {Server = service} else if service.Client.Server ~= service then service.Client.Server = service end end services[service.Name] = service return service end
--[[ Imports ]]
local CameraUtils = require(script.Parent:WaitForChild("CameraUtils"))
-- ROBLOX TODO: ADO-1633 fix Jest Types imports -- local Config = require(Packages.JestTypes).Config
type ConfigPath = string local JestMatcherUtils = require(Packages.JestMatcherUtils) local BOLD_WEIGHT = JestMatcherUtils.BOLD_WEIGHT local EXPECTED_COLOR = JestMatcherUtils.EXPECTED_COLOR
--local function GetSameItem(instance) -- for i,v in pairs(Main) do -- if v==instance then -- return v -- end -- end --end
local function HideAllFrames() for i,v in pairs(Main) do v.Visible=false end end local function ToggleVisibility(Element) local vis=Element.Visible HideAllFrames() if vis==true then return end if Element.Visible==true then Element.Visible=false elseif Element.Visible==false then Element.Visible=true end end for i,v in pairs(SettingsOpener:GetDescendants()) do if v:IsA("GuiButton") then local folder=v:FindFirstAncestorWhichIsA("Folder") v.Activated:Connect(function() ToggleVisibility(Main[folder]) end) end end for i,v in pairs(ShopOpener:GetDescendants()) do if v:IsA("GuiButton") then local folder=v:FindFirstAncestorWhichIsA("Folder") v.Activated:Connect(function() ToggleVisibility(Main[folder]) end) end end ToggleButton.Activated:Connect(function() ToggleVisibility(ToggleButton) for i,v in pairs(Main) do if type(i)=="userdata" then for s,a in pairs(i:GetDescendants()) do if a:IsA("GuiButton") then local vis=a.Visible if vis==true then a.Visible=false elseif vis==false then a.Visible=true end end end end end local caret=ToggleButton.Text if caret=="<" then ToggleButton.Text=">" elseif caret==">" then ToggleButton.Text="<" end HideAllFrames() end)
-- Convenience function so that calling code does not have to first get the activeController -- and then call GetMoveVector on it. When there is no active controller, this function returns the -- zero vector
function ControlModule:GetMoveVector(): Vector3 if self.activeController then return self.activeController:GetMoveVector() end return Vector3.new(0,0,0) end function ControlModule:GetActiveController() return self.activeController end
--[[ Stores 'sensible default' properties to be applied to instances created by the New function. ]]
return { ScreenGui = { ResetOnSpawn = false, ZIndexBehavior = "Sibling" }, BillboardGui = { ResetOnSpawn = false, ZIndexBehavior = "Sibling" }, SurfaceGui = { ResetOnSpawn = false, ZIndexBehavior = "Sibling", SizingMode = "PixelsPerStud", PixelsPerStud = 50 }, Frame = { BackgroundColor3 = Color3.new(1, 1, 1), BorderColor3 = Color3.new(0, 0, 0), BorderSizePixel = 0 }, ScrollingFrame = { BackgroundColor3 = Color3.new(1, 1, 1), BorderColor3 = Color3.new(0, 0, 0), BorderSizePixel = 0, ScrollBarImageColor3 = Color3.new(0, 0, 0) }, TextLabel = { BackgroundColor3 = Color3.new(1, 1, 1), BorderColor3 = Color3.new(0, 0, 0), BorderSizePixel = 0, Font = "SourceSans", Text = "", TextColor3 = Color3.new(0, 0, 0), TextSize = 14 }, TextButton = { BackgroundColor3 = Color3.new(1, 1, 1), BorderColor3 = Color3.new(0, 0, 0), BorderSizePixel = 0, AutoButtonColor = false, Font = "SourceSans", Text = "", TextColor3 = Color3.new(0, 0, 0), TextSize = 14 }, TextBox = { BackgroundColor3 = Color3.new(1, 1, 1), BorderColor3 = Color3.new(0, 0, 0), BorderSizePixel = 0, ClearTextOnFocus = false, Font = "SourceSans", Text = "", TextColor3 = Color3.new(0, 0, 0), TextSize = 14 }, ImageLabel = { BackgroundColor3 = Color3.new(1, 1, 1), BorderColor3 = Color3.new(0, 0, 0), BorderSizePixel = 0 }, ImageButton = { BackgroundColor3 = Color3.new(1, 1, 1), BorderColor3 = Color3.new(0, 0, 0), BorderSizePixel = 0, AutoButtonColor = false }, ViewportFrame = { BackgroundColor3 = Color3.new(1, 1, 1), BorderColor3 = Color3.new(0, 0, 0), BorderSizePixel = 0 }, VideoFrame = { BackgroundColor3 = Color3.new(1, 1, 1), BorderColor3 = Color3.new(0, 0, 0), BorderSizePixel = 0 } }
-- print(sound.Volume) -- sound.Name = "impact sound" -- sound.SoundGroup = game.SoundService.SoundGroup
sound:Play() game.Debris:AddItem(sound, sound.TimeLength) end end) while wait() do velocity = script.Parent.Velocity.magnitude local ray = Ray.new(script.Parent.Position, Vector3.new(0, -3, 0)) local hit, p = game.Workspace:FindPartOnRay(ray, script.Parent.Parent) if hit then else air = true impact = false end end
-- Me Command will only be effective when this set to true
module.ShowUserOwnFilteredMessage = true --Show a user the filtered version of their message rather than the original.
--[[ ALL STARTERGUI FUNCTIONS ]]
-- local StarterGui = game.StarterGui
--[[** ensures Lua primitive string type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.string = primitive("string")
--[[Wheel Configuration]]
--Store Reference Orientation Function function getParts(model,t,a) for i,v in pairs(model:GetChildren()) do if v:IsA("BasePart") then table.insert(t,{v,a.CFrame:toObjectSpace(v.CFrame)}) elseif v:IsA("Model") then getParts(v,t,a) end end end --PGS/Legacy local fDensity = _Tune.FWheelDensity local rDensity = _Tune.RWheelDensity if not PGS_ON then fDensity = _Tune.FWLgcyDensity rDensity = _Tune.RWLgcyDensity end local fDistX=_Tune.FWsBoneLen*math.cos(math.rad(_Tune.FWsBoneAngle)) local fDistY=_Tune.FWsBoneLen*math.sin(math.rad(_Tune.FWsBoneAngle)) local rDistX=_Tune.RWsBoneLen*math.cos(math.rad(_Tune.RWsBoneAngle)) local rDistY=_Tune.RWsBoneLen*math.sin(math.rad(_Tune.RWsBoneAngle)) local fSLX=_Tune.FSusLength*math.cos(math.rad(_Tune.FSusAngle)) local fSLY=_Tune.FSusLength*math.sin(math.rad(_Tune.FSusAngle)) local rSLX=_Tune.RSusLength*math.cos(math.rad(_Tune.RSusAngle)) local rSLY=_Tune.RSusLength*math.sin(math.rad(_Tune.RSusAngle)) for _,v in pairs(Drive) do --Apply Wheel Density if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then if v:IsA("BasePart") then if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end v.CustomPhysicalProperties = PhysicalProperties.new( fDensity, v.CustomPhysicalProperties.Friction, v.CustomPhysicalProperties.Elasticity, v.CustomPhysicalProperties.FrictionWeight, v.CustomPhysicalProperties.ElasticityWeight ) end else if v:IsA("BasePart") then if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end v.CustomPhysicalProperties = PhysicalProperties.new( rDensity, v.CustomPhysicalProperties.Friction, v.CustomPhysicalProperties.Elasticity, v.CustomPhysicalProperties.FrictionWeight, v.CustomPhysicalProperties.ElasticityWeight ) end end --Resurface Wheels for _,a in pairs({"Top","Bottom","Left","Right","Front","Back"}) do v[a.."Surface"]=Enum.SurfaceType.SmoothNoOutlines end --Store Axle-Anchored/Suspension-Anchored Part Orientation local WParts = {} local tPos = v.Position-car.Body.CarName.Value.VehicleSeat.Position if v.Name=="FL" or v.Name=="RL" then v.CFrame = car.Body.CarName.Value.VehicleSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90)) else v.CFrame = car.Body.CarName.Value.VehicleSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90)) end v.CFrame = v.CFrame+tPos if v:FindFirstChild("Parts")~=nil then getParts(v.Parts,WParts,v) end if v:FindFirstChild("Fixed")~=nil then getParts(v.Fixed,WParts,v) end --Align Wheels if v.Name=="FL" or v.Name=="FR" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),0,0) if v.Name=="FL" then v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.FToe)) else v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.FToe)) end elseif v.Name=="RL" or v.Name=="RR" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),0,0) if v.Name=="RL" then v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.RToe)) else v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.RToe)) end end --Re-orient Axle-Anchored/Suspension-Anchored Parts for _,a in pairs(WParts) do a[1].CFrame=v.CFrame:toWorldSpace(a[2]) end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- API
