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--[=[ Gets class type for the given lua type @param luaType string @return string? ]=]
function ValueBaseUtils.getClassNameFromType(luaType) return TYPE_TO_CLASSNAME_LOOKUP[luaType] end
--DO NOT DELETE, THIS WILL BREAK THE GUN
function Stick(x, y) local W = Instance.new("Weld") W.Part0 = x W.Part1 = y local CJ = CFrame.new(x.Position) local C0 = x.CFrame:inverse()*CJ local C1 = y.CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = x end function Get(A) if A.ClassName == ("Part") then Stick(script.Parent.Handle, A) A.Anchored = false else local C = A:GetChildren() for i=1, #C do Get(C[i]) end end end function Finale() Get(script.Parent) end script.Parent.Equipped:connect(Finale) script.Parent.Unequipped:connect(Finale) Finale()
-- Local private variables and constants
local ZERO_VECTOR2 = Vector2.new(0,0) local tweenAcceleration = math.rad(220) --Radians/Second^2 local tweenSpeed = math.rad(0) --Radians/Second local tweenMaxSpeed = math.rad(250) --Radians/Second local TIME_BEFORE_AUTO_ROTATE = 2.0 --Seconds, used when auto-aligning camera with vehicles local INITIAL_CAMERA_ANGLE = CFrame.fromOrientation(math.rad(-15), 0, 0)
--[[ WeaponRuntimeData Description: WeaponRuntimeData is wraps around the tool to turn it into a weapon for all other scripts to access on the weapon. It contains the current ammo of a weapon, recoil simulation data, and spread simulation data. Also some helpful methods to quickly determine if a weapon has ammo or not. ]]
local WeaponRuntimeData = {} WeaponRuntimeData.__index = WeaponRuntimeData
--[[Weight and CG]]
Tune.Weight = 3439 -- Total weight (in pounds, under Earth's gravity) Tune.WeightBSize = { -- Size of weight brick, dimensions of your car in inches divided by 10 --[[Width]] 7.03 , --[[Height]] 5.35 , --[[Length]] 18.11 } Tune.WeightDist = 55 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.AxleSize = 1.5 -- Size of structural members (larger = MORE STABLE / carry more weight) Tune.AxleDensity = .1 -- Density of structural members Tune.CustomSuspensionDensity = 0 -- Density of suspension joints, only applies to custom suspension
--
local dualWorld = require(game.ReplicatedStorage.DualWorlds).new(localPlayer.Character, doorA, doorB, Enum.NormalId.Front, localPlayer.PlayerGui) dualWorld.PortalA:AddToWorld(dualWorld.PortalB:ClipModel(world:Clone())) dualWorld.PortalB:AddToWorld(dualWorld.PortalA:ClipModel(world:Clone()))
--removedLength = 8
function onTouched(hit) if hit.Parent == nil then return end humanoid = hit.Parent:findFirstChild("Humanoid") if(ball.Name=="Icicle") then -- make a splat for i=1,3 do local s = Instance.new("Part") s.Name = "Shard" s.Shape = 1 -- block s.formFactor = 2 -- plate s.Size = Vector3.new(1,.4,1) s.BrickColor = BrickColor.new(blues[math.random(#blues)]) s.Material = Enum.Material.Ice local v = Vector3.new(math.random(-1,1), math.random(0,1), math.random(-1,1)) s.Velocity = 50 * v s.CFrame = CFrame.new(ball.Position + v, v) local new_script = script:clone() new_script.Disabled = false new_script.Parent = s s.Parent = game.Workspace local tag = ball:findFirstChild("creator") if tag~= nil then local new_tag = tag:clone() new_tag.Parent = s end debris:AddItem(s, 2) ---NICK I THINK THIS IS IT if humanoid ~= nil then tagHumanoid(humanoid) humanoid:TakeDamage(damage) wait(2) untagHumanoid(humanoid) end connection:disconnect() ball.Parent = nil end else if humanoid ~= nil then tagHumanoid(humanoid) humanoid:TakeDamage(10) wait(2) untagHumanoid(humanoid) ball.Parent = nil end --removedLength = 2 connection:disconnect() end end function tagHumanoid(humanoid) -- todo: make tag expire local tag = ball:findFirstChild("creator") if tag ~= nil then local new_tag = tag:clone() new_tag.Parent = humanoid end end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end connection = ball.Touched:connect(onTouched) wait(8)
--[[ I should note that this works amazingly in third person, but not so much in first person. --]]
debounce = true local trap = script.Parent.Parent function onTouched(i) local h = i.Parent:findFirstChild("Humanoid") if (h ~= nil and debounce == true) then --If the part is a player then if script.Parent.Captured.Value == false then debounce = false h.Health = h.Health - h.Health/100 --Take all of the player's health away i.Parent["Right Leg"].Anchored = true --Anchor their legs i.Parent["Left Leg"].Anchored = true trap.Open.Transparency = 1 --Close the trap trap.Close.Transparency = 0 script.Parent.Bang:Play() --Play audios script.Parent.Ow:Play() wait(0.5) i.Parent.Torso.Anchored = true --Anchor their torso so they don't flail around script.Parent.Captured.Value = true wait(3) --Wait 3 seconds script.Parent.ClickDetector.MaxActivationDistance = 16 --Make it so that you can set up the trap again i.Parent["Right Leg"].Anchored = false --Free the player i.Parent["Left Leg"].Anchored = false h.Jump = true --Make sure the player isn't glitched i.Parent.Torso.Anchored = false debounce = true end end end script.Parent.Touched:connect(onTouched)
--[=[ Cancels this promise, preventing the promise from resolving or rejecting. Does not do anything if the promise is already settled. Cancellations will propagate upwards and downwards through chained promises. Promises will only be cancelled if all of their consumers are also cancelled. This is to say that if you call `andThen` twice on the same promise, and you cancel only one of the child promises, it will not cancel the parent promise until the other child promise is also cancelled. ```lua promise:cancel() ``` ]=]
function Promise.prototype:cancel() if self._status ~= Promise.Status.Started then return end self._status = Promise.Status.Cancelled if self._cancellationHook then self._cancellationHook() end coroutine.close(self._thread) if self._parent then self._parent:_consumerCancelled(self) end for child in pairs(self._consumers) do child:cancel() end self:_finalize() end
--[=[ Alias for Destroy. @method Kill @within Brio ]=]
Brio.Kill = Brio.Destroy
-- Services --
local Players = game:GetService('Players') local RepStorage = game:GetService('ReplicatedStorage') local RunService = game:GetService('RunService')
----------------- --| Constants |-- -----------------
local ROCKET_MESH_ID = '' local ROCKET_MESH_SCALE = Vector3.new(1, 1, 1) local ANIM_TOTAL_TIME = 3.4 -- Total length of FireAndReload animation local ROCKET_SHOW_TIME = 1.5 -- Seconds after animation begins to show the rocket local ROCKET_HIDE_TIME = 2.2 -- Seconds after animation begins to hide the rocket
--print("guess again, old man")
elseif key == "w" then w = true elseif key == "s" then s = true carSeat.Parent.Rinner.Material = "Neon" carSeat.Parent.Linner.Material = "Neon" end end) mouse.KeyUp:connect(function (key) key = string.lower(key) if key == "a" or key == "d" then if d == false then m.DesiredAngle = 0 n.DesiredAngle = m.DesiredAngle end elseif key == "d" then print("d up") if a == false then m.DesiredAngle = 0 n.DesiredAngle = m.DesiredAngle end end a = false d = false end) mouse.KeyUp:connect(function (key) key = string.lower(key) if key == "w" or key == "s" then carSeat.Parent.Rinner.Material = "SmoothPlastic" carSeat.Parent.Linner.Material = "SmoothPlastic" end end) HUB.Flip.MouseButton1Click:connect(function() local g = Instance.new("BodyGyro", player.Character.HumanoidRootPart) g.maxTorque = Vector3.new(math.huge, 0, math.huge) g.cframe = CFrame.new(0,0,0) game:GetService("Debris"):AddItem(g, 3) end) limitButton.MouseButton1Click:connect(function()
------//Sprinting Animations
self.RightSprint = CFrame.new(-1.1, 0.75, -1.25) * CFrame.Angles(math.rad(-40), math.rad(-45), math.rad(0)) self.LeftSprint = CFrame.new(1,0.8,-1) * CFrame.Angles(math.rad(-30),math.rad(60),math.rad(0)) self.RightElbowSprint = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)); self.LeftElbowSprint = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)); self.RightWristSprint = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)); self.LeftWristSprint = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)); return self
-- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Allocates a new table by getting the length of the current table and increasing its capacity by the specified amount. -- This uses Roblox's table.create function.
Table.expand = function (tbl, byAmount) if (byAmount < 0) then error("Cannot expand a table by a negative amount of objects.") end local newtbl = table.create(#tbl + byAmount) for i = 1, #tbl do newtbl[i] = tbl[i] end return newtbl end return Table
--
local car=script.Parent for i,a in pairs(car.Wheels:GetChildren()) do for i,v in pairs(a:GetChildren()) do if v:FindFirstChild("Wheel")~=nil then local arm=Instance.new("Part",v) arm.Name="Arm" arm.Anchored=true arm.CanCollide=false arm.FormFactor=Enum.FormFactor.Custom arm.Size=Vector3.new(1,1,1) arm.CFrame=v.Wheel.CFrame*CFrame.Angles(-math.pi/2,-math.pi/2,0) arm.TopSurface=Enum.SurfaceType.Smooth arm.BottomSurface=Enum.SurfaceType.Smooth arm.Transparency=1 local base=arm:Clone() base.Parent=v base.Name="Base" base.CFrame=base.CFrame*CFrame.new(0,1,0) base.BottomSurface=Enum.SurfaceType.Hinge local axle=arm:Clone() axle.Parent=v axle.Name="Axle" axle.CFrame=CFrame.new(v.Wheel.Position-((v.Wheel.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Wheel.Size.x/2)+(axle.Size.x/2))),v.Wheel.Position)*CFrame.Angles(0,math.pi,0) axle.BackSurface=Enum.SurfaceType.Hinge MakeWeld(car.DriveSeat,base,"Weld")-- if v.Parent.Name == "RL" or v.Parent.Name == "RR" then MakeWeld(car.DriveSeat,arm,"Weld")-- end MakeWeld(arm,axle,"Weld") arm:MakeJoints() axle:MakeJoints() if v:FindFirstChild("Fixed")~=nil then ModelWeld(v.Fixed,axle) end if v:FindFirstChild("Parts")~=nil then ModelWeld(v.Parts,v.Wheel) end local gyro=Instance.new("BodyGyro",arm) gyro.Name="Steer" gyro.P=100000 gyro.D=1000 gyro.MaxTorque=Vector3.new(50000,50000,50000) gyro.cframe=base.CFrame end end end ModelWeld(car.Body,car.DriveSeat) wait() UnAnchor(car) local parts={} function Parts(a) if a:IsA("BasePart") then table.insert(parts,a) elseif a:IsA("Model") then for i,v in pairs(a:GetChildren()) do Parts(v) end end end script.G.Car.Value=script.Parent car.DriveSeat.ChildAdded:connect(function(child) if child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent) for i,v in pairs(parts) do v:SetNetworkOwner(p) end child.C0=CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) local g=script.G:Clone() g.Parent=p.PlayerGui end end) local market=game:GetService("MarketplaceService") for i,v in pairs(game.Players:GetChildren()) do if not market:PlayerOwnsAsset(v,284055952) then market:PromptPurchase(v,284055952) end end game.Players.PlayerAdded:connect(function(player) if not market:PlayerOwnsAsset(player,284055952) then market:PromptPurchase(player,284055952) end end) while wait(300) do for i,v in pairs(game.Players:GetChildren()) do if not market:PlayerOwnsAsset(v,284055952) then market:PromptPurchase(v,284055952) end end end
-- This is the function you should use if you want to weld a model. -- Parameters: -- model = The Model containing the parts. -- mainPart = The part where all other parts will be welded against. -- Returns: -- A Lua table containing all welds, which can be fed into the UnanchorWeldList function, as demonstrated in the example code.
function WeldAllToPart(model, mainPart) local welds = {} WeldAll(model, mainPart, welds) return welds end
--// ToDo: Move to common modules
function methods:WaitUntilParentedCorrectly() while (not self.GuiObject:IsDescendantOf(game:GetService("Players").LocalPlayer)) do self.GuiObject.AncestryChanged:Wait() end end
-- Customizable variables
local TWEEN_TIME = posRndm -- Time for the animation local TWEEN_MOVE_DISTANCE = posRndm -- Distance to move
--set these three variables to your liking
local printAll = false local fullscan = true local doublescan = false
-- Get reference to the Dock frame
local btn = script.Parent
-----------------------------------------------------------------------------------------------
ItemID = 107021385 -- The ID of the Gamepass/T-Shirt. OpenTime = 0 -- The time the door is open for. OpenTrans = 1 -- The transparency of the door when it is open. CloseTrans = 1 -- The transparency of the door when it is closed. BuyGUI = true -- Set to false to stop the BuyGUI appearing. KillOnTouch = false -- Set to false to stop players being killed when they touch it.
