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--[=[ @tag Component Class `Stop` is called when the component is stopped. This occurs either when the bound instance is removed from one of the whitelisted ancestors _or_ when the matching tag is removed from the instance. This also means that the instance _might_ be destroyed, and thus it is not safe to continue using the bound instance (e.g. `self.Instance`) any longer. This should be used to clean up the component. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) function MyComponent:Stop() self.SomeStuff:Destroy() end ``` ]=]
function Component:Stop() end
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(21) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(21)
--[[* * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. ]]
local CurrentModule = script.Parent local Packages = CurrentModule.Parent local exports = {} local chalk = require(Packages.ChalkLua) local clearLine = require(script.Parent.clearLine).default local isInteractive = require(script.Parent.isInteractive).default local RobloxShared = require(Packages.RobloxShared) type Writeable = RobloxShared.Writeable local function print(stream: Writeable): () if isInteractive then stream:write(chalk.bold.dim("Determining test suites to run...")) end end exports.print = print local function remove(stream: Writeable): () if isInteractive then clearLine(stream) end end exports.remove = remove return exports
--!strict
local Array = script.Parent local LuauPolyfill = Array.Parent local isArray = require(Array.isArray) local instanceof = require(LuauPolyfill.instanceof) local Set = require(LuauPolyfill.Set) local Map = require(LuauPolyfill.Map) local fromString = require(script.fromString) local fromSet = require(script.fromSet) local fromMap = require(script.fromMap) local fromArray = require(script.fromArray) local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> type Object = types.Object type Set<T> = types.Set<T> type Map<K, V> = types.Map<K, V> type mapFn<T, U> = (element: T, index: number) -> U type mapFnWithThisArg<T, U> = (thisArg: any, element: T, index: number) -> U return function<T, U>( value: string | Array<T> | Set<T> | Map<any, any>, mapFn: (mapFn<T, U> | mapFnWithThisArg<T, U>)?, thisArg: Object? -- FIXME Luau: need overloading so the return type on this is more sane and doesn't require manual casts ): Array<U> | Array<T> | Array<string> if value == nil then error("cannot create array from a nil value") end local valueType = typeof(value) local array: Array<U> | Array<T> | Array<string> if valueType == "table" and isArray(value) then array = fromArray(value :: Array<T>, mapFn, thisArg) elseif instanceof(value, Set) then array = fromSet(value :: Set<T>, mapFn, thisArg) elseif instanceof(value, Map) then array = fromMap(value :: Map<any, any>, mapFn, thisArg) elseif valueType == "string" then array = fromString(value :: string, mapFn, thisArg) else array = {} end return array end
--Old R15 code
local Head = Character:WaitForChild("Head")
-- Initialize the tool
local ResizeTool = { Name = 'Resize Tool'; Color = BrickColor.new 'Cyan'; -- Default options Increment = 1; Directions = 'Normal'; } ResizeTool.ManualText = [[<font face="GothamBlack" size="16">Resize Tool 🛠</font> Allows you to resize parts.<font size="12"><br /></font> <font size="12" color="rgb(150, 150, 150)"><b>Directions</b></font> Lets you choose in which directions to resize the part.<font size="6"><br /></font> <b>TIP: </b>Click on a part to focus the handles on it.<font size="6"><br /></font> <b>TIP: </b>Hit <b>Enter</b> to switch between directions quickly.<font size="12"><br /></font> <font size="12" color="rgb(150, 150, 150)"><b>Increment</b></font> Lets you choose how many studs to resize by.<font size="6"><br /></font> <b>TIP: </b>Hit the – key to quickly type increments.<font size="6"><br /></font> <b>TIP: </b>Use your number pad to resize exactly by the current increment. Holding <b>Shift</b> reverses the increment.<font size="4"><br /></font> <font color="rgb(150, 150, 150)">•</font> 8 & 2 — up & down <font color="rgb(150, 150, 150)">•</font> 1 & 9 — back & forth <font color="rgb(150, 150, 150)">•</font> 4 & 6 — left & right<font size="12"><br /></font> <font size="12" color="rgb(150, 150, 150)"><b>Snapping</b></font> Hold the <b><i>R</i></b> key, and <b>click and drag the snap point</b> of a part (in the direction you want to resize) towards the snap point of another part, to resize up to that point. ]]
--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 >= 70 end
-- List of creatable light types
local LightTypes = { 'SpotLight', 'PointLight', 'SurfaceLight' }; function OpenLightOptions(LightType) -- Opens the settings UI for the given light type -- Get the UI local UI = LightingTool.UI[LightType]; local UITemplate = Core.Tool.Interfaces.BTLightingToolGUI[LightType]; -- Close up all light option UIs CloseLightOptions(LightType); -- Calculate how much to expand this options UI by local HeightExpansion = UDim2.new(0, 0, 0, UITemplate.Options.Size.Y.Offset); -- Start the options UI size from 0 UI.Options.Size = UDim2.new(UI.Options.Size.X.Scale, UI.Options.Size.X.Offset, UI.Options.Size.Y.Scale, 0); -- Allow the options UI to be seen UI.ClipsDescendants = false; -- Perform the options UI resize animation UI.Options:TweenSize( UITemplate.Options.Size + HeightExpansion, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true, function () -- Allow visibility of overflowing UIs within the options UI UI.Options.ClipsDescendants = false; end ); -- Expand the main UI to accommodate the expanded options UI LightingTool.UI:TweenSize( Core.Tool.Interfaces.BTLightingToolGUI.Size + HeightExpansion, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true ); -- Push any UIs below this one downwards local LightTypeIndex = Support.FindTableOccurrence(LightTypes, LightType); for LightTypeIndex = LightTypeIndex + 1, #LightTypes do -- Get the UI local LightType = LightTypes[LightTypeIndex]; local UI = LightingTool.UI[LightType]; -- Perform the position animation UI:TweenPosition( UDim2.new( UI.Position.X.Scale, UI.Position.X.Offset, UI.Position.Y.Scale, 30 + 30 * (LightTypeIndex - 1) + HeightExpansion.Y.Offset ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true ); end; -- Enable surface setting by clicking EnableSurfaceClickSelection(LightType); end; function CloseLightOptions(Exception) -- Closes all light options, except the one for the given light type -- Go through each light type for LightTypeIndex, LightType in pairs(LightTypes) do -- Get the UI for each light type local UI = LightingTool.UI[LightType]; local UITemplate = Core.Tool.Interfaces.BTLightingToolGUI[LightType]; -- Remember the initial size for each options UI local InitialSize = UITemplate.Options.Size; -- Move each light type UI to its starting position UI:TweenPosition( UDim2.new( UI.Position.X.Scale, UI.Position.X.Offset, UI.Position.Y.Scale, 30 + 30 * (LightTypeIndex - 1) ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true ); -- Make sure to not resize the exempt light type UI if not Exception or Exception and LightType ~= Exception then -- Allow the options UI to be resized UI.Options.ClipsDescendants = true; -- Perform the resize animation to close up UI.Options:TweenSize( UDim2.new(UI.Options.Size.X.Scale, UI.Options.Size.X.Offset, UI.Options.Size.Y.Scale, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true, function () -- Hide the option UI UI.ClipsDescendants = true; -- Set the options UI's size to its initial size (for reexpansion) UI.Options.Size = InitialSize; end ); end; end; -- Contract the main UI if no option UIs are being opened if not Exception then LightingTool.UI:TweenSize( Core.Tool.Interfaces.BTLightingToolGUI.Size, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true ); end; end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not LightingTool.UI then return; end; -- Go through each light type and update each options UI for _, LightType in pairs(LightTypes) do local Lights = GetLights(LightType); local LightSettingsUI = LightingTool.UI[LightType]; -- Option input references local Options = LightSettingsUI.Options; local RangeInput = Options.RangeOption.Input.TextBox; local BrightnessInput = Options.BrightnessOption.Input.TextBox; local ColorIndicator = Options.ColorOption.Indicator; local ShadowsCheckbox = Options.ShadowsOption.Checkbox; -- Add/remove button references local AddButton = LightSettingsUI.AddButton; local RemoveButton = LightSettingsUI.RemoveButton; -- Hide option UIs for light types not present in the selection if #Lights == 0 and not LightSettingsUI.ClipsDescendants then CloseLightOptions(); end; ------------------------------------------- -- Show and hide "ADD" and "REMOVE" buttons ------------------------------------------- -- If no selected parts have lights if #Lights == 0 then -- Show add button only AddButton.Visible = true; AddButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5, 0, 3); RemoveButton.Visible = false; -- If only some selected parts have lights elseif #Lights < #Selection.Parts then -- Show both add and remove buttons AddButton.Visible = true; AddButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5, 0, 3); RemoveButton.Visible = true; RemoveButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5 - RemoveButton.AbsoluteSize.X - 2, 0, 3); -- If all selected parts have lights elseif #Lights == #Selection.Parts then -- Show remove button RemoveButton.Visible = true; RemoveButton.Position = UDim2.new(1, -RemoveButton.AbsoluteSize.X - 5, 0, 3); AddButton.Visible = false; end; -------------------- -- Update each input -------------------- -- Update the standard inputs UpdateDataInputs { [RangeInput] = Support.Round(Support.IdentifyCommonProperty(Lights, 'Range'), 2) or '*'; [BrightnessInput] = Support.Round(Support.IdentifyCommonProperty(Lights, 'Brightness'), 2) or '*'; }; -- Update type-specific inputs if LightType == 'SpotLight' or LightType == 'SurfaceLight' then -- Update the angle input local AngleInput = Options.AngleOption.Input.TextBox; UpdateDataInputs { [AngleInput] = Support.Round(Support.IdentifyCommonProperty(Lights, 'Angle'), 2) or '*'; }; -- Update the surface dropdown input local Face = Support.IdentifyCommonProperty(Lights, 'Face') local SurfaceKey = 'Current' .. LightType .. 'Side' if LightingTool[SurfaceKey] ~= Face then LightingTool[SurfaceKey] = Face LightingTool.OnSideChanged:Fire() end end -- Update special color input local Color = Support.IdentifyCommonProperty(Lights, 'Color'); if Color then ColorIndicator.BackgroundColor3 = Color; ColorIndicator.Varies.Text = ''; else ColorIndicator.BackgroundColor3 = Color3.new(222/255, 222/255, 222/255); ColorIndicator.Varies.Text = '*'; end; -- Update the special shadows input local ShadowsEnabled = Support.IdentifyCommonProperty(Lights, 'Shadows'); if ShadowsEnabled == true then ShadowsCheckbox.Image = Core.Assets.CheckedCheckbox; elseif ShadowsEnabled == false then ShadowsCheckbox.Image = Core.Assets.UncheckedCheckbox; elseif ShadowsEnabled == nil then ShadowsCheckbox.Image = Core.Assets.SemicheckedCheckbox; end; end; end; function UpdateDataInputs(Data) -- Updates the data in the given TextBoxes when the user isn't typing in them -- Go through the inputs and data for Input, UpdatedValue in pairs(Data) do -- Makwe sure the user isn't typing into the input if not Input:IsFocused() then -- Set the input's value Input.Text = tostring(UpdatedValue); end; end; end; function AddLights(LightType) -- Prepare the change request for the server local Changes = {}; -- Go through the selection for _, Part in pairs(Selection.Parts) do -- Make sure this part doesn't already have a light if not Support.GetChildOfClass(Part, LightType) then -- Queue a light to be created for this part table.insert(Changes, { Part = Part, LightType = LightType }); end; end; -- Send the change request to the server local Lights = Core.SyncAPI:Invoke('CreateLights', Changes); -- Put together the history record local HistoryRecord = { Lights = Lights; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select changed parts Selection.Replace(Record.Selection) -- Remove the lights Core.SyncAPI:Invoke('Remove', Record.Lights); end; Apply = function (Record) -- Reapplies this change -- Restore the lights Core.SyncAPI:Invoke('UndoRemove', Record.Lights); -- Select changed parts Selection.Replace(Record.Selection) end; }; -- Register the history record Core.History.Add(HistoryRecord); -- Open the options UI for this light type OpenLightOptions(LightType); end; function RemoveLights(LightType) -- Get all the lights in the selection local Lights = GetLights(LightType); -- Create the history record local HistoryRecord = { Lights = Lights; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Restore the lights Core.SyncAPI:Invoke('UndoRemove', Record.Lights); -- Select changed parts Selection.Replace(Record.Selection) end; Apply = function (Record) -- Reapplies this change -- Select changed parts Selection.Replace(Record.Selection) -- Remove the lights Core.SyncAPI:Invoke('Remove', Record.Lights); end; }; -- Send the removal request Core.SyncAPI:Invoke('Remove', Lights); -- Register the history record Core.History.Add(HistoryRecord); end; function TrackChange() -- Start the record HistoryRecord = { Before = {}; After = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncLighting', Record.Before); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncLighting', Record.After); end; }; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Send the change to the server Core.SyncAPI:Invoke('SyncLighting', HistoryRecord.After); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end; function SetRange(LightType, Range) -- Make sure the given range is valid if not Range then return; end; -- Start a history record TrackChange(); -- Go through each light for _, Light in pairs(GetLights(LightType)) do -- Store the state of the light before modification table.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Range = Light.Range }); -- Create the change request for this light table.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Range = Range }); end; -- Register the changes RegisterChange(); end; function SetBrightness(LightType, Brightness) -- Make sure the given brightness is valid if not Brightness then return; end; -- Start a history record TrackChange(); -- Go through each light for _, Light in pairs(GetLights(LightType)) do -- Store the state of the light before modification table.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Brightness = Light.Brightness }); -- Create the change request for this light table.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Brightness = Brightness }); end; -- Register the changes RegisterChange(); end; function SetColor(LightType, Color) -- Make sure the given color is valid if not Color then return; end; -- Start a history record TrackChange(); -- Go through each light for _, Light in pairs(GetLights(LightType)) do -- Store the state of the light before modification table.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Color = Light.Color }); -- Create the change request for this light table.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Color = Color }); end; -- Register the changes RegisterChange(); end; local PreviewInitialState = nil function PreviewColor(LightType, Color) -- Previews the given color on the selection -- Reset colors to initial state if previewing is over if not Color and PreviewInitialState then for Light, State in pairs(PreviewInitialState) do Light.Color = State.Color end -- Clear initial state PreviewInitialState = nil -- Skip rest of function return -- Ensure valid color is given elseif not Color then return -- Save initial state if first time previewing elseif not PreviewInitialState then PreviewInitialState = {} for _, Light in pairs(GetLights(LightType)) do PreviewInitialState[Light] = { Color = Light.Color } end end -- Apply preview color for Light in pairs(PreviewInitialState) do Light.Color = Color end end function ToggleShadows(LightType) -- Determine whether to turn shadows on or off local ShadowsEnabled = not Support.IdentifyCommonProperty(GetLights(LightType), 'Shadows'); -- Start a history record TrackChange(); -- Go through each light for _, Light in pairs(GetLights(LightType)) do -- Store the state of the light before modification table.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Shadows = Light.Shadows }); -- Create the change request for this light table.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Shadows = ShadowsEnabled }); end; -- Register the changes RegisterChange(); end; function SetSurface(LightType, Face) -- Make sure the given face is valid, and this is an applicable light type if not Face or not (LightType == 'SurfaceLight' or LightType == 'SpotLight') then return; end; LightingTool['Current' .. LightType .. 'Side'] = Face -- Start a history record TrackChange(); -- Go through each light for _, Light in pairs(GetLights(LightType)) do -- Store the state of the light before modification table.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Face = Light.Face }); -- Create the change request for this light table.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Face = Face }); end; -- Register the changes RegisterChange(); end; function SetAngle(LightType, Angle) -- Make sure the given angle is valid if not Angle then return; end; -- Start a history record TrackChange(); -- Go through each light for _, Light in pairs(GetLights(LightType)) do -- Store the state of the light before modification table.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Angle = Light.Angle }); -- Create the change request for this light table.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Angle = Angle }); end; -- Register the changes RegisterChange(); end;
--This uses a 24 hour format. --This example uses 18:00 to 7:30, or 6 PM to 7:30 AM
local time1 = 18 --18:00, or 6:00 PM local time2 = 7.5 --07:30, or 7:30 AM function event1() --Event when the time is within your designated time. Light.Enabled = true LightSource.Material = "Neon" end function event2() --Event when the time is outside your designated time. Light.Enabled = false LightSource.Material = "SmoothPlastic" end function onChanged() if time2 <= time1 then if l:GetMinutesAfterMidnight() >= toMinutes(time1) or l:GetMinutesAfterMidnight() <= toMinutes(time2) then event1() else event2() end elseif time2 >= time1 then if l:GetMinutesAfterMidnight() >= toMinutes(time1) and l:GetMinutesAfterMidnight() <= toMinutes(time2) then event1() else event2() end end end l.Changed:connect(onChanged)
-- Libraries
local Support = require(Libraries:WaitForChild 'SupportLibrary') local Roact = require(Vendor:WaitForChild 'Roact') local Maid = require(Libraries:WaitForChild 'Maid')
--[[ Takes a table and returns a list of keys in that table ]]
local function listOfKeys(t) local result = {} for key,_ in pairs(t) do table.insert(result, key) end return result end
-- TODO: retry multiple time if HTTP call fail
local function getTextureId(id: number): number? local assetInfo = MarketplaceService:GetProductInfo(id, Enum.InfoType.Asset) if assetInfo.AssetTypeId == Enum.AssetType.Image.Value then return id elseif assetInfo.AssetTypeId == Enum.AssetType.Decal.Value then return HttpService:GetAsync(`http://f3xteam.com/bt/getDecalImageID/{id}`) end return end Remote.OnServerEvent:Connect(function(plr, id: number | string) if Helper.Owner ~= plr then return end local assetId = tonumber(tostring(id):match("%d+") or 0) :: number if assetId == 0 then Decal.Texture = "" return end local textureId = getTextureId(assetId) if not textureId then Decal.Texture = "" return end if textureId == 0 then Decal.Texture = "" else Decal.Texture = `rbxassetid://{textureId}` end end)
--easter egg
mouse.KeyDown:connect(function(key) if key=="u" and script.Blown.Value == false then Heat = Heat+10 end end)
--health.Changed:connect(function() --root.Velocity = Vector3.new(0,5000,0) --end)
local anims = {} local lastAttack= tick() local target,targetType local lastLock = tick() local fleshDamage = 25 local structureDamage = 15 local path = nil for _,animObject in next,animations do anims[animObject.Name] = hum:LoadAnimation(animObject) end function Attack(thing,dmg) if tick()-lastAttack > 2 then hum:MoveTo(root.Position) lastAttack = tick() anims.AntWalk:Stop() anims.AntMelee:Play() if thing.ClassName == "Player" then root.FleshHit:Play() ant:SetPrimaryPartCFrame(CFrame.new(root.Position,Vector3.new(target.Character.PrimaryPart.Position.X,root.Position.Y,target.Character.PrimaryPart.Position.Z))) elseif thing.ClassName == "Model" then root.StructureHit:Play() end rep.Events.NPCAttack:Fire(thing,dmg) end end function Move(point) hum:MoveTo(point) if not anims.AntWalk.IsPlaying then anims.AntWalk:Play() end end function ScanForPoint() local newPoint local rayDir = Vector3.new(math.random(-100,100)/100,0,math.random(-100,100)/100) local ray = Ray.new(root.Position,rayDir*math.random(10,50),ant) local part,pos = workspace:FindPartOnRay(ray) Move(pos) enRoute = true end
-- you don't have to change these if you chose auto setup -- put these to true if you have these plugins in your car, otherwise leave them as false
smoke = true backfire = false horn = true brakewhistle = true ignition = false audioname = "Start" -- the name of your startup audio (defaults as "Start") (only works with ignition on)
--
local Triangle = {} Triangle.__index = Triangle function Triangle.new(parent) local self = setmetatable({}, Triangle) self.a = nil self.b = nil self.c = nil self.WedgeA = WEDGE:Clone() self.WedgeB = WEDGE:Clone() self.Parent = parent return self end
-- ALEX WAS HERE LOL
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); local u2 = Random.new(); return function(t) local _tick = tick() while (tick() - _tick) < t do u1.RunService.Heartbeat:Wait() end end
---- Leave this the same --game.ReplicatedStorage.TypeOutText.OnClientEvent:Connect(function(Text) -- Typewrite(Text) --end)
local dm = require(script.Parent.DialogueHandler) game.ReplicatedStorage.Dialogue.OnClientEvent:Connect(function(text: string) dm.display(text) end)
--Don't Delete This Script Because It's The One That Makes The Script --Work I swear It's Not A FAKE one.