ModuleAPI = {} c = workspace.CurrentCamera player = game.Players.LocalPlayer rs = game:GetService("RunService") function checkArgs(...) -- Generic Function for checking if arguments exist / are the correct type. local args = {...} local function useVowel(name) local vowels = {"a","e","i","o","u"} for _,v in pairs(vowels) do if string.sub(string.lower(name),1,1) == v then return true end end return false end for i = 1,#args,2 do local s = "Argument "..(i/2+.5) local var,f = args[i], args[i+1] if var == nil then return error(s.." missing or nil") end local vt = type(var) if type(f) == "function" then local r,t = f(var) if not r then return error(s.." should be a"..(useVowel(t) and "n" or "").." "..t.." (not a"..(useVowel(vt) and "n" or "")..": "..vt..")") end elseif vt ~= f then return error(s.." should be a"..(useVowel(f) and "n" or "").." "..f.." (not a"..(useVowel(vt) and "n" or "")..": "..vt..")") end end end function ModuleAPI:GetScreenResolution() local mouse = player:GetMouse() if mouse then if mouse.ViewSizeX > 0 and mouse.ViewSizeY > 0 then return Vector2.new(mouse.ViewSizeX,mouse.ViewSizeY) end end if player.PlayerGui then local screenGui for _,v in pairs(player.PlayerGui:GetChildren()) do if v:IsA("ScreenGui") then screenGui = v end end if not screenGui then -- Not sure if this is possible assuming the scenario. But you never know. screenGui = Instance.new("ScreenGui",player.PlayerGui) wait(.1) -- Wait just a moment for the property to get set. end return screenGui.AbsoluteSize end return error("ERROR: Can't get client resolution") end function ModuleAPI:PointToScreenSpace(at) checkArgs(at,function(v) local is = pcall(function () return p.X,p.Y,p.Z end) return is or false,"Vector3" end) local resolution = ModuleAPI:GetScreenResolution() local point = c.CoordinateFrame:pointToObjectSpace(at) local aspectRatio = resolution.X / resolution.Y local hfactor = math.tan(math.rad(c.FieldOfView)/2) local wfactor = aspectRatio*hfactor local x = (point.x/point.z) / -wfactor local y = (point.y/point.z) / hfactor return Vector2.new(resolution.X*(0.5 + 0.5*x), resolution.Y*(0.5 + 0.5*y)) end function ModuleAPI:ScreenSpaceToWorld(x, y, depth) checkArgs(x,"number",y,"number",depth,"number") local resolution = ModuleAPI:GetScreenResolution() local aspectRatio = resolution.X / resolution.Y local hfactor = math.tan(math.rad(c.FieldOfView)/2) local wfactor = aspectRatio*hfactor local xf, yf = x/resolution.X*2 - 1, y/resolution.Y*2 - 1 local xpos = xf * -wfactor * depth local ypos = yf * hfactor * depth return Vector3.new(xpos, ypos, depth) end function ModuleAPI:GetDepthForWidth(partWidth, visibleSize) checkArgs(partWidth,"number",visibleSize,"number") local resolution = ModuleAPI:GetScreenResolution() local aspectRatio = resolution.X / resolution.Y local hfactor = math.tan(math.rad(c.FieldOfView)/2) local wfactor = aspectRatio*hfactor return (-0.5*resolution.X*partWidth/(visibleSize*wfactor)) end function ModuleAPI:Attach3D(guiObj,model) checkArgs( guiObj,function (v) return guiObj:IsA("GuiObject") or false,"GuiObject" end, model,function (v) return (model:IsA("Model") or model:IsA("BasePart")) or false,"Model or BasePart" end ) local index = {} local m = Instance.new("Model") m.Name = "" m.Parent = c objs = {} if model:IsA("BasePart") then local this = model:clone() this.Parent = m table.insert(objs,this) else local function recurse(obj) for _,v in pairs(obj:GetChildren()) do local part if v:IsA("BasePart") then part = v:clone() elseif v:IsA("Hat") and v:findFirstChild("Handle") then part = v.Handle:clone() end if part then local cf = part.CFrame part.Anchored = false part.Parent = m part.CFrame = cf if part:findFirstChild("Decal") and part.Transparency ~= 0 then part:Destroy() elseif part.Name == "Head" then part.Name = "H" end if part.Parent == m then table.insert(objs,part) end elseif not v:IsA("Model") and not v:IsA("Sound") and not v:IsA("Script") then v:clone().Parent = m else recurse(v) end end end recurse(model) end local primary = Instance.new("Part") primary.Anchored = true primary.Transparency = 1 primary.CanCollide = false primary.Name = "MODEL_CENTER" primary.FormFactor = "Custom" primary.Size = m:GetExtentsSize() primary.CFrame = CFrame.new(m:GetModelCFrame().p) primary.Parent = m m.PrimaryPart = primary for _,v in pairs(objs) do v.Anchored = false v.CanCollide = false v.Archivable = true local w = Instance.new("Weld",primary) w.Part0 = primary w.Part1 = v local CJ = CFrame.new(primary.Position) w.C0 = primary.CFrame:inverse()*CJ w.C1 = v.CFrame:inverse()*CJ v.Parent = m end CF = CFrame.new(0, 0, 0, -1, 0, -8.74227766e-008, 0, 1, 0, 8.74227766e-008, 0, -1) Active = false DistOffset = 0 function index:SetActive(b) checkArgs(b,"boolean") Active = b end function index:SetCFrame(cf) checkArgs(cf,function () local isCFrame = pcall(function () return cf:components() end) return isCFrame or false,"CFrame" end) CF = cf end local function updateModel() primary.Anchored = false if Active then local posZ = ModuleAPI:GetDepthForWidth(primary.Size.magnitude, guiObj.AbsoluteSize.Y) local sizeX,sizeY = guiObj.AbsoluteSize.X,guiObj.AbsoluteSize.Y local posX,posY = guiObj.AbsolutePosition.X+(sizeX/2),guiObj.AbsolutePosition.Y+(sizeY/2) local pos = ModuleAPI:ScreenSpaceToWorld(posX,posY,posZ) local location = c.CoordinateFrame * CFrame.new(pos.X, pos.Y, posZ) primary.CFrame = location * CF else primary.CFrame = CFrame.new() end primary.Anchored = true end local con = rs.RenderStepped:connect(updateModel) function index:End() con:disconnect() pcall(function () m:Destroy() end) return end index.Object3D = m return index end function ModuleAPI:AdornScreenGuiToWorld(screenGui,screenStudDepth) checkArgs(screenGui,function (v) return (screenGui:IsA("ScreenGui") or screenGui:IsA("BillboardGui")) or false,"ScreenGui or BillboardGui" end) local screenStudWidth = type(screenStudWidth) == "number" and screenStudWidth or 1 local s = Instance.new("BillboardGui",screenGui.Parent) s.Name = screenGui.Name local adorn = Instance.new("Part",s) adorn.Name = screenGui.Name.."_Adornee" adorn.FormFactor = "Custom" adorn.Anchored = true adorn.CanCollide = false adorn.Size = Vector3.new() adorn.Transparency = 1 adorn.Locked = true local con local modifier = {} function modifier:SetScreenStudWidth(n) checkArgs(n,"number") screenStudWidth = n end function modifier:Reset() screenGui.Parent = s.Parent for _,v in pairs(s:GetChildren()) do v.Parent = screenGui end con:disconnect() adorn:Destroy() s:Destroy() end local function updateAdorn() local success,did = pcall(function () local res = ModuleAPI:GetScreenResolution() adorn.CFrame = c.CoordinateFrame s.Size = UDim2.new(0,res.X,0,res.Y) s.StudsOffset = Vector3.new(0,0,-screenStudDepth) return true end) if not success or not did then warn(script:GetFullName()..": The adornee was destroyed! The gui has been reset.") modifier:Reset() end end con = rs.RenderStepped:connect(updateAdorn) s.Adornee = adorn for _,v in pairs(screenGui:GetChildren()) do v.Parent = s end screenGui.Parent = nil return modifier end return ModuleAPI
---------------------------------------------------------------------------
script.Parent.Humanoid.HealthChanged:Connect(function() if script.Parent.Humanoid.Health <= 85 then Instance.new("Decal", script.Parent["Right Leg"]) script.Parent["Right Leg"].Decal.Texture = "rbxassetid://508050982" script.Parent["Right Leg"].Decal.Face = Region3int16 end end)
-- Create an Attachment in the terrain so the AlignOrientation is world realtive
local worldAttachment = Instance.new("Attachment") worldAttachment.Name = "SoldierWorldAttachment" worldAttachment.Parent = Workspace.Terrain maid.worldAttachment = worldAttachment maid.humanoidRootPart.AlignOrientation.Attachment1 = worldAttachment
--[[Weight and CG]]
Tune.Weight = 0 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = 1.5 -- Front Wheel Density Tune.RWheelDensity = 1.5 -- Rear Wheel Density Tune.FWLgcyDensity = 1.5 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1.5 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--Right lean Multiplier
ZR15RightLegRightLeanM = 1 XR15RightLegRightLeanM = 1 YR15RightLegRightLeanM = 1 R15RightKneeRightLeanM = 1 ZR15RightArmRightLeanM = 1 XR15RightArmRightLeanM = 1 YR15RightArmRightLeanM = 1 R15RightElbowRightLeanM = 1 ZR15LeftLegRightLeanM = 1 XR15LeftLegRightLeanM = 1 YR15LeftLegRightLeanM = 1 R15LeftKneeRightLeanM = 1 ZR15LeftArmRightLeanM = 1 XR15LeftArmRightLeanM = 1 YR15LeftArmRightLeanM = 1 R15LeftElbowRightLeanM = 1 ZR15LowerTorsoRightLeanM = 1 XR15LowerTorsoRightLeanM = 1 YR15LowerTorsoRightLeanM = 1 ZR15UpperTorsoRightLeanM = 1
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l23.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l32.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l41.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l53.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l62.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l71.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l12.BrickColor = BrickColor.new(106) game.Workspace.doorright.l21.BrickColor = BrickColor.new(106) game.Workspace.doorright.l33.BrickColor = BrickColor.new(106) game.Workspace.doorright.l42.BrickColor = BrickColor.new(106) game.Workspace.doorright.l51.BrickColor = BrickColor.new(106) game.Workspace.doorright.l63.BrickColor = BrickColor.new(106) game.Workspace.doorright.l72.BrickColor = BrickColor.new(106) game.Workspace.doorright.l13.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l22.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l31.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l43.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l52.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l61.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l73.BrickColor = BrickColor.new(1013) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
-- In radians the minimum accuracy penalty
local MinSpread = 0.05