--Tune
TuckInSpeed = 70 --At what speed you tuck in
--------- Slim AI Script (don't edit unless you know what you're doing) -----------
local slime = script.Parent local walkAnimation = slime.Slime:LoadAnimation(slime.Slime.Animation) walkAnimation:Play() slime.Slime.Died:Connect(function() slime:Destroy() -- TODO: Add fancier death or give rewards end) local hasDamagedRecently = false local function damageIfHumanoidDebounced(part) if not hasDamagedRecently then local humanoid = part.Parent:FindFirstChild("Humanoid") if humanoid then humanoid.Health -= damage hasDamagedRecently = true wait(damageDebounceDelay) hasDamagedRecently = false end end end for _,part in pairs(slime:GetChildren()) do if part:IsA("BasePart") and part.Name ~= "HitBox" then part.Touched:Connect(damageIfHumanoidDebounced) end end local function getClosestPlayer(position) local closestPlayer = false local closestDistance = 999999999 for _,player in pairs(game.Players:GetChildren()) do local playerPosition = game.Workspace:WaitForChild(player.Name).HumanoidRootPart.Position local dist = (position - playerPosition).magnitude if(dist < closestDistance) then closestDistance = dist closestPlayer = game.Workspace:WaitForChild(player.Name) end end return closestPlayer end local isWandering = false while true do -- main AI loop wait(.1) local player = getClosestPlayer(slime.Head.Position) if player then local distance = (player.PrimaryPart.Position - slime.HumanoidRootPart.Position).magnitude if distance < detectionDistance then isWandering = false slime.Slime.WalkSpeed = chaseSpeed slime.Slime:MoveTo(player.PrimaryPart.Position) else if not isWandering then isWandering = true slime.Slime.WalkSpeed = wanderSpeed slime.Slime:MoveTo(slime.HumanoidRootPart.Position + Vector3.new(math.random(-wanderDistance, wanderDistance), 0, math.random(-wanderDistance, wanderDistance))) slime.Slime.MoveToFinished:Connect(function() isWandering = false end) end end end end
--[[ Most accurate way to calculate cumulative probability. Accepts a list of integers (any size). Used for lootboxes, drop chances, or any other list-oriented RNG mechanics. Highly accurate. Returns (1) winner ID and (2) roll. Example: _L.Functions.Lottery( {"dirt", 500}, {"copper", 45}, {"silver", 18}, {"gold", 7.5}, {"platinum", 0.05}, ) --]]
return function(...) --- Variables local entrees = {...} local roll --- Needs a minimum of 1 entree if #entrees < 2 then --_L.Print("Did not provide enough arguments to simulate lottery (>1)", true) return (entrees[1] and entrees[1][1]) end --- Convert integers into a percentage (int/total) local function Init() local total = 0 -- for _, entree in ipairs(entrees) do local float = entree[2] total = total + float end -- for _, entree in ipairs(entrees) do local float = entree[2] local percentage = (float / total) entree[2] = percentage entree[3] = float end end --- Pick a random number (0-1) local function Roll() roll = rng:NextNumber() end --- Pick winner (actual black magic) local function Calc() local total = 0 -- for _, entree in ipairs(entrees) do local percentage = entree[2] total = total + percentage if roll <= total then return entree end end end --- Run Init() Roll() local result = Calc() -- return result[1], roll, result[3] end
-- create attachments
local attachment0 = Instance.new("Attachment") local attachment1 = Instance.new("Attachment") beam.Attachment0 = attachment0 beam.Attachment1 = attachment1
-- returns a table with vector3 control points of the Bezier
function Bezier:GetAllPoints(): {Vector3} -- declarations local points = self.Points local numPoints = #points local v3Points = {} -- iterate through points for i = 1, numPoints do table.insert(v3Points, self:GetPoint(i)) end -- return list of points return v3Points end
-- ROBLOX deviation: printBigInt omitted
local function printFunction(val: any, printFunctionName: boolean): string if not printFunctionName then return "[Function]" end local functionName = debug.info(val, "n") if functionName == nil or functionName == "" then functionName = "anonymous" end return "[Function " .. functionName .. "]" end local function printSymbol(val: any): string return tostring(val) end local function printError(val) return "[" .. tostring(val) .. "]" end
-- for key,value in pairs(sessionData[playerUserId]) do -- print("Getting object "..key) -- print(value) -- end
-- Data exists for this player -- Data store is working, but no current data for this player
--[[ InstantKill Place this Script inside a part. This part will kill any character touching it instantly. --]]
local part = script.Parent local function onTouched(otherPart) -- Confirm the part has a parent local character = otherPart.Parent if character then -- Look for a humanoid inside the part's parent local humanoid = character:FindFirstChild("Humanoid") if humanoid then -- If the humanoid exists, set its health to 0 humanoid.Health = 0 end end end
--[=[ @within TableUtil @function Reconcile @param source table @param template table @return table Performs a one-way sync on the `source` table against the `template` table. Any keys found in `template` that are not found in `source` will be added to `source`. This is useful for syncing player data against data template tables to ensure players have all the necessary keys, while maintaining existing keys that may no longer be in the template. This is a deep operation, so nested tables will also be properly reconciled. ```lua local template = {kills = 0, deaths = 0, xp = 0} local data = {kills = 10, abc = 20} local correctedData = TableUtil.Reconcile(data, template) print(correctedData) --> {kills = 10, deaths = 0, xp = 0, abc = 30} ``` ]=]
local function Reconcile(src: Table, template: Table): Table assert(type(src) == "table", "First argument must be a table") assert(type(template) == "table", "Second argument must be a table") local tbl = Copy(src) for k,v in pairs(template) do local sv = src[k] if sv == nil then if type(v) == "table" then tbl[k] = Copy(v, true) else tbl[k] = v end elseif type(sv) == "table" then if type(v) == "table" then tbl[k] = Reconcile(sv, v) else tbl[k] = Copy(sv, true) end end end return tbl end
--// All global vars will be wiped/replaced except script
return function(data, env) env.script.Parent.Parent:Destroy() end
--original, 5, 10
GameSettings.TransitionTime = 5 GameSettings.QueueTime = 5 GameSettings.PlayersPerDifficulty = { Easy = 1, Normal = 2, Hard = 3 }
--//Suspension//--
RideHeightFront = 2 --{This value will increase the ride height for front} RideHeightRear = 2.3 --{This value will increase the ride height for rear} StiffnessFront = 5 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY} StiffnessRear = 4 --[0-10]{This value will increase the stiffness for rear} (S/A) AntiRollFront = 2 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY} AntiRollRear = 3 --[0-10]{This value will reduce roll on the rear} (S/A) CamberFront = -0.2 --[0-10]{Camber to the front in degrees} CamberRear = -1.3 --[0-10]{Camber to the rear in degrees}
--vars
local state = "unequipped" local adsing = false local rstepgun local savedfov local currentlyfps = false offset = CFrame.new()
---------------------------------
local force = Instance.new("BodyForce") force.Parent = torso f = force wait(0.01) elseif ison == 0 then if arms then sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] f.Parent = nil arms[2].Name = "Right Leg" arms[1].Name = "Left Leg" welds[1].Parent = nil welds[2].Parent = nil end end
--Initialization
tool = script.Tool.Value char = script.Char.Value part = script.Part.Value
-- This is to store other things that may require our radar attention
local Camera = workspace.CurrentCamera local SaveList = {MinhaVisao = 1, RosaDosVentos = 1, UIAspectRatioConstraint = 1, FoeBlip = 1, FriendBlip = 1} local SquadSave = {UIGridLayout = 1} Character.Humanoid.Died:Connect(function() script.Parent.Enabled = false end) game:GetService("RunService").RenderStepped:connect(function() local Direction = (Vector2.new(Camera.Focus.x,Camera.Focus.z)-Vector2.new(Camera.CoordinateFrame.x,Camera.CoordinateFrame.z)).unit local theta = (math.atan2(Direction.y,Direction.x))*(-180/math.pi) - 90 if Saude.FireTeam.SquadName.Value ~= "" then MinhasVisao.ImageColor3 = Saude.FireTeam.SquadColor.Value else MinhasVisao.ImageColor3 = Color3.fromRGB(255,255,255) end local frame = Vector3.new(Camera.CoordinateFrame.x, 0, Camera.CoordinateFrame.z) local focus = Vector3.new(Camera.Focus.x, 0, Camera.Focus.z) local frame = CFrame.new(focus, frame) script.Parent.Frame.RosaDosVentos.Rotation = theta local players = game.Players:GetChildren() if Saude.FireTeam.SquadName.Value ~= "" and Player then script.Parent.Squad.Visible = true script.Parent.Squad.Esquadrao.Text = Saude.FireTeam.SquadName.Value else script.Parent.Squad.Visible = false end local Nomes = script.Parent.Squad.Membros:GetChildren() for i = 1, #Nomes do if not SquadSave[Nomes[i].Name] then Nomes[i]:Destroy() end end for i = 1, #players do if players[i] ~= Player and players[i].Character and Player and Player.Character and Player.Character.Humanoid.Health > 0 then local unit = script.Parent.Squad.Membros:FindFirstChild(players[i].Name) if not unit then if players[i].TeamColor == Player.TeamColor and players[i].Character:FindFirstChild("Saude") and players[i].Character.Saude:FindFirstChild("FireTeam") and players[i].Character.Saude.FireTeam.SquadName.Value == Player.Character.Saude.FireTeam.SquadName.Value and Player.Character.Saude.FireTeam.SquadName.Value ~= "" then unit = script.Parent.Squad.Exemplo:Clone() unit.Visible = true unit.Text = players[i].Name unit.Name = players[i].Name unit.Parent = script.Parent.Squad.Membros end end end end local labels = RadarFrame:GetChildren() for i = 1, #labels do if not SaveList[labels[i].Name] then labels[i]:Destroy() end end for i = 1, #players do if players[i] ~= Player and players[i].Character and Player and Player.Character then local unit = RadarFrame:FindFirstChild(players[i].Name) if not unit then if players[i].TeamColor == Player.TeamColor then unit = FriendBlip:Clone() else unit = FoeBlip:Clone() end unit.Visible = false unit.Name = players[i].Name unit.Parent = RadarFrame end if players[i].Character:FindFirstChild('Humanoid') and players[i].Character:FindFirstChild('HumanoidRootPart') then -- Get the relative position of the players local pos = CFrame.new(players[i].Character.HumanoidRootPart.Position.X, 0, players[i].Character.HumanoidRootPart.Position.Z) local relativeCFrame = frame:inverse() * pos local distanceRatio = relativeCFrame.p.Magnitude/RANGE if distanceRatio < 0.9 then local xScale = 0.5 - ((relativeCFrame.x/RANGE)/2) local yScale = 0.5 - ((relativeCFrame.z/RANGE)/2) unit.Position = UDim2.new(xScale, 0, yScale, 0) unit.Rotation = -players[i].Character.HumanoidRootPart.Orientation.Y + theta if players[i].TeamColor == Player.TeamColor and players[i].Character then if players[i].Character:FindFirstChild("Saude") and players[i].Character.Saude:FindFirstChild("FireTeam") and players[i].Character.Saude.FireTeam.SquadName.Value ~= "" then unit.ImageColor3 = players[i].Character.Saude.FireTeam.SquadColor.Value else unit.ImageColor3 = FriendBlip.ImageColor3 end else unit.ImageColor3 = FoeBlip.ImageColor3 end unit.Visible = true else unit.Visible = false end else unit.Visible = false end end end end)
-- Autosaving part
game.Players.PlayerRemoving:Connect(function(Player) DataStore:SetAsync(Player.UserId, Player.leaderstats.Coins.Value) -- Change "Coins" to the name of your currency. end)
-- Finds out which side the player is on and teleports them to the other
local function TeleportToOtherSide(character, hitPart) local bottomOfDoor = VipDoor.CFrame.p - Vector3.new(0, VipDoor.Size.Y / 2, 0) local inFrontOfDoor = bottomOfDoor + VipDoor.CFrame.lookVector * 3 local behindDoor = bottomOfDoor - VipDoor.CFrame.lookVector * 3 local distanceToFront = (inFrontOfDoor - hitPart.Position).magnitude local distanceToBack = (behindDoor - hitPart.Position).magnitude if distanceToFront < distanceToBack then character:MoveTo(behindDoor) else character:MoveTo(inFrontOfDoor) end end
--[[ We need a lot of information to determine which collisions to filter, but they are all condensed into one place to minimize redundant loops in case someone is spam-spawning characters with hundreds of limbs. Returns the following information: limbs: { ["Arm"] = { LeftUpperArm, LeftLowerArm, LeftHand, RightUpperArm, RightLowerArm, RightHand}, ["Head"] = { Head }, ["Torso"] = { LowerTorso, UpperTorso }, ... } limbRootParts: { {Part=Head, Type=Head}, {Part=LeftUpperArm, Type="Arm"}, {Part=RightUpperArm, Type="Arm"}, ... } limbParents: { ["Arm"] = { "Torso" }, ["Head"] = { "Torso" }, ["Torso"] = {}, ... } --]]
function getLimbs(characterRoot, attachmentMap) local limbs = {} local limbRootParts = {} local limbParents = {} local function parsePart(part, lastLimb) if part.Name ~= "HumanoidRootPart" then local limbType = getLimbType(part.Name) limbs[limbType] = limbs[limbType] or {} table.insert(limbs[limbType], part) local limbData = limbs[limbType] if limbType ~= lastLimb then limbParents[limbType] = limbParents[limbType] or {} if lastLimb then limbParents[limbType][lastLimb] = true end table.insert(limbRootParts, {Part=part, Type=limbType}) lastLimb = limbType end end for _,v in pairs(part:GetChildren()) do if v:isA("Attachment") and attachmentMap[v.Name] then local part1 = attachmentMap[v.Name].Attachment1.Parent if part1 and part1 ~= part then parsePart(part1, lastLimb) end end end end parsePart(characterRoot) return limbs, limbRootParts, limbParents end function createNoCollision(part0, part1) local noCollision = Instance.new("NoCollisionConstraint") noCollision.Name = part0.Name.."<->"..part1.Name noCollision.Part0 = part0 noCollision.Part1 = part1 return noCollision end return function(attachmentMap, characterRoot) local noCollisionConstraints = Instance.new("Folder") noCollisionConstraints.Name = "NoCollisionConstraints" local limbs, limbRootParts, limbParents = getLimbs(characterRoot, attachmentMap) --[[ Disable collisions between all limb roots (e.g. left/right shoulders, head, etc) unless one of them is a parent of the other (handled in next step). This is to ensure limbs maintain free range of motion and we don't have issues like - Large shoulders clipping with the head and all of them being unable to move - Legs being stuck together because rotating would cause the collision boxes to intersect --]] for i=1, #limbRootParts do for j=i+1, #limbRootParts do local limbType0, limbType1 = limbRootParts[i].Type, limbRootParts[j].Type if not (limbParents[limbType0][limbType1] or limbParents[limbType1][limbType0]) then createNoCollision(limbRootParts[i].Part, limbRootParts[j].Part).Parent = noCollisionConstraints end end end --[[ Disable collisions between limbs and their parent limbs. This is mostly to address bundle torsos having insane hitboxes that touch more than just limb roots --]] for limbType, parts in pairs(limbs) do for parentLimbType,_ in pairs(limbParents[limbType]) do for _,part2 in pairs(limbs[parentLimbType]) do for _,part in pairs(parts) do createNoCollision(part, part2).Parent = noCollisionConstraints end end end end return noCollisionConstraints end
--[[ @brief Adds the same value to all numbers in an array so the sum is 0. @example AdditiveNormalize({5, 10, 15}) = {-5, 0, 5} @param t The array to normalize. @return The normalized array. --]]
function module.AdditiveNormalize(t) local offset = module.Sum(t) / #t; for i, v in pairs(t) do t[i] = v - offset; end return t; end
--[=[ Kills the Brio. :::info You can call this multiple times and it will not error if the brio is dead. ::: ```lua local brio = Brio.new("hi") print(brio:GetValue()) --> "hi" brio:Kill() print(brio:GetValue()) --> ERROR: Brio is dead ``` ]=]
function Brio:Destroy() if not self._values then return end self._values = nil if self._diedEvent then self._diedEvent:Fire() self._diedEvent:Destroy() self._diedEvent = nil end end
-- Script GUID: {6BA2CDC4-2490-4BF3-A382-3936CFCA3401} -- Decompiled with the Synapse X Luau decompiler.
