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--This module is for any client FX related to the first door on the left.
local DoorFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(1.5, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) function DoorFX.OPEN(door) if not door then return end tweenService:Create(door.Door.Main, tweenInfo, {CFrame = door.Door.Goal.CFrame}):Play() door.Door.Main.DoorOpenFADEOUT:Play() end function DoorFX.CLOSE(door) if not door then return end door.Door.Main.CFrame = door.Door.Home.CFrame end return DoorFX
----------//KeyBinds\\----------
CAS:BindAction("Run", handleAction, false, Enum.KeyCode.LeftShift) CAS:BindAction("Stand", handleAction, false, Enum.KeyCode.X) CAS:BindAction("Crouch", handleAction, false, Enum.KeyCode.C) CAS:BindAction("NVG", handleAction, false, Enum.KeyCode.N) CAS:BindAction("ToggleWalk", handleAction, false, Enum.KeyCode.Z) CAS:BindAction("LeanLeft", handleAction, false, Enum.KeyCode.Q) CAS:BindAction("LeanRight", handleAction, false, Enum.KeyCode.E)
--Max/min degrees for panning: 359/0
TurnJump=1.0 --Number of degrees each movement makes. 1 = 1 degree every time; 0.5 = half a degree every time; ect. TurnSpeed=0.0001 --Wait time between jumps SpeedVariation=1 Beam=script.Parent.Tilt.H1 CPan=0 CTilt=0 local Pan = Instance.new("Weld") Pan.Part0 = script.Parent.Base Pan.Part1 = script.Parent.Pan.Handle Pan.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0,1,0) Pan.Parent = script.Parent local Tilt = Instance.new("Weld") Tilt.Part0 = script.Parent.Pan.Center Tilt.Part1 = script.Parent.Tilt.Handle Tilt.C1 = CFrame.fromEulerAnglesXYZ(math.pi/-2, math.pi/2, 0) * CFrame.new(0,0,0) Tilt.Parent = script.Parent OneDegree=math.pi/180 function Degrees(Des) return(Des*OneDegree) end Colors={"Hot pink", "Really blue"} function RandColor() return Colors[math.random(1, #Colors)] end function On(Color) Beam.BrickColor=BrickColor.new(Color) Beam.Transparency=0.3 end function Off() Beam.Transparency=1 end function Reach(PanDegree,TiltDegree,Speed) ReachedPan=false ReachedTilt=false Moving=true --Send out the directional degree spiders! They will go out and seek the shortest path around. Current=CPan Pos=0 while Current~=PanDegree do Current=Current+TurnJump Pos=Pos+1 if Current>359 then Current=Current-360 end end Current=CPan Neg=0 while Current~=PanDegree do Current=Current-TurnJump Neg=Neg+1 if Current<0 then Current=Current+360 end end Rand=math.random(1,2) while ReachedPan==false or ReachedTilt==false and Moving==true do if CPan-0.5<PanDegree and CPan+0.5>PanDegree then ReachedPan=true end if CTilt-0.5<TiltDegree and CTilt+0.5>TiltDegree then ReachedTilt=true end if ReachedPan==false then PN=0 --] Deternine Direction of movement if Pos<Neg then --] PN=1 --] elseif Neg<Pos then --] PN=-1 --] elseif Neg==Pos then --] if Rand==1 then --] PN=-1 --] else --] PN=1 --] end --] end --] CPan=CPan+TurnJump*PN if CPan>359 then CPan=CPan-360 end if CPan<0 then CPan=360+CPan end Pan.C1=Pan.C1*CFrame.fromEulerAnglesXYZ(0,Degrees(1)*PN*TurnJump,0) end if ReachedTilt==false then PN=0 --] Deternine Direction of movement if TiltDegree-CTilt<0 then --] PN=-1 --] elseif TiltDegree-CTilt>=0 then --] PN=1 --] end --] CTilt=CTilt+PN*TurnJump Tilt.C1=Tilt.C1*CFrame.fromEulerAnglesXYZ(0,Degrees(1)*PN*TurnJump,0) end wait(Speed) end end function Move() Moving=false wait(script.Parent.Move.Value.Z*2) Reach(script.Parent.Move.Value.X,script.Parent.Move.Value.Y,script.Parent.Move.Value.Z) end script.Parent.Move.Changed:connect(Move) while true do On(RandColor()) Reach(math.random(0,159),math.random(-115,115),TurnSpeed+math.random(TurnSpeed*-SpeedVariation*1000000,TurnSpeed*SpeedVariation*1000000)/1000000) end
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries' local Support = require(Libraries:WaitForChild 'SupportLibrary') local PaintHistoryRecord = {} PaintHistoryRecord.__index = PaintHistoryRecord function PaintHistoryRecord.new() local self = setmetatable({}, PaintHistoryRecord) -- Include selection self.Selection = Support.CloneTable(Core.Selection.Items) self.Parts = Support.CloneTable(Core.Selection.Parts) -- Initialize color data self.InitialColor = Support.GetMemberMap(self.Parts, 'Color') self.TargetColor = nil -- Initialize union data self.InitialUnionColoring = {} for _, Part in pairs(self.Parts) do if Part:IsA 'UnionOperation' then self.InitialUnionColoring[Part] = Part.UsePartColor end end -- Return new record return self end function PaintHistoryRecord:Unapply() local Changes = {} -- Assemble change list for _, Part in ipairs(self.Parts) do table.insert(Changes, { Part = Part, Color = self.InitialColor[Part], UnionColoring = self.InitialUnionColoring[Part] }) end -- Push changes Core.SyncAPI:Invoke('SyncColor', Changes) -- Restore selection Core.Selection.Replace(self.Selection) end function PaintHistoryRecord:Apply(KeepSelection) local Changes = {} -- Assemble change list for _, Part in ipairs(self.Parts) do table.insert(Changes, { Part = Part, Color = self.TargetColor, UnionColoring = true }) end -- Push changes Core.SyncAPI:Invoke('SyncColor', Changes) -- Restore selection if not KeepSelection then Core.Selection.Replace(self.Selection) end end return PaintHistoryRecord
--Objects
local Chassis = require(script.Parent.ChassisModule) Chassis.InitializeSeats() local driverScript = script.Parent:WaitForChild("Driver") local root = script.Parent.Parent local driverSeat = Chassis.GetDriverSeat() local AdditionalSeats = Chassis.GetPassengerSeats() local LocalSeatingScript = script:WaitForChild("LocalVehicleSeatingScript")
-- Basic settings
local FOOTSTEP_PLACEMENT_RATE = 0.4 local GROUND_DETECTION_DISTANCE = 3.1 local plr = game.Players.LocalPlayer game.ReplicatedStorage.Interactions.Client.Perks.ShowFootsteps.OnClientEvent:connect(function(plrs) -- Make sure character is alive if plr.Character ~= nil then -- Set up detection part for each player local ignore = plr.PlayerScripts.Functions.GetRayIgnoreList:Invoke() for _, i in pairs(plrs) do local thisChr = i.Character if thisChr:FindFirstChild("HumanoidRootPart") and i ~= plr then local left = false local waitTime = FOOTSTEP_PLACEMENT_RATE local color = Color3.fromHSV(math.random(), 1, 1) spawn(function() while wait(waitTime) do -- Check if detection part is gone or owner is gone if thisChr.Parent == nil or thisChr:FindFirstChild("HumanoidRootPart") == nil then break end -- Check if should place a foot step local ray = Ray.new(thisChr.HumanoidRootPart.Position, Vector3.new(0, -GROUND_DETECTION_DISTANCE, 0)) local hit, hitPos = workspace:FindPartOnRayWithIgnoreList(ray, ignore, false, true) if hit ~= nil and thisChr.HumanoidRootPart.Velocity.Magnitude > 1 then -- Tell the owner to place a footstep local cfr if left then cfr = thisChr.HumanoidRootPart.CFrame * CFrame.new(-0.5, -2.95, 0) left = false else cfr = thisChr.HumanoidRootPart.CFrame * CFrame.new(0.5, -2.95, 0) left = true end plr.PlayerScripts.Functions.PlaceFootstep:Fire(cfr, color, thisChr.Humanoid) -- Set wait time to be the placement rate waitTime = FOOTSTEP_PLACEMENT_RATE else -- Set wait time to be quick waitTime = 0.033 end end end) end end end end)
--[[ Grabs gamepass info - cleaner alternative to GetProductInfo. Caches and may potentially yield. Functions.GetGamepassInfo( id, <-- |REQ| ID of gamepass. (w/o link) ) --]]
return function(id) --- Check cache if not cachedGamepassInfo[id] then --- Get product info local productInfo = _L.Services.MarketplaceService:GetProductInfo(id, Enum.InfoType.GamePass) --- Update cache if productInfo then cachedGamepassInfo[id] = productInfo end -- return productInfo else --- Return cache return cachedGamepassInfo[id] end end
--// This module is only used to generate and update a list of non-custom commands for the webpanel and will not operate under normal circumstances
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local server = Vargs.Server; local service = Vargs.Service; local Settings = server.Settings local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps = server.Functions, server.Commands, server.Admin, server.Anti, server.Core, server.HTTP, server.Logs, server.Remote, server.Process, server.Variables, server.Deps --if true then return end --// fully disabled service.TrackTask("Thread: WEBPANEL_JSON_UPDATE", function() task.wait(1) local enabled = rawget(_G,"ADONISWEB_CMD_JSON_DOUPDATE"); local secret = rawget(_G,"ADONISWEB_CMD_JSON_SECRET"); local endpoint = rawget(_G,"ADONISWEB_CMD_JSON_ENDPOINT"); if not enabled or not secret or not endpoint then return end print("WEB ENABLED DO UPDATE"); if Core.DebugMode and enabled then print("DEBUG DO LAUNCH ENABLED"); task.wait(5) local list = {}; local HTTP = service.HttpService; local Encode = Functions.Base64Encode local Decode = Functions.Base64Decode for i,cmd in Commands do table.insert(list, { Index = i; Prefix = cmd.Prefix; Commands = cmd.Commands; Arguments = cmd.Args; AdminLevel = cmd.AdminLevel; Hidden = cmd.Hidden or false; NoFilter = cmd.NoFilter or false; }) end --warn("COMMANDS LIST JSON: "); --print(`\n\n{HTTP:JSONEncode(list)}\n\n`); --print("ENCODED") --// LAUNCH IT print("LAUNCHING") local success, res = pcall(HTTP.RequestAsync, HTTP, { Url = endpoint; Method = "POST"; Headers = { ["Content-Type"] = "application/json", ["Secret"] = secret }; Body = HTTP:JSONEncode({ ["data"] = Encode(HTTP:JSONEncode(list)) }) }); print("LAUNCHED TO WEBPANEL") print("RESPONSE BELOW") print(`SUCCESS: {success}\nRESPONSE:\n{(res and HTTP.JSONEncode(res)) or res}`) end end) end
--[[** ensures value is a number where min <= value @param min The minimum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberMin(min) return function(value) local success = t.number(value) if not success then return false end if value >= min then return true else return false end end end
--[[ Races a set of Promises and returns the first one that resolves, cancelling the others. ]]
function Promise.race(promises) assert(type(promises) == "table", string.format(ERROR_NON_LIST, "Promise.race")) for i, promise in pairs(promises) do assert(Promise.is(promise), string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.race", tostring(i))) end return Promise._new(debug.traceback(nil, 2), function(resolve, reject, onCancel) local newPromises = {} local finished = false local function cancel() for _, promise in ipairs(newPromises) do promise:cancel() end end local function finalize(callback) return function (...) cancel() finished = true return callback(...) end end if onCancel(finalize(reject)) then return end for i, promise in ipairs(promises) do newPromises[i] = promise:andThen(finalize(resolve), finalize(reject)) end if finished then cancel() end end) end Promise.Race = Promise.race
-- Test selectors (when unsupported)
return { supportsTestSelectors = false, findFiberRoot = shim, getBoundingRect = shim, getTextContent = shim, isHiddenSubtree = shim, matchAccessibilityRole = shim, setFocusIfFocusable = shim, setupIntersectionObserver = shim, }
---------END LEFT DOOR
game.Workspace.DoorValues.Moving.Value = true game.Workspace.DoorClosed.Value = true wait(0.1) until game.Workspace.DoorValues.Close.Value==69 end game.Workspace.DoorValues.Moving.Value = false end end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local v1 = p1.Color or Color3.new(1, 1, 1); local v2 = { Name = "ColorPicker", Title = p1.Title and "Color Picker", Size = { 250, 230 }, MinSize = { 150, 230 }, MaxSize = { math.huge, 230 }, SizeLocked = true }; local u1 = nil; local u2 = v1; function v2.OnClose() if not u1 then u1 = u2; end; end; local v3 = client.UI.Make("Window", v2); local v4 = { Text = "Accept", Size = UDim2.new(1, -10, 0, 20), Position = UDim2.new(0, 5, 0, 175) }; local v5 = {}; function v5.MouseButton1Down() u1 = u2; v3:Close(); end; v4.Events = v5; local v6 = v3:Add("TextButton", v4); local u3 = v1.r; local u4 = v1.g; local u5 = v1.b; local u6 = v3:Add("Frame", { Size = UDim2.new(1, -10, 0, 20), Position = UDim2.new(0, 5, 0, 150), BackgroundColor3 = u2 }); local u7 = nil; local u8 = nil; local u9 = nil; local u10 = nil; local u11 = nil; local u12 = nil; local v7 = { Text = "Red: ", BoxText = u3 * 255, BackgroundTransparency = 1, TextSize = 20, Size = UDim2.new(1, -20, 0, 20), Position = UDim2.new(0, 10, 0, 0) }; local function u13() u2 = Color3.new(u3, u4, u5); u6.BackgroundColor3 = u2; u7:SetValue(math.floor(u3 * 255)); u8.SliderBar.ImageColor3 = Color3.new(0, 0, 0):lerp(Color3.new(1, 0, 0), u3); u8:SetValue(u3); u9:SetValue(math.floor(u4 * 255)); u10.SliderBar.ImageColor3 = Color3.new(0, 0, 0):lerp(Color3.new(0, 1, 0), u4); u10:SetValue(u4); u11:SetValue(math.floor(u5 * 255)); u12.SliderBar.ImageColor3 = Color3.new(0, 0, 0):lerp(Color3.new(0, 0, 1), u5); u12:SetValue(u5); end; function v7.TextChanged(p2, p3, p4) if tonumber(p2) then local v8 = nil; p2 = math.floor(tonumber(p2)); if p2 < 0 then v8 = true; p2 = 0; elseif p2 > 255 then v8 = true; p2 = 255; end; u3 = p2 / 255; u13(); if v8 then return p2; end; elseif p3 then return u3 * 255; end; end; u7 = v3:Add("StringEntry", v7); u9 = v3:Add("StringEntry", { Text = "Green: ", BoxText = u4 * 255, BackgroundTransparency = 1, TextSize = 20, Size = UDim2.new(1, -20, 0, 20), Position = UDim2.new(0, 10, 0, 50), TextChanged = function(p5, p6, p7) if tonumber(p5) then local v9 = false; p5 = math.floor(tonumber(p5)); if p5 < 0 then v9 = true; p5 = 0; elseif p5 > 255 then v9 = true; p5 = 255; end; u4 = p5 / 255; u13(); if v9 then return p5; end; elseif p6 then return u4 * 255; end; end }); u11 = v3:Add("StringEntry", { Text = "Blue: ", BoxText = u5 * 255, BackgroundTransparency = 1, TextSize = 20, Size = UDim2.new(1, -20, 0, 20), Position = UDim2.new(0, 10, 0, 100), TextChanged = function(p8, p9, p10) if tonumber(p8) then local v10 = false; p8 = math.floor(tonumber(p8)); if p8 < 0 then v10 = true; p8 = 0; elseif p8 > 255 then v10 = true; p8 = 255; end; u5 = p8 / 255; u13(); if v10 then return p8; end; elseif p9 then return u5 * 255; end; end }); u8 = v3:Add("Slider", { Percent = u2.r, Size = UDim2.new(1, -20, 0, 20), Position = UDim2.new(0, 10, 0, 25), OnSlide = function(p11) u3 = p11; u13(); end }); u10 = v3:Add("Slider", { Percent = u2.r, Size = UDim2.new(1, -20, 0, 20), Position = UDim2.new(0, 10, 0, 75), OnSlide = function(p12) u4 = p12; u13(); end }); u12 = v3:Add("Slider", { Percent = u2.r, Size = UDim2.new(1, -20, 0, 20), Position = UDim2.new(0, 10, 0, 125), OnSlide = function(p13) u5 = p13; u13(); end }); u13(); local l__gTable__11 = v3.gTable; v3:ResizeCanvas(); v3:Ready(); while true do wait(); if u1 then break; end; if not l__gTable__11.Active then break; end; end; return nil; end;