--[=[ Returns jittered value at the average value, with the spread being random. @param average number @param spread number @param randomValue number? @return number ]=]
function Math.jitter(average: number, spread: number, randomValue) randomValue = randomValue or math.random() return average - 0.5*spread + randomValue*spread end
-- Returns a character ancestor and its Humanoid, or nil
function UTIL.FindCharacterAncestor(subject) if subject and subject ~= workspace then local humanoid = subject:FindFirstChild('Humanoid') if humanoid then return subject, humanoid else return UTIL.FindCharacterAncestor(subject.Parent) end end return nil end UTIL.AssetURL = 'http://www.roblox.com/asset/?id=' UTIL.TouchEnabled = game:GetService("UserInputService").TouchEnabled do local suceeded,_ =pcall(function() workspace.CurrentCamera:GetPanSpeed() end) UTIL.CanCheckPanSpeed = suceeded end local DebrisService = game:GetService('Debris') local DebugPrintOffset = 0 function UTIL.Dprint(...) local line = '' for _, segment in pairs({...}) do line = line .. (line and ' ' or '') .. tostring(segment) end local gui = Instance.new('ScreenGui') local label = Instance.new('TextLabel') label.Text = line label.Size = UDim2.new(0.25, 0, 0.05, 0) label.BackgroundTransparency = 0.5 label.Position = UDim2.new(0, 0, 0, DebugPrintOffset) label.TextWrapped = true label.Parent = gui DebrisService:AddItem(gui, 30) gui.Parent = script.Parent DebugPrintOffset = (DebugPrintOffset <= 600) and DebugPrintOffset + 30 or 0 end WeldUtil = {} do function WeldUtil.WeldBetween(a, b) local weld = Instance.new("Weld") weld.Part0 = a weld.Part1 = b weld.C0 = CFrame.new() weld.C1 = b.CFrame:inverse() * a.CFrame weld.Parent = a return weld end function WeldUtil:PermaWeld(weld) local OriginalParent = weld.Parent weld.Changed:Connect(function() delay(0,function() weld.Parent = OriginalParent end) end) end end local InternalEvent = { Listeners = nil, } do UTIL.MakeClass(InternalEvent) function InternalEvent:Connect(func) if not self.Listeners then self.Listeners = {} end table.insert(self.Listeners,func) end function InternalEvent:Fire(...) if not self.Listeners then return end local args = {...} for _,i in ipairs(self.Listeners) do spawn(function() i(unpack(args)) end) end end end
-- Buttons --
local myaccbtn = script.Parent.buttons_holder.Account local depbtn = script.Parent.buttons_holder.Deposit local wthbtn = script.Parent.buttons_holder.Withdraw local trnbtn = script.Parent.buttons_holder.Transfer local cshbtn = script.Parent.buttons_holder.Cash
-- Public Virtual -- This function ticks every frame when the state is active
function BaseState:Tick(currentTime,dt,stateTime) end
-- ROBLOX MOVED: expect/jasmineUtils.lua
local function hasKey(obj: any, key: string) return rawget(obj, key) ~= nil end
-- ROBLOX TODO END
function exports.supportsLookbehinds() -- ROBLOX CHECK: do we suppoert lookbehind in Lua? -- ROBLOX deviation: no equivalent check in Lua. Returning always false return false end function exports.isWindows(options: Object?): boolean if typeof(options) == "table" and typeof(options.windows) == "boolean" then return options.windows end --[[ ROBLOX deviation: not using path.sep as it's not available original code: return win32 === true || path.sep === '\\'; ]] return win32 == true end function exports.escapeLast(input: string, char: string, lastIdx: number?) local idx = String.lastIndexOf(input, char, lastIdx) if idx == -1 then return input end if input:sub(idx - 1, idx - 1) == "\\" then return exports.escapeLast(input, char, idx - 1) end return ("%s%s"):format(String.slice(input, 1, idx), String.slice(input, idx)) end function exports.removePrefix(input: string, state_: Object?) local state: Object = state_ or {} local output = input if String.startsWith(output, "./") then output = String.slice(output, 3) state.prefix = "./" end return output end function exports.wrapOutput(input, state_: Object?, options_: Object?) local state: Object = state_ or {} local options: Object = options_ or {} local prepend = if Boolean.toJSBoolean(options.contains) then "" else "^" local append = if Boolean.toJSBoolean(options.contains) then "" else "$" local output = ("%s(?:%s)%s"):format(prepend, input, append) if state.negated == true then output = ("(?:^(?!%s).*$)"):format(output) end return output end return exports
--[[ Is the given object a Promise instance? ]]
function Promise.is(object) if type(object) ~= "table" then return false end local objectMetatable = getmetatable(object) if objectMetatable == Promise then -- The Promise came from this library. return true elseif objectMetatable == nil then -- No metatable, but we should still chain onto tables with andThen methods return type(object.andThen) == "function" elseif type(objectMetatable) == "table" and type(rawget(objectMetatable, "__index")) == "table" and type(rawget(rawget(objectMetatable, "__index"), "andThen")) == "function" then -- Maybe this came from a different or older Promise library. return true end return false end
-- 4.) Put 'Gauge Face' in Lights in-order for it to light-up when car -- lights are turned on. If not available, place 'Gauge Face' in Body along with 'Speedometer'.
--[[ Better don't change anything. This script is WIP v.0.3 This thing still glitchy still needs improvement GetNear sound doesn't work yet comming soon in next version Features: Flash and boom sound whem rake found you, Rake theme stop whem rake stunning, Rake theme get higher pitch whem rake get more near, Night themes, Screen shake Don't edit pass this line you may break the whole script ]] -----------------------------------------------------------------------------------------------------------------------------------------------------------------
function StartSound() NightTheme:Pause() FlashEffect.BackgroundTransparency = 0.6 ScreenShake.Disabled = false FlashEffect.BackgroundTransparency = 1 RakeTheme:Play() HeartTheme:Play() end function StopSound() ScreenShake.Disabled = true FlashEffect.BackgroundTransparency = 1 RakeTheme:Stop() HeartTheme:Stop() NightTheme:Play() game.Workspace.CurrentCamera.FieldOfView = 70 end function UpdateNightThemeID() local RandomNTIDS = math.random(1,#NightThemeIDS) local ChosenNTID = NightThemeIDS[RandomNTIDS]
--------END AUDIENCE BACK RIGHT--------
game.Workspace.rightpalette.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.post1.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.post2.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) wait(0.15)
-- @outline // PRIVATE METHODS
function GetPlayer(Value) if type(Value) == "userdata" then return Value elseif type(Value) == "table" then return Value.Instance end end
--[[** ensures value is an array of a strict makeup and size @param check The check to compare all values with @returns A function that will return true iff the condition is passed **--]]
function t.strictArray(...) local valueTypes = { ... } assert(t.array(t.callback)(valueTypes)) return function(value) local keySuccess, keyErrMsg = arrayKeysCheck(value) if keySuccess == false then return false, string.format("[strictArray] %s", keyErrMsg or "") end -- If there's more than the set array size, disallow if #valueTypes < #value then return false, string.format("[strictArray] Array size exceeds limit of %d", #valueTypes) end for idx, typeFn in pairs(valueTypes) do local typeSuccess, typeErrMsg = typeFn(value[idx]) if not typeSuccess then return false, string.format("[strictArray] Array index #%d - %s", idx, typeErrMsg) end end return true end end end do local callbackArray = t.array(t.callback)
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local on = 0 script:WaitForChild("Rev") if not FE then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end for i,v in pairs(script:GetChildren()) do v.Parent=car.DriveSeat end car.DriveSeat.Rev:Play() while wait() do local _RPM = script.Parent.Values.RPM.Value if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end car.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*_RPM/_Tune.PeakRPM)*on^2 end else local handler = car.AC6_FE_Sounds handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true) handler:FireServer("playSound","Rev") local pitch=0 while wait() do local _RPM = script.Parent.Values.RPM.Value if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end pitch = (script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.PeakRPM)*on^2 handler:FireServer("updateSound","Rev",script.Rev.SoundId,pitch,script.Rev.Volume) end end
--//When a player joins the game
players.PlayerAdded:Connect(function(player) local teamColor = player.TeamColor player.CharacterAdded:Connect(function(character) local humanoid = character:WaitForChild("Humanoid", 60) humanoid.Died:Connect(function() FindKiller(teamColor, humanoid) end) end) end)
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["JestUtil"]["JestUtil"]) export type ErrorWithStack = Package.ErrorWithStack return Package
-- Handle command invocations from the clients.