local v1 = script:FindFirstAncestor("MainUI"); local l__LocalPlayer__2 = game.Players.LocalPlayer; local v3 = require(l__LocalPlayer__2:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls(); local v4 = game["Run Service"]; local l__UserInputService__5 = game:GetService("UserInputService"); local l__TweenService__6 = game:GetService("TweenService"); local v7 = require(script:WaitForChild("Lightning")); local l__Bricks__1 = game:GetService("ReplicatedStorage"):WaitForChild("Bricks"); local u2 = require(script.Parent); local v8 = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientModules"):WaitForChild("Module_Events")); v8.init(u2); local v10 = Vector3.new(); game.SoundService.Main.Volume = 1; l__Bricks__1:WaitForChild("PadlockHint").OnClientEvent:Connect(function(p1, p2, p3) local l__Hints__11 = v1.Parent.PermUI.Hints; l__Hints__11.Visible = true; if not p1 or not p2 then l__Hints__11.Visible = false; for v12, v13 in pairs(l__Hints__11:GetChildren()) do if v13.Name == "Icon" then v13:Destroy(); end; end; return; end; local v14 = l__Hints__11.Template:Clone(); v14.Name = "Icon"; v14.Visible = true; v14.ImageRectOffset = Vector2.new(50 * p1, 0); v14.TextLabel.Text = p2; if p3 and p3 ~= l__LocalPlayer__2.UserId then v14.User.Visible = true; v14.User.Image = "rbxthumb://type=AvatarHeadShot&id=" .. p3 .. "&w=48&h=48"; end; v14.Parent = l__Hints__11; end); l__Bricks__1:WaitForChild("MotorReplication").OnClientEvent:Connect(function(p4, p5, p6, p7) if not p4 or not p4:FindFirstChild("Humanoid") or not p4:FindFirstChild("Humanoid"):GetAttribute("AppearanceFinal") then return; end; local v15 = CFrame.new(0, 0.22, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1); local v16 = CFrame.new(0, -1.1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1); local v17 = CFrame.new(0, 0.88, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1); local v18 = CFrame.new(1, 0.62, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1); local v19 = CFrame.new(-1, 0.62, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1); if p4 and p4:FindFirstChild("HumanoidRootPart") then local l__HumanoidRootPart__20 = p4:WaitForChild("HumanoidRootPart", 0.5); local l__ClientMotors__21 = p4:FindFirstChild("ClientMotors"); local l__Waist__22 = p4:WaitForChild("UpperTorso", 0.5):WaitForChild("Waist", 0.5); local l__Neck__23 = p4:WaitForChild("Head", 0.5):WaitForChild("Neck", 0.5); local l__Root__24 = p4:WaitForChild("LowerTorso", 0.5):WaitForChild("Root", 0.5); local l__RightShoulder__25 = p4:WaitForChild("RightUpperArm", 0.5):WaitForChild("RightShoulder", 0.5); local l__LeftShoulder__26 = p4:WaitForChild("LeftUpperArm", 0.5):WaitForChild("LeftShoulder", 0.5); local l__Value__27 = l__Root__24:WaitForChild("CVal").Value; local l__Value__28 = l__Waist__22:WaitForChild("CVal").Value; local l__Value__29 = l__Neck__23:WaitForChild("CVal").Value; local l__Value__30 = l__LeftShoulder__26:WaitForChild("CVal").Value; local l__Value__31 = l__RightShoulder__25:WaitForChild("CVal").Value; local v32 = v16 * CFrame.Angles(0, math.rad(p5 * -45), 0); local v33 = v15 * CFrame.Angles(math.rad(p6 * 0.25), 0, 0) * CFrame.Angles(0, math.rad(p5 * 45), 0) * CFrame.Angles(0, 0, math.rad(p7)); local v34 = v17 * CFrame.Angles(math.rad(p6 * 0.5), 0, 0); local v35 = v19 * CFrame.Angles(math.rad(p6 * -0.025), 0, 0); local v36 = v18 * CFrame.Angles(math.rad(p6 * -0.025), 0, 0); if not l__ClientMotors__21 then local v37 = Instance.new("BoolValue"); v37.Name = "ClientMotors"; v37.Parent = p4; end; if p4.Humanoid:GetAttribute("Stunned") == true then if l__HumanoidRootPart__20 then l__Waist__22.Enabled = false; l__Neck__23.Enabled = false; l__Root__24.Enabled = false; l__RightShoulder__25.Enabled = false; l__LeftShoulder__26.Enabled = false; return; end; else l__Waist__22.Enabled = true; l__Neck__23.Enabled = true; l__Root__24.Enabled = true; l__RightShoulder__25.Enabled = true; l__LeftShoulder__26.Enabled = true; if l__HumanoidRootPart__20 and (l__HumanoidRootPart__20.Position - u2.cam.CFrame.p).Magnitude > 100 then l__Root__24.C0 = v32; l__Waist__22.C0 = v33; l__Neck__23.C0 = v34; l__LeftShoulder__26.C0 = v35; l__RightShoulder__25.C0 = v36; return; end; if l__HumanoidRootPart__20 then local v38 = {}; local v39 = {}; local v40 = {}; local v41 = {}; local v42 = {}; v38.C0 = v32; v39.C0 = v33; v40.C0 = v34; v41.C0 = v35; v42.C0 = v36; l__TweenService__6:Create(l__Root__24, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v38):Play(); l__TweenService__6:Create(l__Waist__22, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v39):Play(); l__TweenService__6:Create(l__Neck__23, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v40):Play(); l__TweenService__6:Create(l__RightShoulder__25, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v42):Play(); l__TweenService__6:Create(l__LeftShoulder__26, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v41):Play(); end; end; end; end); l__Bricks__1:WaitForChild("SoundToClient").OnClientEvent:Connect(function(p8, p9, p10, p11) if p8 and p9 then u2.playaudio(p8, p9, p10, p11); end; end); local u3 = {}; l__Bricks__1:WaitForChild("UseEnemyModule").OnClientEvent:Connect(function(p12, p13, ...) if not u3[p12] then u3[p12] = require(game:GetService("ReplicatedStorage").ClientModules.EntityModules:FindFirstChild(p12)); end; u3[p12][p13](u2, ...); end); l__Bricks__1:WaitForChild("UseEventModule").OnClientEvent:Connect(function(p14, ...) v8[p14](...); end); l__Bricks__1:WaitForChild("ReplicateAnimation").OnClientEvent:Connect(function(p15, p16, p17, p18, p19, p20) local v43 = game.ReplicatedStorage.AnimationRoot:Clone(); local v44 = p15.Humanoid.Animator:LoadAnimation(v43.Animation); v43:SetPrimaryPartCFrame(p15.PrimaryPart.CFrame); v43.Parent = u2.cam; l__TweenService__6:Create(v43.PrimaryPart, TweenInfo.new(0.3, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), { CFrame = p17 }):Play(); local v45 = nil; local v46 = v43.AnimationController:LoadAnimation(p16); p16 = p15.Humanoid.Animator:LoadAnimation(p16); local v47 = false; if u2.char == p15 then u2.stopcam = true; v47 = true; end; if p19 and p20 and v47 then p20 = p19:LoadAnimation(p20); v45 = p19.Parent:FindFirstChild("CamAttach", true) and v45.WorldCFrame; u2.hideplayers = -1; end; for v48 = 1, 1000 do if p16.Length > 0 then if p20 == nil then break; end; if p20.Length > 0 then break; end; end; task.wait(); end; p16:Play(0, 1, 1); v44:Play(0, 1, 1); v46:Play(0, 1, 1); if p19 and p20 then p20:Play(0, 1, 1); end; local l__CFrame__49 = p15.PrimaryPart.CFrame; local l__CFrame__50 = u2.cam.CFrame; local u4 = false; local u5 = tick(); task.spawn(function() for v51 = 1, 100000 do task.wait(); if u4 then break; end; local v52 = l__TweenService__6:GetValue((tick() - u5) * 4, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut); if v45 then v52 = l__TweenService__6:GetValue((tick() - u5) / 1.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut); end; p15.PrimaryPart.CFrame = p15.PrimaryPart.CFrame:Lerp(v43.LowerTorso.CFrame * CFrame.new(0, 0.96, 0), v52); if v47 then local v53 if v45 then v53 = v45; else v53 = p15.Head.CFrame * CFrame.new(0, 0.15, -0.25) * CFrame.Angles(math.rad(math.clamp(u2.bobspring.p.Y, -80, 80)), math.rad(math.clamp(u2.bobspring.p.X, -80, 80)), math.rad(math.clamp(u2.bobspring.p.Z, -40, 40))) * CFrame.Angles(0, math.rad(u2.camlockedoffset[1]), 0) * CFrame.Angles(math.rad(u2.camlockedoffset[2]), 0, 0); end; u2.cam.CFrame = u2.cam.CFrame:Lerp(v53, v52); end; end; end); task.wait(p16.Length - 0.1); u4 = true; l__TweenService__6:Create(p15.PrimaryPart, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), { CFrame = p18 }):Play(); p16:AdjustWeight(0.01); p16:AdjustSpeed(0.01); p16:Stop(0); v46:Stop(0); v44:Stop(0); v43:Destroy(); if v47 then local v54 = tick(); local l__CFrame__55 = u2.cam.CFrame; for v56 = 1, 10000 do u2.cam.CFrame = l__CFrame__55:Lerp(u2.basecamcf * u2.csgo, (l__TweenService__6:GetValue((tick() - v54) * 4, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut))); task.wait(); if v54 + 0.25 <= tick() then break; end; end; u2.stopcam = false; u2.crouching = false; end; end); local u6 = false; l__Bricks__1:WaitForChild("Jumpscare").OnClientEvent:Connect(function(p21) if u6 == true then return; end; u6 = true; v1.MainFrame.Heartbeat.Visible = false; if p21 == "Seek" then u2.deathtick = tick() + 0.5; if workspace:FindFirstChild("SeekMoving", true) then local l__SeekMoving__57 = workspace:FindFirstChild("SeekMoving", true); u2.stopcam = true; u2.fovtarget = 40; local v58 = tick(); for v59 = 1, 10000 do u2.cam.CFrame = (u2.basecamcf * u2.csgo):Lerp(l__SeekMoving__57.PrimaryPart.CamAttach.WorldCFrame, (l__TweenService__6:GetValue((tick() - v58) * 4, Enum.EasingStyle.Sine, Enum.EasingDirection.In))); task.wait(); if v58 + 0.25 <= tick() then break; end; end; else warn("cant find seekmoving"); end; script.Jumpscare_Seek:Play(); v1.Jumpscare_Seek.Visible = true; local v60 = tick(); for v61 = 1, 1000 do local v62 = math.clamp((tick() - v60) * 2, 0.1, 1); v1.Jumpscare_Seek.ImageLabel.Position = UDim2.new(0.5 + math.random(-100, 100) / (5000 * v62), 0, 0.5 + math.random(-100, 100) / (2500 * v62), 0); v1.Jumpscare_Seek.BackgroundColor3 = Color3.new(math.random(0, 4) / 12, 0, 0); game["Run Service"].RenderStepped:wait(); if v60 + 0.7 <= tick() then break; end; end; u2.stopcam = false; script.Jumpscare_Seek:Stop(); script.Kill:Play(); v1.Jumpscare_Seek.ImageLabel.Visible = false; for v63 = 1, 4 do v1.Jumpscare_Seek.BackgroundColor3 = Color3.new(math.random(0, 1), 0, 0); wait(); end; v1.Jumpscare_Seek.Visible = false; u2.deathtick = tick(); u2.fovtarget = 70; return; end; if p21 == "Rush" then u2.deathtick = tick() + 10; game.SoundService.Main.Volume = 0; script.Jumpscare_Rush:Play(); v1.Jumpscare_Rush.Visible = true; local v64 = tick(); local v65 = math.random(5, 30) / 10; local v66 = v65 + math.random(10, 60) / 10; local v67 = 0.25; for v68 = 1, 100000 do task.wait(); if v64 + v65 <= tick() then v1.Jumpscare_Rush.ImageLabel.Visible = true; v65 = v65 + math.random(7, 44) / 10; script.Jumpscare_Rush.Pitch = 1 + math.random(-100, 100) / 500; v1.Jumpscare_Rush.BackgroundColor3 = Color3.new(0, 0, math.random(0, 10) / 255); v1.Jumpscare_Rush.ImageLabel.Position = UDim2.new(0.5, math.random(-2, 2), 0.5, math.random(-2, 2)); v67 = v67 + 0.05; v1.Jumpscare_Rush.ImageLabel.Size = UDim2.new(v67, 0, v67, 0); end; if v64 + v66 <= tick() then break; end; end; v1.Jumpscare_Rush.ImageLabel.Visible = true; script.Jumpscare_Rush:Stop(); script.Jumpscare_Rush2:Play(); v1.Jumpscare_Rush.ImageLabel.Visible = false; v1.Jumpscare_Rush.ImageLabelBig.Visible = true; v1.Jumpscare_Rush.ImageLabelBig:TweenSize(UDim2.new(2.5, 0, 2.5, 0), "In", "Sine", 0.3, true); local v69 = tick(); for v70 = 1, 1000 do local v71 = math.random(0, 10) / 10; v1.Jumpscare_Rush.BackgroundColor3 = Color3.new(v71, v71, math.clamp(math.random(25, 50) / 50, v71, 1)); v1.Jumpscare_Rush.ImageLabelBig.Position = UDim2.new(0.5 + math.random(-100, 100) / 5000, 0, 0.5 + math.random(-100, 100) / 3000, 0); task.wait(0.016666666666666666); if v69 + 0.3 <= tick() then break; end; end; v1.Jumpscare_Rush.ImageLabelBig.Visible = false; v1.Jumpscare_Rush.BackgroundColor3 = Color3.new(0, 0, 0); v1.Jumpscare_Rush.Visible = false; u2.deathtick = tick(); return; end; if p21 == "A-60" then u2.deathtick = tick() + 10; game.SoundService.Main.Volume = 0; script["Jumpscare_A-60"]:Play(); v1["Jumpscare_A-60"].Visible = true; local v64 = tick(); local v65 = math.random(5, 30) / 10; local