local error = "Delete"
-- List of actions that could be requested
Actions = { ['RecolorHandle'] = function (NewColor) -- Recolors the tool handle Tool.Handle.BrickColor = NewColor; end; ['Clone'] = function (Items, Parent) -- Clones the given items -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(typeof(Parent) == 'Instance', 'Invalid parent') assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Check if items modifiable if not CanModifyItems(Items) then return {} end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) if Security.ArePartsViolatingAreas(Parts, Player, false) then return {} end local Clones = {} -- Clone items for _, Item in pairs(Items) do local Clone = Item:Clone() Clone.Parent = Parent -- Register the clone table.insert(Clones, Clone) CreatedInstances[Item] = Item end -- Return the clones return Clones end; ['CreatePart'] = function (PartType, Position, Parent) -- Creates a new part based on `PartType` -- Validate requested parent assert(typeof(Parent) == 'Instance', 'Invalid parent') assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Create the part local NewPart = CreatePart(PartType); -- Position the part NewPart.CFrame = Position; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas({ NewPart }), Player); -- Make sure the player is allowed to create parts in the area if Security.ArePartsViolatingAreas({ NewPart }, Player, false, AreaPermissions) then return; end; -- Parent the part NewPart.Parent = Parent -- Register the part CreatedInstances[NewPart] = NewPart; -- Return the part return NewPart; end; ['CreateGroup'] = function (Type, Parent, Items) -- Creates a new group of type `Type` local ValidGroupTypes = { Model = true, Folder = true } -- Validate arguments assert(ValidGroupTypes[Type], 'Invalid group type') assert(typeof(Parent) == 'Instance', 'Invalid parent') assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Check if items selectable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Create group local Group = Instance.new(Type) -- Attach children for _, Item in pairs(Items) do Item.Parent = Group end -- Parent group Group.Parent = Parent -- Make joints if Type == 'Model' then Group:MakeJoints() elseif Type == 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Group, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end -- Return the new group return Group end, ['Ungroup'] = function (Groups) -- Validate arguments assert(type(Groups) == 'table', 'Invalid groups') -- Check if items modifiable if not CanModifyItems(Groups) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Groups) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end local Results = {} -- Check each group for Key, Group in ipairs(Groups) do assert(typeof(Group) == 'Instance', 'Invalid group') -- Track group children local Children = {} Results[Key] = Children -- Unpack group children into parent local NewParent = Group.Parent for _, Child in pairs(Group:GetChildren()) do LastParents[Child] = Group Children[#Children + 1] = Child Child.Parent = NewParent if Child:IsA 'BasePart' then Child:MakeJoints() elseif Child:IsA 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Child, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end -- Track removing group LastParents[Group] = Group.Parent CreatedInstances[Group] = Group -- Remove group Group.Parent = nil end return Results end, ['SetParent'] = function (Items, Parent) -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(type(Parent) == 'table' or typeof(Parent) == 'Instance', 'Invalid parent') -- Check if items modifiable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Move each item to different parent if type(Parent) == 'table' then for Key, Item in pairs(Items) do local Parent = Parent[Key] -- Check if parent allowed assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Move item Item.Parent = Parent if Item:IsA 'BasePart' then Item:MakeJoints() elseif Item:IsA 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Item, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end -- Move to single parent elseif typeof(Parent) == 'Instance' then assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Reparent items for _, Item in pairs(Items) do Item.Parent = Parent if Item:IsA 'BasePart' then Item:MakeJoints() elseif Item:IsA 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Item, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end end end, ['SetName'] = function (Items, Name) -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(type(Name) == 'table' or type(Name) == 'string', 'Invalid name') -- Check if items modifiable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Rename each item to a different name if type(Name) == 'table' then for Key, Item in pairs(Items) do local Name = Name[Key] Item.Name = Name end -- Rename to single name elseif type(Name) == 'string' then for _, Item in pairs(Items) do Item.Name = Name end end end, ['Remove'] = function (Objects) -- Removes the given objects -- Get the relevant parts for each object, for permission checking local Parts = {}; -- Go through the selection for _, Object in pairs(Objects) do -- Make sure the object still exists if Object then if Object:IsA 'BasePart' then table.insert(Parts, Object); elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then table.insert(Parts, Object.Parent); elseif Object:IsA 'Model' or Object:IsA 'Folder' then Support.ConcatTable(Parts, Support.GetDescendantsWhichAreA(Object, 'BasePart')) end end; end; -- Check if items modifiable if not CanModifyItems(Objects) then return end -- Check if parts intruding into private areas if Security.ArePartsViolatingAreas(Parts, Player, true) then return end -- After confirming permissions, perform each removal for _, Object in pairs(Objects) do -- Store the part's current parent LastParents[Object] = Object.Parent; -- Register the object CreatedInstances[Object] = Object; -- Set the object's current parent to `nil` Object.Parent = nil; end; end; ['UndoRemove'] = function (Objects) -- Restores the given removed objects to their last parents -- Get the relevant parts for each object, for permission checking local Parts = {}; -- Go through the selection for _, Object in pairs(Objects) do -- Make sure the object still exists, and that its last parent is registered if Object and LastParents[Object] then if Object:IsA 'BasePart' then table.insert(Parts, Object); elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then table.insert(Parts, Object.Parent); elseif Object:IsA 'Model' or Object:IsA 'Folder' then Support.ConcatTable(Parts, Support.GetDescendantsWhichAreA(Object, 'BasePart')) end end; end; -- Check if items modifiable if not CanModifyItems(Objects) then return end -- Check if parts intruding into private areas if Security.ArePartsViolatingAreas(Parts, Player, false) then return end -- After confirming permissions, perform each removal for _, Object in pairs(Objects) do -- Store the part's current parent local LastParent = LastParents[Object]; LastParents[Object] = Object.Parent; -- Register the object CreatedInstances[Object] = Object; -- Set the object's parent to the last parent Object.Parent = LastParent; -- Make joints if Object:IsA 'BasePart' then Object:MakeJoints() else local Parts = Support.GetDescendantsWhichAreA(Object, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end; end; ['SyncMove'] = function (Changes) -- Updates parts server-side given their new CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Preserve joints for Part, Change in pairs(ChangeSet) do Change.Joints = PreserveJoints(Part, ChangeSet); end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's CFrame Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); RestoreJoints(Change.Joints); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncResize'] = function (Changes) -- Updates parts server-side given their new sizes and CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, Size = Change.Part.Size, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's size and CFrame Part.Size = Change.Size; Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.Size = Change.InitialState.Size; Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncRotate'] = function (Changes) -- Updates parts server-side given their new CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Preserve joints for Part, Change in pairs(ChangeSet) do Change.Joints = PreserveJoints(Part, ChangeSet); end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's CFrame Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); RestoreJoints(Change.Joints); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncColor'] = function (Changes) -- Updates parts server-side given their new colors -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Set the part's color Part.Color = Change.Color; -- If this part is a union, set its UsePartColor state if Part.ClassName == 'UnionOperation' then Part.UsePartColor = Change.UnionColoring; end; end; end; ['SyncSurface'] = function (Changes) -- Updates parts server-side given their new surfaces -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Apply each surface change for Surface, SurfaceType in pairs(Change.Surfaces) do Part[Surface .. 'Surface'] = SurfaceType; end; end; end; ['CreateLights'] = function (Changes) -- Creates lights in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed light type requests local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true }; -- Keep track of the newly created lights local Lights = {}; -- Create each light for Part, Change in pairs(ChangeSet) do -- Make sure the requested light type is valid if AllowedLightTypes[Change.LightType] then -- Create the light local Light = Instance.new(Change.LightType, Part); table.insert(Lights, Light); -- Register the light CreatedInstances[Light] = Light; end; end; -- Return the new lights return Lights; end; ['SyncLighting'] = function (Changes) -- Updates aspects of the given selection's lights -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed light type requests local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true }; -- Update each part's lights for Part, Change in pairs(ChangeSet) do -- Make sure that the light type requested is valid if AllowedLightTypes[Change.LightType] then -- Grab the part's light local Light = Support.GetChildOfClass(Part, Change.LightType); -- Make sure the light exists if Light then -- Make the requested changes if Change.Range ~= nil then Light.Range = Change.Range; end; if Change.Brightness ~= nil then Light.Brightness = Change.Brightness; end; if Change.Color ~= nil then Light.Color = Change.Color; end; if Change.Shadows ~= nil then Light.Shadows = Change.Shadows; end; if Change.Face ~= nil then Light.Face = Change.Face; end; if Change.Angle ~= nil then Light.Angle = Change.Angle; end; end; end; end; end; ['CreateDecorations'] = function (Changes) -- Creates decorations in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed decoration type requests local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true }; -- Keep track of the newly created decorations local Decorations = {}; -- Create each decoration for Part, Change in pairs(ChangeSet) do -- Make sure the requested decoration type is valid if AllowedDecorationTypes[Change.DecorationType] then -- Create the decoration local Decoration = Instance.new(Change.DecorationType, Part); table.insert(Decorations, Decoration); -- Register the decoration CreatedInstances[Decoration] = Decoration; end; end; -- Return the new decorations return Decorations; end; ['SyncDecorate'] = function (Changes) -- Updates aspects of the given selection's decorations -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed decoration type requests local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true }; -- Update each part's decorations for Part, Change in pairs(ChangeSet) do -- Make sure that the decoration type requested is valid if AllowedDecorationTypes[Change.DecorationType] then -- Grab the part's decoration local Decoration = Support.GetChildOfClass(Part, Change.DecorationType); -- Make sure the decoration exists if Decoration then -- Make the requested changes if Change.Color ~= nil then Decoration.Color = Change.Color; end; if Change.Opacity ~= nil then Decoration.Opacity = Change.Opacity; end; if Change.RiseVelocity ~= nil then Decoration.RiseVelocity = Change.RiseVelocity; end; if Change.Size ~= nil then Decoration.Size = Change.Size; end; if Change.Heat ~= nil then Decoration.Heat = Change.Heat; end; if Change.SecondaryColor ~= nil then Decoration.SecondaryColor = Change.SecondaryColor; end; if Change.SparkleColor ~= nil then Decoration.SparkleColor = Change.SparkleColor; end; end; end; end; end; ['CreateMeshes'] = function (Changes) -- Creates meshes in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Keep track of the newly created meshes local Meshes = {}; -- Create each mesh for Part, Change in pairs(ChangeSet) do -- Create the mesh local Mesh = Instance.new('SpecialMesh', Part); table.insert(Meshes, Mesh); -- Register the mesh CreatedInstances[Mesh] = Mesh; end; -- Return the new meshes return Meshes; end; ['SyncMesh'] = function (Changes) -- Updates aspects of the given selection's meshes -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Update each part's meshes for Part, Change in pairs(ChangeSet) do -- Grab the part's mesh local Mesh = Support.GetChildOfClass(Part, 'SpecialMesh'); -- Make sure the mesh exists if Mesh then -- Make the requested changes if Change.VertexColor ~= nil then Mesh.VertexColor = Change.VertexColor; end; if Change.MeshType ~= nil then Mesh.MeshType = Change.MeshType; end; if Change.Scale ~= nil then Mesh.Scale = Change.Scale; end; if Change.Offset ~= nil then Mesh.Offset = Change.Offset; end; if Change.MeshId ~= nil then Mesh.MeshId = Change.MeshId; end; if Change.TextureId ~= nil then Mesh.TextureId = Change.TextureId; end; end; end; end; ['CreateTextures'] = function (Changes) -- Creates textures in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed texture type requests local AllowedTextureTypes = { Texture = true, Decal = true }; -- Keep track of the newly created textures local Textures = {}; -- Create each texture for Part, Change in pairs(ChangeSet) do -- Make sure the requested light type is valid if AllowedTextureTypes[Change.TextureType] then -- Create the texture local Texture = Instance.new(Change.TextureType, Part); Texture.Face = Change.Face; table.insert(Textures, Texture); -- Register the texture CreatedInstances[Texture] = Texture; end; end; -- Return the new textures return Textures; end; ['SyncTexture'] = function (Changes) -- Updates aspects of the given selection's textures -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed texture type requests local AllowedTextureTypes = { Texture = true, Decal = true }; -- Update each part's textures for Part, Change in pairs(ChangeSet) do -- Make sure that the texture type requested is valid if AllowedTextureTypes[Change.TextureType] then -- Get the right textures within the part for _, Texture in pairs(Part:GetChildren()) do if Texture.ClassName == Change.TextureType and Texture.Face == Change.Face then -- Perform the changes if Change.Texture ~= nil then Texture.Texture = Change.Texture; end; if Change.Transparency ~= nil then Texture.Transparency = Change.Transparency; end; if Change.StudsPerTileU ~= nil then Texture.StudsPerTileU = Change.StudsPerTileU; end; if Change.StudsPerTileV ~= nil then Texture.StudsPerTileV = Change.StudsPerTileV; end; end; end; end; end; end; ['SyncAnchor'] = function (Changes) -- Updates parts server-side given their new anchor status -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do Part.Anchored = Change.Anchored; end; end; ['SyncCollision'] = function (Changes) -- Updates parts server-side given their new collision status -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do Part.CanCollide = Change.CanCollide; end; end; ['SyncMaterial'] = function (Changes) -- Updates parts server-side given their new material -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do if Change.Material ~= nil then Part.Material = Change.Material; end; if Change.Transparency ~= nil then Part.Transparency = Change.Transparency; end; if Change.Reflectance ~= nil then Part.Reflectance = Change.Reflectance; end; end; end; ['CreateWelds'] = function (Parts, TargetPart) -- Creates welds for the given parts to the target part -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; local Welds = {}; -- Create the welds for _, Part in pairs(Parts) do -- Make sure we're not welding this part to itself if Part ~= TargetPart then -- Calculate the offset of the part from the target part local Offset = Part.CFrame:toObjectSpace(TargetPart.CFrame); -- Create the weld local Weld = Instance.new('Weld'); Weld.Name = 'BTWeld'; Weld.Part0 = TargetPart; Weld.Part1 = Part; Weld.C1 = Offset; Weld.Archivable = true; Weld.Parent = TargetPart; -- Register the weld CreatedInstances[Weld] = Weld; table.insert(Welds, Weld); end; end; -- Return the welds created return Welds; end; ['RemoveWelds'] = function (Welds) -- Removes the given welds local Parts = {}; -- Go through each weld for _, Weld in pairs(Welds) do -- Make sure each given weld is valid if Weld.ClassName ~= 'Weld' then return; end; -- Collect the relevant parts for this weld table.insert(Parts, Weld.Part0); table.insert(Parts, Weld.Part1); end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; local WeldsRemoved = 0; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Go through each weld for _, Weld in pairs(Welds) do -- Check the permissions on each weld-related part local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, true, AreaPermissions); local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part1 }, Player, true, AreaPermissions); -- If at least one of the involved parts is authorized, remove the weld if not Part0Unauthorized or not Part1Unauthorized then -- Register the weld CreatedInstances[Weld] = Weld; LastParents[Weld] = Weld.Parent; WeldsRemoved = WeldsRemoved + 1; -- Remove the weld Weld.Parent = nil; end; end; -- Return the number of welds removed return WeldsRemoved; end; ['UndoRemovedWelds'] = function (Welds) -- Restores the given removed welds local Parts = {}; -- Go through each weld for _, Weld in pairs(Welds) do -- Make sure each given weld is valid if Weld.ClassName ~= 'Weld' then return; end; -- Make sure each weld has its old parent registered if not LastParents[Weld] then return; end; -- Collect the relevant parts for this weld table.insert(Parts, Weld.Part0); table.insert(Parts, Weld.Part1); end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Go through each weld for _, Weld in pairs(Welds) do -- Check the permissions on each weld-related part local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions); local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions); -- If at least one of the involved parts is authorized, restore the weld if not Part0Unauthorized or not Part1Unauthorized then -- Store the part's current parent local LastParent = LastParents[Weld]; LastParents[Weld] = Weld.Parent; -- Register the weld CreatedInstances[Weld] = Weld; -- Set the weld's parent to the last parent Weld.Parent = LastParent; end; end; end; ['Export'] = function (Parts) -- Serializes, exports, and returns ID for importing given parts -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('Export', Parts); end; -- Ensure valid selection assert(type(Parts) == 'table', 'Invalid item table'); -- Ensure there are items to export if #Parts == 0 then return; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to access these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Get all descendants of the parts local Items = Support.CloneTable(Parts); for _, Part in pairs(Parts) do Support.ConcatTable(Items, Part:GetDescendants()); end; -- After confirming permissions, serialize parts local SerializedBuildData = Serialization.SerializeModel(Items); -- Push serialized data to server local Response = HttpService:JSONDecode( HttpService:PostAsync( 'http://f3xteam.com/bt/export', HttpService:JSONEncode { data = SerializedBuildData, version = 3, userId = (Player and Player.UserId) }, Enum.HttpContentType.ApplicationJson, true ) ); -- Return creation ID on success if Response.success then return Response.id; else error('Export failed due to server-side error', 2); end; end; ['IsHttpServiceEnabled'] = function () -- Returns whether HttpService is enabled -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('IsHttpServiceEnabled'); end; -- For in-game tool, return cached status if available if ToolMode == 'Tool' and (IsHttpServiceEnabled ~= nil) then return IsHttpServiceEnabled; end; -- Perform test HTTP request local Success, Error = pcall(function () return HttpService:GetAsync('http://google.com'); end); -- Determine whether HttpService is enabled if not Success and Error:match 'Http requests are not enabled' then IsHttpServiceEnabled = false; elseif Success then IsHttpServiceEnabled = true; end; -- Return HttpService status return IsHttpServiceEnabled; end; ['ExtractMeshFromAsset'] = function (AssetId) -- Returns the first found mesh in the given asset -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('ExtractMeshFromAsset', AssetId); end; -- Ensure valid asset ID is given assert(type(AssetId) == 'number', 'Invalid asset ID'); -- Return parsed response from API return HttpService:JSONDecode( HttpService:GetAsync('http://f3xteam.com/bt/getFirstMeshData/' .. AssetId) ); end; ['ExtractImageFromDecal'] = function (DecalAssetId) -- Returns the first image found in the given decal asset -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('ExtractImageFromDecal', DecalAssetId); end; -- Return direct response from the API return HttpService:GetAsync('http://f3xteam.com/bt/getDecalImageID/' .. DecalAssetId); end; ['SetMouseLockEnabled'] = function (Enabled) -- Sets whether mouse lock is enabled for the current player -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('SetMouseLockEnabled', Enabled); end; -- Set whether mouse lock is enabled Player.DevEnableMouseLock = Enabled; end; ['SetLocked'] = function (Items, Locked) -- Locks or unlocks the specified parts -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(type(Locked) == 'table' or type(Locked) == 'boolean', 'Invalid lock state') -- Check if items modifiable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Set each item to a different lock state if type(Locked) == 'table' then for Key, Item in pairs(Items) do local Locked = Locked[Key] Item.Locked = Locked end -- Set to single lock state elseif type(Locked) == 'boolean' then for _, Item in pairs(Items) do Item.Locked = Locked end end end } function CanModifyItems(Items) -- Returns whether the items can be modified -- Check each item for _, Item in pairs(Items) do -- Catch items that cannot be reached local ItemAllowed = Security.IsItemAllowed(Item, Player) local LastParentKnown = LastParents[Item] if not (ItemAllowed or LastParentKnown) then return false end -- Catch locked parts if Options.DisallowLocked and (Item:IsA 'BasePart') and Item.Locked then return false end end -- Return true if all items modifiable return true end function GetPartsFromSelection(Selection) local Parts = {} -- Get parts from selection for _, Item in pairs(Selection) do if Item:IsA 'BasePart' then Parts[#Parts + 1] = Item -- Get parts within other items else for _, Descendant in pairs(Item:GetDescendants()) do if Descendant:IsA 'BasePart' then Parts[#Parts + 1] = Descendant end end end end -- Return parts return Parts end
-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle) if hitObject and hitPos then local distance = rayLength - (hitPos - startPos).magnitude if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then -- there is a chance here for potential infinite recursion return RayCast(hitPos, vec, distance) end end return hitObject, hitPos end function TagHumanoid(humanoid, player) -- Add more tags here to customize what tags are available. while humanoid:FindFirstChild('creator') do humanoid:FindFirstChild('creator'):Destroy() end local creatorTag = Instance.new("ObjectValue") creatorTag.Value = player creatorTag.Name = "creator" creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) local weaponIconTag = Instance.new("StringValue") weaponIconTag.Value = IconURL weaponIconTag.Name = "icon" weaponIconTag.Parent = creatorTag end local function CreateBullet(bulletPos) local bullet = Instance.new('Part', Workspace) bullet.FormFactor = Enum.FormFactor.Custom bullet.Size = Vector3.new(0.1, 0.1, 0.1) bullet.BrickColor = BrickColor.new("Black") bullet.Shape = Enum.PartType.Block bullet.CanCollide = false bullet.CFrame = CFrame.new(bulletPos) bullet.Anchored = true bullet.TopSurface = Enum.SurfaceType.Smooth bullet.BottomSurface = Enum.SurfaceType.Smooth bullet.Name = 'Bullet' DebrisService:AddItem(bullet, 2.5) local shell = Instance.new("Part") shell.CFrame = Tool.Handle.CFrame * CFrame.fromEulerAnglesXYZ(1.5,0,0) shell.Size = Vector3.new(1,1,1) shell.BrickColor = BrickColor.new(226) shell.Parent = game.Workspace shell.CFrame = script.Parent.Handle.CFrame shell.CanCollide = false shell.Transparency = 0 shell.BottomSurface = 0 shell.TopSurface = 0 shell.Name = "Shell" shell.Velocity = Tool.Handle.CFrame.lookVector * 35 + Vector3.new(math.random(-10,10),20,math.random(-10,20)) shell.RotVelocity = Vector3.new(0,200,0) DebrisService:AddItem(shell, 1) local shellmesh = Instance.new("SpecialMesh") shellmesh.Scale = Vector3.new(.15,.4,.15) shellmesh.Parent = shell return bullet end local function Reload() if not Reloading then Reloading = true -- Don't reload if you are already full or have no extra ammo if AmmoInClip ~= ClipSize and SpareAmmo > 0 then if RecoilTrack then RecoilTrack:Stop() end if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = true end end if ReloadTrack then ReloadTrack:Play() end script.Parent.Handle.Reload:Play() wait(ReloadTime) -- Only use as much ammo as you have local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo) AmmoInClip = AmmoInClip + ammoToUse SpareAmmo = SpareAmmo - ammoToUse UpdateAmmo(AmmoInClip) --WeaponGui.Reload.Visible = false if ReloadTrack then ReloadTrack:Stop() end end Reloading = false end end function OnFire() if IsShooting then return end if MyHumanoid and MyHumanoid.Health > 0 then if RecoilTrack and AmmoInClip > 0 then RecoilTrack:Play() end IsShooting = true while LeftButtonDown and AmmoInClip > 0 and not Reloading do if Spread and not DecreasedAimLastShot then Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount) UpdateCrosshair(Spread) end DecreasedAimLastShot = not DecreasedAimLastShot if Handle:FindFirstChild('FireSound') then Pitch.Pitch = .8 + (math.random() * .5) Handle.FireSound:Play() Handle.Flash.Enabled = true flare.MuzzleFlash.Enabled = true --Handle.Smoke.Enabled=true --This is optional end if MyMouse then local targetPoint = MyMouse.Hit.p local shootDirection = (targetPoint - Handle.Position).unit -- Adjust the shoot direction randomly off by a little bit to account for recoil shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread) * shootDirection local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range) local bullet -- Create a bullet here if hitObject then bullet = CreateBullet(bulletPos) end if hitObject and hitObject.Parent then local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid") if hitHumanoid then local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent) if MyPlayer.Neutral or (hitPlayer and hitPlayer.TeamColor ~= MyPlayer.TeamColor) then TagHumanoid(hitHumanoid, MyPlayer) hitHumanoid:TakeDamage(Damage) if bullet then bullet:Destroy() bullet = nil WeaponGui.Crosshair.Hit:Play() --bullet.Transparency = 1 end Spawn(UpdateTargetHit) end end end AmmoInClip = AmmoInClip - 1 UpdateAmmo(AmmoInClip) end wait(FireRate) end Handle.Flash.Enabled = false IsShooting = false flare.MuzzleFlash.Enabled = false --Handle.Smoke.Enabled=false --This is optional if AmmoInClip == 0 then Handle.Tick:Play() --WeaponGui.Reload.Visible = true Reload() end if RecoilTrack then RecoilTrack:Stop() end end end local TargetHits = 0 function UpdateTargetHit() TargetHits = TargetHits + 1 if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = true end wait(0.5) TargetHits = TargetHits - 1 if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = false end end function UpdateCrosshair(value, mouse) if WeaponGui then local absoluteY = 650 WeaponGui.Crosshair:TweenSize( UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.33) end end function UpdateAmmo(value) if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = false end end if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo end end function OnMouseDown() LeftButtonDown = true OnFire() end function OnMouseUp() LeftButtonDown = false end function OnKeyDown(key) if string.lower(key) == 'r' then Reload() if RecoilTrack then RecoilTrack:Stop() end end end function OnEquipped(mouse) Handle.EquipSound:Play() Handle.EquipSound2:Play() Handle.UnequipSound:Stop() RecoilAnim = WaitForChild(Tool, 'Recoil') ReloadAnim = WaitForChild(Tool, 'Reload') FireSound = WaitForChild(Handle, 'FireSound') MyCharacter = Tool.Parent MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter) MyHumanoid = MyCharacter:FindFirstChild('Humanoid') MyTorso = MyCharacter:FindFirstChild('Torso') MyMouse = mouse WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone() if WeaponGui and MyPlayer then WeaponGui.Parent = MyPlayer.PlayerGui UpdateAmmo(AmmoInClip) end if RecoilAnim then RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim) end if ReloadAnim then ReloadTrack = MyHumanoid:LoadAnimation(ReloadAnim) end if MyMouse then -- Disable mouse icon MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154" MyMouse.Button1Down:connect(OnMouseDown) MyMouse.Button1Up:connect(OnMouseUp) MyMouse.KeyDown:connect(OnKeyDown) end end
--// Damage Settings
Damage = 600; HeadDamage = 690; -- If you set this to 100, there's a chance the player won't die because of the heal script
--//Custom Functions\\--
function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player debris:AddItem(Creator_Tag, 0.3) 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 TextEffects(element, floatAmount, direction, style, duration) element:TweenPosition(UDim2.new(0, math.random(-40, 40), 0, -floatAmount), direction, style, duration) wait(0.5) for i = 1, 60 do element.TextTransparency = element.TextTransparency + 1/60 element.TextStrokeTransparency = element.TextStrokeTransparency + 1/60 wait(1/60) end element.TextTransparency = element.TextTransparency + 1 element.TextStrokeTransparency = element.TextStrokeTransparency + 1 element.Parent:Destroy() end function DynamicText(damage, criticalPoint, humanoid) local bill = Instance.new("BillboardGui", humanoid.Parent.Head) bill.Size = UDim2.new(0, 50, 0, 100) local part = Instance.new("TextLabel", bill) bill.AlwaysOnTop = true part.TextColor3 = Color3.fromRGB(255, 0, 0) part.Text = damage part.Font = Enum.Font.SourceSans part.TextStrokeTransparency = 0 part.Size = UDim2.new(1, 0, 1, 0) part.Position = UDim2.new(0, 0, 0, 0) part.BackgroundTransparency = 1 bill.Adornee = bill.Parent if damage < criticalPoint then part.TextSize = 28 part.TextColor3 = Color3.new(1, 0, 0) elseif damage >= criticalPoint then part.TextSize = 32 part.TextColor3 = Color3.new(1, 1, 0) end spawn(function() TextEffects(part, 85, Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.75) end) end function DamageAndTagHumanoid(player, humanoid, damage) hit:FireClient(player) UntagHumanoid(handle) print("My Player =", player.Name) local brd = player:FindFirstChild("leaderstats") if brd then brd["Points"].Value = brd["Points"].Value + 1 end humanoid:TakeDamage(damage) TagHumanoid(humanoid, player) end
-- connect events
Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFallingDown) Humanoid.Seated:connect(onSeated) Humanoid.PlatformStanding:connect(onPlatformStanding) Humanoid.Swimming:connect(onSwimming) local runService = game:GetService("RunService"); playAnimation("idle", 0.1, Humanoid) pose = "Standing" while Wait(0)do local _,time=wait(0) move(time) end