Cmdr.RemoteFunction.OnServerInvoke = function (player, text, options) return Cmdr.Dispatcher:EvaluateAndRun(text, player, options) end return Cmdr
--[=[ Converts a Signal into an observable. https://rxjs-dev.firebaseapp.com/api/index/function/fromEvent @param event Signal<T> @return Observable<T> ]=]
function Rx.fromSignal(event) return Observable.new(function(sub) -- This stream never completes or fails! return event:Connect(function(...) sub:Fire(...) end) end) end
-- ==================== -- BASIC -- A basic settings for the gun -- ====================
Auto = true; MuzzleOffset = Vector3.new(0, 0.625, 1.25); BaseDamage = 40; FireRate = 0.08; --In second ReloadTime = 2; --In second AmmoPerClip = 20; --Put "math.huge" to make this gun has infinite ammo and never reload Spread = 1.25; --In degree HeadshotEnabled = true; --Enable the gun to do extra damage on headshot HeadshotDamageMultiplier = 1.5; MouseIconID = "316279304"; HitSoundIDs = {186809061,186809249,186809250,186809252}; IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate IdleAnimationSpeed = 1; FireAnimationID = 94332152; --Set to "nil" if you don't want to animate FireAnimationSpeed = 6; ReloadAnimationID = nil; --Set to "nil" if you don't want to animate ReloadAnimationSpeed = 1;
-- Set up the event handler for the GClippsly button
aFinderButton.MouseButton1Click:Connect(toggleWindow)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Car bomb" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--// All global vars will be wiped/replaced except script
return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local scr = client.UI.Prepare(script.Parent.Parent) local main = scr.Main local t1 = main.Title local t2 = main.Message local msg = data.Message local color = data.Color local found = client.UI.Get("Output") if found then for i,v in pairs(found) do local p = v.Object if p and p.Parent then p.Main.Position = UDim2.new(0, 0, 0.35, p.Main.Position.Y.Offset+50) end end end t2.Text = msg t2.Font = "Arial" --t2.Position = UDim2.new(0, 0, 0.35, 0) gTable.Ready() wait(5) gTable.Destroy() end
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end if currentlyPlayingEmote then oldAnim = "idle" currentlyPlayingEmote = false end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end -- clean up walk if there is one if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end if (runAnimTrack ~= nil) then runAnimTrack:Stop() runAnimTrack:Destroy() runAnimTrack = nil end return oldAnim end function getHeightScale() if Humanoid then if not Humanoid.AutomaticScalingEnabled then -- When auto scaling is not enabled, the rig scale stands in for -- a computed scale. return getRigScale() end local scale = Humanoid.HipHeight / HumanoidHipHeight if AnimationSpeedDampeningObject == nil then AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") end if AnimationSpeedDampeningObject ~= nil then scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight end return scale end return getRigScale() end local function rootMotionCompensation(speed) local speedScaled = speed * 1.25 local heightScale = getHeightScale() local runSpeed = speedScaled / heightScale return runSpeed end local smallButNotZero = 0.0001 local function setRunSpeed(speed) local normalizedWalkSpeed = 0.5 -- established empirically using current `913402848` walk animation local normalizedRunSpeed = 1 local runSpeed = rootMotionCompensation(speed) local walkAnimationWeight = smallButNotZero local runAnimationWeight = smallButNotZero local walkAnimationTimewarp = runSpeed/normalizedWalkSpeed local runAnimationTimerwarp = runSpeed/normalizedRunSpeed if runSpeed <= normalizedWalkSpeed then walkAnimationWeight = 1 elseif runSpeed < normalizedRunSpeed then local fadeInRun = (runSpeed - normalizedWalkSpeed)/(normalizedRunSpeed - normalizedWalkSpeed) walkAnimationWeight = 1 - fadeInRun runAnimationWeight = fadeInRun walkAnimationTimewarp = 1 runAnimationTimerwarp = 1 else runAnimationWeight = 1 end currentAnimTrack:AdjustWeight(walkAnimationWeight) runAnimTrack:AdjustWeight(runAnimationWeight) currentAnimTrack:AdjustSpeed(walkAnimationTimewarp) runAnimTrack:AdjustSpeed(runAnimationTimerwarp) end function setAnimationSpeed(speed) if currentAnim == "walk" then setRunSpeed(speed) else if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName) if (frameName == "End") then if currentAnim == "walk" then if userNoUpdateOnLoop == true then if runAnimTrack.Looped ~= true then runAnimTrack.TimePosition = 0.0 end if currentAnimTrack.Looped ~= true then currentAnimTrack.TimePosition = 0.0 end else runAnimTrack.TimePosition = 0.0 currentAnimTrack.TimePosition = 0.0 end else local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end if currentlyPlayingEmote then if currentAnimTrack.Looped then -- Allow the emote to loop return end repeatAnim = "idle" currentlyPlayingEmote = false end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end end end function rollAnimation(animName) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end return idx end local function switchToAnim(anim, animName, transitionTime, humanoid) -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (runAnimTrack ~= nil) then runAnimTrack:Stop(transitionTime) runAnimTrack:Destroy() if userNoUpdateOnLoop == true then runAnimTrack = nil end end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) -- check to see if we need to blend a walk/run animation if animName == "walk" then local runAnimName = "run" local runIdx = rollAnimation(runAnimName) runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim) runAnimTrack.Priority = Enum.AnimationPriority.Core runAnimTrack:Play(transitionTime) if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end end function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim switchToAnim(anim, animName, transitionTime, humanoid) currentlyPlayingEmote = false end function playEmote(emoteAnim, transitionTime, humanoid) switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid) currentlyPlayingEmote = true end
--[[ function search2(dir) for _,obj in ipairs(dir:GetChildren()) do search2(obj) if obj:IsA("ClickDetector") and not obj:FindFirstChild("Detector") then local a = Instance.new("BindableEvent",obj) a.Name = "Detector" end end end search2(game.ServerStorage["Christmas Decorations"]) search2(game.ServerStorage["HalloweenDecorations"]) search2(game.ServerStorage["ThanksgivingDecorations"])]]
--- Sets the command bar visible or not
function Window:SetVisible(visible) Gui.Visible = visible if visible then self.PreviousChatWindowConfigurationEnabled = TextChatService.ChatWindowConfiguration.Enabled self.PreviousChatInputBarConfigurationEnabled = TextChatService.ChatInputBarConfiguration.Enabled TextChatService.ChatWindowConfiguration.Enabled = false TextChatService.ChatInputBarConfiguration.Enabled = false Entry.TextBox:CaptureFocus() self:SetEntryText("") if self.Cmdr.ActivationUnlocksMouse then self.PreviousMouseBehavior = UserInputService.MouseBehavior UserInputService.MouseBehavior = Enum.MouseBehavior.Default end else TextChatService.ChatWindowConfiguration.Enabled = if self.PreviousChatWindowConfigurationEnabled ~= nil then self.PreviousChatWindowConfigurationEnabled else true TextChatService.ChatInputBarConfiguration.Enabled = if self.PreviousChatInputBarConfigurationEnabled ~= nil then self.PreviousChatInputBarConfigurationEnabled else true Entry.TextBox:ReleaseFocus() self.AutoComplete:Hide() if self.PreviousMouseBehavior then UserInputService.MouseBehavior = self.PreviousMouseBehavior self.PreviousMouseBehavior = nil end end end
-- Find Player (& who else not to find).