-- mod:SetPrimaryPartCFrame(CFrame.new(Vector3.new(0,-2,0))) -- опускаем чутка -- TranslateBy MoveTo -- превращаем в ландшафт
game.Workspace.Terrain:FillBlock(mod.Base.CFrame, mod.Base.Size, Enum.Material.Cobblestone)
-- Set the portal effects based on the initial Status value
onAdStatusChange()
-- Update the previous floor material, current floor material and sound data
humanoid:GetPropertyChangedSignal("FloorMaterial"):Connect(function() getFloorMaterial() getSoundProperties() update() if humanoid.MoveDirection.Magnitude > 0 then currentSound.Playing = true end end)
--local r2 = cr.Misc.FR.Door.Ind
local b1 = lt.LEFT local b2 = lt.RIGHT local b3 = lt.TB local lw = lt.B local lww = lt.L local lwww = lt.L2 local hi = lt.HB local rb = lt.RB local rv = lt.Reverse local left = false local right = false local hazards = false local reverse = false local headlt = false local highlt = false local relay = false local brake = false function DealWithInput(input,processed) if (processed) then return end if input.KeyCode == Enum.KeyCode.S or input.KeyCode == Enum.KeyCode.Down then --Brake if input.UserInputState == Enum.UserInputState.Begin then brake=true b3.BrickColor = BrickColor.new("Really red") b3.Material = Enum.Material.Neon if not left then b1.BrickColor = BrickColor.new("Really Red") b1.Material = Enum.Material.Neon end if not right then b2.BrickColor = BrickColor.new("Really Red") b2.Material = Enum.Material.Neon end elseif input.UserInputState == Enum.UserInputState.End then brake=false b3.BrickColor = BrickColor.new("Crimson") b3.Material = Enum.Material.SmoothPlastic if ((not left) and (not hazards) and (not brake)) then b1.BrickColor = BrickColor.new("Pearl") b1.Material = Enum.Material.SmoothPlastic else
--local l2 = cr.Misc.FL.Door.Ind
local r1 = lt.RightIn
--//Functions
function CarColor () for i,v in pairs(Car.Body.Color:GetChildren()) do v.Color = Stats.Color.Value end for i,vv in pairs(Car.Misc.Arka_Kapaklar:GetChildren()) do if vv:IsA("BasePart") then vv.Color = Stats.Color.Value end end end function CheckFuel () if oldpos == nil then oldpos = MainP.Position else newpos = MainP.Position
-- Updates the GUI whenever the player starts to give them the most up to date status.
updateText() status.Changed:Connect(updateText)
-- Public Methods
function GJK:IsColliding() local direction = (self.CentroidA - self.CentroidB).Unit local simplex = {self.SupportA(self.SetA, direction) - self.SupportB(self.SetB, -direction)} direction = -direction for i = 1, MAX_TRIES do table.insert(simplex, self.SupportA(self.SetA, direction) - self.SupportB(self.SetB, -direction)) if (simplex[#simplex]:Dot(direction) <= 0) then return false else local passed, newDirection = containsOrigin(self, simplex, direction) if (passed) then return true end direction = newDirection end end return false end
--> Services
local ReplicatedStorage = game:GetService("ReplicatedStorage")
--[[Engine]]
--Torque Curve Tune.Horsepower = 730 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7500 -- Use sliders to manipulate values Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- ANIMATION
function Joint(Name, Part0, Part1, C0, C1, MaxVelocity) local Motor = Instance.new("Motor") Motor.C0 = C0 Motor.C1 = C1 Motor.MaxVelocity = MaxVelocity Motor.Name = Name Motor.Parent = Part0 Motor.Part0 = Part0 Motor.Part1 = Part1 end
-- The hand is actually part of the arm/etc, so remap their limb types
local LIMB_TYPE_ALIASES = { Hand = "Arm", Foot = "Leg", }
---//Abrir y cerrar por un button//----- --[[ button.MouseButton1Click:Connect(function() if frame.Visible == false then frame.Visible = true else frame.Visible = false end end) ]]
--
-- Classes --
if (itemType == 'Class') then Classes[item.Name] = item item.Properties = {} item.Functions = {} item.YieldFunctions = {} item.Events = {} item.Callbacks = {}
-- Bind tool events
Tool.Equipped:connect(equip) Tool.Unequipped:connect(unequip)
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (runAnimTrack ~= nil) then runAnimTrack:Stop(transitionTime) runAnimTrack:Destroy() end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) -- check to see if we need to blend a walk/run animation if animName == "walk" then local runAnimName = "run" local runIdx = rollAnimation(runAnimName) runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim) runAnimTrack:Play(transitionTime) if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end end
--// Recoil Settings
gunrecoil = -0.5; -- How much the gun recoils backwards when not aiming camrecoil = 0.43; -- How much the camera flicks when not aiming AimGunRecoil = -0.4; -- How much the gun recoils backwards when aiming AimCamRecoil = 0.31; -- How much the camera flicks when aiming CamShake = 10; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING AimCamShake = 8; -- THIS IS ALSO NEW!!!! Kickback = 3.4; -- Upward gun rotation when not aiming AimKickback = 2.2; -- Upward gun rotation when aiming
--------------------[ ARM CREATION FUNCTION ]-----------------------------------------
function createArms() local Arms = {} for i = 0, 1 do local armModel = Instance.new("Model") armModel.Name = "armModel" local Arm = Instance.new("Part") Arm.BrickColor = (S.fakeArmSettings.realBodyColor and (i == 0 and LArm.BrickColor or RArm.BrickColor) or S.fakeArmSettings.Color) Arm.Transparency = S.fakeArmSettings.Transparency Arm.Name = "Arm" Arm.CanCollide = false Arm.Size = V3(0.598, 2, 0.598) Arm.Parent = armModel local armMesh = Instance.new("SpecialMesh") armMesh.MeshId = "rbxasset://fonts//leftarm.mesh" armMesh.MeshType = Enum.MeshType.FileMesh armMesh.Scale = V3(0.598, 1, 0.598) armMesh.Parent = Arm local Glove1 = Instance.new("Part") Glove1.BrickColor = BrickColor.new("Black") Glove1.Name = "Glove1" Glove1.CanCollide = false Glove1.Size = V3(0.598, 2, 0.598) Glove1.Parent = armModel local glove1Mesh = Instance.new("SpecialMesh") glove1Mesh.MeshId = "rbxasset://fonts//leftarm.mesh" glove1Mesh.Offset = V3(0, -0.5, 0) glove1Mesh.Scale = V3(0.658, 0.205, 0.658) glove1Mesh.Parent = Glove1 local glove1Weld = Instance.new("Weld") glove1Weld.Part0 = Arm glove1Weld.Part1 = Glove1 glove1Weld.Parent = Arm local Glove2 = Instance.new("Part") Glove2.BrickColor = BrickColor.new("Black") Glove2.Name = "Glove2" Glove2.CanCollide = false Glove2.Size = V3(0.598, 2, 0.598) Glove2.Parent = armModel local glove2Mesh = Instance.new("SpecialMesh") glove2Mesh.MeshId = "rbxasset://fonts//leftarm.mesh" glove2Mesh.Offset = V3(0, -0.435, 0) glove2Mesh.Scale = V3(0.69, 0.105, 0.69) glove2Mesh.Parent = Glove2 local glove2Weld = Instance.new("Weld") glove2Weld.Part0 = Arm glove2Weld.Part1 = Glove2 glove2Weld.Parent = Arm local Glove3 = Instance.new("Part") Glove3.BrickColor = BrickColor.new("Black") Glove3.Name = "Glove3" Glove3.CanCollide = false Glove3.Size = V3(0.598, 2, 0.598) Glove3.Parent = armModel local glove3Mesh = Instance.new("SpecialMesh") glove3Mesh.MeshId = "rbxasset://fonts//leftarm.mesh" glove3Mesh.Offset = V3(0.18 * ((i * 2) - 1), -0.7, 0) glove3Mesh.Scale = V3(0.299, 0.305, 0.657) glove3Mesh.Parent = Glove3 local glove3Weld = Instance.new("Weld") glove3Weld.Part0 = Arm glove3Weld.Part1 = Glove3 glove3Weld.Parent = Arm local Sleeve1 = Instance.new("Part") Sleeve1.BrickColor = BrickColor.new("Sand green") Sleeve1.Name = "Sleeve1" Sleeve1.CanCollide = false Sleeve1.Size = V3(0.598, 2, 0.598) Sleeve1.Parent = armModel local sleeve1Mesh = Instance.new("SpecialMesh") sleeve1Mesh.MeshId = "rbxasset://fonts//leftarm.mesh" sleeve1Mesh.Offset = V3(0, 0.75, 0) sleeve1Mesh.Scale = V3(0.656, 0.3, 0.656) sleeve1Mesh.Parent = Sleeve1 local sleeve1Weld = Instance.new("Weld") sleeve1Weld.Part0 = Arm sleeve1Weld.Part1 = Sleeve1 sleeve1Weld.Parent = Arm local Sleeve2 = Instance.new("Part") Sleeve2.BrickColor = BrickColor.new("Sand green") Sleeve2.Name = "Sleeve2" Sleeve2.CanCollide = false Sleeve2.Size = V3(0.598, 2, 0.598) Sleeve2.Parent = armModel local sleeve2Mesh = Instance.new("SpecialMesh") sleeve2Mesh.MeshId = "rbxasset://fonts//leftarm.mesh" sleeve2Mesh.Offset = V3(0, 0.55, 0) sleeve2Mesh.Scale = V3(0.75, 0.1, 0.75) sleeve2Mesh.Parent = Sleeve2 local sleeve2Weld = Instance.new("Weld") sleeve2Weld.Part0 = Arm sleeve2Weld.Part1 = Sleeve2 sleeve2Weld.Parent = Arm table.insert(Arms, {Model = armModel, armPart = Arm}) end return Arms end
-- Ugly hack because sometimes PlayerAdded doesn't fire in play solo
for _,player in pairs(Players:GetPlayers()) do playerAdded(player) end
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer Animation = Instance.new("Animation") Animation.AnimationId = "rbxassetid://4835590095" UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = false Tool.Active.Value = "SunaTornadoBig" wait(0.1) Track1 = Player.Character.Humanoid:LoadAnimation(Animation) Track1:Play() wait(0.15) script.Fire:FireServer(plr) local hum = Player.Character.Humanoid for i = 1,30 do wait() hum.CameraOffset = Vector3.new( math.random(-1,1), math.random(-1,1), math.random(-1,1) ) end hum.CameraOffset = Vector3.new(0,0,0) wait(0.15) Tool.Active.Value = "None" wait(2) Debounce = true end end)
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function PressH(key) if (key== "h") then if (Activate==false) then for _,v in ipairs(game.Players.LocalPlayer.Character.Helmet:GetChildren()) do if v.ClassName == "Part" or v.ClassName=="UnionOperation" or v.ClassName=="WedgePart" then game.Players.LocalPlayer.Character.Helmet.LS.Light.Enabled=false game.Players.LocalPlayer.Character.Helmet.Flashlight.Material = "SmoothPlastic" v.Transparency=1 end end for _,v in ipairs(game.Players.LocalPlayer.Character:GetChildren()) do if v.ClassName == "Hat" then v.Handle.Transparency=0 end end game.Players.LocalPlayer.Character.Head.Transparency = 0 Activate = true elseif (Activate==true) then for _,v in ipairs(game.Players.LocalPlayer.Character:GetChildren()) do if v.ClassName == "Hat" then v.Handle.Transparency=1 end end for _,v in ipairs(game.Players.LocalPlayer.Character.Helmet:GetChildren()) do if v.ClassName == "Part" or v.ClassName=="UnionOperation" or v.ClassName=="WedgePart" then v.Transparency=0 end end game.Players.LocalPlayer.Character.Helmet.Middle.Transparency=1 game.Players.LocalPlayer.Character.Head.Transparency = 1 Activate=false end end end Mouse.KeyDown:connect(PressH)
--print("anti-sleep activate") --[===[ while script.Parent do local waitTime = wait() if waitTime > 0.0000001 and IsCoupled.Value then --insurance LastPositions[NumberPositions]=nil table.insert(LastPositions,1,coupler.Position) local AveragePosition = Vector3.new() for i = 1, #LastPositions do AveragePosition = AveragePosition + LastPositions[i]/#LastPositions end local RateOfChangeOfAveragePosition = (AveragePosition-LastAveragePosition).magnitude/waitTime if LastRateOfChangeOfAveragePosition < WakeupThreshold and RateOfChangeOfAveragePosition >= WakeupThreshold then if not PGS and RateOfChangeOfAveragePosition > WakeupThreshold then for _,k in pairs (coupler.Parent.Parent:GetChildren()) do --this assumes the draft gear itself is welded to the train if k:IsA("BasePart") then if k:CanAwaken() then k:Awake() end break end end end end LastRateOfChangeOfAveragePosition = RateOfChangeOfAveragePosition LastAveragePosition = AveragePosition end end ]===]
--4: And, as said before, this code must be in a NORMAL SCRIPT. not a LocalScript, just a Script.