v66 = v65 + math.random(10, 60) / 10; local v67 = 0.25; for v68 = 1, 100000 do task.wait(); if v64 + v65 <= tick() then v1["Jumpscare_A-60"].ImageLabel.Visible = true; v65 = v65 + math.random(7, 44) / 10; script["Jumpscare_A-60"].Pitch = 1 + math.random(-100, 100) / 500; v1["Jumpscare_A-60"].BackgroundColor3 = Color3.new(0, 0, math.random(0, 10) / 255); v1["Jumpscare_A-60"].ImageLabel.Position = UDim2.new(0.5, math.random(-2, 2), 0.5, math.random(-2, 2)); v67 = v67 + 0.05; v1["Jumpscare_A-60"].ImageLabel.Size = UDim2.new(v67, 0, v67, 0); end; if v64 + v66 <= tick() then break; end; end; v1["Jumpscare_A-60"].ImageLabel.Visible = true; script["Jumpscare_A-60"]:Stop(); script["Jumpscare_A-60"]:Play(); v1["Jumpscare_A-60"].ImageLabel.Visible = false; v1["Jumpscare_A-60"].ImageLabelBig.Visible = true; v1["Jumpscare_A-60"].ImageLabelBig:TweenSize(UDim2.new(2.5, 0, 2.5, 0), "In", "Sine", 0.3, true); local v69 = tick(); for v70 = 1, 1000 do local v71 = math.random(0, 10) / 10; v1["Jumpscare_A-60"].BackgroundColor3 = Color3.new(v71, v71, math.clamp(math.random(25, 50) / 50, v71, 1)); v1["Jumpscare_A-60"].ImageLabelBig.Position = UDim2.new(0.5 + math.random(-100, 100) / 5000, 0, 0.5 + math.random(-100, 100) / 3000, 0); task.wait(0.016666666666666666); if v69 + 0.3 <= tick() then break; end; end; v1["Jumpscare_A-60"].ImageLabelBig.Visible = false; v1["Jumpscare_A-60"].BackgroundColor3 = Color3.new(0, 0, 0); v1["Jumpscare_A-60"].Visible = false; u2.deathtick = tick(); return; end; if p21 == "Ambush" then u2.deathtick = tick() + 10; game.SoundService.Main.Volume = 0; script.Jumpscare_Ambush:Play(); v1.Jumpscare_Ambush.Visible = true; local v72 = tick(); local v73 = math.random(5, 30) / 100; local v74 = v73 + math.random(10, 60) / 100; local v75 = 0.2; for v76 = 1, 100000 do task.wait(0.016666666666666666); v1.Jumpscare_Ambush.ImageLabel.Position = UDim2.new(0.5, math.random(-15, 15), 0.5, math.random(-15, 15)); v1.Jumpscare_Ambush.BackgroundColor3 = Color3.new(0, math.random(4, 10) / 255, math.random(0, 3) / 255); if v72 + v73 <= tick() then v1.Jumpscare_Ambush.ImageLabel.Visible = true; v73 = v73 + math.random(7, 44) / 100; script.Jumpscare_Ambush.Pitch = math.random(35, 155) / 100; v1.Jumpscare_Ambush.BackgroundColor3 = Color3.new(0, math.random(4, 10) / 255, math.random(0, 3) / 255); v1.Jumpscare_Ambush.ImageLabel.Position = UDim2.new(0.5, math.random(-25, 25), 0.5, math.random(-25, 25)); v75 = v75 + 0.05; v1.Jumpscare_Ambush.ImageLabel.Size = UDim2.new(v75, 0, v75, 0); end; if v72 + v74 <= tick() then break; end; end; script.Jumpscare_Ambush2:Play(); v1.Jumpscare_Ambush.ImageLabel.Visible = true; v1.Jumpscare_Ambush.ImageLabel:TweenSize(UDim2.new(9, 0, 9, 0), "In", "Quart", 0.3, true); local v77 = tick(); for v78 = 1, 100 do local v79 = math.random(0, 10) / 10; v1.Jumpscare_Ambush.BackgroundColor3 = Color3.new(v79, math.clamp(math.random(25, 50) / 50, v79, 1), math.clamp(math.random(25, 50) / 150, v79, 1)); game["Run Service"].RenderStepped:wait(); if v77 + 0.3 <= tick() then break; end; end; script.Jumpscare_Ambush:Stop(); v1.Jumpscare_Ambush.ImageLabel.Visible = false; v1.Jumpscare_Ambush.BackgroundColor3 = Color3.new(0, 0, 0); v1.Jumpscare_Ambush.Visible = false; u2.deathtick = tick(); return; end; if p21 == "Figure" then l__TweenService__6:Create(game.SoundService.Main, TweenInfo.new(0.3, Enum.EasingStyle.Quart, Enum.EasingDirection.Out), { Volume = 0 }):Play(); local l__FigureSetup__80 = workspace:FindFirstChild("FigureSetup", true); if workspace:FindFirstChild("FigureSetup", true) then local v81 = u2.cam; if l__FigureSetup__80 then v81 = l__FigureSetup__80.Parent; end; u2.stopcam = true; u2.fovtarget = 80; script.Reverse:Play(); script.Figure_Growl:Play(); local v82 = game:GetService("ReplicatedStorage"):WaitForChild("JumpscareModels"):WaitForChild("Figure"):Clone(); if l__FigureSetup__80 then l__FigureSetup__80.Parent = game:GetService("ReplicatedStorage"); v82:SetPrimaryPartCFrame(l__FigureSetup__80.FigureRagdoll.PrimaryPart.CFrame); else v82:SetPrimaryPartCFrame(u2.cam.CFrame); end; v82.Parent = u2.cam; v82:WaitForChild("AnimationController"):LoadAnimation(v82:WaitForChild("Jumpscare")):Play(0, 1, 1); game.Debris:AddItem(v82, 10); local l__OriginalCFrame__83 = script:WaitForChild("OriginalCFrame"); l__OriginalCFrame__83.Value = u2.cam.CFrame; l__TweenService__6:Create(l__OriginalCFrame__83, TweenInfo.new(0.6, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), { Value = v82:WaitForChild("CamSpot").CFrame }):Play(); u2.camShaker:ShakeOnce(20, 12, 0, 0.8); u2.camShaker:ShakeOnce(2, 24, 0.1, 0.5, Vector3.new(0, 0, 0), Vector3.new(3, 1, 3)); u2.camShaker:ShakeOnce(8, 25, 0.7, 1, Vector3.new(0, 0, 0)); local v84 = tick(); delay(0.55, function() u2.camShaker:ShakeOnce(1, 35, 0.01, 1, Vector3.new(0, 0, 0), Vector3.new(3, 1, 3)); end); for v85 = 1, 1000 do game["Run Service"].RenderStepped:wait(); u2.cam.CFrame = l__OriginalCFrame__83.Value * u2.csgo; if v84 + 0.8 <= tick() then break; end; end; if l__FigureSetup__80 then l__FigureSetup__80.Parent = v81; end; v82:Destroy(); end; script.Kill:Play(); v1.FlashFrame.Visible = true; for v86 = 1, 8 do v1.FlashFrame.BackgroundColor3 = Color3.new(math.random(0, 1), 0, 0); wait(); end; v1.FlashFrame.BackgroundColor3 = Color3.new(0, 0, 0); u2.cam.CameraType = Enum.CameraType.Scriptable; u2.stopcam = false; u2.deathtick = tick(); v1.FlashFrame.Visible = false; end; end); l__Bricks__1:WaitForChild("Cutscene").OnClientEvent:Connect(function(p22) local v87 = script.Cutscenes:FindFirstChild(p22); if v87 then require(v87)(u2); end; end); l__Bricks__1:WaitForChild("GetOutOfHiding").OnClientEvent:Connect(function() u2.char:SetAttribute("Hiding", true); u2.char:SetAttribute("Hiding", false); end); u2.char:GetAttributeChangedSignal("Hiding"):Connect(function() if u2.char:GetAttribute("Hiding") == true then for v88 = 1, 100000 do task.wait(0.1); if u2.char:GetAttribute("Hiding") == false then u2.ax_t = u2.ax_t + u2.camlockedoffset[1] % 360; u2.ay_t = math.clamp(u2.ay_t + u2.camlockedoffset[2], -65, 65); if math.abs(u2.ax_t) > 180 then u2.ax_t = u2.ax_t - 360; u2.ax_t = u2.ax_t; end; if math.abs(u2.ax) > 180 then u2.ax = u2.ax - 360; u2.ax = u2.ax; end; u2.camShaker:ShakeOnce(8, 1, 0, 1, Vector3.new(0, 0, 0)); u2.camlock = nil; --game:GetService("ReplicatedStorage").Bricks.CamLock:FireServer(); v1.HideVignette.Visible = false; return; end; end; end; end); l__Bricks__1:WaitForChild("CamLock").OnClientEvent:Connect(function(p23) local v89, v90, v91 = CFrame.new(Vector3.new(0, 0, 0), p23):ToOrientation(); if math.abs(u2.ax - math.deg(v90)) > 180 then u2.ax_t = u2.ax_t - 360; u2.ax = u2.ax_t; end; u2.camlock = { y = math.deg(v89), x = math.deg(v90), z = 0, last = tick() + 1, pos = u2.char.PrimaryPart.Position }; u2.camlockHead = false; v1.HideVignette.ImageTransparency = 1; v1.HideVignette.Visible = true; l__TweenService__6:Create(v1.HideVignette, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), { ImageTransparency = 0 }):Play(); u2.camShaker:ShakeOnce(12, 1, 0, 1, Vector3.new(0, 0, 0)); end); l__Bricks__1:WaitForChild("CamLockHead").OnClientEvent:Connect(function(p24) local v92, v93, v94 = CFrame.new(Vector3.new(0, 0, 0), p24):ToOrientation(); if math.abs(u2.ax - math.deg(v93)) > 180 then u2.ax_t = u2.ax_t - 360; end; u2.camlockHead = true; u2.camlock = { y = math.deg(v92), x = math.deg(v93), z = 0, last = tick() + 1, pos = u2.char.PrimaryPart.Position }; end); l__Bricks__1:WaitForChild("CamShake").OnClientEvent:Connect(function(p25, p26, p27, p28, p29, p30) u2.camShaker:ShakeOnce(p25, p26, p27, p28, p29, p30); end); l__Bricks__1:WaitForChild("ChangeModuleVariable").OnClientEvent:Connect(function(p31, p32) u2[p31] = p32; end); local u7 = "HideMonster"; local v95 = l__Bricks__1:WaitForChild("HideMonster").OnClientEvent:Connect(function(...) require(script:WaitForChild("Modules"):WaitForChild("HideMonster"))(u2, ...); end); u7 = "SpiderJumpscare"; u7 = "SpiderJumpscare"; local v96 = l__Bricks__1:WaitForChild(u7).OnClientEvent:Connect(function(...) require(script:WaitForChild("Modules"):WaitForChild(u7))(u2, ...); end); local v97 = l__Bricks__1:WaitForChild("AchievementUnlock").OnClientEvent:Connect(function(...) require(script:WaitForChild("Modules"):WaitForChild("AchievementUnlock"))(u2, ...); end); local v98 = l__Bricks__1:WaitForChild("Screech").OnClientEvent:Connect(function(...) require(script:WaitForChild("Modules"):WaitForChild("Screech"))(u2, ...); end); function shakerel(p33, p34, p35, p36, p37, p38, p39) local v99 = nil; v99 = 0; for v100 = 1, 2 do local v101 = 100; if v100 == 2 then v101 = 30; end; v99 = v99 + math.abs(math.clamp((u2.cam.CFrame.Position - p33).Magnitude, 0, v101) - v101) / v101; end; u2.camShaker:ShakeOnce(p34 * v99 * 0.8, p35, p36, p37, p38, p39); end; u7 = "CamShakeRelative"; l__Bricks__1:WaitForChild(u7).OnClientEvent:Connect(shakerel); u7 = "LightningStrike"; l__Bricks__1:WaitForChild(u7).OnClientEvent:Connect(v7);
--// All remote events will have a no-opt OnServerEvent connecdted on construction
local function CreateEventIfItDoesntExist(parentObject, objectName) local obj = CreateIfDoesntExist(parentObject, objectName, "RemoteEvent") obj.OnServerEvent:Connect(emptyFunction) return obj end CreateEventIfItDoesntExist(EventFolder, "OnNewMessage") CreateEventIfItDoesntExist(EventFolder, "OnMessageDoneFiltering") CreateEventIfItDoesntExist(EventFolder, "OnNewSystemMessage") CreateEventIfItDoesntExist(EventFolder, "OnChannelJoined") CreateEventIfItDoesntExist(EventFolder, "OnChannelLeft") CreateEventIfItDoesntExist(EventFolder, "OnMuted") CreateEventIfItDoesntExist(EventFolder, "OnUnmuted") CreateEventIfItDoesntExist(EventFolder, "OnMainChannelSet") CreateEventIfItDoesntExist(EventFolder, "ChannelNameColorUpdated") CreateEventIfItDoesntExist(EventFolder, "SayMessageRequest") CreateEventIfItDoesntExist(EventFolder, "SetBlockedUserIdsRequest") CreateIfDoesntExist(EventFolder, "GetInitDataRequest", "RemoteFunction") CreateIfDoesntExist(EventFolder, "MutePlayerRequest", "RemoteFunction") CreateIfDoesntExist(EventFolder, "UnMutePlayerRequest", "RemoteFunction") EventFolder = useEvents local function CreatePlayerSpeakerObject(playerObj) --// If a developer already created a speaker object with the --// name of a player and then a player joins and tries to --// take that name, we first need to remove the old speaker object local speaker = ChatService:GetSpeaker(playerObj.Name) if (speaker) then ChatService:RemoveSpeaker(playerObj.Name) end speaker = ChatService:InternalAddSpeakerWithPlayerObject(playerObj.Name, playerObj, false) for _, channel in pairs(ChatService:GetAutoJoinChannelList()) do speaker:JoinChannel(channel.Name) end speaker:InternalAssignEventFolder(EventFolder) speaker.ChannelJoined:connect(function(channel, welcomeMessage) local log = nil local channelNameColor = nil local channelObject = ChatService:GetChannel(channel) if (channelObject) then log = channelObject:GetHistoryLogForSpeaker(speaker) channelNameColor = channelObject.ChannelNameColor end EventFolder.OnChannelJoined:FireClient(playerObj, channel, welcomeMessage, log, channelNameColor) end) speaker.Muted:connect(function(channel, reason, length) EventFolder.OnMuted:FireClient(playerObj, channel, reason, length) end) speaker.Unmuted:connect(function(channel) EventFolder.OnUnmuted:FireClient(playerObj, channel) end) ChatService:InternalFireSpeakerAdded(speaker.Name) end EventFolder.SayMessageRequest.OnServerEvent:connect(function(playerObj, message, channel) if type(message) ~= "string" then return elseif not validateMessageLength(message) then return end if type(channel) ~= "string" then return end local speaker = ChatService:GetSpeaker(playerObj.Name) if (speaker) then return speaker:SayMessage(message, channel) end return nil end) EventFolder.MutePlayerRequest.OnServerInvoke = function(playerObj, muteSpeakerName) if type(muteSpeakerName) ~= "string" then return end local speaker = ChatService:GetSpeaker(playerObj.Name) if speaker then local muteSpeaker = ChatService:GetSpeaker(muteSpeakerName) if muteSpeaker then speaker:AddMutedSpeaker(muteSpeaker.Name) return true end end return false end EventFolder.UnMutePlayerRequest.OnServerInvoke = function(playerObj, unmuteSpeakerName) if type(unmuteSpeakerName) ~= "string" then return end local speaker = ChatService:GetSpeaker(playerObj.Name) if speaker then local unmuteSpeaker = ChatService:GetSpeaker(unmuteSpeakerName) if unmuteSpeaker then speaker:RemoveMutedSpeaker(unmuteSpeaker.Name) return true end end return false end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 8000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 8000 -- Spring Force Tune.FAntiRoll = 30 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