------------------------------------------------------------------------ -- works like the lobject.h version except that TObject used in these -- scripts only has a 'value' field, no 'tt' field (native types used) ------------------------------------------------------------------------
function luaU:ttype(o) local tt = type(o.value) if tt == "number" then return self.LUA_TNUMBER elseif tt == "string" then return self.LUA_TSTRING elseif tt == "nil" then return self.LUA_TNIL elseif tt == "boolean" then return self.LUA_TBOOLEAN else return self.LUA_TNONE -- the rest should not appear end end
--[=[ @within TableUtil @function Filter @param tbl table @param predicate (value: any, key: any, tbl: table) -> keep: boolean @return table Performs a filter operation against the given table, which can be used to filter out unwanted values from the table. For example: ```lua local t = {A = 10, B = 20, C = 30} local t2 = TableUtil.Filter(t, function(key, value) return value > 15 end) print(t2) --> {B = 40, C = 60} ``` ]=]
local function Filter(t: Table, f: FilterPredicate): Table assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") local newT = table.create(#t) if #t > 0 then local n = 0 for i,v in ipairs(t) do if f(v, i, t) then n += 1 newT[n] = v end end else for k,v in pairs(t) do if f(v, k, t) then newT[k] = v end end end return newT end
-- Landing
local canLand = false local landingSound = Instance.new("Sound") landingSound.SoundId = "rbxassetid://" .. stompSoundID landingSound.Name = "LandingSound" landingSound.PlaybackSpeed = 0.75 landingSound.Volume = 0.85 landingSound.Parent = head humanoid.StateChanged:Connect(function() local state = humanoid:GetState() if (state == Enum.HumanoidStateType.Jumping or state == Enum.HumanoidStateType.Freefall) and canLand == false then canLand = true elseif state == Enum.HumanoidStateType.Landed and canLand == true then if landingSound and landingSound.IsLoaded then landingSound:Play() end defaultSound.TimePosition = 0 canLand = false end end)
-------------------------------------------------------------------------------------- --------------------[ CONSTANTS ]----------------------------------------------------- --------------------------------------------------------------------------------------
local Gun = script.Parent 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 LethalGrenades = Gun:WaitForChild("LethalGrenades") local TacticalGrenades = Gun:WaitForChild("TacticalGrenades") local S = require(Gun:WaitForChild("SETTINGS")) local Player = game.Players.LocalPlayer local Character = Player.Character local Humanoid = Character:WaitForChild("Humanoid") local Torso = Character:WaitForChild("Torso") local Head = Character:WaitForChild("Head") local HRP = Character:WaitForChild("HumanoidRootPart") local Neck = Torso:WaitForChild("Neck") local LArm = Character:WaitForChild("Left Arm") local RArm = Character:WaitForChild("Right Arm") local LLeg = Character:WaitForChild("Left Leg") local RLeg = Character:WaitForChild("Right Leg") local M2 = Player:GetMouse() local Main_Gui = script:WaitForChild("Main_Gui") local RS = game:GetService("RunService").RenderStepped local Camera = game.Workspace.CurrentCamera local ABS, HUGE, FLOOR, CEIL = math.abs, math.huge, math.floor, math.ceil local RAD, SIN, ATAN, COS = math.rad, math.sin, math.atan2, math.cos local VEC3 = Vector3.new local CF, CFANG = CFrame.new, CFrame.Angles local INSERT = table.insert local MaxStamina = S.SprintTime * 60 local MaxSteadyTime = S.ScopeSteadyTime * 60 local LethalIcons = { "http://www.roblox.com/asset/?id=194849880"; "http://www.roblox.com/asset/?id=195727791"; "http://www.roblox.com/asset/?id=195728137"; } local TacticalIcons = { "http://www.roblox.com/asset/?id=195728473"; "http://www.roblox.com/asset/?id=195728693"; } local Ignore = { Character; Ignore_Model; } local StanceOffset = { VEC3(0, 0, 0); VEC3(0, -1, 0); VEC3(0, -3, 0); } 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 Sine = function(X) return SIN(RAD(X)) end local Linear = function(X) return (X / 90) end
--[[ Boolean Keyboard:IsDown(keyCode) Boolean Keyboard:AreAllDown(keyCodes...) Boolean Keyboard:AreAnyDown(keyCodes...) Keyboard.KeyDown(keyCode) Keyboard.KeyUp(keyCode) --]]
local Keyboard = {} local userInput = game:GetService("UserInputService") function Keyboard:IsDown(keyCode) return userInput:IsKeyDown(keyCode) end function Keyboard:AreAllDown(...) for _,keyCode in pairs{...} do if (not userInput:IsKeyDown(keyCode)) then return false end end return true end function Keyboard:AreAnyDown(...) for _,keyCode in pairs{...} do if (userInput:IsKeyDown(keyCode)) then return true end end return false end function Keyboard:Start() end function Keyboard:Init() self.KeyDown = self.Shared.Signal.new() self.KeyUp = self.Shared.Signal.new() userInput.InputBegan:Connect(function(input, processed) if (processed) then return end if (input.UserInputType == Enum.UserInputType.Keyboard) then self.KeyDown:Fire(input.KeyCode) end end) userInput.InputEnded:Connect(function(input, processed) if (processed) then return end if (input.UserInputType == Enum.UserInputType.Keyboard) then self.KeyUp:Fire(input.KeyCode) end end) end return Keyboard
---Display enter or flip prompt---
function module.ShowPrompt(seat, parent) if not AdornedSeat then ContextActionService:BindAction( SEATING_ACTION_NAME, seatingAction, false, Keymap.EnterVehicleGamepad, Keymap.EnterVehicleKeyboard ) if isFlipped(seat) then FlipImageButton.Visible = true EnterImageButton.Visible = false else FlipImageButton.Visible = false EnterImageButton.Visible = true end AdornedSeat = seat ButtonGui.Adornee = seat ButtonGui.Enabled = true ButtonGui.Parent = parent if seat.Name == "VehicleSeat" then EnterImageButton.Image = DriverButtonId EnterImageButton.Pressed.Image = DriverButtonPressedId else EnterImageButton.Image = PassengerButtonId EnterImageButton.Pressed.Image = PassengerButtonPressedId end end end function module.HidePrompt() ContextActionService:UnbindAction(SEATING_ACTION_NAME) AdornedSeat = nil ButtonGui.Adornee = nil ButtonGui.Enabled = false ButtonGui.Parent = script end return module
-- The amount the aim will increase or decrease by -- decreases this number reduces the speed that recoil takes effect
local AimInaccuracyStepAmount = 0.0133
--> Services
local TweenService = game:GetService("TweenService")
-- For processRecipt
function module.applyProductFunction(productId: number, func: productFunction): boolean? if Functions.products[productId] then return true end local success, errorMessage, productInfo success, errorMessage = pcall(function() productInfo = MarketplaceService:GetProductInfo(productId, Enum.InfoType.Product) end) assert(productInfo, `MarketPlace error: {errorMessage}`) if not productInfo.IsForSale then return nil end Functions.products[productId] = func return true end
--[=[ Destroys the ClientRemoteSignal object. ]=]
function ClientRemoteSignal:Destroy() if self._signal then self._signal:Destroy() end end
--Function For Making Rays Which Kills Bricks
function ray(angle,radius, orig) ----------------SET POSITIONS local startPos = (orig * CFrame.new(0,0,3) ).p local secondPos = orig * CFrame.Angles(0, 0, math.rad(angle)) * CFrame.new(radius,0,-6) ----------------MAKE RAY local damageRay = Ray.new (startPos,(secondPos - startPos).p) local hit, position = game.Workspace:FindPartOnRayWithIgnoreList(damageRay, ignoreList) --if hit then print("Hit: "..hit.Name) else print("Hit: nil") end ----------------DRAW RAY if makeRays then local distance = (position - startPos).magnitude makeRay(CFrame.new(startPos, secondPos.p) * CFrame.new(0, 0, -distance/2), Vector3.new(0.2, 0.2, distance)) end if not hit then return end if hit.Name == "FakeTrack" then ignoreList[#ignoreList+1] = hit ray(angle,radius, orig) return end if not hit.Parent then return end local human = hit.Parent:findFirstChild("Humanoid") local player = game.Players:findFirstChild(hit.Parent.Name) if human and player then if player.TeamColor ~= BrickColor.new("Earth green") then human:takeDamage(6000) end end if hit.Parent.Name == "Parts" then return end if hit.Parent.Parent then --look if what we hit is a tank tank = hit.Parent.Parent:findFirstChild("Tank") if not tank and hit.Parent.Parent.Parent then tank = hit.Parent.Parent.Parent:findFirstChild("Tank") end end if not tank or tank == parts.Parent.Parent.Tank then return end ----------------IF ITS A DAMAGEABLE PART local damagable = hit.Parent:findFirstChild("Damage") if damagable then if damagable.Value == "Barrel" and not tank.Parent.GunDamaged.Value and math.random(1,8) == 1 then tank.Parent.GunDamaged.Value = true print("Damaged Barrel") elseif damagable.Value == "LTrack" and not tank.Parent.LTrack.Value and math.random(1,8) == 1 then tank.Parent.LTrack.Value = true print("Damaged Left Track") local list = hit.Parent:getChildren() local randSide = math.random(1,2) for i = 1, #list do if list[i].Name == ("trackDamage"..randSide) then list[i].Transparency = 1 end end elseif damagable.Value == "RTrack" and not tank.Parent.RTrack.Value and math.random(1,8) == 1 then tank.Parent.RTrack.Value = true print("Damaged Right Track") local list = hit.Parent:getChildren() local randSide = math.random(1,2) for i = 1, #list do if list[i].Name == ("trackDamage"..randSide) then list[i].Transparency = 1 end end end elseif hit.Name == "Fuel" then --if we hit their weak point tank.Value = BrickColor.new("Black") else local damage = hit:findFirstChild("Damage") --Check if There's a Damage Value Already in the Brick if not damage then damage = Instance.new("NumberValue") damage.Parent = hit damage.Name = "Damage" local volume = hit.Size.X*hit.Size.Y*hit.Size.Z damage.Value = volume*hit.Parent.ArmourValue.Value end damage.Value = damage.Value - dealingDamage if damage.Value <= 0 then if math.random(1,2) == 1 then hit:BreakJoints() else hit:remove() end end end end round = Instance.new("Part", user) round.Name = "RayPart" round.Material = "Neon" round.Transparency = 0.5 round.Anchored = true round.CanCollide = false round.TopSurface = Enum.SurfaceType.Smooth round.BottomSurface = Enum.SurfaceType.Smooth round.formFactor = Enum.FormFactor.Custom round.BrickColor = BrickColor.new("New Yeller") yOffset = -0.2
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.92 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.6 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
---------END LEFT DOOR
game.Workspace.DoorValues.BackMoving.Value = true wait(0.1) until game.Workspace.DoorValues.BackClose.Value=="88" end game.Workspace.DoorValues.BackMoving.Value = false end end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Finds out which side the player is on and teleports them to the other
local function TeleportToOtherSide(character, hitPart) local bottomOfDoor = VipDoor.CFrame.p - Vector3.new(0, VipDoor.Size.Y / 2, 0) local inFrontOfDoor = bottomOfDoor + VipDoor.CFrame.lookVector * 8 local behindDoor = bottomOfDoor - VipDoor.CFrame.lookVector * 8 local distanceToFront = (inFrontOfDoor - hitPart.Position).magnitude local distanceToBack = (behindDoor - hitPart.Position).magnitude if distanceToFront < distanceToBack then character:MoveTo(behindDoor) else character:MoveTo(inFrontOfDoor) end end
--[=[ @function isEmpty @within Sift @since v0.0.1 @param table table -- The table to check. @return boolean -- Whether or not the table is empty. Checks whether or not a table is empty. ```lua local a = {} local b = { hello = "world" } local value = isEmpty(a) -- true local value = isEmpty(b) -- false ``` ]=]
local function isEmpty(table: _T.Table): boolean return next(table) == nil end return isEmpty
-- Functions
workspace.Gravity = gravity soundService.AmbientReverb = amientReverb chat.BubbleChatEnabled = bubbleChatEnabled players.RespawnTime = respawnTime lighting.ClockTime = clockTime lighting.FogColor = fogColor lighting.FogEnd = fogEnd lighting.FogStart = fogStart local function onPlayerAdded(player : Player) local function onCharacterAdded(character : Model) local humanoid = character:FindFirstChildOfClass("Humanoid") humanoid.WalkSpeed = walkSpeed humanoid.JumpPower = jumpPower end player.CharacterAdded:Connect(onCharacterAdded) end game.Players.PlayerAdded:Connect(onPlayerAdded)
--[[Status Vars]]
local _IsOn = _Tune.AutoStart if _Tune.AutoStart then script.Parent.IsOn.Value=true end local _GSteerT=0 local _GSteerC=0 local _GThrot=0 local _GThrotShift=1 local _GBrake=0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 local _HP = 0 local _OutTorque = 0 local _CGear = 0 local _PGear = _CGear local _spLimit = 0 local _Boost = 0 local _TCount = 0 local _TPsi = 0 local _BH = 0 local _BT = 0 local _NH = 0 local _NT = 0 local _TMode = _Tune.TransModes[1] local _MSteer = false local _SteerL = false local _SteerR = false local _PBrake = false local _TCS = _Tune.TCSEnabled local _TCSActive = false local _TCSAmt = 0 local _ABS = _Tune.ABSEnabled local _ABSActive = false local FlipWait=tick() local FlipDB=false local _InControls = false
-- Used to lock the chat bar when the user has chat turned off.
function methods:DoLockChatBar() if self.TextLabel then if LocalPlayer.UserId > 0 then self.TextLabel.Text = ChatLocalization:Get( "GameChat_ChatMessageValidator_SettingsError", "To chat in game, turn on chat in your Privacy Settings." ) else self.TextLabel.Text = ChatLocalization:Get( "GameChat_SwallowGuestChat_Message", "Sign up to chat in game." ) end self:CalculateSize() end if self.TextBox then self.TextBox.Active = false self.TextBox.Focused:connect(function() self.TextBox:ReleaseFocus() end) end end function methods:SetUpTextBoxEvents(TextBox, TextLabel, MessageModeTextButton) -- Clean up events from a previous setup. for name, conn in pairs(self.TextBoxConnections) do conn:disconnect() self.TextBoxConnections[name] = nil end --// Code for getting back into general channel from other target channel when pressing backspace. self.TextBoxConnections.UserInputBegan = UserInputService.InputBegan:connect(function(inputObj, gpe) if (inputObj.KeyCode == Enum.KeyCode.Backspace) then if (self:IsFocused() and TextBox.Text == "") then self:SetChannelTarget(ChatSettings.GeneralChannelName) end end end) self.TextBoxConnections.TextBoxChanged = TextBox.Changed:connect(function(prop) if prop == "AbsoluteSize" then self:CalculateSize() return end if prop ~= "Text" then return end self:CalculateSize() if utf8.len(utf8.nfcnormalize(TextBox.Text)) > ChatSettings.MaximumMessageLength then TextBox.Text = self.PreviousText else self.PreviousText = TextBox.Text end if not self.InCustomState then local customState = self.CommandProcessor:ProcessInProgressChatMessage(TextBox.Text, self.ChatWindow, self) if customState then self.InCustomState = true self.CustomState = customState end else self.CustomState:TextUpdated() end end) local function UpdateOnFocusStatusChanged(isFocused) if isFocused or TextBox.Text ~= "" then TextLabel.Visible = false else TextLabel.Visible = true end end self.TextBoxConnections.MessageModeClick = MessageModeTextButton.MouseButton1Click:connect(function() if MessageModeTextButton.Text ~= "" then self:SetChannelTarget(ChatSettings.GeneralChannelName) end end) self.TextBoxConnections.TextBoxFocused = TextBox.Focused:connect(function() if not self.UserHasChatOff then self:CalculateSize() UpdateOnFocusStatusChanged(true) end end) self.TextBoxConnections.TextBoxFocusLost = TextBox.FocusLost:connect(function(enterPressed, inputObject) self:CalculateSize() if (inputObject and inputObject.KeyCode == Enum.KeyCode.Escape) then TextBox.Text = "" end UpdateOnFocusStatusChanged(false) end) end function methods:GetTextBox() return self.TextBox end function methods:GetMessageModeTextButton() return self.GuiObjects.MessageModeTextButton end
---This server script creates the sounds and also exists so that it can be easily copied into an NPC and create sounds for that NPC. --Remove the local script if you copy this into an NPC.