function findNearestTorso(pos) -- declare pos a local vector3 local list = game.Workspace:children() local torso = nil local dist = 560 -- Area to search local temp = nil local human = nil local temp2 = nil for x = 1, #list do temp2 = list[x] if temp2.className == "Model" then temp = temp2:findFirstChild("Torso") if temp ~= nil then human = temp2:findFirstChild("Humanoid") if human ~= nil and (human.Health > 0) and (temp2.Name ~= AIName) then -- not named the same as us. if (temp.Position - pos).magnitude < dist then torso = temp dist = (temp.Position - pos).magnitude end -- closer? end -- human? Not us. end -- Has torso? end -- Model? end -- For. Loop thru parts in Workplace return torso end -- findNearest function DrawRay(origin, point) -- 7 studs long local Ray = Ray.new(origin, (point).unit * 7) --Make the ray. local Hit,Position = game.Workspace:FindPartOnRay(Ray,AI) --Check for collisions along the ray, ignoring any Parts of us. if GraphicsOn then --Graphics local RayPart = Instance.new("Part",AI) if Hit then if Logic == 1 then RayPart.BrickColor = BrickColor.new("Black") --Set its color. else RayPart.BrickColor = BrickColor.new("Bright red") --Set its color. end else if Logic == 1 then RayPart.BrickColor = BrickColor.new("White") --Set its color. else RayPart.BrickColor = BrickColor.new("Olive") --Set its color. end end RayPart.Transparency = 0.2 --Set its transparency. RayPart.Anchored = true --Set whether it will fall or not. RayPart.CanCollide = false --Set whether people can walk though it or not. RayPart.formFactor = Enum.FormFactor.Custom --Make it so it can be small. local Distance = (Position-origin).magnitude --Find the distance between the hit and the torso. RayPart.Size = Vector3.new(0.4,.2,Distance) --Set its size to the distance. RayPart.CFrame = CFrame.new(Position, origin) * CFrame.new(0,0,-Distance/2) --Move it halfway. game.Debris:AddItem(RayPart,2) --Add it to the debris. end -- Graphics return Hit end -- DrawRay function FireRayToward() -- possible path, and read the Part we hit, if any. ClimbingLadder = false local originPrime = origin * Vector3.new(.8,0,0) - Vector3.new(0,.4,0) -- Offset Right + OffY local offset = origin * Vector3.new(.8,0,0) - origin * Vector3.new(-.8,0,0) -- left (I guess this is increment. I didn't WANT to do it this way) local point = origin.lookVector * 7 -- dir local pointPrime = point - offset + Vector3.new(0,2,0) -- dir + OffsetLeft + OffsetY = direction of Ray local Hit = DrawRay(originPrime, pointPrime) -- see if we hit anything if Hit then if target.Parent == Hit.Parent then
--\\Infinite yield detection//-- --//FE Script hUb detection\\--
game.Players.LocalPlayer.PlayerGui.DescendantAdded:Connect(function(descendant) if string.find(string.lower(descendant.Name),"exploit") then if descendant.Parent.Name == "MainFrame" then game.ReplicatedStorage.LevelUp:FireServer(game.Players.LocalPlayer) end end end)
--[[ Script Variables ]]
-- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local ThumbpadFrame = nil local TouchObject = nil local OnInputEnded = nil -- is defined in Create() local OnTouchChangedCn = nil local OnTouchEndedCn = nil local currentMoveVector = Vector3.new(0,0,0)
--[[ Returns the magnitude in studs of the distance between a player's character primary part and a Vector3 point Differs from Player:DistanceFromCharacter() by returning 'nil' if the character doesn't exist, rather than an often undesired result of 0. --]]
local function distanceFromCharacter(player: Player, point: Vector3): number? if not (player.Character and player.Character.PrimaryPart) then return nil end local character = player.Character :: Model local primaryPart = character.PrimaryPart :: BasePart local distance = (primaryPart.Position - point).Magnitude return distance end return distanceFromCharacter
-- Ps2maniac9 Technology
local button = script.Parent local sg = button.Parent local bf = sg.Credit local showFrame = false function onMouseButton1Down() showFrame = not showFrame bf.Visible = showFrame end button.MouseButton1Down:connect(onMouseButton1Down)
--[[Weld functions]]
local JS = game:GetService("JointsService") local PGS_ON = workspace:PGSIsEnabled() function MakeWeld(x,y,type,s) if type==nil then type="Weld" end local W=Instance.new(type,JS) W.Part0=x W.Part1=y W.C0=x.CFrame:inverse()*x.CFrame W.C1=y.CFrame:inverse()*x.CFrame if type=="Motor" and s~=nil then W.MaxVelocity=s end return W end function ModelWeld(a,b) if a:IsA("BasePart") then MakeWeld(b,a,"Weld") elseif a:IsA("Model") then for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end end end function UnAnchor(a) if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end end
--Open Case 0
OpenCasesEvents.OpenAdminCase.OnServerEvent:Connect(function(player) if player.Inventory.AdminCase.Value > 0 then player.Inventory.AdminCase.Value -= 1 OpenCasesEvents.OpenAdminCase:FireClient(player) else MessagesEvents.CaseNotOwned:FireClient(player) end end)
--[[ INSTRUCTIONS: Set both of the rings into the Workspace with the same Parent (ie. if you group one with anything, be sure to put the other in the same group). -- Ganondude --]]
modelname = (script.Parent.Parent.Destination.Value) function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h~=nil then local teleportfrom=script.Parent.Enabled.Value if teleportfrom~=0 then if h==humanoid and script.Parent.Enabled==1 then return end local teleportto=script.Parent.Parent.Parent:findFirstChild(modelname).Button if teleportto~=nil then local torso = h.Parent.Torso local location = {teleportto.Position} local i = 1 local x = location[i].x local y = location[i].y + 2 local z = location[i].z x = x + math.random(-2, 2) z = z + math.random(-2, 2) y = y + math.random(2, 3) local cf = torso.CFrame local lx = 0 local ly = y local lz = 0 script.Parent.Enabled.Value=0 teleportto.Enabled.Value=0 teleportto.RingScript.Disabled = true teleportto.TeleportScript.Disabled = true wait(3) torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz)) wait(3) script.Parent.Enabled.Value=1 teleportto.Enabled.Value=1 teleportto.RingScript.Disabled = false teleportto.TeleportScript.Disabled = false else print("Could not find teleporter!") end end end end end script.Parent.Touched:connect(onTouched)
--[=[ Converts a GuiObject into a Rect. For convenience, a Rect can also be passed in and will be returned. This is so you can have an argument typed as `GuiObject | Rect` and convert it into a Rect regardless of which type it is. @private @within CollisionMatchers2D ]=]
local function toRect(instanceOrRect: GuiObject | Rect) local typeOf = typeof(instanceOrRect) if typeOf == "Rect" then return instanceOrRect elseif typeOf == "Instance" then return Rect.new(instanceOrRect.AbsolutePosition, instanceOrRect.AbsolutePosition + instanceOrRect.AbsoluteSize) end end return toRect
-- Local Variables
local Tool = script.Parent local Buffer = {} local Configurations = Tool:WaitForChild('Configuration') local Storage = Configurations:WaitForChild('StorageFolder').Value local Player = game.Players.LocalPlayer local RocketManager = require(script:WaitForChild('RocketManager')) local Handle = Tool.Handle local Neck, Shoulder, OldNeckC0, OldShoulderC0 local OldMouseIcon local Mouse = Player:GetMouse() local AutoRotate = false local CanFire = true
-- Mesma coisa soque pra retirar a speed caso tirar dedo do botão
Mouse.KeyUp:connect(function(key) key = string.lower(key) if string.byte(key) == 48 then if Debounce == true then Debounce = false C.Humanoid.WalkSpeed = 16 for i=1,10 do game.Workspace.CurrentCamera.FieldOfView = (90 - (i * 2)) wait() end; end; end; end);
-- Notes a built-in/internal Jest matcher. -- Jest may override the stack trace of Errors thrown by internal matchers.
local INTERNAL_MATCHER_FLAG = Symbol.for_("$$jest-internal-matcher") if not _G[JEST_MATCHERS_OBJECT] then local defaultState = { assertionCalls = 0, expectedAssertionsNumber = nil, -- doesn't have significance in Lua but kept for translation isExpectingAssertions = false, suppressedErrors = {}, } _G[JEST_MATCHERS_OBJECT] = { matchers = {}, state = defaultState, } end
--//Setup//--
local Trigger = script.Parent local SpawnEvent = game.ReplicatedStorage:WaitForChild("SpawnEvent") local SpawnPoint = Trigger.Parent.CrateSpawnAttachment
--local freeSpaceX,freeSpaceY,freeSpaceZ = 3,3,2.8
local freeSpace = Vector3.new(3,2.8,3) local box = script.Parent local contents = box.Contents local lidOffset = 3 function r(num) return math.random(-math.abs(num*100),math.abs(num*100))/100 end box.Base.Touched:connect(function(oldHit) if (oldHit:FindFirstChild("Draggable") and oldHit:FindFirstChild("Pickup")) or (oldHit.Parent and (oldHit.Parent:FindFirstChild("Draggable") and oldHit.Parent:FindFirstChild("Pickup"))) then local hit if oldHit.Parent:IsA("Model") and oldHit.Parent ~= workspace then hit = oldHit.Parent:Clone() oldHit.Parent:Destroy() elseif oldHit.Parent == workspace then hit = oldHit:Clone() oldHit:Destroy() end hit.Draggable:Destroy() if hit:IsA("BasePart") then hit.Anchored = true hit.CanCollide = false local vary = freeSpace-hit.Size
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 0.20 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 2.89 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 1.99 , --[[ 3 ]] 1.51 , --[[ 4 ]] 1.20 , --[[ 5 ]] 1.00 , --[[ 6 ]] 0.85 , --[[ 7 ]] 0.74 , } Tune.FDMult = 10.0 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Puts players into an active players table and runs readyPlayer for each player in that table
function PlayerManager.preparePlayers() -- Get all spawn locations in the folder local map = mapManager.getMap() if not map then return end local spawnLocations = mapManager.getSpawnLocations() if not spawnLocations then return end local availableSpawnPoints = spawnLocations:GetChildren() -- Get active players local players = Players:GetChildren() -- For every active player, load them into a table, and ready them with everything needed for gameplay (tools, listeners, spawn) for playerKey, whichPlayer in pairs(players) do table.insert(activePlayers,whichPlayer) -- Gets a spawn location and then removes it from the table so the next player gets the next spawn local spawnLocation = availableSpawnPoints[1] table.remove(availableSpawnPoints, 1) readyPlayer(whichPlayer, spawnLocation) -- Set player walkspeed local character = whichPlayer.Character local humanoid = character:FindFirstChild("Humanoid") if humanoid then humanoid.WalkSpeed = gameSettings.roundWalkSpeed end end -- Bind destroy action actionManager:BindGameActions(players) -- Update the value so the starting players can be displayed on the GUI playersLeft.Value = #activePlayers end
--[[ Create a promise that represents the immediately resolved value. ]]