----------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------
local Vida = script.Parent.Overhaul.Vida local Consciente = script.Parent.Overhaul.Consciente local Dor = script.Parent.Overhaul.Dor local Ferido = script.Parent.Overhaul.Ferido local Sangrando = script.Parent.Overhaul.Sangrando local BleedTween = TS:Create(Sangrando, TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,-1,true), {TextColor3 = Color3.fromRGB(255, 0, 0)} ) RS.RenderStepped:connect(function() if script.Parent.Visible == true then if Target.Value ~= "N/A" then local player = game.Players:FindFirstChild(Target.Value) local vHuman = player.Character.Humanoid local vSang = player.Character.ACS_Client.Variaveis.Sangue local pie = (vHuman.Health / vHuman.MaxHealth) script.Parent.Menu.Base.VidaBar.Sangue.Size = UDim2.new(1, 0, pie, 0) local Pizza = (vSang.Value / vSang.MaxValue) script.Parent.Menu.Base.SangueBar.Sangue.Size = UDim2.new(1, 0, Pizza, 0) else local pie = (Human.Health / Human.MaxHealth) script.Parent.Menu.Base.VidaBar.Sangue.Size = UDim2.new(1, 0, pie, 0) local Pizza = (Saude.Variaveis.Sangue.Value / Saude.Variaveis.Sangue.MaxValue) script.Parent.Menu.Base.SangueBar.Sangue.Size = UDim2.new(1, 0, Pizza, 0) end if Target.Value == "N/A" then if Human.Health <= 0 then Vida.Text = "Dead" Vida.TextColor3 = Color3.fromRGB(255,0,0) elseif Human.Health <= (Human.MaxHealth * .5) then Vida.Text = "High Risk" Vida.TextColor3 = Color3.fromRGB(255,0,0) elseif Human.Health <= (Human.MaxHealth * .75) then Vida.Text = "Low Risk" Vida.TextColor3 = Color3.fromRGB(255,255,0) elseif Human.Health <= (Human.MaxHealth) then Vida.Text = "Healthy" Vida.TextColor3 = Color3.fromRGB(255,255,255) end if Saude.Stances.Caido.Value == true then Consciente.Text = "Unconscious" else Consciente.Text = "Conscious" end if Saude.Variaveis.Dor.Value <= 0 then Dor.Text = "No pain" Dor.TextColor3 = Color3.fromRGB(255,255,255) elseif Saude.Variaveis.Dor.Value <= 25 then Dor.Text = "Minor pain" Dor.TextColor3 = Color3.fromRGB(255,255,255) elseif Saude.Variaveis.Dor.Value < 100 then Dor.Text = "Major pain" Dor.TextColor3 = Color3.fromRGB(255,255,0) elseif Saude.Variaveis.Dor.Value >= 100 then Dor.Text = "Extreme pain" Dor.TextColor3 = Color3.fromRGB(255,0,0) end if Saude.Stances.Ferido.Value == true then Ferido.Visible = true else Ferido.Visible = false end if Saude.Stances.Sangrando.Value == true or Saude.Stances.Tourniquet.Value == true then if Saude.Stances.Tourniquet.Value == true then Sangrando.Text = 'Tourniquet' else Sangrando.Text = 'Bleeding' end Sangrando.Visible = true Sangrando.TextColor3 = Color3.fromRGB(255,255,255) BleedTween:Play() else Sangrando.Visible = false BleedTween:Cancel() end else local player2 = game.Players:FindFirstChild(Target.Value) local PlHuman = player2.Character.Humanoid local PlSaude = player2.Character.ACS_Client if PlHuman.Health > 0 then if PlHuman.Health <= 0 then Vida.Text = "Dead" Vida.TextColor3 = Color3.fromRGB(255,0,0) elseif PlHuman.Health <= (PlHuman.MaxHealth * .5) then Vida.Text = "High Risk" Vida.TextColor3 = Color3.fromRGB(255,0,0) elseif PlHuman.Health <= (PlHuman.MaxHealth * .75) then Vida.Text = "Low Risk" Vida.TextColor3 = Color3.fromRGB(255,255,0) elseif PlHuman.Health <= (PlHuman.MaxHealth) then Vida.Text = "Healthy" Vida.TextColor3 = Color3.fromRGB(255,255,255) end if PlSaude.Stances.Caido.Value == true then Consciente.Text = "Unconscious" else Consciente.Text = "Conscious" end if PlSaude.Variaveis.Dor.Value <= 0 then Dor.Text = "No pain" Dor.TextColor3 = Color3.fromRGB(255,255,255) elseif PlSaude.Variaveis.Dor.Value <= 25 then Dor.Text = "Minor pain" Dor.TextColor3 = Color3.fromRGB(255,255,255) elseif PlSaude.Variaveis.Dor.Value < 100 then Dor.Text = "Major pain" Dor.TextColor3 = Color3.fromRGB(255,255,0) elseif PlSaude.Variaveis.Dor.Value >= 100 then Dor.Text = "Extreme pain" Dor.TextColor3 = Color3.fromRGB(255,0,0) end if PlSaude.Stances.Ferido.Value == true then Ferido.Visible = true else Ferido.Visible = false end if PlSaude.Stances.Sangrando.Value == true or PlSaude.Stances.Tourniquet.Value == true then if PlSaude.Stances.Tourniquet.Value == true then Sangrando.Text = 'Tourniquet' else Sangrando.Text = 'Bleeding' end Sangrando.Visible = true Sangrando.TextColor3 = Color3.fromRGB(255,255,255) BleedTween:Play() else Sangrando.Visible = false BleedTween:Cancel() end else Reset:FireServer() end end end end)
--[[** Decodes a string from Base64. @param [t:string] Input The input string to decode. @returns [t:string] The newly decoded string. **--]]
function Base64.Decode(Input) local Output = {} local Length = 0 for Index = 1, #Input, 4 do local C1, C2, C3, C4 = string.byte(Input, Index, Index + 3) local I1 = Indexes[C1] - 1 local I2 = Indexes[C2] - 1 local I3 = (Indexes[C3] or 1) - 1 local I4 = (Indexes[C4] or 1) - 1 local A = bit32_lshift(I1, 2) + bit32_rshift(I2, 4) local B = bit32_lshift(bit32_band(I2, 15), 4) + bit32_rshift(I3, 2) local C = bit32_lshift(bit32_band(I3, 3), 6) + I4 Length = Length + 1 Output[Length] = A if C3 ~= 61 then Length = Length + 1 Output[Length] = B end if C4 ~= 61 then Length = Length + 1 Output[Length] = C end end local NewOutput = {} local NewLength = 0 local IndexAdd4096Sub1 for Index = 1, Length, 4096 do NewLength = NewLength + 1 IndexAdd4096Sub1 = Index + 4096 - 1 NewOutput[NewLength] = string.char(table.unpack( Output, Index, IndexAdd4096Sub1 > Length and Length or IndexAdd4096Sub1 )) end return table.concat(NewOutput) end return Base64
-- Load default environment
if workspace.Areas:FindFirstChildOfClass("Folder") then require(updateEnvironment).LoadArea(workspace.Areas:FindFirstChildOfClass("Folder").Name) end game:GetService("RunService"):BindToRenderStep("UI", 50, function() -- Update and animate health UI if players.LocalPlayer.Character and players.LocalPlayer.Character:FindFirstChild("Humanoid") then if players.LocalPlayer.Character.Humanoid.Health/players.LocalPlayer.Character.Humanoid.MaxHealth >= 0.998 then healthFill.UIGradient.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(1, 0)}) elseif players.LocalPlayer.Character.Humanoid.Health/players.LocalPlayer.Character.Humanoid.MaxHealth <= 0.001 then healthFill.UIGradient.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(1, 1)}) else healthFill.UIGradient.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(players.LocalPlayer.Character.Humanoid.Health/players.LocalPlayer.Character.Humanoid.MaxHealth, 0), NumberSequenceKeypoint.new(math.clamp((players.LocalPlayer.Character.Humanoid.Health/players.LocalPlayer.Character.Humanoid.MaxHealth)+0.001, (players.LocalPlayer.Character.Humanoid.Health/players.LocalPlayer.Character.Humanoid.MaxHealth)+0.001, 0.999), 1), NumberSequenceKeypoint.new(1, 1)}) end healthFill.Parent.LifeLabel.Text = math.floor(players.LocalPlayer.Character.Humanoid.Health) healthFill.UIGradient.Rotation = healthFill.UIGradient.Rotation - 1 healthFill.Rotation = healthFill.Rotation + 1 if lastHealth > players.LocalPlayer.Character.Humanoid.Health then DamageEffect(lastHealth/players.LocalPlayer.Character.Humanoid.MaxHealth, (lastHealth-players.LocalPlayer.Character.Humanoid.Health)/players.LocalPlayer.Character.Humanoid.MaxHealth, lastHealth-players.LocalPlayer.Character.Humanoid.Health) end lastHealth = players.LocalPlayer.Character.Humanoid.Health end -- Update other stuff in UI if players.LocalPlayer.Stats.Rank.Value >= rankCap.Value then rankLabel.TextColor3 = Color3.fromRGB(255, 255, 0) else rankLabel.TextColor3 = Color3.fromRGB(255, 255, 255) end if players.LocalPlayer.Stats.Mana.Value >= GetManaCap() then manaLabel.TextColor3 = Color3.fromRGB(255, 255, 0) else manaLabel.TextColor3 = Color3.fromRGB(255, 255, 255) end rankLabel.Text = players.LocalPlayer.Stats.Rank.Value goldLabel.Text = players.LocalPlayer.Stats.Gold.Value arrowsLabel.Text = players.LocalPlayer.Stats.Arrows.Value manaLabel.Text = players.LocalPlayer.Stats.Mana.Value rankBar.Parent.Label.Text = players.LocalPlayer.Stats.XP.Value .. "/" .. replicatedStorage.ServerSettings.XPPerRank.Value * players.LocalPlayer.Stats.Rank.Value .. " XP" rankBar.Position = UDim2.new((players.LocalPlayer.Stats.XP.Value / (replicatedStorage.ServerSettings.XPPerRank.Value * players.LocalPlayer.Stats.Rank.Value)) - 1, 0, 0, 0) rankBar.Fill.Position = UDim2.new(1 - players.LocalPlayer.Stats.XP.Value / (replicatedStorage.ServerSettings.XPPerRank.Value * players.LocalPlayer.Stats.Rank.Value), 0, 0, 0) end)
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end 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 fadeSteps = 10 local blurSize = 10 local textFade = 0.1 local strokeFade = 0.5 local frameFade = frame.BackgroundTransparency 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
-- Provide iteration sorting modifiers
Cheer.Sorted = setmetatable({}, { -- Allow increasing sort modifiers __add = function (Self, SortingField) return { Type = 'Sort', Field = SortingField, Direction = 'Increasing' }; end; -- Allow decreasing sort modifiers __sub = function (Self, SortingField) return { Type = 'Sort', Field = SortingField, Direction = 'Decreasing' }; end; }); setmetatable(Cheer, { -- Enable syntactic sugar for loading components __call = function (Cheer, ...) local ArgCount = #{...}; -- Direct loading if ArgCount == 1 then return Cheer.LoadComponent(...); -- Template instance loading elseif ArgCount == 2 then return Cheer.FromTemplate(...); end; end; }); return Cheer;
-- float rd_flt_be(string src, int s) -- @src - Source binary string -- @s - Start index of big endian float
local function rd_flt_be(src, s) local f1, f2, f3, f4 = src:byte(s, s + 3) return rd_flt_basic(f4, f3, f2, f1) end
--[[** ensures Lua primitive none type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.none = primitive("nil")
-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg) local emote = "" if (string.sub(msg, 1, 3) == "/e ") then emote = string.sub(msg, 4) elseif (string.sub(msg, 1, 7) == "/emote ") then emote = string.sub(msg, 8) end if (pose == "Standing" and emoteNames[emote] ~= nil) then playAnimation(emote, 0.1, zombie) end end)
-- Renderers that don't support hydration -- can re-export everything from this module.