function waitForChild(parent, childName) local child = parent:findFirstChild(childName) if child then return child end while true do child = parent.ChildAdded:wait() if child.Name==childName then return child end end end function newSound(name, id) local sound = Instance.new("Sound") sound.SoundId = id sound.Name = name sound.archivable = false sound.Parent = script.Parent.Head return sound end
-------- OMG HAX
r = game:service("RunService") Tool = script.Parent local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass local gravity = .9999999999999999 -- things float at > 1 local ghostEffect = nil local massCon1 = nil local massCon2 = nil function recursiveGetLift(node) local m = 0 local c = node:GetChildren() for i=1,#c do if c[i].className == "Part" then if c[i].Name == "Handle" then m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height else m = m + (c[i]:GetMass() * equalizingForce * gravity) end end m = m + recursiveGetLift(c[i]) end return m end function onMassChanged(child, char) print("Mass changed:" .. child.Name .. " " .. char.Name) if (ghostEffect ~= nil) then ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0) end end function UpdateGhostState(isUnequipping) if isUnequipping == true then ghostEffect:Remove() ghostEffect = nil massCon1:disconnect() massCon2:disconnect() else if ghostEffect == nil then local char = Tool.Parent if char == nil then return end ghostEffect = Instance.new("BodyForce") ghostEffect.Name = "GravityCoilEffect" ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0) ghostEffect.Parent = char.Head ghostChar = char massCon1 = char.ChildAdded:connect(function(child) onMassChanged(child, char) end) massCon2 = char.ChildRemoved:connect(function(child) onMassChanged(child, char) end) end end end function onEquipped() Tool.Handle.CoilSound:Play() UpdateGhostState(false) end function onUnequipped() UpdateGhostState(true) end script.Parent.Equipped:connect(onEquipped) script.Parent.Unequipped:connect(onUnequipped)
--[=[ Adds the remote function mixin to a class ```lua local BaseObject = require("BaseObject") local Bird = setmetatable({}, BaseObject) Bird.ClassName = "Bird" Bird.__index = Bird require("PromiseRemoteEventMixin"):Add(Bird, "BirdRemoteEvent") function Bird.new(inst) local self = setmetatable(BaseObject.new(inst), Bird) self:PromiseRemoteEvent():Then(function(remoteEvent) self._maid:GiveTask(remoteEvent.OnClientEvent:Connect(function(...) self:_handleRemoteEvent(...) end) end) return self end ``` @param class { _maid: Maid } @param remoteEventName string ]=]
function PromiseRemoteEventMixin:Add(class, remoteEventName) assert(type(class) == "table", "Bad class") assert(type(remoteEventName) == "string", "Bad remoteEventName") assert(not class.PromiseRemoteEventMixin, "Class already has PromiseRemoteEventMixin defined") assert(not class._remoteEventName, "Class already has _remoteEventName defined") class.PromiseRemoteEvent = self.PromiseRemoteEvent class._remoteEventName = remoteEventName end
-- to avoid nested ifs in deserializing
local float_types = { [4] = {little = rd_flt_le, big = rd_flt_be}, [8] = {little = rd_dbl_le, big = rd_dbl_be}, }
--Make sure the boat does not fall apart
do WeldParts(parts, center) end
--[[ When the character is added, teleport them to the spawn, and attach interest to the character. ]]
local function onCharacterAdded(player, character) character:SetPrimaryPartCFrame(CFrame.new(-28, 217, 9)) connectInterestToCharacter(character) character.Humanoid.Died:Connect( function() wait(5) player:LoadCharacter() end ) end local PlayerGame = {}
--------------| SYSTEM SETTINGS |--------------
Prefix = ":"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Purple"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 3140355872; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 3; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 3; ["Admin"] = 3; ["Settings"] = 3; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["HeadAdmin"] = 0; ["Admin"] = 0; ["Mod"] = 0; ["VIP"] = 0; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; RankRequiredToViewIcon = 2; WelcomeRankNotice = false; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = false; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = false; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = true; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; };
-- Runs when a round finishes. Reloads all players back into the lobby, removing tools and listeners.
function PlayerManager.resetPlayers() actionManager:UnbindGameActions(activePlayers) -- REMINDER: Runs for only players actively in the game and doesn't affect those in the lobby. for playerKey, whichPlayer in pairs(activePlayers) do leaderboardManager:resetStat(whichPlayer, "Points") respawnPlayerInLobby(whichPlayer) end -- Clears the entire table so it can be used for a new game activePlayers = {} end
--// Functions
function MakeFakeArms() Arms = Instance.new("Model") Arms.Name = "Arms" Arms.Parent = L_5_ local L_172_ = Instance.new("Humanoid") L_172_.MaxHealth = 0 L_172_.Health = 0 L_172_.Name = "" L_172_.Parent = Arms if L_3_:FindFirstChild("Shirt") then local L_177_ = L_3_:FindFirstChild("Shirt"):clone() L_177_.Parent = Arms end local L_173_ = L_3_:FindFirstChild("Right Arm"):clone() for L_178_forvar1, L_179_forvar2 in pairs(L_173_:GetChildren()) do if L_179_forvar2:IsA('Motor6D') then L_179_forvar2:Destroy() end end L_173_.Name = "Right Arm" L_173_.FormFactor = "Custom" L_173_.Size = Vector3.new(0.8, 2.5, 0.8) L_173_.Transparency = 0.0 local L_174_ = Instance.new("Motor6D") L_174_.Part0 = L_173_ L_174_.Part1 = L_3_:FindFirstChild("Right Arm") L_174_.C0 = CFrame.new() L_174_.C1 = CFrame.new() L_174_.Parent = L_173_ L_173_.Parent = Arms local L_175_ = L_3_:FindFirstChild("Left Arm"):clone() L_175_.Name = "Left Arm" L_175_.FormFactor = "Custom" L_175_.Size = Vector3.new(0.8, 2.5, 0.8) L_175_.Transparency = 0.0 local L_176_ = Instance.new("Motor6D") L_176_.Part0 = L_175_ L_176_.Part1 = L_3_:FindFirstChild("Left Arm") L_176_.C0 = CFrame.new() L_176_.C1 = CFrame.new() L_176_.Parent = L_175_ L_175_.Parent = Arms end function RemoveArmModel() if Arms then Arms:Destroy() Arms = nil end end local L_135_ function CreateShell() L_135_ = time() local L_180_ = L_1_.Shell:clone() if L_180_:FindFirstChild('Shell') then L_180_.Shell:Destroy() end L_180_.CFrame = L_1_.Chamber.CFrame L_180_.Velocity = L_1_.Chamber.CFrame.lookVector * 20 + Vector3.new(0, 4, 0) L_180_.RotVelocity = Vector3.new(-10,40,30) L_180_.Parent = L_101_ L_180_.CanCollide = true game:GetService("Debris"):addItem(L_180_, 1) delay(0.5, function() if L_19_:FindFirstChild('ShellCasing') then local L_181_ = L_19_.ShellCasing:clone() L_181_.Parent = L_2_.PlayerGui L_181_:Play() game:GetService('Debris'):AddItem(L_181_, L_181_.TimeLength) end end) end
-- @Context Server -- Given a weapon definition, position, and direction. A throwable projectile will be simulated on all clients. -- @param WeaponDefinition weaponDefinition -- @param Vector3 position -- @param Vector3 direction -- @param Player _owner
function ProjectileReplication.ReplicateThrowable(weaponDefinition,position,direction,sendingPlayer) if RunService:IsServer() then local spawnedThrowableAsset = weaponDefinition:GetSpawnedThrowable() local clonedThrowable = spawnedThrowableAsset:Clone() -- Set the owner of this grenade for the combat api clonedThrowable:SetAttribute("OwnerID",sendingPlayer.UserId) local PrimaryPart = clonedThrowable.PrimaryPart -- Spawn the grenade infront of the player clonedThrowable:SetPrimaryPartCFrame( CFrame.new(position + direction * 2,position + direction * 3) ) clonedThrowable.Parent = workspace -- Disable velocity force the next frame spawn(function() if PrimaryPart then PrimaryPart.VectorForce.Enabled = false end end) -- Server owns the grenade. -- Don't want exploiters to teleport the grenade at creation. -- Or make a "Grenade shield" hack. clonedThrowable.PrimaryPart:SetNetworkOwner(nil) -- The throwable should destroy itself, but just in case we'll clean up after some time DebrisService:AddItem(clonedThrowable,60) end end
--- STAGGERED RUNTIME ---
task.wait(5) Mobile = Player.PlayerGui:WaitForChild("General"):WaitForChild("Mobile") Mobile:WaitForChild("Run").MouseButton1Down:Connect(function() Run(Player.Character.Humanoid) end) Mobile:WaitForChild("ShiftLock").MouseButton1Down:Connect(ShiftLockToggle)
-- declarations
local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid")
--[=[ Invokes the function once at stepped, unless the cancel callback is called. ```lua -- Sometimes you need to defer the execution of code to make physics happy maid:GiveTask(StepUtils.onceAtStepped(function() part.CFrame = CFrame.new(0, 0, ) end)) ``` @param func function -- Function to call @return function -- Call this function to cancel call ]=]
function StepUtils.onceAtStepped(func) return StepUtils.onceAtEvent(RunService.Stepped, func) end
--!strict -- this maps onto community promise libraries which won't support Luau, so we inline
export type PromiseLike<T> = { andThen: ( self: PromiseLike<T>, resolve: ((T) -> ...(nil | T | PromiseLike<T>))?, reject: ((any) -> ...(nil | T | PromiseLike<T>))? ) -> PromiseLike<T>, } export type Promise<T> = { andThen: ( self: Promise<T>, resolve: ((T) -> ...(nil | T | PromiseLike<T>))?, reject: ((any) -> ...(nil | T | PromiseLike<T>))? ) -> Promise<T>, catch: (Promise<T>, ((any) -> ...(nil | T | PromiseLike<nil>))) -> Promise<T>, onCancel: (Promise<T>, () -> ()?) -> boolean, expect: (Promise<T>) -> ...T, -- FIXME Luau: need union type packs to parse (...T) | () | PromiseLike<T> here await: (Promise<T>) -> (boolean, ...(T | any)), } return {}
--// Player Events
game:GetService("RunService").RenderStepped:connect(function() for L_32_forvar1, L_33_forvar2 in pairs(game.Players:GetChildren()) do if L_33_forvar2:IsA('Player') and L_33_forvar2.TeamColor ~= L_1_.TeamColor and L_33_forvar2 ~= L_1_ and L_33_forvar2.Character and L_13_ then if L_33_forvar2.Character:FindFirstChild('Head') and L_33_forvar2.Character:FindFirstChild('Head'):FindFirstChild('TeamTag') then L_33_forvar2.Character:FindFirstChild('Head'):FindFirstChild('TeamTag'):Destroy() end end for L_18_forvar1, L_19_forvar2 in pairs(game.Players:GetChildren()) do if L_19_forvar2:IsA('Player') and L_19_forvar2.Character and L_19_forvar2.Character:FindFirstChild('Head') then if L_19_forvar2.TeamColor == L_1_.TeamColor then if L_19_forvar2.Character:WaitForChild("Saude"):WaitForChild("FireTeam").SquadName.Value ~= '' then spawnTag(L_19_forvar2.Character, L_19_forvar2.Character:WaitForChild("Saude"):WaitForChild("FireTeam").SquadColor.Value) else spawnTag(L_19_forvar2.Character, Color3.fromRGB(255,255,255)) end end; end; end end end)
-- MISC VARIABLES --
local ragdollParts = script.RagdollParts script.RagdollClient.Parent = StarterPlayer.StarterPlayerScripts game.Players.PlayerAdded:Connect(function(player) if not player.Character then player.CharacterAdded:Connect(function(char) local clones = {} for i, v in pairs(ragdollParts:GetChildren()) do clones[v.Name] = v:Clone() end for i, v in pairs(clones) do if v:IsA("Attachment") then v.Parent = char[v:GetAttribute("Parent")] elseif v:IsA("BallSocketConstraint") then v.Parent = char.Torso v.Attachment0 = clones[v:GetAttribute("0")] v.Attachment1 = clones[v:GetAttribute("1")] else v.Part0 = char.HumanoidRootPart v.Part1 = char.Torso v.Parent = char.HumanoidRootPart end end end) else local char = player.Character local clones = {} for i, v in pairs(ragdollParts:GetChildren()) do clones[v.Name] = v:Clone() end for i, v in pairs(clones) do if v:IsA("Attachment") then v.Parent = char[v:GetAttribute("Parent")] elseif v:IsA("BallSocketConstraint") then v.Parent = char.Torso v.Attachment0 = clones[v:GetAttribute("0")] v.Attachment1 = clones[v:GetAttribute("1")] else v.Part0 = char.HumanoidRootPart v.Part1 = char.Torso v.Parent = char.HumanoidRootPart end end end end) CS:GetInstanceAddedSignal("Ragdoll"):Connect(function(v) if v:IsA("Model") then ragdollBuilder:Ragdoll(v) end end) CS:GetInstanceRemovedSignal("Ragdoll"):Connect(function(v) if v:IsA("Model") then ragdollBuilder:Unragdoll(v) end end)
--------END RIGHT DOOR --------
game.Workspace.LightedDoorON.Value = true end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Leaderboard
function loadLeaderstats(player) local stats = Instance.new("IntValue") stats.Name = "leaderstats" local highScore = Instance.new("IntValue") highScore.Name = "High Score" highScore.Parent = stats highScore.Value = 0 local currentScore = Instance.new("IntValue") currentScore.Name = "Score" currentScore.Parent = stats stats.Parent = player end function initialiseRunStats(player) if player:FindFirstChild("RunStats") then player.RunStats.Distance.Value = 0 player.RunStats.CoinsCollected.Value = 0 end end function showResults(player) local resultsGUI = game.ServerStorage.GUIs.PostRunGUI:Clone() resultsGUI.Frame.DistanceValue.Text = player.RunStats.Distance.Value resultsGUI.Frame.CoinsValue.Text = player.RunStats.CoinsCollected.Value resultsGUI.Frame.ScoreValue.Text = player.leaderstats.Score.Value resultsGUI.Parent = player.PlayerGui return resultsGUI end function initialiseNewRun(player, delayTime, charExpected, showLastResults) if not path then while not path do wait() end end local lastResultsGUI = nil if showLastResults then lastResultsGUI = showResults(player) end if delayTime ~= 0 then wait(delayTime) end if lastResultsGUI ~= nil then lastResultsGUI:Destroy() end if player and player.Parent then -- charExpected is needed to avoid calling LoadCharacter on players leaving the game if player.Character or charExpected == false then player:LoadCharacter() initialiseRunStats(player) local playersPath = path() lastActivePath[player.Name] = playersPath playersPath:init(player.Name) end end end function setUpPostRunStats(player) local folder = Instance.new("Folder") folder.Name = "RunStats" folder.Parent = player local currentDistance = Instance.new("IntValue") currentDistance.Name = "Distance" currentDistance.Value = 0 currentDistance.Parent = folder local coinsCollected = Instance.new("IntValue") coinsCollected.Name = "CoinsCollected" coinsCollected.Value = 0 coinsCollected.Parent = folder end function onPlayerEntered(player) player.CharacterAdded:connect(function(character) local humanoid = character:WaitForChild("Humanoid") if humanoid then humanoid.Died:connect(function() initialiseNewRun(player, 4, true, true) end) end end) -- Initial loading loadLeaderstats(player) setUpPostRunStats(player) -- Start game initialiseNewRun(player, 0, false, false) end game.Players.PlayerAdded:connect(onPlayerEntered) function onPlayerRemoving(player) local track = game.Workspace.Tracks:FindFirstChild(player.Name) if track ~= nil then track:Destroy() end end game.Players.PlayerRemoving:connect(onPlayerRemoving) for _, player in pairs(game.Players:GetChildren()) do onPlayerEntered(player) end