--[[Weight and CG]]
Tune.Weight = 3400 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- move back UI --
Events.BringTitle.Event:Connect(function() moveTitle = tweenService:Create(Title, movementTitle, titleEnd) moveSolo = tweenService:Create(PlaySolo, movementSolo, soloEnd) moveCustomize = tweenService:Create(Customize, movementCustomize, customizeEnd) moveAchievements = tweenService:Create(Achievements, movementAchievements, achievementsEnd) moveSettings = tweenService:Create(Settings, movementSettings, settingsEnd) moveBack = tweenService:Create(Back, movementBack, backEnd) moveTitle:Play() moveSolo:Play() moveCustomize:Play() moveAchievements:Play() moveSettings:Play() moveBack:Play() achievementEnabled.Value = true customizeEnabled.Value = true soloEnabled.Value = true settingsEnabled.Value = true backEnabled.Value = false end) Events.RemoveTitle.Event:Connect(function() moveTitle = tweenService:Create(Title, movementTitle, titleStart) moveSolo = tweenService:Create(PlaySolo, movementSolo, soloStart) moveCustomize = tweenService:Create(Customize, movementCustomize, customizeStart) moveAchievements = tweenService:Create(Achievements, movementAchievements, achievementsStart) moveSettings = tweenService:Create(Settings, movementSettings, settingsStart) moveBack = tweenService:Create(Back, movementBack, backStart) moveTitle:Play() moveSolo:Play() moveCustomize:Play() moveAchievements:Play() moveSettings:Play() moveBack:Play() achievementEnabled.Value = false customizeEnabled.Value = false soloEnabled.Value = false settingsEnabled.Value = false backEnabled.Value = true end)
-- not used, but needs to be required
local VehicleController = require(script.MasterControl:WaitForChild('VehicleController'))
-------- CONFIG -- ENABLERS (do not touch yet)
local Popups_Enabled = false -- Enables popups. (refer to "Instructions" for installation) local Sequential_Indicators = false -- Enables sequential indicators. (refer to "Instructions" for installation) local Sequential_Segments = 3 -- How many segments your indicators use. (don't use if Sequential_Indicators is false) local Trunk_Lights = false -- Enables rear, brake, and reverse lights on trunk. (they will still work inside of the main model) local Plate_Lights = false -- Enables license plate lights. local Interior_Lights = false -- Enables interior lights. (Not Working Yet) local Mirror_Indicators = false --Enables indicators on mirrors. (Not Working yet) local Dashboard_Indicators = false -- Enables dashboard indicators. (refer to "Instrucitons" for setup) (Not Working Yet)
--[[ Builds a map that allows us to find Attachment0/Attachment1 when we have the other, and keep track of the joint that connects them. Format is { ["WaistRigAttachment"] = { Joint = UpperTorso.Waist<Motor6D>, Attachment0 = LowerTorso.WaistRigAttachment<Attachment>, Attachment1 = UpperToros.WaistRigAttachment<Attachment>, }, ... } --]]
function buildAttachmentMap(character) local attachmentMap = {} -- NOTE: GetConnectedParts doesn't work until parts have been parented to Workspace, so -- we can't use it (unless we want to have that silly restriction for creating ragdolls) for _,part in pairs(character:GetChildren()) do if part:IsA("BasePart") then for _,attachment in pairs(part:GetChildren()) do if attachment:IsA("Attachment") then local jointName = attachment.Name:match("^(.+)RigAttachment$") local joint = jointName and attachment.Parent:FindFirstChild(jointName) or nil if joint then attachmentMap[attachment.Name] = { Joint = joint, Attachment0=joint.Part0[attachment.Name]; Attachment1=joint.Part1[attachment.Name]; } end end end end end return attachmentMap end return function(humanoid) local character = humanoid.Parent -- Trying to recover from broken joints is not fun. It's impossible to reattach things like -- armor and tools in a generic way that works across all games, so we just prevent that -- from happening in the first place. humanoid.BreakJointsOnDeath = false -- Roblox decided to make the ghost HumanoidRootPart CanCollide=true for some reason, so -- we correct this and disable collisions. This prevents the invisible part from colliding -- with the world and ruining the physics simulation (e.g preventing a roundish torso from -- rolling) local rootPart = character:FindFirstChild("HumanoidRootPart") if rootPart then rootPart.CanCollide = false end local player = game.Players:GetPlayerFromCharacter(character) local attachmentMap = buildAttachmentMap(character) local ragdollConstraints = buildConstraints(attachmentMap) local collisionFilters = buildCollisionFilters(attachmentMap, character.PrimaryPart) collisionFilters.Parent = ragdollConstraints ragdollConstraints.Parent = character game:GetService("CollectionService"):AddTag(humanoid, "Ragdoll") end
-- Don't edit below unless you know what you're doing.
local O = 1 function onClicked() if O == 1 then O = 2 One() elseif O == 2 then O = 3 Two() elseif O == 3 then O = 1 Three() end end script.Parent.MouseButton1Down:connect(onClicked)
--This works great for scary places, adding scream sounds when a humanoi passes trough a zone--
--// Functions \\--
function PartSetup (center,Name) center.Parent = workspace.CurrentCamera center.Size = Vector3.new(7, 5, 0.05) center.Anchored = false center.CanCollide = false center.Name = Name.."Menu" center.CustomPhysicalProperties= PhysicalProperties.new(0, 0, 0) center.Transparency = .8 center.BrickColor = BrickColor.White() center.Material = Enum.Material.Neon end function WeldSetup (centerWeld,center,C0info) centerWeld.Part0 = workspace:WaitForChild(Player.Name).HumanoidRootPart centerWeld.Part1 = center centerWeld.C0 = CFrame.new(0,1.5,-5) centerWeld.Parent = workspace:WaitForChild(Player.Name).HumanoidRootPart end
--[[ Returns first value (success), and packs all following values. ]]
local function packResult(success, ...) return success, select("#", ...), { ... } end local function makeErrorHandler(traceback) assert(traceback ~= nil) return function(err) -- If the error object is already a table, forward it directly. -- Should we extend the error here and add our own trace? if type(err) == "table" then return err end return Error.new({ error = err, kind = Error.Kind.ExecutionError, trace = debug.traceback(tostring(err), 2), context = "Promise created at:\n\n" .. traceback, }) end end
-- Decompiled with the Synapse X Luau decompiler.
local l__Pets__1 = game.Players.LocalPlayer:WaitForChild("Pets"); local l__Background__2 = script.Parent.Background; l__Background__2.MouseButton1Click:Connect(function() local l__Value__3 = script.Parent.Parent.Parent.DefaultButtonColor.Value; local l__SideFrame__4 = script.Parent.Parent.Parent.Parent.SideFrame; if l__SideFrame__4.MassDelete.Value ~= false then if script.Parent.MassDeleteIndicator.Visible == false then script.Parent.MassDeleteIndicator.Visible = true; script.Parent.Background.BackgroundColor3 = script.Parent.Parent.Parent.MassDeleteButtonColor.Value; return; else script.Parent.MassDeleteIndicator.Visible = false; script.Parent.Background.BackgroundColor3 = l__Value__3; return; end; end; for v5, v6 in pairs(script.Parent.Parent:GetChildren()) do if v6:IsA("Frame") then v6.Background.BackgroundColor3 = l__Value__3; end; end; l__Background__2.BackgroundColor3 = script.Parent.Parent.Parent.SelectButtonColor.Value; l__SideFrame__4.PetID.Value = script.Parent.PetID.Value; end);
-- RayPlaneIntersection (shortened) -- http://www.siggraph.org/education/materials/HyperGraph/raytrace/rayplane_intersection.htm
function moduleApiTable:RayPlaneIntersection(ray, planeNormal, pointOnPlane) planeNormal = planeNormal.unit ray = ray.Unit local Vd = planeNormal:Dot(ray.Direction) if Vd == 0 then -- parallel, no intersection return nil end local V0 = planeNormal:Dot(pointOnPlane - ray.Origin) local t = V0 / Vd if t < 0 then --plane is behind ray origin, and thus there is no intersection return nil end return ray.Origin + ray.Direction * t end function moduleApiTable:GetEaseLinear() return Linear end function moduleApiTable:GetEaseOutQuad() return EaseOutQuad end function moduleApiTable:GetEaseInOutQuad() return EaseInOutQuad end function moduleApiTable:CreateNewSlider(numOfSteps, startStep, minStep) return CreateNewSlider(numOfSteps, startStep, minStep) end function moduleApiTable:CreateNewSelector(selectionStringTable, startPosition) return CreateSelector(selectionStringTable, startPosition) end function moduleApiTable:CreateNewDropDown(dropDownStringTable, startPosition) return CreateDropDown(dropDownStringTable, startPosition, nil) end function moduleApiTable:AddNewRow(pageToAddTo, rowDisplayName, selectionType, rowValues, rowDefault, extraSpacing) return AddNewRow(pageToAddTo, rowDisplayName, selectionType, rowValues, rowDefault, extraSpacing) end function moduleApiTable:AddNewRowObject(pageToAddTo, rowDisplayName, rowObject, extraSpacing) return AddNewRowObject(pageToAddTo, rowDisplayName, rowObject, extraSpacing) end function moduleApiTable:ShowAlert(alertMessage, okButtonText, settingsHub, okPressedFunc, hasBackground) ShowAlert(alertMessage, okButtonText, settingsHub, okPressedFunc, hasBackground) end function moduleApiTable:IsSmallTouchScreen() return isSmallTouchScreen() end function moduleApiTable:IsPortrait() return isPortrait() end function moduleApiTable:MakeStyledButton(name, text, size, clickFunc, pageRef, hubRef) return MakeButton(name, text, size, clickFunc, pageRef, hubRef) end function moduleApiTable:MakeStyledImageButton(name, image, size, imageSize, clickFunc, pageRef, hubRef) return MakeImageButton(name, image, size, imageSize, clickFunc, pageRef, hubRef) end function moduleApiTable:AddButtonRow(pageToAddTo, name, text, size, clickFunc, hubRef) return AddButtonRow(pageToAddTo, name, text, size, clickFunc, hubRef) end function moduleApiTable:CreateSignal() return CreateSignal() end function moduleApiTable:UsesSelectedObject() return usesSelectedObject() end function moduleApiTable:TweenProperty(instance, prop, start, final, duration, easingFunc, cbFunc) return PropertyTweener(instance, prop, start, final, duration, easingFunc, cbFunc) end function moduleApiTable:OnResized(key, callback) return addOnResizedCallback(key, callback) end function moduleApiTable:FireOnResized() local newSize = getViewportSize() local portrait = moduleApiTable:IsPortrait() for key, callback in pairs(onResizedCallbacks) do callback(newSize, portrait) end end
--Create suggestion labels
local function createSuggestionLabels(props) for i = 1,props.maxSuggestions do local label = props.rframe.LabelTemplate:Clone() label.Name = "Label"..i label.Visible = false label.Parent = props.rframe label.MouseEnter:Connect(function() props.suggestionPos = i end) label.MouseButton1Up:Connect(function() props.suggestionPos = i selectSuggestion(props) end) end end
-- Connects the given collision function to the object's "Touched" event, but only if that object is a Part -- Otherwise, it tries this function on all of the object's children
local function attachCollisionFunction(item, collisionFunction) if item:IsA("BasePart") then item.Touched:Connect(collisionFunction) else for _, child in ipairs(item:GetChildren()) do attachCollisionFunction(child, collisionFunction) end end end
-- init chat bubble tables