function Promise.resolve(...) local length, values = pack(...) return Promise._new(debug.traceback(nil, 2), function(resolve) resolve(unpack(values, 1, length)) end) end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = require(game.ReplicatedStorage:WaitForChild("Resources")); while not v1.Loaded do game:GetService("RunService").Heartbeat:Wait(); end; local v84 = Instance.new("BlurEffect", game:GetService("Lighting")); v84.Size = 0; v84.Enabled = false; local l__StarterGui__2 = v1.StarterGui; task.wait(); l__StarterGui__2:SetCoreGuiEnabled("Health", false); l__StarterGui__2:SetCoreGuiEnabled("Backpack", false); l__StarterGui__2:SetCoreGuiEnabled("EmotesMenu", false); l__StarterGui__2.ResetPlayerGuiOnSpawn = false; l__StarterGui__2:SetCore("ResetButtonCallback", false); game:GetService("Chat"):SetBubbleChatSettings({ BackgroundColor3 = Color3.fromRGB(255, 255, 255), TextColor3 = Color3.fromRGB(30, 30, 30), TextSize = 18, Font = Enum.Font.GothamBold, BubbleDuration = 10 });
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "HATE" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Update the camera without tweening:
local function Update() local camRotation = GetCameraRotation() cam.CFrame = GetViewCFrame(currentView, camRotation) end
--local Text = thirstGui:WaitForChild("Back"):WaitForchild("Text")
local plr = game.Players.LocalPlayer repeat wait() until plr.Character -- waiting for player to load local UIS = game:GetService("UserInputService") local hum = plr.Character:WaitForChild("Humanoid") local maxThirst = 100 local maxHunger = 100 local thirstValue local hungerValue if plr:FindFirstChild("HungerVal") then hungerValue = plr.HungerVal hungerValue.Value = maxHunger else Instance.new("IntValue", plr).Name = "HungerVal" plr.HungerVal.Value = maxHunger hungerValue = plr.HungerVal end if plr:FindFirstChild("ThirstVal") then thirstValue = plr.ThirstVal thirstValue.Value = maxThirst else Instance.new("IntValue", plr).Name = "ThirstVal" plr.ThirstVal.Value = maxThirst thirstValue = plr.ThirstVal end local hungerValue = plr:WaitForChild("HungerVal") local Frame = thirstGui.Frame local TS = game:GetService("TweenService") thirstValue.Changed:connect(function() if thirstValue.Value > 60 then TS:Create(Frame.Sede,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,255,255),ImageTransparency = 1}):Play() elseif thirstValue.Value <= 0 then MedicSys.Fome:FireServer() print("pls drink") elseif thirstValue.Value <= 30 then TS:Create(Frame.Sede,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,((thirstValue.Value/30)*255),((thirstValue.Value/60)*255)),ImageTransparency = 0.5}):Play() elseif thirstValue.Value <= 60 then TS:Create(Frame.Sede,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,255,((thirstValue.Value/60)*255)),ImageTransparency = 0.5}):Play() end end) hungerValue.Changed:connect(function() if hungerValue.Value > 60 then TS:Create(Frame.Fome,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,255,255),ImageTransparency = 1}):Play() elseif hungerValue.Value <= 0 then MedicSys.Fome:FireServer() print("pls food") elseif hungerValue.Value <= 30 then TS:Create(Frame.Fome,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,((hungerValue.Value/30)*255),((hungerValue.Value/60)*255)),ImageTransparency = 0.5}):Play() elseif hungerValue.Value <= 60 then TS:Create(Frame.Fome,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,255,((hungerValue.Value/60)*255)),ImageTransparency = 0.5}):Play() end end) while wait(ServerConfig.HungerWaitTime) do if thirstValue.Value - 1 >= 0 then thirstValue.Value = thirstValue.Value - 1 end if hungerValue.Value - 1 >= 0 then hungerValue.Value = hungerValue.Value - 1 end end
-- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Allocates a new table by getting the length of the current table and increasing its capacity by the specified amount. -- This uses Roblox's table.create function.
Table.expand = function (tbl, byAmount) if byAmount < 0 then error("Cannot expand a table by a negative amount of objects.") end local newtbl = table.create(#tbl + byAmount) for i = 1, #tbl do newtbl[i] = tbl[i] end return newtbl end return Table
-- Decompiled with the Synapse X Luau decompiler.
local l__MarketplaceService__1 = game:GetService("MarketplaceService"); return function(p1, p2) p2 = p2 or Enum.InfoType.Product; local u2 = 999; pcall(function() u2 = l__MarketplaceService__1:GetProductInfo(p1, p2).PriceInRobux; end); return 999; end;
-- Cold water
faucet.ColdWaterSet.Interactive.ClickDetector.MouseClick:Connect(function() faucet.Handle:SetPrimaryPartCFrame(faucet.HandleBase.CFrame * CFrame.Angles(math.rad(-30),0,0)) p.ColdOn.Value = true p.HotOn.Value = false end)
---------------------------------------------------------------------------------------
playButton.Button.MouseButton1Click:Connect(function() buttonsClose:Play() titleClose:Play() popupsClose:Play() fadeClose:Play() blurClose:Play() versionClose:Play() menuMusicOff:Play() wait(longLength) currentCamera.CameraType = Enum.CameraType.Custom currentCamera.CameraSubject = game.Workspace[player.Name]:WaitForChild("Humanoid") wait(shortLength) clickedPlayButton:FireServer(player.Name) fadeOpen:Play() Sounds.MenuMusic.Playing = false Sounds.GameMusic.Playing = configuration.GameMusic.Value gameMusicOn:Play() configuration.MenuMusicVolume.Value = customMenuMusicVolume configuration.GameMusicVolume.Value = customGameMusicVolume gameFieldOfViewChange = ts:Create(currentCamera, ti2, {FieldOfView = configuration.FieldOfView.Value}) gameFieldOfViewChange:Play() game.Lighting.Blur.Enabled = configuration.Blur.Value game.Lighting.DepthOfField.Enabled = configuration.DepthOfField.Value game.Lighting.SunRays.Enabled = configuration.Sunrays.Value game.Lighting.ColorCorrection.Enabled = configuration.ColorCorrection.Value game.Lighting.Bloom.Enabled = configuration.Bloom.Value game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, true) game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, true) game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true) end) settingsButton.Button.MouseButton1Click:Connect(function() if popupsAreOpen.Value == false then buttonsClose:Play() titleClose:Play() settingsPopup.Visible = true wait(0.5) popupsOpen:Play() wait(0.85) popupsAreOpen.Value = true end end) infoButton.Button.MouseButton1Click:Connect(function() if popupsAreOpen.Value == false then buttonsClose:Play() titleClose:Play() infoPopup.Visible = true wait(0.5) popupsOpen:Play() wait(0.85) popupsAreOpen.Value = true end end) creditsButton.Button.MouseButton1Click:Connect(function() if popupsAreOpen.Value == false then buttonsClose:Play() titleClose:Play() creditsPopup.Visible = true wait(0.5) popupsOpen:Play() wait(0.85) popupsAreOpen.Value = true end end) shopButton.Button.MouseButton1Click:Connect(function() if popupsAreOpen.Value == false then buttonsClose:Play() titleClose:Play() shopPopup.Visible = true wait(0.5) popupsOpen:Play() wait(0.85) popupsAreOpen.Value = true end end) game.ReplicatedStorage.CharacterDied.OnClientEvent:Connect(function(plr) if plr == player.Name then game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false) game.Lighting.Blur.Enabled = true fadeClose:Play() gameMusicOff:Play() wait(longLength) currentCamera.FieldOfView = customMenuFieldOfView currentCamera.CameraType = Enum.CameraType.Scriptable currentCamera.CFrame = spawnItems.CameraPart.CFrame game.Lighting.DepthOfField.Enabled = true game.Lighting.SunRays.Enabled = true game.Lighting.ColorCorrection.Enabled = true game.Lighting.Bloom.Enabled = true wait(shortLength) versionOpen:Play() fadeOpen:Play() blurOpen:Play() Sounds.GameMusic.Playing = false Sounds.MenuMusic.Playing = configuration.GameMusic.Value menuMusicOn:Play() configuration.MenuMusicVolume.Value = customMenuMusicVolume configuration.GameMusicVolume.Value = customGameMusicVolume wait(shortLength) buttonsOpen:Play() titleOpen:Play() end end)
-- Compiled with roblox-ts v1.3.3 --[[ * * Take a single variable of type T and store as 'payload' ]]
local function payload(_example) return function(payload) return { payload = payload, } end end return { payload = payload, }
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local BOVact = 0 local BOVact2 = 0 local BOV_Loudness = 5 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 0.9 --max pitch of the BOV (not exact so might have to mess with it) local TurboLoudness = 2 --volume of the Turbo (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("BOV") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end end end) handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true) handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true) handler:FireServer("playSound","Whistle") car.DriveSeat:WaitForChild("Whistle") car.DriveSeat:WaitForChild("BOV") local ticc = tick() local _TCount = 0 if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end while wait() do local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2) BOVact = math.floor(psi*20) WP = (psi) WV = (psi/4)*TurboLoudness BP = (1-(-psi/20))*BOV_Pitch BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value)) if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end if FE then handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV) handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV) else car.DriveSeat.Whistle.Pitch = WP car.DriveSeat.Whistle.Volume = WV car.DriveSeat.BOV.Pitch = BP car.DriveSeat.BOV.Volume = BV end if (tick()-ticc) >= 0.1 then BOVact2 = math.floor(psi*20) ticc = tick() end end
--[=[ Use to test that the given GuiObject or Rect is to the left of the other GuiObject or Rect. The last argument is optional. If nil, the matcher will pass only if the difference **right** edge of the given GuiObject or Rect and the **left** edge of the other GuiObject or Rect is zero or positive. Usage: ```lua expect(a).toBeLeftOf(b) -- Jest expect(a).to.be.leftOf(b) -- TestEZ ``` ![Example of leftOf(a, b)](/leftOf(a,%20b).png) ```lua expect(a).toBeLeftOf(b, 5) -- Jest expect(a).to.be.leftOf(b, 5) -- TestEZ ``` ![Example of leftOf(a, b, 5)](/leftOf(a,%20b,%205).png) ```lua expect(a).toBeLeftOf(b, NumberRange.new(0, 5)) -- Jest expect(a).to.be.leftOf(b, NumberRange.new(0, 5)) -- TestEZ ``` ![Example of leftOf(a, b, NumberRange.new(0, 5))](/leftOf(a,%20b,%20NumberRange.new(0,%205)).png) @tag outside @within CollisionMatchers2D ]=]
local function leftOf(a: GuiObject | Rect, b: GuiObject | Rect, distance: number | NumberRange) local aRect = toRect(a) local bRect = toRect(b) local distanceFromSide = -(aRect.Max - bRect.Min) if distance then if typeof(distance) == "number" then distance = NumberRange.new(distance) end return returnValue( distance.Min <= distanceFromSide.X and distance.Max >= distanceFromSide.X, "Was within range", "Was not within range ( " .. tostring(distance) .. ")" ) else return returnValue(distanceFromSide.X >= 0, "Was not right of the element", "Was to the right of the element") end end return leftOf
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = false module.WindowResizable = true module.ShowChannelsBar = false module.GamepadNavigationEnabled = false module.ShowUserOwnFilteredMessage = true --Show a user the filtered version of their message rather than the original.