------------------------------------------------------------------------ -- check whether, in an assignment to a local variable, the local variable -- is needed in a previous assignment (to a table). If so, save original -- local value in a safe place and use this safe copy in the previous -- assignment. -- * used in assignment() ------------------------------------------------------------------------
function luaY:check_conflict(ls, lh, v) local fs = ls.fs local extra = fs.freereg -- eventual position to save local variable local conflict = false while lh do if lh.v.k == "VINDEXED" then if lh.v.info == v.info then -- conflict? conflict = true lh.v.info = extra -- previous assignment will use safe copy end if lh.v.aux == v.info then -- conflict? conflict = true lh.v.aux = extra -- previous assignment will use safe copy end end lh = lh.prev end if conflict then luaK:codeABC(fs, "OP_MOVE", fs.freereg, v.info, 0) -- make copy luaK:reserveregs(fs, 1) end end
--// SS3.33T Police Edit originally for 2017 Mercedes-Benz E300 by Itzt and MASERATl, base SS by Inspare
wait(0.1) local player = game.Players.LocalPlayer local HUB = script.Parent.HUB local lightOn = false local Camera = game.Workspace.CurrentCamera local cam = script.Parent.nxtcam.Value local carSeat = script.Parent.CarSeat.Value local mouse = game.Players.LocalPlayer:GetMouse() local handler = carSeat.Filter
-- Axis names corresponding to each face
local FaceAxisNames = { [Enum.NormalId.Top] = 'Y'; [Enum.NormalId.Bottom] = 'Y'; [Enum.NormalId.Front] = 'Z'; [Enum.NormalId.Back] = 'Z'; [Enum.NormalId.Left] = 'X'; [Enum.NormalId.Right] = 'X'; }; function ShowHandles() -- Creates and automatically attaches handles to the currently focused part -- Autofocus handles on latest focused part if not Connections.AutofocusHandle then Connections.AutofocusHandle = Selection.FocusChanged:connect(ShowHandles); end; -- If handles already exist, only show them if Handles then Handles.Adornee = Selection.Focus; Handles.Visible = true; Handles.Parent = Selection.Focus and Core.UIContainer or nil; return; end; -- Create the handles Handles = Create 'Handles' { Name = 'BTResizingHandles'; Color = ResizeTool.Color; Parent = Core.UIContainer; Adornee = Selection.Focus; }; -------------------------------------------------------- -- Prepare for resizing parts when the handle is clicked -------------------------------------------------------- local AreaPermissions; Handles.MouseButton1Down:connect(function () -- Prevent selection Core.Targeting.CancelSelecting(); -- Indicate resizing via handles HandleResizing = true; -- Stop parts from moving, and capture the initial state of the parts InitialState = PreparePartsForResizing(); -- Track the change TrackChange(); -- Cache area permissions information if Core.Mode == 'Tool' then AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Items), Core.Player); end; end); ------------------------------------------ -- Update parts when the handles are moved ------------------------------------------ Handles.MouseDrag:connect(function (Face, Distance) -- Only resize if handle is enabled if not HandleResizing then return; end; -- Calculate the increment-aligned drag distance Distance = GetIncrementMultiple(Distance, ResizeTool.Increment); -- Resize the parts on the selected faces by the calculated distance local Success, Adjustment = ResizePartsByFace(Face, Distance, ResizeTool.Directions, InitialState); -- If the resizing did not succeed, resize according to the suggested adjustment if not Success then ResizePartsByFace(Face, Adjustment, ResizeTool.Directions, InitialState); end; -- Update the "studs resized" indicator if ResizeTool.UI then ResizeTool.UI.Changes.Text.Text = 'resized ' .. Support.Round(math.abs(Adjustment or Distance), 3) .. ' studs'; end; -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Items, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialState) do Part.Size = State.Size; Part.CFrame = State.CFrame; end; end; end); end;
-------------------------
local frame = script.Parent local image = script.Parent.Image local text = script.Parent.Text local audiotoplay = game.Workspace.Music["DJ Table"].Player.dialogue frame.BackgroundTransparency = 1 image.ImageTransparency = 1 text.TextTransparency = 1 script.Parent.Visible = true local fade = 1
--[[ remoteSignal = RemoteSignal.new() remoteSignal:Connect(handler: (player: Player, ...args: any) -> void): RBXScriptConnection remoteSignal:Fire(player: Player, ...args: any): void remoteSignal:FireAll(...args: any): void remoteSignal:FireExcept(player: Player, ...args: any): void remoteSignal:Wait(): (...any) remoteSignal:Destroy(): void --]]
local IS_SERVER = game:GetService("RunService"):IsServer() local Players = game:GetService("Players") local Ser = require(script.Parent.Parent.Ser) local RemoteSignal = {} RemoteSignal.__index = RemoteSignal function RemoteSignal.Is(object) return type(object) == "table" and getmetatable(object) == RemoteSignal end function RemoteSignal.new() assert(IS_SERVER, "RemoteSignal can only be created on the server") local self = setmetatable({ _remote = Instance.new("RemoteEvent"); }, RemoteSignal) return self end function RemoteSignal:Fire(player, ...) self._remote:FireClient(player, Ser.SerializeArgsAndUnpack(...)) end function RemoteSignal:FireAll(...) self._remote:FireAllClients(Ser.SerializeArgsAndUnpack(...)) end function RemoteSignal:FireExcept(player, ...) local args = Ser.SerializeArgs(...) for _,plr in ipairs(Players:GetPlayers()) do if plr ~= player then self._remote:FireClient(plr, Ser.UnpackArgs(args)) end end end function RemoteSignal:Wait() return self._remote.OnServerEvent:Wait() end function RemoteSignal:Connect(handler) return self._remote.OnServerEvent:Connect(function(player, ...) handler(player, Ser.DeserializeArgsAndUnpack(...)) end) end function RemoteSignal:Destroy() self._remote:Destroy() self._remote = nil end return RemoteSignal
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 260 , spInc = 20 , -- Increment between labelled notches }, { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 160 , spInc = 20 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 280 , spInc = 40 , -- Increment between labelled notches } }
-- Private functions
local function getCorners(cf, s2) return { cf:PointToWorldSpace(Vector3.new(-s2.x, s2.y, s2.z)); cf:PointToWorldSpace(Vector3.new(-s2.x, -s2.y, s2.z)); cf:PointToWorldSpace(Vector3.new(-s2.x, -s2.y, -s2.z)); cf:PointToWorldSpace(Vector3.new(s2.x, -s2.y, -s2.z)); cf:PointToWorldSpace(Vector3.new(s2.x, s2.y, -s2.z)); cf:PointToWorldSpace(Vector3.new(s2.x, s2.y, s2.z)); cf:PointToWorldSpace(Vector3.new(s2.x, -s2.y, s2.z)); cf:PointToWorldSpace(Vector3.new(-s2.x, s2.y, -s2.z)); } end local function worldBoundingBox(set) local x, y, z = {}, {}, {} for i = 1, #set do x[i], y[i], z[i] = set[i].x, set[i].y, set[i].z end local min = Vector3.new(math.min(unpack(x)), math.min(unpack(y)), math.min(unpack(z))) local max = Vector3.new(math.max(unpack(x)), math.max(unpack(y)), math.max(unpack(z))) return min, max end
--//Settings
BlurAmount = 0 -- Change this to increase or decrease the blur size
--[[myaccpage.Visible = true deppage.Visible = false wthpage.Visible = false trnpage.Visible = false cshpage.Visible = false]]
--
--[[ local lockL = Instance.new("Motor") lockL.Parent = carSeat.Parent.Parent.LW.ML lockL.Part0 = carSeat.Parent.Parent.LW.ML lockL.Part1 = carSeat.Parent.Parent.Suspension.ML local lockR = Instance.new("Motor") lockR.Parent = carSeat.Parent.Parent.RW.MR lockR.Part0 = carSeat.Parent.Parent.RW.MR lockR.Part1 = carSeat.Parent.Parent.Suspension.MR]]-- --end
--else --if m == true then -- m = false occ = false --carSeat.Parent.Parent.LW.ML.Motor:remove() -- end
-- Track if the player is actively racing
local activePlayer = false local inRace = false
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local l__Color__1 = p1.Color; if l__Color__1 == "off" then client.UI.Remove("BubbleChat"); return; end; local v2 = client.UI.Make("Window", { Name = "BubbleChat", Title = "Bubble Chat", Icon = client.MatIcons.Chat, Size = { 260, 57 }, Position = UDim2.new(0, 10, 1, -80), AllowMultiple = false }); if v2 then local v3 = v2:Add("TextBox", { Text = "Click here or press \";\" to chat", PlaceholderText = "Click here or press \";\" to chat", BackgroundTransparency = 1, TextScaled = true, TextSize = 20 }); v3.FocusLost:Connect(function(p2) if p2 and (service.Player.Character:FindFirstChild("Head") and l__Color__1 and v3.Text ~= "Click here or press \";\" to chat") then if #v3.Text > 0 then service.ChatService:Chat(service.Player.Character.Head, service.LaxFilter(v3.Text), l__Color__1); end; v3.Text = "Click here or press \";\" to chat"; end; end); v2:BindEvent(service.UserInputService.InputBegan, function(p3, p4) if not p4 and p3.UserInputType == Enum.UserInputType.Keyboard and p3.KeyCode == Enum.KeyCode.Semicolon then service.RunService.RenderStepped:Wait(); v3:CaptureFocus(); end; end); local l__gTable__4 = v2.gTable; v2:Ready(); end; end;
--[[ Last synced 11/11/2020 02:34 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-- string stm_string(Stream S, int len) -- @S - Stream object to read from -- @len - Length of string being read
local function stm_string(S, len) local pos = S.index + len local str = S.source:sub(S.index, pos - 1) S.index = pos return str end
--[[ Public API ]]
-- function Gamepad:Enable() local forwardValue = 0 local backwardValue = 0 local leftValue = 0 local rightValue = 0 local moveFunc = LocalPlayer.Move local gamepadSupports = UserInputService.GamepadSupports local controlCharacterGamepad = function(actionName, inputState, inputObject) if activateGamepad ~= inputObject.UserInputType then return end if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end if inputState == Enum.UserInputState.Cancel then MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) return end if inputObject.Position.magnitude > thumbstickDeadzone then MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y) MasterControl:AddToPlayerMovement(currentMoveVector) else MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) end end local jumpCharacterGamepad = function(actionName, inputState, inputObject) if activateGamepad ~= inputObject.UserInputType then return end if inputObject.KeyCode ~= Enum.KeyCode.ButtonA then return end if inputState == Enum.UserInputState.Cancel then MasterControl:SetIsJumping(false) return end MasterControl:SetIsJumping(inputObject.UserInputState == Enum.UserInputState.Begin) end local doDpadMoveUpdate = function(userInputType) if not gamepadSupports(UserInputService, userInputType, Enum.KeyCode.Thumbstick1) then if LocalPlayer and LocalPlayer.Character then MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(leftValue + rightValue,0,forwardValue + backwardValue) MasterControl:AddToPlayerMovement(currentMoveVector) end end end local moveForwardFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.End then forwardValue = -1 elseif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel then forwardValue = 0 end doDpadMoveUpdate(inputObject.UserInputType) end local moveBackwardFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.End then backwardValue = 1 elseif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel then backwardValue = 0 end doDpadMoveUpdate(inputObject.UserInputType) end local moveLeftFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.End then leftValue = -1 elseif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel then leftValue = 0 end doDpadMoveUpdate(inputObject.UserInputType) end local moveRightFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.End then rightValue = 1 elseif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel then rightValue = 0 end doDpadMoveUpdate(inputObject.UserInputType) end local function setActivateGamepad() if activateGamepad then ContextActionService:UnbindActivate(activateGamepad, Enum.KeyCode.ButtonR2) end assignActivateGamepad() if activateGamepad then ContextActionService:BindActivate(activateGamepad, Enum.KeyCode.ButtonR2) end end ContextActionService:BindAction("JumpButton",jumpCharacterGamepad, false, Enum.KeyCode.ButtonA) ContextActionService:BindAction("MoveThumbstick",controlCharacterGamepad, false, Enum.KeyCode.Thumbstick1) ContextActionService:BindAction("forwardDpad", moveForwardFunc, false, Enum.KeyCode.DPadUp) ContextActionService:BindAction("backwardDpad", moveBackwardFunc, false, Enum.KeyCode.DPadDown) ContextActionService:BindAction("leftDpad", moveLeftFunc, false, Enum.KeyCode.DPadLeft) ContextActionService:BindAction("rightDpad", moveRightFunc, false, Enum.KeyCode.DPadRight) setActivateGamepad() gamepadConnectedCon = UserInputService.GamepadDisconnected:connect(function(gamepadEnum) if activateGamepad ~= gamepadEnum then return end MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) activateGamepad = nil setActivateGamepad() end) gamepadDisconnectedCon = UserInputService.GamepadConnected:connect(function(gamepadEnum) if activateGamepad == nil then setActivateGamepad() end end) end function Gamepad:Disable() ContextActionService:UnbindAction("forwardDpad") ContextActionService:UnbindAction("backwardDpad") ContextActionService:UnbindAction("leftDpad") ContextActionService:UnbindAction("rightDpad") ContextActionService:UnbindAction("MoveThumbstick") ContextActionService:UnbindAction("JumpButton") ContextActionService:UnbindActivate(activateGamepad, Enum.KeyCode.ButtonR2) if gamepadConnectedCon then gamepadConnectedCon:disconnect() end if gamepadDisconnectedCon then gamepadDisconnectedCon:disconnect() end activateGamepad = nil MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) MasterControl:SetIsJumping(false) end return Gamepad