local function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect) this.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect) this.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect) this.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect) end initChatBubbleType(BubbleColor.WHITE, "ui/dialog_white", "ui/chatBubble_white_notify_bkg", false, Rect.new(5,5,15,15)) initChatBubbleType(BubbleColor.BLUE, "ui/dialog_blue", "ui/chatBubble_blue_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.RED, "ui/dialog_red", "ui/chatBubble_red_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.GREEN, "ui/dialog_green", "ui/chatBubble_green_notify_bkg", true, Rect.new(7,7,33,33)) function this:SanitizeChatLine(msg) if string.len(msg) > MaxChatMessageLengthExclusive then return string.sub(msg, 1, MaxChatMessageLengthExclusive + string.len(ELIPSES)) else return msg end end local function createBillboardInstance(adornee) local billboardGui = Instance.new("BillboardGui") billboardGui.Adornee = adornee billboardGui.Size = UDim2.new(0,BILLBOARD_MAX_WIDTH,0,BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, 1.5, 2) billboardGui.Parent = BubbleChatScreenGui local billboardFrame = Instance.new("Frame") billboardFrame.Name = "BillboardFrame" billboardFrame.Size = UDim2.new(1,0,1,0) billboardFrame.Position = UDim2.new(0,0,-0.5,0) billboardFrame.BackgroundTransparency = 1 billboardFrame.Parent = billboardGui local billboardChildRemovedCon = nil billboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function() if #billboardFrame:GetChildren() <= 1 then billboardChildRemovedCon:disconnect() billboardGui:Destroy() end end) this:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame return billboardGui end function this:CreateBillboardGuiHelper(instance, onlyCharacter) if instance and not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then if not onlyCharacter then if instance:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(instance) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui return end end if instance:IsA("Model") then local head = instance:FindFirstChild("Head") if head and head:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(head) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui end end end end local function distanceToBubbleOrigin(origin) if not origin then return 100000 end return (origin.Position - game.Workspace.CurrentCamera.CoordinateFrame.p).magnitude end local function isPartOfLocalPlayer(adornee) if adornee and PlayersService.LocalPlayer.Character then return adornee:IsDescendantOf(PlayersService.LocalPlayer.Character) end end function this:SetBillboardLODNear(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = true end billboardGui.BillboardFrame.SmallTalkBubble.Visible = false end function this:SetBillboardLODDistant(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(4,0,3,0) billboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = false end billboardGui.BillboardFrame.SmallTalkBubble.Visible = true end function this:SetBillboardLODVeryFar(billboardGui) billboardGui.Enabled = false end function this:SetBillboardGuiLOD(billboardGui, origin) if not origin then return end if origin:IsA("Model") then local head = origin:FindFirstChild("Head") if not head then origin = origin.PrimaryPart else origin = head end end local bubbleDistance = distanceToBubbleOrigin(origin) if bubbleDistance < NEAR_BUBBLE_DISTANCE then this:SetBillboardLODNear(billboardGui) elseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then this:SetBillboardLODDistant(billboardGui) else this:SetBillboardLODVeryFar(billboardGui) end end function this:CameraCFrameChanged() for index, value in pairs(this.CharacterSortedMsg:GetData()) do local playerBillboardGui = value["BillboardGui"] if playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end end end function this:CreateBubbleText(message) local bubbleText = Instance.new("TextLabel") bubbleText.Name = "BubbleText" bubbleText.BackgroundTransparency = 1 bubbleText.Position = UDim2.new(0,CHAT_BUBBLE_WIDTH_PADDING/2,0,0) bubbleText.Size = UDim2.new(1,-CHAT_BUBBLE_WIDTH_PADDING,1,0) bubbleText.Font = CHAT_BUBBLE_FONT bubbleText.TextWrapped = true bubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE bubbleText.Text = message bubbleText.Visible = false return bubbleText end function this:CreateSmallTalkBubble(chatBubbleType) local smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone() smallTalkBubble.Name = "SmallTalkBubble" smallTalkBubble.Position = UDim2.new(0,0,1,-40) smallTalkBubble.Visible = false local text = this:CreateBubbleText("...") text.TextScaled = true text.TextWrapped = false text.Visible = true text.Parent = smallTalkBubble return smallTalkBubble end function this:UpdateChatLinesForOrigin(origin, currentBubbleYPos) local bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo local bubbleQueueSize = bubbleQueue:Size() local bubbleQueueData = bubbleQueue:GetData() if #bubbleQueueData <= 1 then return end for index = (#bubbleQueueData - 1), 1, -1 do local value = bubbleQueueData[index] local bubble = value.RenderBubble if not bubble then return end local bubblePos = bubbleQueueSize - index + 1 if bubblePos > 1 then local tail = bubble:FindFirstChild("ChatBubbleTail") if tail then tail:Destroy() end local bubbleText = bubble:FindFirstChild("BubbleText") if bubbleText then bubbleText.TextTransparency = 0.5 end end local udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset, 1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT ) bubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true) currentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT end end function this:DestroyBubble(bubbleQueue, bubbleToDestroy) if not bubbleQueue then return end if bubbleQueue:Empty() then return end local bubble = bubbleQueue:Front().RenderBubble if not bubble then bubbleQueue:PopFront() return end spawn(function() while bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do wait() end bubble = bubbleQueue:Front().RenderBubble local timeBetween = 0 local bubbleText = bubble:FindFirstChild("BubbleText") local bubbleTail = bubble:FindFirstChild("ChatBubbleTail") while bubble and bubble.ImageTransparency < 1 do timeBetween = wait() if bubble then local fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED bubble.ImageTransparency = bubble.ImageTransparency + fadeAmount if bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end if bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end end end if bubble then bubble:Destroy() bubbleQueue:PopFront() end end) end function this:CreateChatLineRender(instance, line, onlyCharacter, fifo) if not instance then return end if not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then this:CreateBillboardGuiHelper(instance, onlyCharacter) end local billboardGui = this.CharacterSortedMsg:Get(instance)["BillboardGui"] if billboardGui then local chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone() chatBubbleRender.Visible = false local bubbleText = this:CreateBubbleText(line.Message) bubbleText.Parent = chatBubbleRender chatBubbleRender.Parent = billboardGui.BillboardFrame line.RenderBubble = chatBubbleRender local currentTextBounds = TextService:GetTextSize( bubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT, Vector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT)) local bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING)/BILLBOARD_MAX_WIDTH, 0.1) local numOflines = (currentTextBounds.Y/CHAT_BUBBLE_FONT_SIZE_INT) -- prep chat bubble for tween chatBubbleRender.Size = UDim2.new(0,0,0,0) chatBubbleRender.Position = UDim2.new(0.5,0,1,0) local newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT chatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY), UDim2.new( (1-bubbleWidthScale)/2, 0, 1, -newChatBubbleOffsetSizeY), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true, function() bubbleText.Visible = true end) -- todo: remove when over max bubbles this:SetBillboardGuiLOD(billboardGui, line.Origin) this:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY) delay(line.BubbleDieDelay, function() this:DestroyBubble(fifo, chatBubbleRender) end) end end function this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer) if not this:BubbleChatEnabled() then return end local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer local safeMessage = this:SanitizeChatLine(message) local line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers) if sourcePlayer and line.Origin then local fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo fifo:PushBack(line) --Game chat (badges) won't show up here this:CreateChatLineRender(sourcePlayer.Character, line, true, fifo) end end function this:OnGameChatMessage(origin, message, color) local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin) local bubbleColor = BubbleColor.WHITE if color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE elseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN elseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end local safeMessage = this:SanitizeChatLine(message) local line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor) this.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line) this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo) end function this:BubbleChatEnabled() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then local chatSettings = require(chatSettings) if chatSettings.BubbleChatEnabled ~= nil then return chatSettings.BubbleChatEnabled end end end return PlayersService.BubbleChat end function this:ShowOwnFilteredMessage() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) return chatSettings.ShowUserOwnFilteredMessage end end return false end function findPlayer(playerName) for i,v in pairs(PlayersService:GetPlayers()) do if v.Name == playerName then return v end end end ChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end) local cameraChangedCon = nil if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end game.Workspace.Changed:connect(function(prop) if prop == "CurrentCamera" then if cameraChangedCon then cameraChangedCon:disconnect() end if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end end end) local AllowedMessageTypes = nil function getAllowedMessageTypes() if AllowedMessageTypes then return AllowedMessageTypes end local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) if chatSettings.BubbleChatMessageTypes then AllowedMessageTypes = chatSettings.BubbleChatMessageTypes return AllowedMessageTypes end end local chatConstants = clientChatModules:FindFirstChild("ChatConstants") if chatConstants then chatConstants = require(chatConstants) AllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper} end return AllowedMessageTypes end return {"Message", "Whisper"} end function checkAllowedMessageType(messageData) local allowedMessageTypes = getAllowedMessageTypes() for i = 1, #allowedMessageTypes do if allowedMessageTypes[i] == messageData.MessageType then return true end end return false end local ChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local OnMessageDoneFiltering = ChatEvents:WaitForChild("OnMessageDoneFiltering") local OnNewMessage = ChatEvents:WaitForChild("OnNewMessage") OnNewMessage.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then if messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then return end end this:OnPlayerChatMessage(sender, messageData.Message, nil) end) OnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then return end this:OnPlayerChatMessage(sender, messageData.Message, nil) end)
-- Decompiled with the Synapse X Luau decompiler.