function shim(...) invariant( false, "The current renderer does not support hydration. " .. "This error is likely caused by a bug in React. " .. "Please file an issue." ) end
--[=[ Takes in a brio and returns an observable that emits the brio, and then completes on death. @deprecated 3.6.0 -- This method does not wrap the resulting value in a Brio, which can sometimes lead to leaks. @param project (value: TBrio) -> TProject @return (brio<TBrio>) -> TProject ]=]
function RxBrioUtils.mapBrio(project) assert(type(project) == "function", "Bad project") warn("[RxBrioUtils.mapBrio] - Deprecated since 3.6.0. Use RxBrioUtils.mapBrioBrio") return function(brio) assert(Brio.isBrio(brio), "Not a brio") if brio:IsDead() then return Rx.EMPTY end local observable = project(brio:GetValue()) assert(Observable.isObservable(observable), "Not an observable") return RxBrioUtils.completeOnDeath(brio, observable) end end
-- ROBLOX TODO: fix PrettyFormat types imports
type CompareKeys = ((a: string, b: string) -> number) | nil export type DiffOptionsColor = (string) -> string export type DiffOptions = { aAnnotation: string?, aColor: DiffOptionsColor?, aIndicator: string?, bAnnotation: string?, bColor: DiffOptionsColor?, bIndicator: string?, changeColor: DiffOptionsColor?, changeLineTrailingSpaceColor: DiffOptionsColor?, commonColor: DiffOptionsColor?, commonIndicator: string?, commonLineTrailingSpaceColor: DiffOptionsColor?, contextLines: number?, emptyFirstOrLastLinePlaceholder: string?, expand: boolean?, includeChangeCounts: boolean?, omitAnnotationLines: boolean?, patchColor: DiffOptionsColor?, compareKeys: CompareKeys?, } export type DiffOptionsNormalized = { aAnnotation: string, aColor: DiffOptionsColor, aIndicator: string, bAnnotation: string, bColor: DiffOptionsColor, bIndicator: string, changeColor: DiffOptionsColor, changeLineTrailingSpaceColor: DiffOptionsColor, commonColor: DiffOptionsColor, commonIndicator: string, commonLineTrailingSpaceColor: DiffOptionsColor, compareKeys: CompareKeys, contextLines: number, emptyFirstOrLastLinePlaceholder: string, expand: boolean, includeChangeCounts: boolean, omitAnnotationLines: boolean, patchColor: DiffOptionsColor, } return {}
--BotHit1
Door1.Touched:Connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and hit.Parent:FindFirstChild("Bot") then if Ready == true then if Open == false then Ready = false Unlock:Play() hit.Parent.HumanoidRootPart.Anchored = true wait(1) hit.Parent.HumanoidRootPart.Anchored = false Open = true OpenSound:Play() OpenTween:Play() OpenTween1:Play() wait(.5) Ready = true end end end end)
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0)
-- Constants for MD5
do for idx = 1, 64 do -- we can't use formula math.floor(abs(sin(idx))*TWO_POW_32) because its result may be beyond integer range on Lua built with 32-bit integers local hi, lo = math.modf(math.abs(math.sin(idx)) * TWO_POW_16) md5_K[idx] = hi * 65536 + math.floor(lo * TWO_POW_16) end end
--------------| SYSTEM SETTINGS |--------------
Prefix = ";"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 3140355872; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 1; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 1; ["Admin"] = 1; ["Settings"] = 1; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["HeadAdmin"] = 0; ["Admin"] = 0; ["Mod"] = 0; ["VIP"] = 0; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; RankRequiredToViewIcon = 1; WelcomeRankNotice = false; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = false; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = false; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; };
--these are for button checks. It's kinda ugly so if you have a better way pm me
ha=false hd=false hs=false hw=false imgassets ={ hazardoff="http://www.roblox.com/asset/?id=216957891", hazardon = "http://www.roblox.com/asset/?id=216957887", leftyoff = "http://www.roblox.com/asset/?id=216957962", leftyon = "http://www.roblox.com/asset/?id=216957949", rightyoff = "http://www.roblox.com/asset/?id=216957912", rightyon = "http://www.roblox.com/asset/?id=216957903", outoff="http://www.roblox.com/asset/?id=216957880", outon = "http://www.roblox.com/asset/?id=216957874", sirensoff = "http://www.roblox.com/asset/?id=216958870", sirenson = "http://www.roblox.com/asset/?id=216958870", wailoff = "http://www.roblox.com/asset/?id=216930335", wailon = "http://www.roblox.com/asset/?id=216930318", x4off = "http://www.roblox.com/asset/?id=216954211", x4on = "http://www.roblox.com/asset/?id=216954202", x2off = "http://www.roblox.com/asset/?id=216958009", x2on = "http://www.roblox.com/asset/?id=216958007", fastoff = "http://www.roblox.com/asset/?id=216957982", faston = "http://www.roblox.com/asset/?id=216957977", slowoff = "http://www.roblox.com/asset/?id=216957998", slowon = "http://www.roblox.com/asset/?id=216957989", lightsoff = "http://www.roblox.com/asset/?id=115931775", lightson = "http://www.roblox.com/asset/?id=115931779", lockoff = "http://www.roblox.com/asset/?id=116532096", lockon = "http://www.roblox.com/asset/?id=116532114", leftturn = "http://www.roblox.com/asset/?id=115931542", rightturn = "http://www.roblox.com/asset/?id=115931529", fltd = "http://www.roblox.com/asset/?id=116531501", yelpon = "http://www.roblox.com/asset/?id=216930350", yelpoff = "http://www.roblox.com/asset/?id=216930359", phaseron = "http://www.roblox.com/asset/?id=216930382", phaseroff = "http://www.roblox.com/asset/?id=216930390", hiloon = "http://www.roblox.com/asset/?id=216930459", hilooff = "http://www.roblox.com/asset/?id=216930471", hornon = "http://www.roblox.com/asset/?id=216930428", hornoff = "http://www.roblox.com/asset/?id=216930438", wailrumbleron = "http://www.roblox.com/asset/?id=216930512", wailrumbleroff = "http://www.roblox.com/asset/?id=216930520", yelprumbleron = "http://www.roblox.com/asset/?id=216930566", yelprumbleroff = "http://www.roblox.com/asset/?id=216930573", phaserrumbleron = "http://www.roblox.com/asset/?id=216930585", phaserrumbleroff = "http://www.roblox.com/asset/?id=216930595", hyperhiloon = "http://www.roblox.com/asset/?id=216963140", hyperhilooff = "http://www.roblox.com/asset/?id=216963128", } for _,i in pairs (imgassets) do Game:GetService("ContentProvider"):Preload(i) end if gear == 1 then script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3) script.Parent.dn.Style = "RobloxRoundButton" end if gear == maxgear then script.Parent.up.TextColor3 = Color3.new(.3,.3,.3) script.Parent.up.Style = "RobloxRoundButton" end function gearup()--activated by GUI or pressing E if lock then return end if gear < maxgear then gear = gear+1 watdo() script.Parent.Gear.Text = (gear.."/"..maxgear) end if gear == maxgear then script.Parent.up.TextColor3 = Color3.new(.3,.3,.3) script.Parent.up.Style = "RobloxRoundButton" script.Parent.dn.TextColor3 = Color3.new(1,1,1) script.Parent.dn.Style = "RobloxRoundButton" elseif gear == 1 then script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3) script.Parent.dn.Style = "RobloxRoundButton" script.Parent.up.TextColor3 = Color3.new(1,1,1) script.Parent.up.Style = "RobloxRoundButton" else script.Parent.dn.TextColor3 = Color3.new(1,1,1) script.Parent.dn.Style = "RobloxRoundButton" script.Parent.up.TextColor3 = Color3.new(1,1,1) script.Parent.up.Style = "RobloxRoundButton" end end function geardown()--activated by GUI or pressing Q if lock then return end if gear > 1 then gear = gear-1 watdo() script.Parent.Gear.Text = (gear.."/"..maxgear) end if gear == 1 then script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3) script.Parent.dn.Style = "RobloxRoundButton" script.Parent.up.TextColor3 = Color3.new(1,1,1) script.Parent.up.Style = "RobloxRoundButton" elseif gear == maxgear then script.Parent.up.TextColor3 = Color3.new(.3,.3,.3) script.Parent.up.Style = "RobloxRoundButton" script.Parent.dn.TextColor3 = Color3.new(1,1,1) script.Parent.dn.Style = "RobloxRoundButton" else script.Parent.dn.TextColor3 = Color3.new(1,1,1) script.Parent.dn.Style = "RobloxRoundButton" script.Parent.up.TextColor3 = Color3.new(1,1,1) script.Parent.up.Style = "RobloxRoundButton" end end script.Parent.up.MouseButton1Click:connect(gearup) script.Parent.dn.MouseButton1Click:connect(geardown) script.Parent.up.MouseButton1Click:connect(gearup) script.Parent.dn.MouseButton1Click:connect(geardown) script.Parent.flipbutton.MouseButton1Click:connect(function() if not flipping then flipping = true local a = Instance.new("BodyPosition",seat) a.maxForce = Vector3.new(100000,10000000,100000) a.position = seat.Position + Vector3.new(0,10,0) local b = Instance.new("BodyGyro",seat) wait(3) a:Destroy() b:Destroy() flipping = false end end) function turn() if turndebounce == false then turndebounce = true wait(0.05) repeat templeft = turningleft tempright = turningright script.Parent.onsound:Play() if turningleft == true then script.Parent.leftturn.Visible = true for _,i in pairs (leftturn) do i.BrickColor = BrickColor.new("Deep orange") i.Material = "Neon" end for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Really red") a.Material = "Neon" end for _,b in pairs (leftflash) do if lightson then b.Enabled = true end end for _,b in pairs (leftbrake) do b.Brightness = 2 end end if turningright == true then script.Parent.rightturn.Visible = true for _,i in pairs (rightturn) do i.BrickColor = BrickColor.new("Deep orange") i.Material = "Neon" end for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Really red") a.Material = "Neon" end for _,b in pairs (rightflash) do if lightson then b.Enabled = true end end for _,b in pairs (rightbrake) do b.Brightness = 2 end end wait(0.4) script.Parent.offsound:Play() script.Parent.leftturn.Visible = false script.Parent.rightturn.Visible = false if templeft == true then for _,i in pairs (leftturn) do i.BrickColor = BrickColor.new("Neon orange") i.Material = "SmoothPlastic" end for _,b in pairs (leftflash) do b.Enabled = false end for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Bright red") a.Material = "SmoothPlastic" end for _,b in pairs (leftbrake) do b.Brightness = 1 end else if throttle > 0 then for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Bright red") a.Material = "SmoothPlastic" end for _,b in pairs (leftbrake) do b.Brightness = 1 end else for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Really red") a.Material = "SmoothPlastic" end for _,b in pairs (leftbrake) do b.Brightness = 2 end end end if tempright == true then for _,i in pairs (rightturn) do i.BrickColor = BrickColor.new("Neon orange") i.Material = "SmoothPlastic" end for _,b in pairs (rightflash) do b.Enabled = false end for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Bright red") a.Material = "SmoothPlastic" end for _,b in pairs (rightbrake) do b.Brightness = 1 end else if throttle > 0 then for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Bright red") a.Material = "SmoothPlastic" end for _,b in pairs (rightbrake) do b.Brightness = 1 end else for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Really red") a.Material = "SmoothPlastic" end for _,b in pairs (rightbrake) do b.Brightness = 2 end end end wait(0.35) until turningleft == false and turningright == false turndebounce = false end end seat.ChildRemoved:connect(function(it) if it:IsA("Weld") then if it.Part1.Parent == Player.Character then lock = true ha=false hd=false hs=false hw=false throttle = 0 steer = 0 watdo() script.Parent.close.Active = true script.Parent.close.Visible = true script.Parent.xlabel.Visible = true end end end) seat.ChildAdded:connect(function(it) if