--[=[ @interface ControllerDef .Name string .[any] any @within KnitClient Used to define a controller when creating it in `CreateController`. ]=]
type ControllerDef = { Name: string, [any]: any, }
--[[ Knit.CreateController(controller): Controller Knit.AddControllers(folder): Controller[] Knit.AddControllersDeep(folder): Controller[] Knit.GetService(serviceName): Service Knit.GetController(controllerName): Controller Knit.Start(): Promise<void> Knit.OnStart(): Promise<void> --]]
type ControllerDef = { Name: string, [any]: any, } type Controller = { Name: string, [any]: any, } type Service = { [any]: any, } local KnitClient = {} KnitClient.Version = script.Parent:WaitForChild("Version").Value KnitClient.Player = game:GetService("Players").LocalPlayer KnitClient.Controllers = {} :: {[string]: Controller} KnitClient.Util = script.Parent:WaitForChild("Util") local Promise = require(KnitClient.Util.Promise) local Loader = require(KnitClient.Util.Loader) local Ser = require(KnitClient.Util.Ser) local ClientRemoteSignal = require(KnitClient.Util.Remote.ClientRemoteSignal) local ClientRemoteProperty = require(KnitClient.Util.Remote.ClientRemoteProperty) local TableUtil = require(KnitClient.Util.TableUtil) local services: {[string]: Service} = {} local servicesFolder = script.Parent:WaitForChild("Services") local started = false local startedComplete = false local onStartedComplete = Instance.new("BindableEvent") local function BuildService(serviceName: string, folder: Instance): Service local service = {} local rfFolder = folder:FindFirstChild("RF") local reFolder = folder:FindFirstChild("RE") local rpFolder = folder:FindFirstChild("RP") if rfFolder then for _,rf in ipairs(rfFolder:GetChildren()) do if rf:IsA("RemoteFunction") then local function StandardRemote(_self, ...) return Ser.DeserializeArgsAndUnpack(rf:InvokeServer(Ser.SerializeArgsAndUnpack(...))) end local function PromiseRemote(_self, ...) local args = Ser.SerializeArgs(...) return Promise.new(function(resolve) resolve(Ser.DeserializeArgsAndUnpack(rf:InvokeServer(table.unpack(args, 1, args.n)))) end) end service[rf.Name] = StandardRemote service[rf.Name .. "Promise"] = PromiseRemote end end end if reFolder then for _,re in ipairs(reFolder:GetChildren()) do if re:IsA("RemoteEvent") then service[re.Name] = ClientRemoteSignal.new(re) end end end if rpFolder then for _,rp in ipairs(rpFolder:GetChildren()) do if rp:IsA("ValueBase") or rp:IsA("RemoteEvent") then service[rp.Name] = ClientRemoteProperty.new(rp) end end end services[serviceName] = service return service end local function DoesControllerExist(controllerName: string): boolean local controller: Controller? = KnitClient.Controllers[controllerName] return controller ~= nil end function KnitClient.CreateController(controllerDef: ControllerDef): Controller assert(type(controllerDef) == "table", "Controller must be a table; got " .. type(controllerDef)) assert(type(controllerDef.Name) == "string", "Controller.Name must be a string; got " .. type(controllerDef.Name)) assert(#controllerDef.Name > 0, "Controller.Name must be a non-empty string") assert(not DoesControllerExist(controllerDef.Name), "Controller \"" .. controllerDef.Name .. "\" already exists") local controller: Controller = TableUtil.Assign(controllerDef, { _knit_is_controller = true; }) KnitClient.Controllers[controller.Name] = controller return controller end function KnitClient.AddControllers(folder: Instance): {any} return Loader.LoadChildren(folder) end function KnitClient.AddControllersDeep(folder: Instance): {any} return Loader.LoadDescendants(folder) end function KnitClient.GetService(serviceName: string): Service assert(type(serviceName) == "string", "ServiceName must be a string; got " .. type(serviceName)) local folder: Instance? = servicesFolder:FindFirstChild(serviceName) assert(folder ~= nil, "Could not find service \"" .. serviceName .. "\"") return services[serviceName] or BuildService(serviceName, folder :: Instance) end function KnitClient.GetController(controllerName: string): Controller? return KnitClient.Controllers[controllerName] end function KnitClient.Start() if started then return Promise.Reject("Knit already started") end started = true local controllers = KnitClient.Controllers return Promise.new(function(resolve) -- Init: local promisesStartControllers = {} for _,controller in pairs(controllers) do if type(controller.KnitInit) == "function" then table.insert(promisesStartControllers, Promise.new(function(r) controller:KnitInit() r() end)) end end resolve(Promise.All(promisesStartControllers)) end):Then(function() -- Start: for _,controller in pairs(controllers) do if type(controller.KnitStart) == "function" then task.spawn(controller.KnitStart, controller) end end startedComplete = true onStartedComplete:Fire() task.defer(function() onStartedComplete:Destroy() end) end) end function KnitClient.OnStart() if startedComplete then return Promise.Resolve() else return Promise.FromEvent(onStartedComplete.Event) end end return KnitClient
--[[ An object to represent runtime errors that occur during execution. Promises that experience an error like this will be rejected with an instance of this object. ]]
local Error do Error = { Kind = makeEnum("Promise.Error.Kind", { "ExecutionError", "AlreadyCancelled", "NotResolvedInTime", "TimedOut", }), } Error.__index = Error function Error.new(options, parent) options = options or {} return setmetatable({ error = tostring(options.error) or "[This error has no error text.]", trace = options.trace, context = options.context, kind = options.kind, parent = parent, createdTick = os.clock(), createdTrace = debug.traceback(), }, Error) end function Error.is(anything) if type(anything) == "table" then local metatable = getmetatable(anything) if type(metatable) == "table" then return rawget(anything, "error") ~= nil and type(rawget(metatable, "extend")) == "function" end end return false end function Error.isKind(anything, kind) assert(kind ~= nil, "Argument #2 to Promise.Error.isKind must not be nil") return Error.is(anything) and anything.kind == kind end function Error:extend(options) options = options or {} options.kind = options.kind or self.kind return Error.new(options, self) end function Error:getErrorChain() local runtimeErrors = { self } while runtimeErrors[#runtimeErrors].parent do table.insert(runtimeErrors, runtimeErrors[#runtimeErrors].parent) end return runtimeErrors end function Error:__tostring() local errorStrings = { string.format("-- Promise.Error(%s) --", self.kind or "?"), } for _, runtimeError in ipairs(self:getErrorChain()) do table.insert(errorStrings, table.concat({ runtimeError.trace or runtimeError.error, runtimeError.context, }, "\n")) end return table.concat(errorStrings, "\n") end end
--!nonstrict --[[ MouseLockController - Replacement for ShiftLockController, manages use of mouse-locked mode 2018 Camera Update - AllYourBlox --]]
--[[Transmission]]
Tune.TransModes = {"Auto","Semi","Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev) Tune.ShiftTime = .3 -- The time delay in which you initiate a shift and the car changes gear --Gear Ratios Tune.FinalDrive = 0.8 -- [TRANSMISSION CALCULATIONS FOR NERDS] Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * math.pi * RPM) / (60 * Gear Ratio * Final Drive * Multiplier) --[[ R ]] 18.641 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier --[[ N ]] 0 , --[[ 1 ]] 16.641 , --[[ 2 ]] 12.342 , --[[ 3 ]] 9.812 , --[[ 4 ]] 7.765 , --[[ 5 ]] 6.272 , --[[ 6 ]] 5.045 , --[[ 7 ]] 4.572 , --[[ 8 ]] 4.072 } Tune.FDMult = 1 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
-- Variables
local poolSizeMultiplier = getSetting("Pool size multiplier") or 1 playerService.PlayerAdded:Connect(function (plr) if not workspace:FindFirstChild("Blood") then folder = Instance.new("Folder", workspace) folder.Name = "Blood" end local charFolder = Instance.new("Folder", folder) charFolder.Name = plr.Name plr.CharacterAdded:Connect(function (char) local humanoid = char:WaitForChild("Humanoid") humanoid.Died:Connect(function () pcall(function () local torso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso") or nil local root = char:FindFirstChild("HumanoidRootPart") or nil local base local function bloodPool (part, limbCenter) local pool = Instance.new("Part", charFolder) pool.CanCollide = false pool.BrickColor = BrickColor.new("Crimson") pool.Material = Enum.Material.Plastic pool.Transparency = .2 pool.CastShadow = false pool.Shape = "Cylinder" pool.Anchored = true pool.Size = Vector3.new(.1, 0, 0) pool.CFrame = part.CFrame if limbCenter then pool.CFrame = CFrame.new(torso.Position.X + math.random(-4, 4), base.Position.Y - (base.Size.Y / 2) + math.random(0, .2), torso.Position.Z + math.random(-4, 4)) else pool.CFrame = CFrame.new(torso.Position.X + math.random(-4, 4), base.Position.Y + (base.Size.Y / 2), torso.Position.Z + math.random(-4, 4)) end pool.Orientation = Vector3.new(0, 0, 90) tweenService:Create(pool, TweenInfo.new(math.random(.4, 4), Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Size = Vector3.new(.1, math.random(3, 7) * poolSizeMultiplier, math.random(3, 7) *poolSizeMultiplier)}):Play() debris:AddItem(pool, 9) end if char.Humanoid.RigType == Enum.HumanoidRigType.R6 then wait(.2) if not char:FindFirstChild("Head") and workspace:FindFirstChild(plr.Name .. "-2") then char = workspace[plr.Name .. "-2"] end end repeat wait() until math.floor(torso.Velocity.Magnitude) == 0 local baseBlacklist = char:GetChildren() pcall(function () for _,plr in pairs(game:GetService("Players"):GetPlayers()) do if plr.Character then for _,v in pairs(plr.Character:GetChildren()) do if v:IsA("BasePart") then table.insert(baseBlacklist, v) elseif v:IsA("Accoutrement") then table.insert(baseBlacklist, v:FindFirstChildWhichIsA("BasePart")) elseif v:IsA("Tool") and v:FindFirstChild("Handle") then table.insert(baseBlacklist, v.Handle) end end end if workspace:FindFirstChild(plr.Name .. "-2") then for _,p in pairs(workspace[plr.Name .. "-2"]:GetChildren()) do if p:IsA("BasePart") then table.insert(baseBlacklist, p) elseif p:IsA("Accoutrement") then table.insert(baseBlacklist, p:FindFirstChildWhichIsA("BasePart")) end end end end end) if type(baseBlacklist) == "table" then local limbCenter = false base = workspace:FindPartsInRegion3WithIgnoreList(Region3.new(torso.Position - torso.Size * 2, torso.Position + torso.Size * 2), baseBlacklist, 1)[1] if not base then if char:FindFirstChild("Left Leg") then base = char["Left Leg"] limbCenter = true elseif char:FindFirstChild("LeftFoot") then base = char["LeftFoot"] limbCenter = true end end if base then for _,limb in pairs(char:GetChildren()) do if limb:IsA("BasePart") and limb.Name ~= "HumanoidRootPart" then bloodPool(limb, limbCenter) end end end end end) end) end) end) playerService.PlayerRemoving:Connect(function (plr) if folder:FindFirstChild(plr.Name) then folder[plr.Name]:Destroy() end end)
--This script automatically adds your chat modules to the chat system --Put this script in ServerScriptService --Dont remove the childs of this script --All Child will be added into the Chat system after the game has started --If you have more chat modules, feel free to use this script
local CSR = game.Chat:WaitForChild("ChatServiceRunner") CSR.Disabled = true for _,v in pairs(script:GetChildren()) do v.Parent = game.Chat:WaitForChild("ChatModules") end CSR.Disabled = false --ChatServiceRunner is now restarted and will load all added modules script:Destroy() --the script has after this no purpose anymore
--------------------------------------------------------------#
function Tween(instance,tweeninformation,goals) TweenService:Create(instance,tweeninformation,goals):Play() end LightGroup = script.Parent.Lights:GetChildren() while true do wait(0) if script.Parent.on.Value then for i = 1,#LightGroup do Tween(LightGroup[i],TweenInfo.new(deltatime),{Transparency = 0}) Tween(LightGroup[i].Light,TweenInfo.new(deltatime),{Brightness = 2}) Tween(script.Parent.TailLight.Light,TweenInfo.new(deltatime),{Brightness = 2}) end else for i = 1,#LightGroup do Tween(LightGroup[i],TweenInfo.new(deltatime),{Transparency = 1}) Tween(LightGroup[i].Light,TweenInfo.new(deltatime),{Brightness = 0}) Tween(script.Parent.TailLight.Light,TweenInfo.new(deltatime),{Brightness = 0}) end end end
----- Utils -----
local function DeepCopyTable(t) local copy = {} for key, value in pairs(t) do if type(value) == "table" then copy[key] = DeepCopyTable(value) else copy[key] = value end end return copy end local function ReconcileTable(target, template) for k, v in pairs(template) do if type(k) == "string" then -- Only string keys will be reconciled if target[k] == nil then if type(v) == "table" then target[k] = DeepCopyTable(v) else target[k] = v end elseif type(target[k]) == "table" and type(v) == "table" then ReconcileTable(target[k], v) end end end end
--//Configure//--
EngineSound = "http://www.roblox.com/asset/?id=426479434" enginevolume = 0.5 enginePitchAdjust = 1 IdleSound = "http://www.roblox.com/asset/?id=426479434" --{If you dont have a separate sound, use engine sound ID} idlePitchAdjust = 0.9 TurboSound = "http://www.roblox.com/asset/?id=286070281" turbovolume = 1 SuperchargerSound = "http://www.roblox.com/asset/?id=404779487" superchargervolume = 0.5 HornSound = "http://www.roblox.com/asset/?id=143133249" hornvolume = 1 StartupSound = "http://www.roblox.com/asset/?id=169394147" startupvolume = 0.5 startuplength = 1 --{adjust this for a longer startup duration} WHEELS_VISIBLE = true --If your wheels transparency is a problem, change this value to false BRAKES_VISIBLE = false --This is to hide the realistic brakes, you can set this to false if you'd like to see how the brakes work AUTO_FLIP = true --If false, your car will not flip itself back over in the event of a turnover SpeedoReading = "MPH" --{KPH, MPH} RevDecay = 150 --{The higher this value, the faster it will decay} --//INSPARE//-- --//SS6//-- --//Build 1.25//-- --and i'll write your name. script.Parent.Name = "VehicleSeat"
-- Variable
local Player = game.Players.LocalPlayer local Character = Player.Character local Camera = game.Workspace.CurrentCamera local SpeedBoost = 27 -- What your speed is going to be when you hold shift local DefaultSpeed = 16 -- What your speed is going to be when you let of shift local UserInputService = game:GetService("UserInputService")
-- Put your code down here and don't delete this entire text.