local l__HDAdminMain__1 = _G.HDAdminMain; local l__settings__2 = l__HDAdminMain__1.settings; local v3 = {}; local v4 = {}; function v4.Function(p1, p2) local v5 = l__HDAdminMain__1.signals.GetPing:InvokeServer(math.random(1, 1000)); l__HDAdminMain__1:GetModule("Notices"):Notice("Notice", l__HDAdminMain__1.hdAdminCoreName, "Your ping is " .. math.floor((tick() - tick()) / 2 * 1000 * 1000 + 0.5) / 1000 .. "!"); end; v3.ping = v4; v3.blur = { Function = function(p3, p4) l__HDAdminMain__1.blur.Size = p4[2] ~= 0 and p4[2] or 20; end, UnFunction = function(p5, p6) l__HDAdminMain__1.blur.Size = 0; end }; local v6 = {}; local u1 = {}; function v6.Function(p7, p8) for v7, v8 in pairs(u1) do v7.Enabled = true; end; u1 = {}; end; v3.showGuis = v6; v3.hideGuis = { Function = function(p9, p10) for v9, v10 in pairs(l__HDAdminMain__1.playerGui:GetChildren()) do if v10:IsA("ScreenGui") and v10.Name ~= "Chat" and v10.Name ~= "HDAdminGUIs" then if v10.Enabled == true then u1[v10] = true; end; v10.Enabled = false; end; end; end }; v3.view = { Function = function(p11, p12) local v11 = l__HDAdminMain__1:GetModule("cf"):GetHumanoid(p12[1]); if v11 then l__HDAdminMain__1:GetModule("cf"):SetCameraSubject(v11); end; end, UnFunction = function(p13, p14) local v12 = l__HDAdminMain__1:GetModule("cf"):GetHumanoid(p13); if v12 then l__HDAdminMain__1.signals.SetCameraSubject:FireClient(p13, v12); end; end }; v3.nightVision = { Function = function(p15, p16) for v13, v14 in pairs(l__HDAdminMain__1.players:GetChildren()) do local v15 = l__HDAdminMain__1:GetModule("cf"):GetHead(v14); if v14.Name ~= l__HDAdminMain__1.player.Name and v15 then for v16, v17 in pairs(v14.Character:GetChildren()) do if v17:IsA("BasePart") and v17:FindFirstChild("HDNightVision") == nil then for v18 = 1, 6 do local v19 = l__HDAdminMain__1.client.Assets.NightVision:Clone(); v19.Parent = v17; v19.Face = v18 - 1; v19.Name = "HDAdminNightVision"; end; end; end; local v20 = l__HDAdminMain__1.client.Assets.Nickname:Clone(); v20.TextLabel.Text = v14.Name; v20.Parent = v15; v20.Name = "HDAdminNightVision"; end; end; end, UnFunction = function(p17, p18) for v21, v22 in pairs(l__HDAdminMain__1.players:GetChildren()) do if v22.Character then for v23, v24 in pairs(v22.Character:GetDescendants()) do if v24.Name == "HDAdminNightVision" then v24:Destroy(); end; end; end; end; end }; v3.cmdbar = { Function = function(p19, p20) l__HDAdminMain__1:GetModule("CmdBar"):OpenCmdBar(); end }; v3.cmdbar2 = { Function = function(p21, p22) l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu("cmdbar2", {}, 2); end }; v3.rainbowFart = { Function = function(p23, p24) local v25 = p24[1]; local v26 = 20; local v27 = { 174658105, 148635119 }; local function u2(p25, p26) local v28 = Instance.new("Sound", p26); v28.SoundId = "rbxassetid://" .. p25; v28.Volume = 0.5; v28:Play(); if not v28.IsPlaying then local v29 = v28.Played:Wait(); end; wait(); end; local function v30(p27, p28, p29, p30, p31) local v31 = l__HDAdminMain__1.client.Assets.Poop:Clone(); u2(p29, v31); v31.CanCollide = false; v31.Color = Color3.fromHSV((p30 - 1) * 0.05, 0.7, 0.7); v31.CFrame = p28.Seat.CFrame * CFrame.new(0, p30 * 1 - 0.5, 0); p27:SetPrimaryPartCFrame(v31.CFrame * CFrame.new(0, 3, 0)); v31.Parent = p31; end; local v32 = l__HDAdminMain__1:GetModule("cf"):GetHead(v25); if not v32 then return; end; v25.Character.Parent = nil; local v33, v34 = l__HDAdminMain__1:GetModule("cf"):CreateClone(v25.Character); if v34.sit.Length <= 0 then while true do wait(); if v34.sit.Length > 0 then break; end; end; end; v33.Head.CFrame = v32.CFrame; if v25 == l__HDAdminMain__1.player then l__HDAdminMain__1:GetModule("cf"):Movement(false); l__HDAdminMain__1:GetModule("cf"):SetCameraSubject(v33.Humanoid); end; local v35 = Instance.new("Model", workspace); local v36 = l__HDAdminMain__1.client.Assets.Toilet:Clone(); v35.Name = v25.Name .. "'s poop"; v36.PrimaryPart = v36.Seat; v36:SetPrimaryPartCFrame(v33.HumanoidRootPart.CFrame * CFrame.new(0, -1, 0)); v36.Parent = workspace; v36.Seat:Sit(v33.Humanoid); v34.sit:Play(0); v33.Head.face.Texture = "rbxassetid://304907108"; wait(); v33.PrimaryPart = v33.Head; v33:SetPrimaryPartCFrame(v36.PrimaryPart.CFrame * CFrame.new(0, 3, 0)); for v37, v38 in pairs(v33:GetChildren()) do if v38:IsA("BasePart") and v38.Name ~= "HumanoidRootPart" then v38.Anchored = true; end; end; wait(1); u2(174658105, v33.HumanoidRootPart); wait(2); local v39 = 0 + 1; v30(v33, v36, 148635119, v39, v35, v35); v33.Head.face.Texture = "rbxassetid://338312149"; wait(1.5); v33.Head.face.Texture = "rbxassetid://316545711"; for v40 = 1, 20 do if v40 == 18 then for v41, v42 in pairs(v33:GetChildren()) do if v42:IsA("BasePart") and v42.Name ~= "HumanoidRootPart" then v42.Anchored = false; end; end; local v43 = Instance.new("Explosion"); v43.Position = v33.Head.Position; v43.Parent = v33; v43.DestroyJointRadiusPercent = 0; v33:BreakJoints(); elseif v40 > 19 then for v44, v45 in pairs(v35:GetChildren()) do v45.Anchored = false; v45.CanCollide = true; end; end; if v26 <= v40 then wait(1.5); else v30(v33, v36, v27[math.random(1, #v27)], v39 + 1, v35); wait(); end; end; wait(3); v35:Destroy(); v36:Destroy(); v33:Destroy(); if v25 == l__HDAdminMain__1.player then local v46 = l__HDAdminMain__1:GetModule("cf"):GetHumanoid(v25); if v46 then l__HDAdminMain__1:GetModule("cf"):Movement(true); l__HDAdminMain__1:GetModule("cf"):SetCameraSubject(v46); end; end; v25.Character.Parent = workspace; end }; v3.icecream = { Function = function(p32, p33) local v47 = p33[1]; v47.Character.Parent = nil; local v48, v49 = l__HDAdminMain__1:GetModule("cf"):CreateClone(v47.Character); local l__HumanoidRootPart__50 = v48:FindFirstChild("HumanoidRootPart"); if l__HumanoidRootPart__50 == nil then v48:Destroy(); return; end; l__HumanoidRootPart__50.Anchored = true; local v51 = l__HDAdminMain__1.client.Assets.IcecreamVan:Clone(); v51.PrimaryPart = v51.VanDoor.Part1; v51:SetPrimaryPartCFrame(l__HumanoidRootPart__50.CFrame * CFrame.new(-210, 3, -4) * CFrame.Angles(0, math.rad(90), 0)); v51.Parent = workspace; if v47 == l__HDAdminMain__1.player then l__HDAdminMain__1:GetModule("cf"):Movement(false); l__HDAdminMain__1:GetModule("cf"):SetCameraSubject(v48.Humanoid); for v52, v53 in pairs(v51:GetDescendants()) do if v53:IsA("BasePart") then v53.CanCollide = true; end; end; end; local v54 = l__HDAdminMain__1:GetModule("cf"):CreateSound({ SoundId = 260910474, Volume = 0.5, Parent = v51.PrimaryPart }); local v55 = l__HDAdminMain__1:GetModule("cf"):CreateSound({ SoundId = 861942173, Volume = 4, Parent = v51.PrimaryPart }); local v56 = l__HDAdminMain__1:GetModule("cf"):CreateSound({ SoundId = 2628538600, Volume = 0.15, Parent = v51.PrimaryPart }); local v57 = l__HDAdminMain__1:GetModule("cf"):CreateSound({ SoundId = 147758746, Volume = 0.8, Parent = v51.PrimaryPart }); v54:Play(); l__HDAdminMain__1:GetModule("cf"):TweenModel(v51, v51.PrimaryPart.CFrame * CFrame.new(0, 0, 210), TweenInfo.new(8)); wait(8.1); local v58 = l__HDAdminMain__1.tweenService:Create(v54, TweenInfo.new(0.5), { Volume = 0 }); v58:Play(); v58.Completed:Wait(); v54:Stop(); v54:Destroy(); wait(1); v51.VanDoor.Part1.Transparency = 1; v51.VanDoor.Part2.Transparency = 1; wait(1); v48.PrimaryPart = v48.Head; v48:SetPrimaryPartCFrame(v51.Clown.Head.CFrame * CFrame.new(0, 0, -2.5) * CFrame.Angles(0, math.rad(180), 0)); if v47 == l__HDAdminMain__1.player then v47.CameraMaxZoomDistance = 0.5; spawn(function() v47.CameraMaxZoomDistance = 1; end); end; local l__face__59 = v48.Head:FindFirstChild("face"); if l__face__59 then l__face__59.Texture = "rbxassetid://338312149"; end; v55:Play(); wait(1); v51.VanDoor.Part1.Transparency = 0; v51.VanDoor.Part2.Transparency = 0; v48.Parent = v51; for v60, v61 in pairs(v48:GetChildren()) do if v61:IsA("Accessory") then v61:remove(); end; end; v54:Play(); l__HDAdminMain__1:GetModule("cf"):TweenModel(v51, v51.PrimaryPart.CFrame * CFrame.new(0, 0, 400), TweenInfo.new(14, Enum.EasingStyle.Quad, Enum.EasingDirection.In)); wait(4); local v62 = v51.Clown["Right Arm"]; v62.CFrame = v62.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(45), 0, 0); for v63, v64 in pairs(v51.Doll:GetChildren()) do v64.Transparency = 0; end; v51.Doll.Head.face.Transparency = 0; wait(0.1); v56:Play(); wait(1.5); v57:Play(); if l__face__59 then l__face__59.Texture = "rbxassetid://288918236"; end; wait(2.5); if v47 == l__HDAdminMain__1.player then local v65 = Instance.new("Explosion"); v65.Position = v48.Head.Position; v65.Parent = v48; v48:BreakJoints(); l__HDAdminMain__1.audio.Oof:Play(); end; wait(5); if v47 == l__HDAdminMain__1.player then local v66 = l__HDAdminMain__1:GetModule("cf"):GetHumanoid(v47); if v66 then l__HDAdminMain__1:GetModule("cf"):Movement(true); l__HDAdminMain__1:GetModule("cf"):SetCameraSubject(v66); end; v47.CameraMaxZoomDistance = 20; wait(); v47.CameraMinZoomDistance = 20; wait(); v47.CameraMinZoomDistance = v47.CameraMinZoomDistance; v47.CameraMaxZoomDistance = v47.CameraMaxZoomDistance; end; if v47.Character then v47.Character.Parent = workspace; end; v51:Destroy(); end }; local v67 = { DisplayLaser = function(p34, p35, p36) local l__LeftBeam__68 = p35:FindFirstChild("LeftBeam"); if l__LeftBeam__68 then l__LeftBeam__68.Enabled = p36; p35.RightBeam.Enabled = p36; p35.MidAttachment.GlowHit.Enabled = p36; end; end, Activate = function(p37) local l__Name__69 = p37.Name; local v70 = l__HDAdminMain__1:GetModule("cf"):GetHead(); local v71 = l__HDAdminMain__1:GetModule("cf"):GetHumanoid(); local v72 = l__HDAdminMain__1:GetModule("cf"):GetHRP(); if v70 and v71 and l__HDAdminMain__1.mouseDown then local l__HDAdminLaserHead__73 = v70:FindFirstChild("HDAdminLaserHead"); local v74 = l__HDAdminMain__1:GetModule("cf"):GetNeck(); local v75 = false; if v71.RigType == Enum.HumanoidRigType.R6 then v75 = true; end; v70.Parent.PrimaryPart = v72; if l__HDAdminLaserHead__73 and v74 then local v76 = tick() - 1; local v77 = v71.HipHeight / 2.5; local l__LaserTarget__78 = l__HDAdminLaserHead__73.LaserTarget; local l__Fire__79 = l__LaserTarget__78.MidAttachment2.Fire; local l__Sparks__80 = l__LaserTarget__78.MidAttachment.Sparks; local l__Sizzle__81 = l__HDAdminMain__1.audio.Sizzle; local l__Sizzle2__82 = l__HDAdminMain__1.audio.Sizzle2; l__Sizzle__81:Play(); p37.DisplayLaser(l__HDAdminLaserHead__73, l__LaserTarget__78, true); while true do local v83 = nil; local v84, v85 = l__HDAdminMain__1:GetModule("cf"):GetMousePoint(l__HDAdminMain__1.lastHitPosition); local v86 = CFrame.new(v85, v70.Position); local v87 = l__HDAdminMain__1.player:DistanceFromCharacter(v86.p); local v88 = false; if v87 > 30 then v86 = v86 * CFrame.new(0, 0, 30 - v87); v88 = true; end; l__LaserTarget__78.CFrame = v86; local l__Position__89 = l__LaserTarget__78.Position; if v70.Parent.PrimaryPart == nil then v70.Parent.PrimaryPart = v70.parent.HumanoidRootPart; end; v83 = CFrame.new(Vector3.new(), v70.Parent.PrimaryPart.CFrame:VectorToObjectSpace((Vector3.new(l__Position__89.X, v70.Position.Y, l__Position__89.Z) - v70.Position).Unit)); if v75 then local v90 = v83 * CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(180), 0); else v90 = v83 * CFrame.new(0, v77, 0); end; v74.C0 = v90; if v76 < tick() - 0.6 then v76 = tick(); l__HDAdminMain__1:GetModule("cf"):ReplicateEffect(p37.Name, { v86, v90 }); end; if v84 and not v88 and (v84.Parent:FindFirstChild("Humanoid") or v84.Name == "Handle") then l__Fire__79.Enabled = true; l__Sparks__80.Enabled = true; if not l__Sizzle2__82.Playing then l__Sizzle2__82:Play(); end; else l__Fire__79.Enabled = false; l__Sparks__80.Enabled = false; if l__Sizzle2__82.Playing then l__Sizzle2__82:Stop(); end; end; wait(); if not l__HDAdminMain__1.mouseDown then break; end; if not l__HDAdminMain__1.commandsActive[l__Name__69] then break; end; if not v70 then break; end; if not v70.Parent then break; end; if not v74 then break; end; end; v74.C0 = v74.C0; p37.DisplayLaser(l__HDAdminLaserHead__73, l__LaserTarget__78, false); l__Fire__79.Enabled = false; l__Sparks__80.Enabled = false; l__Sizzle__81:Stop(); l__Sizzle2__82:Stop(); end; end; l__HDAdminMain__1.commandsActive[l__Name__69] = nil; end }; local u3 = {}; local u4 = {}; local u5 = TweenInfo.new(0.7); function v67.ReplicationEffect(p38, p39, p40) local v91 = p39[1]; local v92 = p39[2]; local v93 = l__HDAdminMain__1:GetModule("cf"):GetHead(p38); if v93 then local l__HDAdminLaserHead__94 = v93:FindFirstChild("HDAdminLaserHead"); local v95 = l__HDAdminMain__1:GetModule("cf"):GetNeck(p38); if l__HDAdminLaserHead__94 and v95 then local l__LaserTarget__96 = l__HDAdminLaserHead__94.LaserTarget; if