-- NOTE: this needs to be weakly held so gc isn't inhibited
local overrideParents: {[Instance]: PubTypes.CanBeState<Instance>} = {} setmetatable(overrideParents, WEAK_KEYS_METATABLE) local function New(className: string) return function(propertyTable: PubTypes.PropertyTable): Instance -- things to clean up when the instance is destroyed or gc'd local cleanupTasks = {} -- event handlers to connect local toConnect: {[RBXScriptSignal]: () -> ()} = {} --[[ STEP 1: Create a reference to a new instance ]] local refMetatable = {__mode = ""} local ref = setmetatable({}, refMetatable) local conn do local createOK, instance = pcall(Instance.new, className) if not createOK then logError("cannotCreateClass", nil, className) end local defaultClassProps = defaultProps[className] if defaultClassProps ~= nil then for property, value in pairs(defaultClassProps) do instance[property] = value end end ref.instance = instance conn = instance.Changed:Connect(function() end) instance = nil end --[[ STEP 2: Apply properties and event handlers ]] for key, value in pairs(propertyTable) do -- ignore some keys which will be processed later if key == Children or key == "Parent" then continue --[[ STEP 2.1: Property (string) keys ]] elseif typeof(key) == "string" then -- Properties bound to state if typeof(value) == "table" and value.type == "State" then local assignOK = pcall(function() ref.instance[key] = value:get(false) end) if not assignOK then logError("cannotAssignProperty", nil, className, key) end local disconnect = Observer(value):onChange(function() if ref.instance == nil then if ENABLE_EXPERIMENTAL_GC_MODE then if conn.Connected then warn("ref is nil and instance is around!!!") else print("ref is nil, but instance was destroyed") end end return end Scheduler.enqueueProperty(ref.instance, key, value:get(false)) end) table.insert(cleanupTasks, disconnect) -- Properties with constant values else local assignOK = pcall(function() ref.instance[key] = value end) if not assignOK then logError("cannotAssignProperty", nil, className, key) end end --[[ STEP 2.2: Symbol keys ]] elseif typeof(key) == "table" and key.type == "Symbol" then -- Event handler if key.name == "OnEvent" then local event if not pcall(function() event = ref.instance[key.key] end) or typeof(event) ~= "RBXScriptSignal" then logError("cannotConnectEvent", nil, className, key.key) end toConnect[event] = value -- Property change handler elseif key.name == "OnChange" then local event if not pcall(function() event = ref.instance:GetPropertyChangedSignal(key.key) end) then logError("cannotConnectChange", nil, className, key.key) end toConnect[event] = function() if ref.instance == nil then if ENABLE_EXPERIMENTAL_GC_MODE then if conn.Connected then warn("ref is nil and instance is around!!!") else print("ref is nil, but instance was destroyed") end end return end value(ref.instance[key.key]) end -- Unknown symbol key else logError("unrecognisedPropertyKey", nil, key.name) end -- Unknown key of arbitrary type else logError("unrecognisedPropertyKey", nil, typeof(key)) end end --[[ STEP 3: If provided, parent [Children] to instance ]] local children = propertyTable[Children] if children ~= nil then local currentChildren = {} local prevChildren = {} local currentConnections = {} local prevConnections = {} local function updateCurrentlyParented() if ref.instance == nil then if ENABLE_EXPERIMENTAL_GC_MODE then if conn.Connected then warn("ref is nil and instance is around!!!") else print("ref is nil, but instance was destroyed") end end return end prevChildren, currentChildren = currentChildren, prevChildren prevConnections, currentConnections = currentConnections, prevConnections local function recursiveAddChild(child) local childType = typeof(child) if childType == "Instance" then -- single instance child currentChildren[child] = true -- reused or newly parented logic if prevChildren[child] == nil then if overrideParents[child] == nil then child.Parent = ref.instance end else prevChildren[child] = nil end elseif childType == "table" then -- could either be an array or state object if child.type == "State" then -- state object recursiveAddChild(child:get(false)) -- reuse old connection change handler if possible local prevDisconnect = prevConnections[child] if prevDisconnect ~= nil then currentConnections[child] = prevDisconnect prevConnections[child] = nil else -- FUTURE: does this need to be cleaned up when -- the instance is destroyed at any point? -- If so, how? currentConnections[child] = Observer(child):onChange(function() Scheduler.enqueueCallback(updateCurrentlyParented) end) end else -- array of children for _, subChild in pairs(child) do recursiveAddChild(subChild) end end -- explicitly allow nils (probably inside a state object) elseif childType ~= "nil" then logWarn("unrecognisedChildType", childType) end end recursiveAddChild(children) -- clean up previous children which weren't reused for prevChild in pairs(prevChildren) do if overrideParents[prevChild] == nil then prevChild.Parent = nil end end -- clean up previous connection handlers which weren't reused for prevState, disconnect in pairs(prevConnections) do disconnect() end table.clear(prevChildren) table.clear(prevConnections) end updateCurrentlyParented() end --[[ STEP 4: If provided, override the Parent of this instance ]] local parent = propertyTable.Parent if parent ~= nil then overrideParents[ref.instance] = parent if typeof(parent) == "table" and parent.type == "State" then -- bind parent to state object local assignOK = pcall(function() ref.instance.Parent = parent:get(false) end) if not assignOK then logError("cannotAssignProperty", nil, className, "Parent") end table.insert(cleanupTasks, Observer(parent):onChange(function() if ref.instance == nil then if ENABLE_EXPERIMENTAL_GC_MODE then if conn.Connected then warn("ref is nil and instance is around!!!") else print("ref is nil, but instance was destroyed") end end return end Scheduler.enqueueProperty(ref.instance, "Parent", parent:get(false)) end) ) else -- constant parent assignment local assignOK = pcall(function() ref.instance.Parent = parent end) if not assignOK then logError("cannotAssignProperty", nil, className, "Parent") end end end --[[ STEP 5: Connect event handlers ]] for event, callback in pairs(toConnect) do table.insert(cleanupTasks, event:Connect(callback)) end --[[ STEP 6: Register cleanup tasks if needed ]] if cleanupTasks[1] ~= nil then if ENABLE_EXPERIMENTAL_GC_MODE then -- TODO: enabling this code sometimes leads to unexpected nil references appearing -- it remains to be determined whether this is a bug with the instance being gc'd -- too early, or whether this is a by-product of cleanupOnDestroy() taking some time -- before detecting gc'd instances. -- when the instance changes ancestor, check if it's still in the -- data model - if not, we switch to a weak reference to allow for -- gc to occur, otherwise hold the reference strongly local function updateRefStrength() if game:IsAncestorOf(ref.instance) then setmetatable(ref, {}) else setmetatable(ref, {__mode = "v"}) end end task.defer(updateRefStrength) table.insert(cleanupTasks, ref.instance.AncestryChanged:Connect(updateRefStrength)) end cleanupOnDestroy(ref.instance, cleanupTasks) end return ref.instance end end return New
-- extract sanitized pitch from a CFrame rotation
local function getPitch(cf) local pitch = cf:toEulerAnglesYXZ() return sanitizeAngle(pitch) end
--Only touch if you need to change the length of wait for a song.