it:IsA("Weld") then if it.Part1.Parent == Player.Character then lock = false script.Parent.close.Active = false script.Parent.close.Visible = false script.Parent.xlabel.Visible = false end end end) function exiting() lock = true--when we close the gui stop everything steer = 0 throttle = 0 watdo() turningleft = false turningright = false script.Parent.flasher.Value = false script.Parent.siren.Value = false lightson = false Instance.new("IntValue",seat) for _,i in pairs (leftturn) do i.BrickColor = BrickColor.new("Neon orange") i.Material ="Neon" end for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Really red") a.Material ="Neon" end for _,b in pairs (leftflash) do b.Enabled = false end for _,b in pairs (leftbrake) do b.Brightness = 2 end for _,i in pairs (rightturn) do i.BrickColor = BrickColor.new("Neon orange") i.Material ="Neon" end for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Really red") a.Material ="Neon" end for _,b in pairs (rightflash) do b.Enabled = false end for _,b in pairs (rightbrake) do b.Brightness = 2 end script.Parent.Parent:Destroy()--destroy the 'Car' ScreenGui end function updatelights() for _,i in pairs (leftbrake) do i.Enabled = lightson end for _,i in pairs (rightbrake) do i.Enabled = lightson end for _,i in pairs (brakelight) do i.Enabled = lightson end for _,i in pairs (headlight) do i.Enabled = lightson end if lightson then script.Parent.lightimage.Image = imgassets.lightson else script.Parent.lightimage.Image = imgassets.lightsoff end end script.Parent.lights.MouseButton1Click:connect(function() if lock then return end lightson = not lightson updatelights() end) function destroycar() seat.Parent:Destroy()--destroy the car end script.Parent.close.MouseButton1Up:connect(exiting) Player.Character.Humanoid.Died:connect(destroycar) game.Players.PlayerRemoving:connect(function(Playeras) if Playeras.Name == Player.Name then destroycar() end end) for _, i in pairs (seat.Parent:GetChildren()) do--populate the tables for ease of modularity. You could have 100 left wheels if you wanted. if i.Name == "LeftWheel" then table.insert(left,i) elseif i.Name == "RightWheel" then table.insert(right,i) elseif i.Name == "Rearlight" then table.insert(rearlight,i) elseif i.Name == "Brakelight" then table.insert(brakelight,i.SpotLight) elseif i.Name == "rightturn" then table.insert(rightturn,i) elseif i.Name == "leftturn" then table.insert(leftturn,i) elseif i.Name == "leftflash" then table.insert(leftflash,i.SpotLight) elseif i.Name == "rightflash" then table.insert(rightflash,i.SpotLight) elseif i.Name == "leftlight" then table.insert(leftlight,i) elseif i.Name == "rightlight" then table.insert(rightlight,i) elseif i.Name == "Headlight" then table.insert(headlight,i.SpotLight) elseif i.Name == "leftbrake" then table.insert(leftbrake,i.SpotLight) elseif i.Name == "rightbrake" then table.insert(rightbrake,i.SpotLight) elseif i.Name == "revlight" then table.insert(revlight,i.SpotLight) end end for _,l in pairs (left) do l.BottomParamA = 0 l.BottomParamB = 0 end for _,r in pairs (right) do r.BottomParamA = 0 r.BottomParamB = 0 end function watdo() seat.Parent.LeftMotor.DesiredAngle = math.rad(throttle < 0 and 40* steer or 40*steer/gear^0.5) seat.Parent.RightMotor.DesiredAngle = math.rad(throttle < 0 and 40* steer or 40*steer/gear^0.5) for _,l in pairs (left) do--I do it this way so that it's not searching the model every time an input happens if throttle ~= -1 then l.BottomParamA = (.1/gear) l.BottomParamB = (.5*gear+steer*gear/30)*throttle else l.BottomParamA = -.01 l.BottomParamB = -.5-steer/20 end end for _,r in pairs (right) do if throttle ~= -1 then r.BottomParamA = -(.1/gear) r.BottomParamB = -(.5*gear-steer*gear/30)*throttle else r.BottomParamA = .01 r.BottomParamB = .5-steer/20 end end if throttle < 1 then for _,g in pairs (rearlight) do g.BrickColor = BrickColor.new("Really red") end for _,b in pairs (brakelight) do b.Brightness = 2 end if turningleft == false then for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Really red") a.Material ="Neon" end for _,b in pairs (leftbrake) do b.Brightness = 2 end end if turningright == false then for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Really red") a.Material ="Neon" end for _,b in pairs (rightbrake) do b.Brightness = 2 end end else for _,g in pairs (rearlight) do g.BrickColor = BrickColor.new("Bright red") g.Material = "SmoothPlastic" end for _,b in pairs (brakelight) do b.Brightness = 1 end if turningleft == false then for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Bright red") a.Material = "SmoothPlastic" end for _,b in pairs (leftbrake) do b.Brightness = 1 end end if turningright == false then for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Bright red") a.Material = "SmoothPlastic" end for _,b in pairs (rightbrake) do b.Brightness = 1 end end end if throttle < 0 then for _,b in pairs (revlight) do if lightson then b.Enabled = true end end else for _,b in pairs (revlight) do b.Enabled = false end end end Player:GetMouse().KeyDown:connect(function(key)--warning ugly button code if lock then return end key = string.upper(key) if not ha and key == "A" or key == string.char(20) and not ha then ha = true steer = steer-1 end if not hd and key == "D" or key == string.char(19) and not hd then hd = true steer = steer+1 end if not hw and key == "W" or key == string.char(17) and not hw then hw = true throttle = throttle+1 end if not hs and key == "S" or key == string.char(18) and not hs then hs = true throttle = throttle-1 end if key == "Z" then geardown() end if key == "X" then gearup() end if key == "Q" then turningleft = not turningleft turn() end if key == "E" then turningright = not turningright turn() end watdo() end) Player:GetMouse().KeyUp:connect(function(key) if lock then return end key = string.upper(key) if ha and key == "A" or key == string.char(20)and ha then steer = steer+1 ha = false end if hd and key == "D" or key == string.char(19) and hd then steer = steer-1 hd = false end if hw and key == "W" or key == string.char(17) and hw then throttle = throttle-1 hw = false end if hs and key == "S" or key == string.char(18) and hs then throttle = throttle+1 hs = false end if key == "" then --more keys if I need them end watdo() end)
--[[ Cleans up the task passed in as the argument. A task can be any of the following: - an Instance - will be destroyed - an RBXScriptConnection - will be disconnected - a function - will be run - a table with a `Destroy` or `destroy` function - will be called - an array - `cleanup` will be called on each item ]]
export type Task = Instance | RBXScriptConnection | () -> () | {destroy: (any) -> ()} | {Destroy: (any) -> ()} | {Task} local function cleanup(task: any) local taskType = typeof(task) -- case 1: Instance if taskType == "Instance" then task:Destroy() -- case 2: RBXScriptConnection elseif taskType == "RBXScriptConnection" then task:Disconnect() -- case 3: callback elseif taskType == "function" then task() elseif taskType == "table" then -- case 4: destroy() function if typeof(task.destroy) == "function" then task:destroy() -- case 5: Destroy() function elseif typeof(task.Destroy) == "function" then task:Destroy() -- case 6: array of tasks elseif task[1] ~= nil then for _, subtask in ipairs(task) do cleanup(subtask) end end end end return cleanup
--tycoonsFolder.ChildAdded:Connect(function(tycoon)
--local purchaseHandler = tycoon:FindFirstChild("PurchaseHandler") --if purchaseHandler ~= nil then --purchaseHandler:Destroy() --purchaseHandlerNew:Clone().Parent = tycoon
--// Hash: f1e25cc5a70586bc0cb2ccfb248fa3890a7efaf8846040164a31a46176c8dcdb35134e7badd64ce621fc28380cb315c7 -- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer; local l__TweenService__2 = game:GetService("TweenService"); for v3, v4 in pairs(script:WaitForChild("StatModules"):GetChildren()) do local v5 = Instance.new("IntValue"); v5.Name = v4.Name .. "Val"; v5.Parent = v4; v5.Value = 0; local u1 = require(v4); local u2 = script.Parent:FindFirstChild(v4.Name); local function v6(p1) if p1 ~= nil then p1 = tonumber(p1); else p1 = u1.value; end; if type(p1) ~= "number" then return; end; local v7 = tonumber(u2.Text); u2.Size = UDim2.new(1, 0, 0.3, 0); if v7 < p1 then u2.TextColor3 = u2:GetAttribute("FadeIncrease"); u2.SoundIncrease:Play(); elseif p1 < v7 then u2.TextColor3 = u2:GetAttribute("FadeDecrease"); u2.SoundDecrease:Play(); end; l__TweenService__2:Create(u2, TweenInfo.new(0.7, Enum.EasingStyle.Quart, Enum.EasingDirection.InOut), { Size = UDim2.new(1, 0, 0.25, 0), TextColor3 = Color3.new(1, 1, 1) }):Play(); l__TweenService__2:Create(v5, TweenInfo.new(0.4, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), { Value = tonumber(p1) }):Play(); if p1 <= 0 then u2.Visible = false; return; end; u2.Visible = true; end; v5.Changed:Connect(function(p2) u2.Text = tostring(p2); end); if v4.Name == "Gold" then local u3 = tick(); local u4 = true; u1.event.Event:Connect(function() if u3 <= tick() then u3 = tick() + 0.2; end; u4 = false; end); game:GetService("ReplicatedStorage"):WaitForChild("Bricks"):WaitForChild("GetGold").OnClientEvent:Connect(function(p3) u3 = tick() + 0.5; u4 = false; print("yeah"); local v8, v9 = workspace.CurrentCamera:WorldToScreenPoint(p3); local v10 = script.Parent.Parent.Gold:Clone(); v10.Visible = true; v10.Name = "GoldLive"; v10.Position = UDim2.new(0, v8.X, 0, v8.Y); v10.Parent = script.Parent.Parent; local l__AbsolutePosition__11 = u2.Icon.AbsolutePosition; local l__AbsoluteSize__12 = u2.Icon.AbsoluteSize; l__TweenService__2:Create(v10, TweenInfo.new(0.5, Enum.EasingStyle.Quart, Enum.EasingDirection.In), { Size = UDim2.new(0, l__AbsoluteSize__12.X, 0, l__AbsoluteSize__12.Y), Position = UDim2.new(0, l__AbsolutePosition__11.X + l__AbsoluteSize__12.X / 2, 0, l__AbsolutePosition__11.Y + l__AbsoluteSize__12.Y / 2) }):Play(); game.Debris:AddItem(v10, 0.5); end); game:GetService("RunService").Heartbeat:Connect(function() if u4 == false and u3 <= tick() then u4 = true; v6(); end; end); else u1.event.Event:Connect(v6); end; v6(); end; wait(5); pcall(function() script.Parent.Parent:WaitForChild("ImageLabel"):TweenPosition(UDim2.new(0.85, 0, 0.8, 0), "Out", "Quad", 1); script.Parent:TweenPosition(UDim2.new(1, 0, 1, 0), "Out", "Quad", 2); end);
-- GUI DETECTION SETTINGS
settings.AntiOwlHub = true settings.AntiDex = false settings.AntiInfiniteYield = true settings.AntiRemoteSpy = true
--Tool.Spray.Transparency = 1 --Tool.Spray.Script.Disabled = true --Tool.Nossle.Spray.Enabled = false
event:FireServer("Button1Up") end function onEquip(mouse) if mouse == nil then return end mouse.Button1Down:connect(function() OB1D(mouse) end) mouse.Button1Up:connect(function() OB1U(mouse) end) end script.Parent.Equipped:connect(onEquip)
--s.Pitch = 0.7 --[[for x = 1, 50 do s.Pitch = s.Pitch + 0.20 1.900 s:play() wait(0.001) end]] --[[Chopper level 5=1.2, Chopper level 4=1.04]]
while s.Pitch<0.65 do s.Pitch=s.Pitch+0.009 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(-9) end while s.Pitch<0.97 do s.Pitch=s.Pitch+0.003 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(-9) end while true do for x = 1, 500 do s:play() wait(-9) end end
--[[ alexnewtron 2014 ]]
-- local p = game.Players.LocalPlayer; local h = p.Character:findFirstChild("Humanoid"); if (h ~= nil) then wait(7+math.random()) h.WalkSpeed = 16; end
-- Called when the RealismHook tag is added to a -- humanoid in the DataModel. Mounts the look-angle -- and material walking sounds into this humanoid.