u3[p38] then u3[p38] = u3[p38] + 1; else u3[p38] = 1; u4[p38] = v95.C0; l__LaserTarget__96.CFrame = v91 * CFrame.new(0, 0, math.random(10, 40) - 15); v95.C0 = v92; l__LaserTarget__96.MidAttachment.GlowHit.Rate = 50; p40.DisplayLaser(l__HDAdminLaserHead__94, l__LaserTarget__96, true); end; l__HDAdminMain__1.tweenService:Create(l__LaserTarget__96, u5, { CFrame = v91 }):Play(); l__HDAdminMain__1.tweenService:Create(v95, u5, { C0 = v92 }):Play(); wait(0.7); u3[p38] = u3[p38] - 1; if u3[p38] <= 0 then p40.DisplayLaser(l__HDAdminLaserHead__94, l__LaserTarget__96, false); v95.C0 = u4[p38]; u4[p38] = nil; u3[p38] = nil; end; end; end; end; v3.laserEyes = v67; v3.warp = { Function = function(p41, p42) local v97 = 0.005; local v98 = 0.995; local v99 = -0.005; while true do l__HDAdminMain__1.runService.RenderStepped:Wait(); if v98 < v97 then v98 = 0.005; v99 = 0.005; elseif v98 > 1 then v98 = 1; v99 = -0.005; end; l__HDAdminMain__1.camera.CFrame = l__HDAdminMain__1.camera.CFrame * CFrame.new(0, 0, 0, v98, 0, 0, 0, v98, 0, 0, 0, 1); v98 = v98 + v99; if v98 > 1 then break; end; end; end }; v3.fly = { Activate = function(p43) l__HDAdminMain__1:GetModule("FlyCommand"):Fly(p43.Name); end }; v3.fly2 = { Activate = function(p44) l__HDAdminMain__1:GetModule("FlyCommand"):Fly(p44.Name); end }; v3.noclip = { Activate = function(p45) local l__Name__100 = p45.Name; local v101 = l__HDAdminMain__1:GetModule("cf"):GetHumanoid(); local v102 = l__HDAdminMain__1:GetModule("cf"):GetHRP(); if v101 and v102 then local v103 = tick(); v102.Anchored = true; v101.PlatformStand = true; while true do wait(); local l__Position__104 = v102.Position; v102.CFrame = CFrame.new(l__Position__104, l__Position__104 + (l__HDAdminMain__1.camera.Focus.p - l__HDAdminMain__1.camera.CFrame.p).unit) * l__HDAdminMain__1:GetModule("cf"):GetNextMovement(tick() - v103, l__HDAdminMain__1.commandSpeeds[l__Name__100]); v103 = tick(); if not l__HDAdminMain__1.commandsActive[l__Name__100] then break; end; end; if v102 and v101 then v102.Anchored = false; v102.Velocity = Vector3.new(); v101.PlatformStand = false; end; end; end }; v3.noclip2 = { Activate = function(p46) l__HDAdminMain__1:GetModule("FlyCommand"):Fly(p46.Name, true); end }; v3.clip = { Function = function(p47, p48, p49) l__HDAdminMain__1:GetModule("cf"):DeactivateCommand("noclip"); end }; v3.boing = { ExpandTime = 4, ExpandAmount = 3, EndBoing = {}, Function = function(p50, p51, p52) local v105 = p51[1]; local v106 = l__HDAdminMain__1:GetModule("cf"):GetHead(v105); local v107 = l__HDAdminMain__1:GetModule("cf"):GetHumanoid(v105); if v106 and v107 and not p52.UnFunction(p50, p51, p52) then local l__Mesh__108 = v106:FindFirstChild("Mesh"); if l__Mesh__108 then local v109 = {}; local l__Character__110 = v105.Character; for v111, v112 in pairs(l__Character__110:GetChildren()) do if v112:IsA("Accessory") then table.insert(v109, v112); v112.Parent = nil; end; end; local l__Scale__113 = l__Mesh__108.Scale; l__HDAdminMain__1.tweenService:Create(l__Mesh__108, TweenInfo.new(p52.ExpandTime, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), { Scale = Vector3.new(l__Scale__113.X, l__Scale__113.Y * p52.ExpandAmount, l__Scale__113.Z) }):Play(); local v114 = Instance.new("BindableEvent"); p52.EndBoing[v105] = v114; l__HDAdminMain__1:GetModule("cf"):WaitForEvent(v114, v107.Died, v105.CharacterAdded); p52.EndBoing[v105] = nil; v114:Destroy(); if l__Mesh__108 then local v115 = l__HDAdminMain__1.tweenService:Create(l__Mesh__108, TweenInfo.new(2, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), { Scale = l__Scale__113 }); v115:Play(); v115.Completed:Wait(); end; local v116, v117, v118 = pairs(v109); while true do local v119 = nil; local v120 = nil; v120, v119 = v116(v117, v118); if not v120 then break; end; v118 = v120; if l__Character__110 then v119.Parent = l__Character__110; else v119:Destroy(); end; end; end; end; end, UnFunction = function(p53, p54, p55) local v121 = p55.EndBoing[p54[1]]; if not v121 then return; end; v121:Fire(); return true; end }; for v122, v123 in pairs(v3) do v123.Name = v122; end; return v3;
-- ==================== -- BASIC -- A basic settings for the gun -- ====================
Auto = false; MuzzleOffset = Vector3.new(0, 0.625, 1.25); BaseDamage = 60; FireRate = 0.3; --In second ReloadTime = 2.5; --In second AmmoPerClip = 6; --Put "math.huge" to make this gun has infinite ammo and never reload Spread = 1.25; --In degree HeadshotEnabled = true; --Enable the gun to do extra damage on headshot HeadshotDamageMultiplier = 3; MouseIconID = "316279304"; HitSoundIDs = {186809061,186809249,186809250,186809252}; IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate IdleAnimationSpeed = 1; FireAnimationID = 94332152; --Set to "nil" if you don't want to animate FireAnimationSpeed = 6; ReloadAnimationID = nil; --Set to "nil" if you don't want to animate ReloadAnimationSpeed = 1;
--[[Installation Directories]]
-- install(dir:WaitForChild("Config"), c:WaitForChild("Music Gui")) install(c:WaitForChild("Music Gui"), game:GetService("StarterGui"))
-- CONSTANTS
local GuiLib = script.Parent.Parent local Lazy = require(GuiLib:WaitForChild("LazyLoader")) local Defaults = GuiLib:WaitForChild("Defaults") local INCREMENT_BUTTON = Defaults:WaitForChild("IncrementButton") local DECREMENT_BUTTON = Defaults:WaitForChild("DecrementButton") local WARN_MSG = "%s is not a valid mask. Defaulting to 'String' mask." local MASKS = {} for _, module in pairs(script:GetChildren()) do MASKS[module.Name] = require(module) end
-- Wait for game to load:
if (not game:IsLoaded()) then game.Loaded:Wait() end local guis = game:GetService("ReplicatedStorage"):FindFirstChild(REP_STORAGE_FOLDER_NAME) local player = game:GetService("Players").LocalPlayer local playerGui = player.PlayerGui if (not guis) then warn("UI loader failed to find " .. REP_STORAGE_FOLDER_NAME .. " folder in ReplicatedStorage") return end
-- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges). local function CallOnChildren(Instance, FunctionToCall) -- Calls a function on each of the children of a certain object, using recursion. FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetNearestParent(Instance, ClassName) -- Returns the nearest parent of a certain class, or returns nil local Ancestor = Instance repeat Ancestor = Ancestor.Parent if Ancestor == nil then return nil end until Ancestor:IsA(ClassName) return Ancestor end local function GetBricks(StartInstance) local List = {} -- if StartInstance:IsA("BasePart") then -- List[#List+1] = StartInstance -- end CallOnChildren(StartInstance, function(Item) if Item:IsA("BasePart") and Item.Parent.Name ~= ("S") and Item.Parent.Name ~= ("TailRotor")and Item.Parent.Name ~= ("TopRotor") then List[#List+1] = Item; end end) return List end local function Modify(Instance, Values) -- Modifies an Instance by using a table. assert(type(Values) == "table", "Values is not a table"); for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"} local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"} local function HasWheelJoint(Part) for _, SurfaceName in pairs(Surfaces) do for _, HingSurfaceName in pairs(HingSurfaces) do if Part[SurfaceName].Name == HingSurfaceName then return true end end end return false end local function ShouldBreakJoints(Part) --- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are -- definitely some edge cases. if NEVER_BREAK_JOINTS then return false end if HasWheelJoint(Part) then return false end local Connected = Part:GetConnectedParts() if #Connected == 1 then return false end for _, Item in pairs(Connected) do if HasWheelJoint(Item) then return false elseif not Item:IsDescendantOf(script.Parent) then return false end end return true end local function WeldTogether(Part0, Part1, JointType, WeldParent) --- Weld's 2 parts together -- @param Part0 The first part -- @param Part1 The second part (Dependent part most of the time). -- @param [JointType] The type of joint. Defaults to weld. -- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better). -- @return The weld created. JointType = JointType or "Weld" local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue") local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType) Modify(NewWeld, { Name = "qCFrameWeldThingy"; Part0 = Part0; Part1 = Part1; C0 = CFrame.new();--Part0.CFrame:inverse(); C1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse(); Parent = Part1; }) if not RelativeValue then RelativeValue = Make("CFrameValue", { Parent = Part1; Name = "qRelativeCFrameWeldValue"; Archivable = true; Value = NewWeld.C1; }) end return NewWeld end local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) -- @param Parts The Parts to weld. Should be anchored to prevent really horrible results. -- @param MainPart The part to weld the model to (can be in the model). -- @param [JointType] The type of joint. Defaults to weld. -- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion. for _, Part in pairs(Parts) do if Part ~= MainPart then WeldTogether(MainPart, Part, JointType, MainPart) end end if not DoNotUnanchor then for _, Part in pairs(Parts) do Part.Anchored = false end MainPart.Anchored = false end end local function PerfectionWeld() local Tool = GetNearestParent(script, "Tool") local Parts = GetBricks(script.Parent) local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1] if PrimaryPart then WeldParts(Parts, PrimaryPart, "Weld", false) else warn("qWeld - Unable to weld part") end return Tool end local Tool = PerfectionWeld() if Tool and script.ClassName == "Script" then --- Don't bother with local scripts script.Parent.AncestryChanged:connect(function() PerfectionWeld() end) end
-- Libraries
local Roact = require(Vendor:WaitForChild('Roact')) local new = Roact.createElement local function ExportDialog(props) return new('ScreenGui', {}, { Dialog = new('Frame', { AnchorPoint = Vector2.new(0.5, 0.5); BackgroundColor3 = Color3.fromRGB(31, 31, 31); BackgroundTransparency = 0.6; BorderSizePixel = 0; Position = UDim2.new(0.5, 0, 0.5, 0); Size = UDim2.new(0, 200, 0, 0); }, { Corners = new('UICorner', { CornerRadius = UDim.new(0, 4); }); CloseButton = new('TextButton', { AnchorPoint = Vector2.new(0, 1); BackgroundColor3 = Color3.fromRGB(0, 0, 0); BackgroundTransparency = 0.5; Modal = true; Position = UDim2.new(0, 0, 1, 0); Size = UDim2.new(1, 0, 0, 23); Text = 'Close'; Font = Enum.Font.GothamSemibold; TextColor3 = Color3.fromRGB(255, 255, 255); TextSize = 11; [Roact.Event.Activated] = function (rbx) props.OnDismiss() end; }, { Corners = new('UICorner', { CornerRadius = UDim.new(0, 4); }); }); Text = new('TextLabel', { BackgroundTransparency = 1; Size = UDim2.new(1, 0, 1, -23); Font = Enum.Font.GothamSemibold; RichText = true; Text = props.Text; TextColor3 = Color3.fromRGB(255, 255, 255); TextSize = 11; TextWrapped = true; [Roact.Change.TextBounds] = function (rbx) rbx.Parent.Size = UDim2.new(0, 200, 0, rbx.TextBounds.Y + 23 + 26) end; }, { Padding = new('UIPadding', { PaddingLeft = UDim.new(0, 10); PaddingRight = UDim.new(0, 10); }); }); }); }) end return ExportDialog
-- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of -- current control scheme
function ControlModule:OnComputerMovementModeChange() local controlModule, success = self:SelectComputerMovementModule() if success then self:SwitchToController(controlModule) end end function ControlModule:OnTouchMovementModeChange() local touchModule, success = self:SelectTouchModule() if success then while not self.touchControlFrame do wait() end self:SwitchToController(touchModule) end end function ControlModule:CreateTouchGuiContainer() if self.touchGui then self.touchGui:Destroy() end -- Container for all touch device guis self.touchGui = Instance.new('ScreenGui') self.touchGui.Name = "TouchGui" self.touchGui.ResetOnSpawn = false self.touchControlFrame = Instance.new("Frame") self.touchControlFrame.Name = "TouchControlFrame" self.touchControlFrame.Size = UDim2.new(1, 0, 1, 0) self.touchControlFrame.BackgroundTransparency = 1 self.touchControlFrame.Parent = self.touchGui self.touchGui.Parent = self.playerGui end return ControlModule.new()
--health.Changed:connect(function() --root.Hurt.Pitch = root.Hurt.OriginalPitch.Value+(math.random(-100,100)/100) --root.Hurt:Play() --end)
--[[ Psst! If you want to use a space in the name of a function, here's an example of how you could do that: attacks["Cool Enemy"] = function() -- cool code here end ]]
return attacks
-- The variable below is the ID of the script you've created, you won't need -- to enter any information other than this.