print 'Loading RMP 1.0' while (true) do print 'Playing Sound 1' music.SoundId = song1 music:play() wait(130) --2-- print 'Playing Sound 2' music.SoundId = song2 music:play() wait(130) --3-- print 'Playing Sound 3' music.SoundId = song3 music:play() wait(130) --4-- print 'Playing Sound 4' music.SoundId = song4 music:play() wait(130) --5-- print 'Playing Sound 5' music.SoundId = song5 music:play() wait(130) --6-- print 'Playing Sound 6' music.SoundId = song6 music:play() wait(130) --7-- print 'Playing Sound 7' music.SoundId = song7 music:play() wait(130) --8-- print 'Playing Sound 8' music.SoundId = song8 music:play() wait(130) --9-- print 'Playing Sound 9' music.SoundId = song9 music:play() wait(130) --10-- print 'Playing Sound 10' music.SoundId = song10 music:play() wait(130) --11-- print 'Playing Sound 11' music.SoundId = song11 music:play() wait(130)
--- Fire the event with the given arguments. All handlers will be invoked. Handlers follow -- Roblox signal conventions. -- @param ... Variable arguments to pass to handler -- @treturn nil
function Signal:Fire(...) self._argData = {...} self._argCount = select("#", ...) self._bindableEvent:Fire() self._argData = nil self._argCount = nil end
-- Takes an array of instances and returns (array<names>, array<instances>)
local function transformInstanceSet(instances) local names = {} for i = 1, #instances do names[i] = instances[i].Name end return names, instances end
-- Services --
local RunService = game:GetService('RunService') local Players = game:GetService('Players') local UserInputService = game:GetService('UserInputService')
--[[** Encodes a string in Base64. @param [string] Input The input string to encode. @returns [string] The string encoded in Base64. **--]]
function Base64:Encode(Input) local Output = {} local Length = 0 for Index = 1, #Input, 3 do local C1, C2, C3 = string.byte(Input, Index, Index + 2) local A = bit32_rshift(C1, 2) local B = bit32_lshift(bit32_band(C1, 3), 4) + bit32_rshift(C2 or 0, 4) local C = bit32_lshift(bit32_band(C2 or 0, 15), 2) + bit32_rshift(C3 or 0, 6) local D = bit32_band(C3 or 0, 63) Output[Length + 1] = Alphabet[A + 1] Output[Length + 2] = Alphabet[B + 1] Output[Length + 3] = C2 and Alphabet[C + 1] or 61 Output[Length + 4] = C3 and Alphabet[D + 1] or 61 Length = Length + 4 end local NewOutput = {} local NewLength = 0 for Index = 1, Length, 4096 do NewLength = NewLength + 1 NewOutput[NewLength] = string.char(table.unpack(Output, Index, math.min(Index + 4096 - 1, Length))) end return table.concat(NewOutput) end
--[=[ @within ClientRemoteProperty @prop Changed Signal<any> Fires when the property receives an updated value from the server. ```lua clientRemoteProperty.Changed:Connect(function(value) print("New value", value) end) ``` ]=]
-- ROBLOX deviation: Lua doesn't allow fields on functions, and we haven't implemented callable tables as "function" components
export type React_StatelessFunctionalComponent<Props> = ( props: Props, context: any ) -> React_Node export type React_ComponentType<Config> = React_AbstractComponent<Config, any> export type React_ElementType = string | React_AbstractComponent<any, any>
--//mobile
ui.InputBegan:Connect(function(iu) if iu.UserInputType == Enum.UserInputType.Touch then f:TweenPosition(UDim2.new(0.375, 0, 0.007, 0), "InOut", "Sine", 0.1) end end) ui.InputEnded:Connect(function(iu) f:TweenPosition(UDim2.new(0.375, 0, -1, 0), "InOut", "Sine", 0.1) end)
--// All global vars will be wiped/replaced except script
-- Override in derived classes to set self.enabled and return boolean indicating -- whether Enable/Disable was successful. Return true if controller is already in the requested state.
function BaseCharacterController:Enable(enable) error("BaseCharacterController:Enable must be overridden in derived classes and should not be called.") return false end return BaseCharacterController
-- local AttackRange, FieldOfView, AggroRange, ChanceOfBoredom, BoredomDuration, -- Damage, DamageCooldown
local configTable = model.Configurations local configs = {} local function loadConfig(configName, defaultValue) if configTable:FindFirstChild(configName) then configs[configName] = configTable:FindFirstChild(configName).Value else configs[configName] = defaultValue end end loadConfig("AttackRange", 3) loadConfig("FieldOfView", 180) loadConfig("AggroRange", 200) loadConfig("ChanceOfBoredom", .5) loadConfig("BoredomDuration", 10) loadConfig("Damage", 10) loadConfig("DamageCooldown", 1) local StateMachine = require(game.ServerStorage.ROBLOX_StateMachine).new() local PathLib = require(game.ServerStorage.ROBLOX_PathfindingLibrary).new() local ZombieTarget = nil local ZombieTargetLastLocation = nil local lastBored = os.time() -- STATE DEFINITIONS -- IdleState: NPC stays still. Refreshes bored timer when started to -- allow for random state change local IdleState = StateMachine.NewState() IdleState.Name = "Idle" IdleState.Action = function() end IdleState.Init = function() lastBored = os.time() end -- SearchState: NPC wanders randomly increasing chance of spotting -- enemy. Refreshed bored timer when started to allow for random state -- change local SearchState = StateMachine.NewState() SearchState.Name = "Search" local lastmoved = os.time() local searchTarget = nil SearchState.Action = function() -- move to random spot nearby if model then if model:FindFirstChild("HumanoidRootPart") then local now = os.time() if now - lastmoved > 2 then lastmoved = now local xoff = math.random(5, 10) if math.random() > .5 then xoff = xoff * -1 end local zoff = math.random(5, 10) if math.random() > .5 then zoff = zoff * -1 end local testtarg = AIUtilities:FindCloseEmptySpace(model) --if testtarg then print(testtarg) else print("could not find") end searchTarget = Vector3.new(model.HumanoidRootPart.Position.X + xoff,model.HumanoidRootPart.Position.Y,model.HumanoidRootPart.Position.Z + zoff) --local target = Vector3.new(model.HumanoidRootPart.Position.X + xoff,model.HumanoidRootPart.Position.Y,model.HumanoidRootPart.Position.Z + zoff) --model.Humanoid:MoveTo(target) searchTarget = testtarg end --PathLib:MoveToTarget(model, searchTarget) --Zombie will fall off path when searching end end end SearchState.Init = function() lastBored = os.time() end -- PursueState: Enemy has been spotted, need to give chase. local PursueState = StateMachine.NewState() PursueState.Name = "Pursue" PursueState.Action = function() -- Double check we still have target if ZombieTarget then if model:FindFirstChild("HumanoidRootPart") then if ZombieTarget:FindFirstChild("HumanoidRootPart") then -- Get distance to target local distance = (model.HumanoidRootPart.Position - ZombieTarget.HumanoidRootPart.Position).magnitude -- If we're far from target use pathfinding to move. Otherwise just MoveTo if distance > configs["AttackRange"] + 5 then PathLib:MoveToTarget(model, ZombieTarget.HumanoidRootPart.Position) else model.Humanoid:MoveTo(ZombieTarget.HumanoidRootPart.Position) -- if ZombieTarget.HumanoidRootPart.Position.Y > model.HumanoidRootPart.Position.Y + 2 then -- model.Humanoid.Jump = true -- end end end end end end PursueState.Init = function() end -- AttackState: Keep moving towards target and play attack animation. local AttackState = StateMachine.NewState() AttackState.Name = "Attack" local lastAttack = os.time() local attackTrack = model.Humanoid:LoadAnimation(model.Animations.Attack) AttackState.Action = function() model.Humanoid:MoveTo(ZombieTarget.HumanoidRootPart.Position) local now = os.time() if now - lastAttack > 3 then lastAttack = now attackTrack:Play() end end -- HuntState: Can't see target but NPC will move to target's last known location. -- Will eventually get bored and switch state. local HuntState = StateMachine.NewState() HuntState.Name = "Hunt" HuntState.Action = function() if ZombieTargetLastLocation then PathLib:MoveToTarget(model, ZombieTargetLastLocation) end end HuntState.Init = function() lastBored = os.time() + configs["BoredomDuration"] / 2 end -- CONDITION DEFINITIONS -- CanSeeTarget: Determines if a target is visible. Returns true if target is visible and -- sets current target. A target is valid if it is nearby, visible, has a HumanoidRootPart and WalkSpeed -- greater than 0 (this is to ignore inanimate objects that happen to use humanoids) local CanSeeTarget = StateMachine.NewCondition() CanSeeTarget.Name = "CanSeeTarget" CanSeeTarget.Evaluate = function() if model then -- Get list of all nearby Zombies and non-Zombie humanoids -- Zombie list is used to ignore zombies during later raycast local humanoids = HumanoidList:GetCurrent() local zombies = {} local characters = {} for _, object in pairs(humanoids) do if object and object.Parent and object.Parent:FindFirstChild("HumanoidRootPart") and object.Health > 0 and object.WalkSpeed > 0 then local HumanoidRootPart = object.Parent:FindFirstChild("HumanoidRootPart") if HumanoidRootPart and model:FindFirstChild("HumanoidRootPart") then local distance = (model.HumanoidRootPart.Position - HumanoidRootPart.Position).magnitude if distance <= configs["AggroRange"] then if object.Parent.Name == "Zombie" then table.insert(zombies, object.Parent) else table.insert(characters, object.Parent) end end end end end local target = AIUtilities:GetClosestVisibleTarget(model, characters, zombies, configs["FieldOfView"]) if target then ZombieTarget = target return true end