local rocket = script.Parent.Parent.Rocket local debounce = false script.Parent.Event:connect(function() if debounce == false then debounce = true for i = 1,75 do rocket.Top.Model:SetPrimaryPartCFrame(rocket.Top.Model:GetPrimaryPartCFrame()*CFrame.Angles(0,0,math.rad(-2))) wait() end script.Parent.Parent.Rocket.Top.Core.A:play() for i = 1,400 do script.Parent.Parent.Walk.Walkway:SetPrimaryPartCFrame(script.Parent.Parent.Walk.Walkway:GetPrimaryPartCFrame()*CFrame.Angles(0,math.rad(-.1),0)) wait() end script.Parent.Parent.Rocket.Top.Core.A:stop() script.Parent.Parent.Rocket.Top.Core.B:play() wait(3) rocket.Parent.Truss1.Anchored = false rocket.Parent.Truss2.Anchored = false rocket.Parent.Truss3.Anchored = false rocket.Parent.Truss4.Anchored = false rocket.Parent.Truss5.Anchored = false rocket.Parent.Truss6.Anchored = false rocket.Parent.Truss7.Anchored = false rocket.Parent.Truss8.Anchored = false wait(3) script.Parent.Parent.Rocket.Top.Core.B:stop() script.Parent.Parent.Rocket.Top.Core.C:play() rocket.Weld.Disabled = false rocket.SectionA.BoosterA.Rocket.ParticleEmitter.Enabled = true rocket.SectionA.BoosterB.Rocket.ParticleEmitter.Enabled = true rocket.SectionA.BoosterC.Rocket.ParticleEmitter.Enabled = true rocket.SectionA.BoosterD.Rocket.ParticleEmitter.Enabled = true for i = 1,300 do rocket.CFrame.BodyVelocity.Velocity = rocket.CFrame.BodyVelocity.Velocity + Vector3.new(0,.5,0) wait() end wait(5) rocket.Top.Core.C:stop() rocket.Top.Core.Decoupler:play() rocket.SectionA.BoosterA.Rocket.ParticleEmitter.Enabled = false rocket.SectionA.BoosterB.Rocket.ParticleEmitter.Enabled = false rocket.SectionA.BoosterC.Rocket.ParticleEmitter.Enabled = false rocket.SectionA.BoosterD.Rocket.ParticleEmitter.Enabled = false rocket.SectionA.BoosterA:BreakJoints() rocket.SectionA.BoosterB:BreakJoints() rocket.SectionA.BoosterC:BreakJoints() rocket.SectionA.BoosterD:BreakJoints() wait(1) rocket.Top.Core.D:play() rocket.SectionA.Side.MainRocket.ParticleEmitter.Enabled = true wait(3) rocket.Top.Core.D:stop() rocket.Top.Core.Decoupler:play() rocket.SectionA.Side.MainRocket.ParticleEmitter.Enabled = false rocket.SectionA.Side:BreakJoints() wait(1) rocket.Top.Core.E:play() rocket.Top.Engine.ParticleEmitter.Enabled = true end end)
---------------------------------------------------------------------------------------------------- -------------------=[ PROJETIL ]=------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,Distance = 10000 ,BDrop = .25 ,BSpeed = 2000 ,SuppressMaxDistance = 25 --- Studs ,SuppressTime = 10 --- Seconds ,BulletWhiz = false ,BWEmitter = 25 ,BWMaxDistance = 200 ,BulletFlare = false ,BulletFlareColor = Color3.fromRGB(255,255,255) ,Tracer = false ,TracerColor = Color3.fromRGB(255,255,255) ,TracerLightEmission = 1 ,TracerLightInfluence = 0 ,TracerLifeTime = .2 ,TracerWidth = .1 ,RandomTracer = false ,TracerEveryXShots = 5 ,TracerChance = 100 ,BulletLight = false ,BulletLightBrightness = 1 ,BulletLightColor = Color3.fromRGB(255,255,255) ,BulletLightRange = 10 ,ExplosiveHit = false ,ExPressure = 500 ,ExpRadius = 25 ,DestroyJointRadiusPercent = 0 --- Between 0 & 1 ,ExplosionDamage = 100 ,LauncherDamage = 100 ,LauncherRadius = 25 ,LauncherPressure = 500 ,LauncherDestroyJointRadiusPercent = 0
-- Max angle the wheels will reach when turning -- Higher number means sharper turning, but too high means the wheels might hit the car base
local MAX_TURN_ANGLE = 40
-- Default cleanup routine (can be overridden)
function InstancePool.Cleanup(Instance) Instance.Parent = nil end return InstancePool
-- ROBLOX deviation START: chalk doesn't support chaining methods. Using nested calls instead
local FAIL_COLOR = function(...) return chalk.bold(chalk.red(...)) end local OBSOLETE_COLOR = function(...) return chalk.bold(chalk.yellow(...)) end local SNAPSHOT_ADDED = function(...) return chalk.bold(chalk.green(...)) end local SNAPSHOT_NOTE = chalk.dim local SNAPSHOT_REMOVED = function(...) return chalk.bold(chalk.green(...)) end local SNAPSHOT_SUMMARY = chalk.bold local SNAPSHOT_UPDATED = function(...) return chalk.bold(chalk.green(...)) end
-- поиск билжайшей цели в пределах дистанции
function module.findNearestHead(pos,max_dist) local children local target = nil local target_head = nil local rayResult = nil for _, player in pairs(find:GetChildren()) do local target_head = player:FindFirstChild("Head") if target_head ~= nil then if player:FindFirstChild("Humanoid") ~= nil then local hum=player:FindFirstChild("Humanoid") if player:FindFirstChild("Team") ~= nil and hum.Health>0 then if (target_head.Position - pos.Position).magnitude < max_dist and player.Team.Value~="Ally" then -- поиск ближайшего if target == nil or (target_head.Position - pos.Position).magnitude < (target.Position - pos.Position).magnitude then target=target_head -- rayResult = myRay(target,pos,max_dist) rayResult = true -- проверка что тормозят райкасты
--------------------[ RELOAD FUNCTIONS ]----------------------------------------------
function ReloadAnim() TweenJoint(LWeld2, CF(), CF(), Sine, 0.15) TweenJoint(RWeld2, CF(), CF(), Sine, 0.15) local Speed = S.ReloadTime / 2 local Mag_Parts = {} for _, Obj in pairs(Gun:GetChildren()) do if Obj.Name == "Mag" and Obj:IsA("BasePart") then INSERT(Mag_Parts, {Original = Obj, Clone1 = Obj:Clone(), Clone2 = Obj:Clone()}) end end local W1 = nil local W2 = nil local SequenceTable = { function() for Index, Mag in pairs(Mag_Parts) do Mag.Original.Transparency = 1 Mag.Clone1.Parent = Gun_Ignore Mag.Clone1.CanCollide = true if Index ~= 1 then local W = Instance.new("Weld") W.Part0 = Mag_Parts[1].Clone1 W.Part1 = Mag.Clone1 W.C0 = Mag_Parts[1].Clone1.CFrame:toObjectSpace(Mag.Clone1.CFrame) W.Parent = Mag_Parts[1].Clone1 end end W1 = Instance.new("Weld") W1.Part0 = Mag_Parts[1].Clone1 W1.Part1 = Handle W1.C0 = Mag_Parts[1].Original.CFrame:toObjectSpace(Handle.CFrame) W1.Parent = Mag_Parts[1].Clone1 TweenJoint(LWeld, ArmC0[1], CF(0, 0.61, 0) * CFANG(RAD(70), 0, 0), Linear, 0.5 * Speed) TweenJoint(RWeld, ArmC0[2], CF(0.4, 0.09, -0.21) * CFANG(RAD(20), RAD(3), 0), Linear, 0.35 * Speed) TweenJoint(Grip, Grip.C0, CFANG(0, RAD(10), 0), Linear, 0.5 * Speed) wait(0.3 * Speed) end; function() TweenJoint(RWeld, ArmC0[2], CF(0.4, -0.01, -0.31) * CFANG(RAD(-22), RAD(3), 0), Sine, 0.3 * Speed) wait(0.2 * Speed) end; function() W1:Destroy() Mag_Parts[1].Clone1.Velocity = Handle.Velocity + Handle.CFrame:vectorToWorldSpace(VEC3(0,-5,0)) * 20 spawn(function() while Mag_Parts[1].Clone1.Velocity.magnitude > 0.1 do wait() end for _, Mag in pairs(Mag_Parts) do Mag.Clone1.Anchored = true Mag.Clone1:BreakJoints() end end) for Index, Mag in pairs(Mag_Parts) do Mag.Clone2.Parent = Gun_Ignore if Index ~= 1 then local W = Instance.new("Weld") W.Part0 = Mag_Parts[1].Clone2 W.Part1 = Mag.Clone2 W.C0 = Mag_Parts[1].Clone2.CFrame:toObjectSpace(Mag.Clone2.CFrame) W.Parent = Mag_Parts[1].Clone2 end end W2 = Instance.new("Weld") W2.Part0 = FakeLArm W2.Part1 = Mag_Parts[1].Clone2 W2.C0 = CF(0, -1, 0) * CFANG(RAD(-90), 0, 0) W2.Parent = FakeLArm wait(0.1) end; function() local FakeLArmCF = LWeld.Part0.CFrame * ArmC0[1] * (CF(0.3, 1.9, -0.31) * CFANG(RAD(-20), RAD(30), RAD(-60))):inverse() local FakeRArmCF = RWeld.Part0.CFrame * ArmC0[2] * (CF(0.4, -0.1, -0.21) * CFANG(RAD(-20), RAD(5), RAD(10))):inverse() local HandleCF = FakeRArm.CFrame:toObjectSpace(Grip.Part0.CFrame * Grip.C0) local Mag_Original_CF = Handle.CFrame:toObjectSpace(Mag_Parts[1].Original.CFrame) local MagC0 = FakeLArmCF:toObjectSpace(FakeRArmCF * HandleCF * Mag_Original_CF) TweenJoint(LWeld, ArmC0[1], CF(.6, 1.8, -.3) * CFANG(RAD(-12), RAD(40), RAD(-60)), Sine, 0.6 * Speed) TweenJoint(RWeld, ArmC0[2], CF(.6, -0.1, -0.5) * CFANG(RAD(-20), RAD(15), RAD(10)), Sine, 0.6 * Speed) TweenJoint(Grip, Grip.C0, CF(), Sine, 0.6 * Speed) TweenJoint(W2, MagC0, CF(), Sine, 0.6 * Speed) wait(0.8 * Speed) end; function() for _, Mag in pairs(Mag_Parts) do Mag.Original.Transparency = 0 Mag.Clone2:Destroy() end TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, 0.5 * Speed) TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, 0.5 * Speed) TweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, 0.5 * Speed) wait(0.5 * Speed) end; } for _,ReloadFunction in pairs(SequenceTable) do if BreakReload then break end ReloadFunction() end if W1 then W1:Destroy() end if W2 then W2:Destroy() end for _, Mag in pairs(Mag_Parts) do Mag.Clone1:Destroy() Mag.Clone2:Destroy() end end function Reload() Running = false if Ammo.Value < ClipSize.Value and (not Reloading) and StoredAmmo.Value > 0 then AmmoInClip = (AmmoInClip == 0 and Ammo.Value or AmmoInClip) Ammo.Value = 0 Reloading = true if Aimed then UnAimGun(S.ReloadAnimation) end Gui_Clone.CrossHair.Reload.Visible = true if Handle:FindFirstChild("ReloadSound") then Handle.ReloadSound:Play() end if S.ReloadAnimation then wait() ReloadAnim() else local StartReload = tick() while true do if BreakReload then break end if (tick() - StartReload) >= S.ReloadTime then break end RS:wait() end end if (not BreakReload) then if StoredAmmo.Value >= ClipSize.Value then Ammo.Value = ClipSize.Value if AmmoInClip > 0 then StoredAmmo.Value = StoredAmmo.Value - (ClipSize.Value - AmmoInClip) else StoredAmmo.Value = StoredAmmo.Value - ClipSize.Value end elseif StoredAmmo.Value < ClipSize.Value and StoredAmmo.Value > 0 then Ammo.Value = StoredAmmo.Value StoredAmmo.Value = 0 end end BreakReload = false Reloading = false if Selected then AmmoInClip = 0 Gui_Clone.CrossHair.Reload.Visible = false end end end
-- Get services
local players = game:GetService("Players") local soundService = game:GetService("SoundService") local replicatedStorage = game:GetService("ReplicatedStorage")
--[[ Registers all spots associated with this canvas. Parameters: - spots (table[spots]): table list of Spot instances that are associated with this canvas. ]]
function Canvas:registerSpots(spots) self.spots = spots end return Canvas
---------Credits on bottom of screen
Bin = script.Parent function onButton1Down(mouse) local smoke = script.Parent.Parent.Parent.Character.Leg1.Part local smoke2 = script.Parent.Parent.Parent.Character.Leg2.Part smoke.Smoke.Enabled = true smoke2.Smoke.Enabled = true end function onButton1Up(mouse) local smoke = script.Parent.Parent.Parent.Character.Leg1.Part local smoke2 = script.Parent.Parent.Parent.Character.Leg2.Part smoke.Smoke.Enabled = false smoke2.Smoke.Enabled = false end function onSelected(mouse) mouse.Button1Down:connect(function() onButton1Down(mouse) end) mouse.Button1Up:connect(function() onButton1Up(mouse) end) end Bin.Selected:connect(onSelected)
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local v1 = client.UI.Make("Window", { Name = "CreateCard", Title = "Create Card", Icon = client.MatIcons["Add circle"], Size = { 400, 330 }, AllowMultiple = false, OnClose = function() end }); if v1 then v1:Add("TextLabel", { Text = "List Name: ", BackgroundTransparency = 1, Size = UDim2.new(0, 80, 0, 30), Position = UDim2.new(0, 10, 0, 10), TextXAlignment = "Right" }):Copy("TextLabel", { Text = "Card Name: ", Position = UDim2.new(0, 10, 0, 50) }):Copy("TextLabel", { Text = "Card Desc: ", Position = UDim2.new(0, 10, 0, 90) }); local v2 = v1:Add("TextBox", { Text = "", BackgroundTransparency = 0.5, Position = UDim2.new(0, 90, 0, 10), Size = UDim2.new(1, -100, 0, 30), BackgroundColor3 = v1.BackgroundColor3:lerp(Color3.new(1, 1, 1), 0.2), TextWrapped = true }); local v3 = { Text = "Create", Size = UDim2.new(0, 70, 0, 30), Position = UDim2.new(0, 10, 1, -40) }; local u1 = false; local u2 = v2:Copy("TextBox", { Position = UDim2.new(0, 90, 0, 50) }); local u3 = v2:Copy("TextBox", { Position = UDim2.new(0, 90, 0, 90), Size = UDim2.new(1, -100, 1, -100) }); function v3.OnClick() if not u1 then u1 = true; v1:Destroy(); client.Remote.Send("TrelloOperation", { Action = "MakeCard", List = v2.Text, Name = u2.Text, Desc = u3.Text }); end; end; local v4 = v1:Add("TextButton", v3); local l__gTable__5 = v1.gTable; v1:Ready(); end; end;
-- ROBLOX deviation: upstream defines matchers as a single monolithic object but we split it up for readability
local function toBe( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: any, expected: any ) local matcherName = "toBe" local options: MatcherHintOptions = { comment = "Object.is equality", isNot = self.isNot, promise = self.promise, } local pass = Object.is(received, expected) local message if pass then message = function() return matcherHint(matcherName, nil, nil, options) .. "\n\n" .. string.format("Expected: never %s", printExpected(expected)) end else message = function() local deepEqualityName = nil -- ROBLOX deviation: no map or set types for now so this check is always true so we omit it -- if expectedType ~= 'map' and expectedType ~= 'set' then -- If deep equality passes when referential identity fails, -- but exclude map and set until review of their equality logic. -- ROBLOX deviation: no strict equality in lua if equals(received, expected, { iterableEquality }) then deepEqualityName = "toEqual" end -- end local retval = matcherHint(matcherName, nil, nil, options) .. "\n\n" if deepEqualityName ~= nil then retval = retval .. DIM_COLOR( string.format( 'If it should pass with deep equality, replace "%s" with "%s"', matcherName, deepEqualityName ) ) .. "\n\n" end return retval .. printDiffOrStringify(expected, received, EXPECTED_LABEL, RECEIVED_LABEL, isExpand(self.expand)) end end -- Passing the actual and expected objects so that a custom reporter -- could access them, for example in order to display a custom visual diff, -- or create a different error message return { actual = received, expected = expected, message = message, name = matcherName, pass = pass } end local function toBeCloseTo( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: number, expected: number, precision: number ) -- ROBLOX deviation: instead of getting argument count, just see if last arg is nil local secondArgument if precision then secondArgument = "precision" else precision = 2 end local matcherName = "toBeCloseTo" local isNot = self.isNot local options: MatcherHintOptions = { isNot = isNot, promise = self.promise, secondArgument = secondArgument, secondArgumentColor = function(arg: string) return arg end, } if typeof(expected) ~= "number" then error( Error( matcherErrorMessage( matcherHint(matcherName, nil, nil, options), string.format("%s value must be a number", EXPECTED_COLOR("expected")), printWithType("Expected", expected, printExpected) ) ) ) end if typeof(received) ~= "number" then error( Error( matcherErrorMessage( matcherHint(matcherName, nil, nil, options), string.format("%s value must be a number", RECEIVED_COLOR("received")), printWithType("Received", received, printReceived) ) ) ) end local pass = false local expectedDiff = 0 local receivedDiff = 0 if received == math.huge and expected == math.huge then pass = true -- Infinity - Infinity is NaN elseif received == -math.huge and expected == -math.huge then pass = true -- -Infinity - -Infinity is NaN else expectedDiff = (10 ^ -precision) / 2 receivedDiff = math.abs(expected - received) pass = receivedDiff < expectedDiff end local message if pass then message = function() local retval = matcherHint(matcherName, nil, nil, options) .. "\n\n" .. string.format("Expected: never %s\n", printExpected(expected)) if receivedDiff == 0 then return retval end return retval .. string.format("Received: %s\n", printReceived(received)) .. "\n" .. printCloseTo(receivedDiff, expectedDiff, precision, isNot) end else message = function() return matcherHint(matcherName, nil, nil, options) .. "\n\n" .. string.format("Expected: %s\n", printExpected(expected)) .. string.format("Received: %s\n", printReceived(received)) .. "\n" .. printCloseTo(receivedDiff, expectedDiff, precision, isNot) end end return { message = message, pass = pass } end
--custom cat stuff
function AlarmHazards(typ) blinking = false blinking = true while blinking and script.Parent.Parent.Alarm.Value == true do Toggle("Hazards", true) wait(1/3) Toggle("Hazards", false) wait(1/3) end Toggle('Hazards', false) end script.Parent.Parent.Alarm.Changed:Connect(function() if script.Parent.Parent.Alarm.Value == true then AlarmHazards() end end)
-- Creates a chat message when a player joins or leaves the server.