-- << Functions >> --
function lerp(a, b, c) return a + (b - a) * c end bobbing = game:GetService("RunService").RenderStepped:Connect(function(deltaTime) if script.Parent.Humanoid.MoveDirection.Magnitude > 0 then deltaTime = deltaTime * (script.Parent.Humanoid.WalkSpeed * 3.75) else deltaTime = deltaTime * 60 end print(deltaTime) if Humanoid.Health <= 0 then bobbing:Disconnect() return end local rootMagnitude = Humanoid.RootPart and Vector3.new(Humanoid.RootPart.Velocity.X, 0, Humanoid.RootPart.Velocity.Z).Magnitude or 0 local calcRootMagnitude = math.min(rootMagnitude, 50) if deltaTime > 3 then func1 = 0 func2 = 0 else func1 = lerp(func1, math.cos(tick() * 0.5 * math.random(10, 15)) * (math.random(5, 20) / 200) * deltaTime, 0.05 * deltaTime) func2 = lerp(func2, math.cos(tick() * 0.5 * math.random(5, 10)) * (math.random(2, 10) / 200) * deltaTime, 0.05 * deltaTime) end Camera.CFrame = Camera.CFrame * (CFrame.fromEulerAnglesXYZ(0, 0, math.rad(func3)) * CFrame.fromEulerAnglesXYZ(math.rad(func4 * deltaTime), math.rad(val * deltaTime), val2) * CFrame.Angles(0, 0, math.rad(func4 * deltaTime * (calcRootMagnitude / 5))) * CFrame.fromEulerAnglesXYZ(math.rad(func1), math.rad(func2), math.rad(func2 * 10))) val2 = math.clamp(lerp(val2, -Camera.CFrame:VectorToObjectSpace((Humanoid.RootPart and Humanoid.RootPart.Velocity or Vector3.new()) / math.max(Humanoid.WalkSpeed, 0.01)).X * 0.08, 0.1 * deltaTime), -0.35, 0.2) func3 = lerp(func3, math.clamp(UserInputService:GetMouseDelta().X, -5, 5), 0.25 * deltaTime) func4 = lerp(func4, math.sin(tick() * int) / 5 * math.min(1, int2 / 10), 0.25 * deltaTime) if rootMagnitude > 1 then val = lerp(val, math.cos(tick() * 0.5 * math.floor(int)) * (int / 200), 0.25 * deltaTime) else val = lerp(val, 0, 0.05 * deltaTime) end if rootMagnitude > 12 then int = 20 int2 = 18 elseif rootMagnitude > 0.1 then int = 12 int2 = 14 else int2 = 0 end vect3 = lerp(vect3, Camera.CFrame.LookVector, 0.125 * deltaTime) end)
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
function ControlModule:SelectComputerMovementModule(): ({}?, boolean) if not (UserInputService.KeyboardEnabled or UserInputService.GamepadEnabled) then return nil, false end local computerModule local DevMovementMode = Players.LocalPlayer.DevComputerMovementMode if DevMovementMode == Enum.DevComputerMovementMode.UserChoice then computerModule = computerInputTypeToModuleMap[lastInputType] if UserGameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove and computerModule == Keyboard then -- User has ClickToMove set in Settings, prefer ClickToMove controller for keyboard and mouse lastInputTypes computerModule = ClickToMove end else -- Developer has selected a mode that must be used. computerModule = movementEnumToModuleMap[DevMovementMode] -- computerModule is expected to be nil here only when developer has selected Scriptable if (not computerModule) and DevMovementMode ~= Enum.DevComputerMovementMode.Scriptable then warn("No character control module is associated with DevComputerMovementMode ", DevMovementMode) end end if computerModule then return computerModule, true elseif DevMovementMode == Enum.DevComputerMovementMode.Scriptable then -- Special case where nil is returned and we actually want to set self.activeController to nil for Scriptable return nil, true else -- This case is for when computerModule is nil because of an error and no suitable control module could -- be found. return nil, false end end
--Set target angular velocity for all 4 wheels.
function Chassis.SetMotorVelocity(vel) for _, motor in pairs(Motors) do motor.AngularVelocity = vel end end
--Format: [GroupId] = { [RankNumber] = "PermissionName" OR PermissionNumber };
local Groups ={ [3204047] = { [255]="HeadAdmin", [1]="VIP" }; [1202458] = { [2]="VIP", [6]=3 }; }
--[=[ Manages the cleaning of events and other things. Useful for encapsulating state and make deconstructors easy. See the [Five Powerful Code Patterns talk](https://developer.roblox.com/en-us/videos/5-powerful-code-patterns-behind-top-roblox-games) for a more in-depth look at Maids in top games. ```lua local maid = Maid.new() maid:GiveTask(function() print("Cleaning up") end) maid:GiveTask(workspace.ChildAdded:Connect(print)) -- Disconnects all events, and executes all functions maid:DoCleaning() ``` @class Maid ]=] -- luacheck: pop
local Maid = {} Maid.ClassName = "Maid"
--Killpart.Touched:Connect(function(hit) -- local Character = hit.parent
--[[Dependencies]]
local player = game.Players.LocalPlayer local mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"])
--
script.Parent.Handle3.Hinge1.Transparency = 1 script.Parent.Handle3.Interactive1.Transparency = 1 script.Parent.Handle3.Part1.Transparency = 1 wait(0.06) script.Parent.Handle1.Hinge1.Transparency = 1 script.Parent.Handle1.Interactive1.Transparency = 1 script.Parent.Handle1.Part1.Transparency = 1
-- ScreenSpace -> WorldSpace. Raw function taking a screen position and a depth and -- converting it into a world position.
function ScreenSpace.ScreenToWorld(x, y, depth) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(Workspace.CurrentCamera.FieldOfView)/2) local wfactor = aspectRatio*hfactor -- local xf, yf = x/ScreenSpace.ViewSizeX()*2 - 1, y/ScreenSpace.ViewSizeY()*2 - 1 local xpos = xf * -wfactor * depth local ypos = yf * hfactor * depth -- return Vector3.new(xpos, ypos, depth) end
-- Reset broken glass
function ResetGlass() for i, gData in pairs(dParts.Glass) do gData[1].Parent = gData[2] for _, shard in pairs(gData[3]) do if shard then shard:Destroy() end end dParts.Glass[i] = nil end end
-- Set this to true if you want to instead use the triggers for the throttle
local useTriggersForThrottle = true
-- Volume Functions --
function VolumeUp() volumeValue.Value = volumeValue.Value + 0.1 end TV.VButtonUp.ClickDetector.MouseClick:Connect(VolumeUp) function VolumeDown() volumeValue.Value = volumeValue.Value - 0.1 end TV.VButtonDown.ClickDetector.MouseClick:Connect(VolumeDown) function VolumeChanged() if volumeValue.Value < 0 then volumeValue.Value = 0 elseif volumeValue.Value > 1.2 then volumeValue.Value = 1.2 -- I don't recommend any value higher than 1, it's annoying. else music.Volume = volumeValue.Value end end volumeValue.Changed:Connect(VolumeChanged)
--// KeyBindings
FireSelectKey = Enum.KeyCode.V; CycleSightKey = Enum.KeyCode.T; LaserKey = Enum.KeyCode.G; LightKey = Enum.KeyCode.B; InteractKey = Enum.KeyCode.E;
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) ChatLocalization = ChatLocalization or {} if not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then function ChatLocalization:FormatMessageToSend(key,default) return default end end local function allSpaces(inputString) local testString = string.gsub(inputString, " ", "") return string.len(testString) == 0 end
--[[Transmission]]
Tune.TransModes ={"Auto"} --[[ [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) --Gear Ratios Tune.FinalDrive = 3.20 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.42 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.75 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.38 , --[[ 3 ]] 1.72 , --[[ 4 ]] 1.34 , --[[ 5 ]] 1.11 , --[[ 6 ]] .78 , } Tune.FDMult = 1 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--// Handling Settings
Firerate = 60 / 200; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 5; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
--[=[ @private @param onFulfilled function? @param onRejected function? @param promise2 Promise<T>? -- May be nil. If it is, then we have the option to return self @return Promise ]=]
function Promise:_executeThen(onFulfilled, onRejected, promise2) if self._fulfilled then if type(onFulfilled) == "function" then -- If either onFulfilled or onRejected returns a value x, run -- the Promise Resolution Procedure [[Resolve]](promise2, x). if promise2 then promise2:Resolve(onFulfilled(unpack(self._fulfilled, 1, self._valuesLength))) return promise2 else local results = table.pack(onFulfilled(unpack(self._fulfilled, 1, self._valuesLength))) if results.n == 0 then return _emptyFulfilledPromise elseif results.n == 1 and Promise.isPromise(results[1]) then return results[1] else local promise = Promise.new() -- Technically undefined behavior from A+, but we'll resolve to nil like ES6 promises promise:Resolve(table.unpack(results, 1, results.n)) return promise end end else -- If onFulfilled is not a function, it must be ignored. -- If onFulfilled is not a function and promise1 is fulfilled, -- promise2 must be fulfilled with the same value as promise1. if promise2 then promise2:_fulfill(self._fulfilled, self._valuesLength) return promise2 else return self end end elseif self._rejected then if type(onRejected) == "function" then -- If either onFulfilled or onRejected returns a value x, run -- the Promise Resolution Procedure [[Resolve]](promise2, x). if promise2 then promise2:Resolve(onRejected(unpack(self._rejected, 1, self._valuesLength))) return promise2 else local results = table.pack(onRejected(unpack(self._rejected, 1, self._valuesLength))) if results.n == 0 then return _emptyFulfilledPromise elseif results.n == 1 and Promise.isPromise(results[1]) then return results[1] else local promise = Promise.new() -- Technically undefined behavior from A+, but we'll resolve to nil like ES6 promises promise:Resolve(table.unpack(results, 1, results.n)) return promise end end else -- If onRejected is not a function, it must be ignored. -- If onRejected is not a function and promise1 is rejected, promise2 must be -- rejected with the same reason as promise1. if promise2 then promise2:_reject(self._rejected, self._valuesLength) return promise2 else return self end end else error("Internal error: still pending") end end
--[[** ensures Roblox NumberSequenceKeypoint type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.NumberSequenceKeypoint = primitive("NumberSequenceKeypoint")
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {0.5,0.7} --- Vertical Recoil ,HRecoil = {0.5,0.7} --- Horizontal Recoil ,AimRecover = .95 ---- Between 0 & 1 ,RecoilPunch = .1 ,VPunchBase = 1 --- Vertical Punch ,HPunchBase = 1 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 1 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.03 ,MinRecoilPower = 1 ,MaxRecoilPower = 2 ,RecoilPowerStepAmount = .15 ,MinSpread = 4 --- Min bullet spread value | Studs ,MaxSpread = 40 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 2.5 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.01 --- Weapon Base Sway | Studs ,MaxSway = 1 --- Max sway value based on player stamina | Studs
-- Create component
local Component = Cheer.CreateComponent('BTNotificationsManager', View); function Component.Start(Core) -- Display update notification if tool is outdated if Core.IsVersionOutdated() then if Core.Mode == 'Plugin' then Cheer(View.PluginUpdateNotification).Start(Component.AdjustLayout); elseif Core.Mode == 'Tool' then Cheer(View.ToolUpdateNotification).Start(Component.AdjustLayout); end; end; -- Display HttpEnabled warning if HttpService is disabled if not Core.SyncAPI:Invoke('IsHttpServiceEnabled') then Cheer(View.HttpDisabledWarning).Start(Component.AdjustLayout); end; -- Adjust layout View.UIListLayout:ApplyLayout(); -- Animate opening View.Position = UDim2.new(0.5, 0, 1.5, 0); View.Visible = true; View:TweenPosition(UDim2.new(0.5, 0, 0.5, 0), nil, nil, 0.2); -- Destroy notifications container on tool unequip spawn(function () Core.Disabling:Wait(); View:Destroy(); end); -- Return component for chaining return Component; end; function Component.AdjustLayout() View.UIListLayout:ApplyLayout(); end; return Component;
--bp.Position = shelly.PrimaryPart.Position
if not shellyGood then bp.Parent,bg.Parent= nil,nil return end bp.Parent = nil wait(math.random(3,8)) end local soundBank = game.ServerStorage.Sounds.NPC.Shelly:GetChildren() shelly.Health.Changed:connect(function() if shellyGood then bp.Parent,bg.Parent= nil,nil shelly.PrimaryPart.Transparency =1 shelly.PrimaryPart.CanCollide = false shelly.Shell.Transparency = 1 shelly.HitShell.Transparency = 0 shelly.HitShell.CanCollide = true shellyGood = false ostrich = tick() shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0)) local hitSound = soundBank[math.random(1,#soundBank)]:Clone() hitSound.PlayOnRemove = true hitSound.Parent = shelly.PrimaryPart wait() hitSound:Destroy() repeat wait() until tick()-ostrich > 10 shelly.PrimaryPart.Transparency = 0 shelly.PrimaryPart.CanCollide = true shelly.Shell.Transparency = 0 shelly.HitShell.Transparency = 1 shelly.HitShell.CanCollide = false bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart shellyGood = true end end) while true do if shellyGood then MoveShelly() else wait(1) end end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = script:FindFirstAncestor("MainUI"); local l__LocalPlayer__2 = game.Players.LocalPlayer; local v3 = require(script.Parent); local v4 = require(l__LocalPlayer__2:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls(); local v5 = game["Run Service"]; local l__UserInputService__6 = game:GetService("UserInputService"); local l__TweenService__7 = game:GetService("TweenService"); local l__Parent__8 = script.Parent.Parent.Parent; local v9 = v3.hideplayers; task.delay(2, function() for v10 = 1, 7 do for v11, v12 in pairs(game.Players:GetChildren()) do pcall(function() local l__Humanoid__13 = v12.Character:FindFirstChild("Humanoid"); if l__Humanoid__13 and (l__Humanoid__13:GetAttribute("LoadedAppearance") or l__Humanoid__13:GetAttribute("AppearanceFinal")) then return; end; l__Humanoid__13:SetAttribute("LoadedAppearance", true); wait(); l__Humanoid__13.AutomaticScalingEnabled = true; wait(); l__Humanoid__13.AutomaticScalingEnabled = false; wait(); l__Humanoid__13.AutomaticScalingEnabled = true; end); end; wait(5); end; end); while true do wait(0.5); if v3.hideplayers ~= v9 then v3.update(); v9 = v3.hideplayers; local v14 = math.clamp(v3.hideplayers, 0, 1); for v15, v16 in pairs(game.Players:GetPlayers()) do pcall(function() if v16 ~= l__LocalPlayer__2 then for v17, v18 in pairs(v16.Character:GetDescendants()) do if v18:IsA("BasePart") or v18:IsA("Decal") then l__TweenService__7:Create(v18, TweenInfo.new(0.1), { LocalTransparencyModifier = v14 }):Play(); if v18:IsA("BasePart") then v18.CollisionGroupId = 1; end; end; end; end; end); end; wait(0.5); end; end;
-- Services
local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage")
----- Private Variables -----
local ActiveProfileStores = ProfileService._active_profile_stores local AutoSaveList = ProfileService._auto_save_list local IssueQueue = ProfileService._issue_queue local DataStoreService = game:GetService("DataStoreService") local RunService = game:GetService("RunService") local PlaceId = game.PlaceId local JobId = game.JobId local AutoSaveIndex = 1 -- Next profile to auto save local LastAutoSave = os.clock() local LoadIndex = 0 local ActiveProfileLoadJobs = 0 -- Number of active threads that are loading in profiles local ActiveProfileSaveJobs = 0 -- Number of active threads that are saving profiles local CriticalStateStart = 0 -- os.clock() local IsStudio = RunService:IsStudio() local IsLiveCheckActive = false local UseMockDataStore = false local MockDataStore = ProfileService._mock_data_store -- Mock data store used when API access is disabled local UserMockDataStore = ProfileService._user_mock_data_store -- Separate mock data store accessed via ProfileStore.Mock local UseMockTag = {}
--CasingMesh.Scale = Vector3.new(.75,.75,.75)
CasingMesh.Parent = CasingBase function OnFire() if IsShooting then return end if MyHumanoid and MyHumanoid.Health > 0 then if RecoilTrack and AmmoInClip > 0 then end IsShooting = true if AmmoInClip > 0 and not Reloading then --if RecoilTrack then RecoilTrack:Play() end if Handle:FindFirstChild('FireSound') then Handle.FireSound:Play() end CreateFlash() if MyMouse then MyMouse.Icon = "rbxasset://textures\\GunWaitCursor.png" local targetPoint = MyMouse.Hit.p for i = 1, BulletCount do local shootDirection = (targetPoint - Handle.Position).unit -- Adjust the shoot direction randomly off by a little bit to account for recoil -- moves random*spread in a random angle from center shot point (center bias) shootDirection = ((CFrame.new(Vector3.new(0,0,0),shootDirection) * CFrame.Angles(0,0,math.random()*2*math.pi))*CFrame.Angles(math.random()*Spread,0,0)).lookVector 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 --bullet.Transparency = 1 end end end end end local casing = CasingBase:Clone() casing.Position = Tool.Handle.Position + Vector3.new(0,1,0) casing.Velocity = (Vector3.new((math.random()-.5),(.5+math.random()),(math.random()-.5)) - 1.5*(Tool.Handle.CFrame * CFrame.Angles(0,math.pi/4,0)).lookVector)*20 DebrisService:AddItem(casing, 2.5) casing.Parent = game.Workspace AmmoInClip = AmmoInClip - 1 UpdateAmmo(AmmoInClip) end wait(FireRate-.2) if AmmoInClip > 0 then if PumpTrack then PumpTrack:Play() end if Handle:FindFirstChild('PumpSound') then Handle.PumpSound:Play() end wait(.2) end MyMouse.Icon = "rbxasset://textures\\GunCursor.png" end IsShooting = false if AmmoInClip == 0 then Reload() end if RecoilTrack then RecoilTrack:Stop() end end end function UpdateAmmo(value) if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip 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() end end function OnEquipped(mouse) EquipAnim = WaitForChild(Tool, 'Equip') PumpAnim = 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 EquipAnim then Tool.Grip = CFrame.new(0.132808685, 0.00749024749, 0.526850462, 0.925221086, 0.000443253666, 0.379427731, 0.00859767944, 0.999718785, -0.0221330915, -0.379331142, 0.0237402022, 0.924956799) EquipTrack = MyHumanoid:LoadAnimation(EquipAnim) EquipTrack:Play() end if PumpAnim then PumpTrack = MyHumanoid:LoadAnimation(PumpAnim) end if MyMouse then MyMouse.Icon = "rbxasset://textures\\GunCursor.png" -- 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
--[[ Returns the current value of this Spring object. The object will be registered as a dependency unless `asDependency` is false. ]]
function class:get(asDependency: boolean?): any if asDependency ~= false then useDependency(self) end return self._currentValue end
-- Also activate when the Fire Button is down
local function OnChildAdded(child) if child.Name == 'FireButtonDown' then child.Changed:connect(function(newValue) if newValue == true then OnActivated(true) end end) end end
--[[Engine]]
-- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Horsepower = 141 Tune.IdleRPM = 700 Tune.PeakRPM = 3300 Tune.Redline = 4600 Tune.EqPoint = 4100 Tune.PeakSharpness = 2 Tune.CurveMult = 0 Tune.InclineComp = 5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Turbo Settings Tune.Aspiration = "Natural" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger "Super" : Supercharger ]] Tune.Boost = 5 --Max PSI (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 80 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 9 --The compression ratio (look it up) Tune.Sensitivity = 0.05 --How quickly the Supercharger (if appllied) will bring boost when throttle is applied. (Increment applied per tick, suggested values from 0.05 to 0.1) --Misc Tune.RevAccel = 300 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 250 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
-- Initialize surface tool
local SurfaceTool = require(CoreTools:WaitForChild 'Surface') Core.AssignHotkey('B', Core.Support.Call(Core.EquipTool, SurfaceTool)); Core.Dock.AddToolButton(Core.Assets.SurfaceIcon, 'B', SurfaceTool, 'SurfaceInfo');
-- Decompiled with the Synapse X Luau decompiler.
wait(1); local v1 = require(script.Parent.FormatNumber); local l__LocalPlayer__2 = game.Players.LocalPlayer; script.Parent.Logo.Silver.Text = v1.FormatLong(l__LocalPlayer__2.Data.Silver.Value); script.Parent.Logo.Shadow.Text = v1.FormatLong(l__LocalPlayer__2.Data.Silver.Value); l__LocalPlayer__2.Data.Silver.Changed:Connect(function() script.Parent.Logo.Silver.Text = v1.FormatLong(l__LocalPlayer__2.Data.Silver.Value); script.Parent.Logo.Shadow.Text = v1.FormatLong(l__LocalPlayer__2.Data.Silver.Value); script.Parent.Sound:Play(); end);
--/Welds
function WeldParts(part0,part1) local newWeld = Instance.new("Weld") newWeld.Part0 = part0 newWeld.Part1 = part1 newWeld.C0 = CFrame.new() newWeld.C1 = part1.CFrame:toObjectSpace(part0.CFrame) newWeld.Parent = part0 end
--
function Triangle:SetParent(parent) self.WedgeA.Parent = parent self.WedgeB.Parent = parent self.Parent = parent end function Triangle:SetWedgeProperties(properties) for prop, value in next, properties do self.WedgeA[prop] = value self.WedgeB[prop] = value end end function Triangle:Draw(a, b, c) a = a or self.a b = b or self.b c = c or self.c self.a = a self.b = b self.c = c local wedgeA = self.WedgeA local wedgeB = self.WedgeB local ab, ac, bc = b - a, c - a, c - b local abd, acd, bcd = ab:Dot(ab), ac:Dot(ac), bc:Dot(bc) if (abd > acd and abd > bcd) then c, a = a, c elseif (acd > bcd and acd > abd) then a, b = b, a end ab, ac, bc = b - a, c - a, c - b local right = ac:Cross(ab).Unit local up = bc:Cross(right).Unit local back = bc.Unit local height = math.abs(ab:Dot(up)) local width1 = math.abs(ab:Dot(back)) local width2 = math.abs(ac:Dot(back)) wedgeA.Size = Vector3.new(0.05, height, width1) wedgeA.CFrame = CFrame.fromMatrix((a + b)/2, right, up, back) wedgeA.Parent = self.Parent wedgeB.Size = Vector3.new(0.05, height, width2) wedgeB.CFrame = CFrame.fromMatrix((a + c)/2, -right, up, -back) wedgeB.Parent = self.Parent end
--[[ RemoveWeaponsOnDeath Description: This script removes weapons on players when they die. ]]
--------END RIGHT DOOR --------
end end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
------------------------------------------------------------------------
local Spring = {} do Spring.__index = Spring function Spring.new(freq, pos) local self = setmetatable({}, Spring) self.f = freq self.p = pos self.v = pos*0 return self end function Spring:Update(dt, goal) local f = self.f*2*pi local p0 = self.p local v0 = self.v local offset = goal - p0 local decay = exp(-f*dt) local p1 = goal + (v0*dt - offset*(f*dt + 1))*decay local v1 = (f*dt*(offset*f - v0) + v0)*decay self.p = p1 self.v = v1 return p1 end function Spring:Reset(pos) self.p = pos self.v = pos*0 end end
--[[Steering]]
Tune.SteerInner = 70 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 65 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .2 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .2 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree
--Current joints
ra = tors:findFirstChild("Right Shoulder") la = tors:findFirstChild("Left Shoulder") rl = tors:findFirstChild("Right Hip") ll = tors:findFirstChild("Left Hip") hd = tors:findFirstChild("Neck")
--geraçao de zumbis
local part = game:GetService("ServerStorage").Zombie while (true) do wait(5) local novaparte = part:Clone() partal = math.random(1,4) if portal == 1 then novaparte.Humanoid.RootPart.Position = workspace.Portal1.Position elseif portal == 2 then novaparte.Humanoid.RootPart.Position = workspace.Portal3.Position elseif portal == 3 then else novaparte.Parent = workspace end end
--------------------[ TWEEN FUNCTIONS ]-----------------------------------------------
function tweenJoint(Joint, newC0, newC1, Alpha, Duration) spawn(function() local newCode = math.random(-1e9, 1e9) --This creates a random code between -1000000000 and 1000000000 local tweenIndicator = nil if (not Joint:findFirstChild("tweenCode")) then --If the joint isn't being tweened, then tweenIndicator = Instance.new("IntValue") tweenIndicator.Name = "tweenCode" tweenIndicator.Value = newCode tweenIndicator.Parent = Joint else tweenIndicator = Joint.tweenCode tweenIndicator.Value = newCode --If the joint is already being tweened, this will change the code, and the tween loop will stop end --local tweenIndicator = createTweenIndicator:InvokeServer(Joint, newCode) if Duration <= 0 then --If the duration is less than or equal to 0 then there's no need for a tweening loop if newC0 then Joint.C0 = newC0 end if newC1 then Joint.C1 = newC1 end else local startC0 = Joint.C0 local startC1 = Joint.C1 local t0 = tick() while true do RS.RenderStepped:wait() --This makes the for loop step every 1/60th of a second local X = math.min((tick() - t0) / Duration, 1) * 90 if tweenIndicator.Value ~= newCode then break end --This makes sure that another tween wasn't called on the same joint if (not Selected) then break end --This stops the tween if the tool is deselected if newC0 then Joint.C0 = startC0:lerp(newC0, Alpha(X)) end if newC1 then Joint.C1 = startC1:lerp(newC1, Alpha(X)) end --if newC0 then lerpCF:InvokeServer(Joint, "C0", startC0, newC0, Alpha(X)) end --if newC1 then lerpCF:InvokeServer(Joint, "C1", startC1, newC1, Alpha(X)) end if X == 90 then break end end end if tweenIndicator.Value == newCode then --If this tween functions was the last one called on a joint then it will remove the code tweenIndicator:Destroy() end --deleteTweenIndicator:InvokeServer(tweenIndicator, newCode) end) end function tweenCam(Key, newRot, Alpha, Duration) spawn(function() local newCode = math.random(-1e9, 1e9) camOffsets[Key].Code = newCode local Increment = 1.5 / Duration local prevRot = camOffsets[Key].Rot local X = 0 while true do RS.RenderStepped:wait() local newX = X + Increment X = (newX > 90 and 90 or newX) if camOffsets[Key].Code ~= newCode then break end if (not Selected) then break end camOffsets[Key].Rot = prevRot:lerp(newRot, Alpha(X)) if X == 90 then break end end if camOffsets[Key].Code == newCode then camOffsets[Key].Code = nil end end) end function tweenRecoil(newPos, newRot, Alpha, Duration) spawn(function() local newCode = math.random(-1e9, 1e9) recoilAnim.Code = newCode local Increment = 1.5 / Duration local prevPos = recoilAnim.Pos local prevRot = recoilAnim.Rot local X = 0 while true do RS.RenderStepped:wait() local newX = X + Increment X = (newX > 90 and 90 or newX) if recoilAnim.Code ~= newCode then break end if (not Selected) then break end recoilAnim.Pos = prevPos:lerp(newPos, Alpha(X)) recoilAnim.Rot = prevRot:lerp(newRot, Alpha(X)) if X == 90 then break end end if recoilAnim.Code == newCode then recoilAnim.Code = nil end end) end