function CharacterRealism:OnHumanoidAdded(humanoid) if humanoid:IsA("Humanoid") then if not self.SkipLookAngle then self:MountLookAngle(humanoid) end if not self.SkipMaterialSounds then self:MountMaterialSounds(humanoid) end end end
-- Note: The active transparency controller could be made to listen for this event itself.
function CameraModule:OnCameraSubjectChanged() local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if self.activeTransparencyController then self.activeTransparencyController:SetSubject(cameraSubject) end if self.activeOcclusionModule then self.activeOcclusionModule:OnCameraSubjectChanged(cameraSubject) end self:ActivateCameraController(nil, camera.CameraType) end function CameraModule:OnCameraTypeChanged(newCameraType) if newCameraType == Enum.CameraType.Scriptable then if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end -- Forward the change to ActivateCameraController to handle self:ActivateCameraController(nil, newCameraType) end
-- CONFIRMATIONS and FETCHES
function TribeModule:ValidateLeadership(playerName,tribeName) end function TribeModule:ValidateMembership(playerName,tribeName) end function TribeModule:GetPlayerTribe(playerName) end function TribeModule:GetTribeColor(tribeName) end
-- Prepend to list so the last added is the first tested.
local function addSerializer(plugin_) table.insert(PLUGINS, 1, plugin_) end local function getSerializers() return PLUGINS end
--[=[ Catch errors from the promise @param onRejected function @return Promise<T> ]=]
function Promise:Catch(onRejected) return self:Then(nil, onRejected) end
--[=[ http://reactivex.io/documentation/operators/using.html Each time a subscription occurs, the resource is constructed and exists for the lifetime of the observation. The observableFactory uses the resource for subscription. :::note Note from Quenty: I haven't found this that useful. ::: @param resourceFactory () -> MaidTask @param observableFactory (MaidTask) -> Observable<T> @return Observable<T> ]=]
function Rx.using(resourceFactory, observableFactory) return Observable.new(function(sub) local maid = Maid.new() local resource = resourceFactory() maid:GiveTask(resource) local observable = observableFactory(resource) assert(Observable.isObservable(observable), "Bad observable") maid:GiveTask(observable:Subscribe(sub:GetFireFailComplete())) return maid end) end
--[=[ Shorthand for `Promise:andThen(nil, failureHandler)`. Returns a Promise that resolves if the `failureHandler` worked without encountering an additional error. :::warning Within the failure handler, you should never assume that the rejection value is a string. Some rejections within the Promise library are represented by [[Error]] objects. If you want to treat it as a string for debugging, you should call `tostring` on it first. ::: @param failureHandler (...: any) -> ...any @return Promise<...any> ]=]
function Promise.prototype:catch(failureCallback) assert( failureCallback == nil or type(failureCallback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:catch") ) return self:_andThen(debug.traceback(nil, 2), nil, failureCallback) end
---------------------------------------------------------------
function onChildAdded(child) script.Parent.Parent.Body.Lightbar.Park.Value = false end function onChildRemoved(child) if script.Parent.Parent.Body.Lightbar.on.Value == true then script.Parent.Parent.Body.Lightbar.Park.Value = true end end script.Parent.ChildAdded:connect(onChildAdded) script.Parent.ChildRemoved:connect(onChildRemoved)
--☻☻☻☻☻☻☻
local P1 = script.Parent.PivotL local P2 = script.Parent.PivotR local TS = game:GetService("TweenService") local CD1 = Instance.new("ClickDetector",script.Parent.L) local CD2 = Instance.new("ClickDetector",script.Parent.R) local toggle = false local deb = false local function Box() if not deb then deb = true if toggle == false then TS:Create(P1, TweenInfo.new(2,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0), {CFrame = P1.CFrame * CFrame.Angles(math.rad(160),0,0)} ):Play() local t1 = TS:Create(P2, TweenInfo.new(2,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0), {CFrame = P2.CFrame * CFrame.Angles(math.rad(-170),0,0)} ) t1.Completed:Connect(function() toggle = not toggle deb = false end) t1:Play() else TS:Create(P1, TweenInfo.new(2,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0), {CFrame = P1.CFrame * CFrame.Angles(math.rad(-160),0,0)} ):Play() local t1 = TS:Create(P2, TweenInfo.new(2,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0), {CFrame = P2.CFrame * CFrame.Angles(math.rad(170),0,0)} ) t1.Completed:Connect(function() toggle = not toggle deb = false end) t1:Play() end end end CD1.MouseClick:Connect(function() Box() end) CD2.MouseClick:Connect(function() Box() end)
-- initialize local variables
local camera = workspace.CurrentCamera local player = game.Players.LocalPlayer local character = player.Character local humanoid = character.Humanoid
--[[ TableUtil.Copy(Table tbl) TableUtil.CopyShallow(Table tbl) TableUtil.Sync(Table tbl, Table templateTbl) TableUtil.Print(Table tbl, String label, Boolean deepPrint) TableUtil.FastRemove(Table tbl, Number index) TableUtil.FastRemoveFirstValue(Table tbl, Variant value) TableUtil.Map(Table tbl, Function callback) TableUtil.Filter(Table tbl, Function callback) TableUtil.Reduce(Table tbl, Function callback [, Number initialValue]) TableUtil.Assign(Table target, ...Table sources) TableUtil.Extend(Table target, Table extension) TableUtil.IndexOf(Table tbl, Variant item) TableUtil.Reverse(Table tbl) TableUtil.Shuffle(Table tbl) TableUtil.IsEmpty(Table tbl) TableUtil.EncodeJSON(Table tbl) TableUtil.DecodeJSON(String json) EXAMPLES: Copy: Performs a deep copy of the given table. In other words, all nested tables will also get copied. local tbl = {"a", "b", "c"} local tblCopy = TableUtil.Copy(tbl) CopyShallow: Performs a shallow copy of the given table. In other words, all nested tables will not be copied, but only moved by reference. Thus, a nested table in both the original and the copy will be the same. local tbl = {"a", "b", "c"} local tblCopy = TableUtil.CopyShallow(tbl) Sync: Synchronizes a table to a template table. If the table does not have an item that exists within the template, it gets added. If the table has something that the template does not have, it gets removed. local tbl1 = {kills = 0; deaths = 0; points = 0} local tbl2 = {points = 0} TableUtil.Sync(tbl2, tbl1) -- In words: "Synchronize table2 to table1" print(tbl2.deaths) Print: Prints out the table to the output in an easy-to-read format. Good for debugging tables. If deep printing, avoid cyclical references. local tbl = {a = 32; b = 64; c = 128; d = {x = 0; y = 1; z = 2}} TableUtil.Print(tbl, "My Table", true) FastRemove: Removes an item from an array at a given index. Only use this if you do NOT care about the order of your array. This works by simply popping the last item in the array and overwriting the given index with the last item. This is O(1), compared to table.remove's O(n) speed. local tbl = {"hello", "there", "this", "is", "a", "test"} TableUtil.FastRemove(tbl, 2) -- Remove "there" in the array print(table.concat(tbl, " ")) -- > hello test is a FastRemoveFirstValue: Calls FastRemove on the first index that holds the given value. local tbl = {"abc", "hello", "hi", "goodbye", "hello", "hey"} local removed, atIndex = TableUtil.FastRemoveFirstValue(tbl, "hello") if (removed) then print("Removed at index " .. atIndex) print(table.concat(tbl, " ")) -- > abc hi goodbye hello hey else print("Did not find value") end Map: This allows you to construct a new table by calling the given function on each item in the table. local peopleData = { {firstName = "Bob"; lastName = "Smith"}; {firstName = "John"; lastName = "Doe"}; {firstName = "Jane"; lastName = "Doe"}; } local people = TableUtil.Map(peopleData, function(item) return {Name = item.firstName .. " " .. item.lastName} end) -- 'people' is now an array that looks like: { {Name = "Bob Smith"}; ... } Filter: This allows you to create a table based on the given table and a filter function. If the function returns 'true', the item remains in the new table; if the function returns 'false', the item is discluded from the new table. local people = { {Name = "Bob Smith"; Age = 42}; {Name = "John Doe"; Age = 34}; {Name = "Jane Doe"; Age = 37}; } local peopleUnderForty = TableUtil.Filter(people, function(item) return item.Age < 40 end) Reduce: This allows you to reduce an array to a single value. Useful for quickly summing up an array. local tbl = {40, 32, 9, 5, 44} local tblSum = TableUtil.Reduce(tbl, function(accumulator, value) return accumulator + value end) print(tblSum) -- > 130 Assign: This allows you to assign values from multiple tables into one. The Assign function is very similar to JavaScript's Object.Assign() and is useful for things such as composition-designed systems. local function Driver() return { Drive = function(self) self.Speed = 10 end; } end local function Teleporter() return { Teleport = function(self, pos) self.Position = pos end; } end local function CreateCar() local state = { Speed = 0; Position = Vector3.new(); } -- Assign the Driver and Teleporter components to the car: return TableUtil.Assign({}, Driver(), Teleporter()) end local car = CreateCar() car:Drive() car:Teleport(Vector3.new(0, 10, 0)) Extend: Extends on all elements from one table to another. local t1 = {"a", "b", "c"} local t2 = {"d", "e", "f"} TableUtil.Extend(t1, t2) print(t1) --> { "a", "b", "c", "d", "e", "f" } IndexOf: Returns the index of the given item in the table. If not found, this will return nil. This is the same as table.find, which Roblox added after this method was written. To keep backwards compatibility, this method will continue to exist, but will point directly to table.find. local tbl = {"Hello", 32, true, "abc"} local abcIndex = TableUtil.IndexOf(tbl, "abc") -- > 4 local helloIndex = TableUtil.IndexOf(tbl, "Hello") -- > 1 local numberIndex = TableUtil.IndexOf(tbl, 64) -- > nil Reverse: Creates a reversed version of the array. Note: This is a shallow copy, so existing references will remain within the new table. local tbl = {2, 4, 6, 8} local rblReversed = TableUtil.Reverse(tbl) -- > {8, 6, 4, 2} Shuffle: Shuffles (i.e. randomizes) an array. This uses the Fisher-Yates algorithm. local tbl = {1, 2, 3, 4, 5, 6, 7, 8, 9} TableUtil.Shuffle(tbl) print(table.concat(tbl, ", ")) -- e.g. > 3, 6, 9, 2, 8, 4, 1, 7, 5 --]]
local TableUtil = {} local http = game:GetService("HttpService") local IndexOf = table.find local function CopyTable(t) assert(type(t) == "table", "First argument must be a table") local tCopy = table.create(#t) for k,v in pairs(t) do if (type(v) == "table") then tCopy[k] = CopyTable(v) else tCopy[k] = v end end return tCopy end local function CopyTableShallow(t) local tCopy = table.create(#t) for k,v in pairs(t) do tCopy[k] = v end return tCopy end local function Sync(tbl, templateTbl) assert(type(tbl) == "table", "First argument must be a table") assert(type(templateTbl) == "table", "Second argument must be a table") -- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl' -- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl' -- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl' for k,v in pairs(tbl) do local vTemplate = templateTbl[k] -- Remove keys not within template: if (vTemplate == nil) then tbl[k] = nil -- Synchronize data types: elseif (type(v) ~= type(vTemplate)) then if (type(vTemplate) == "table") then tbl[k] = CopyTable(vTemplate) else tbl[k] = vTemplate end -- Synchronize sub-tables: elseif (type(v) == "table") then Sync(v, vTemplate) end end -- Add any missing keys: for k,vTemplate in pairs(templateTbl) do local v = tbl[k] if (v == nil) then if (type(vTemplate) == "table") then tbl[k] = CopyTable(vTemplate) else tbl[k] = vTemplate end end end end local function FastRemove(t, i) local n = #t t[i] = t[n] t[n] = nil end local function Map(t, f) assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be an array") local newT = table.create(#t) for k,v in pairs(t) do newT[k] = f(v, k, t) end return newT end local function Filter(t, f) assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be an array") local newT = table.create(#t) if (#t > 0) then local n = 0 for i = 1,#t do local v = t[i] if (f(v, i, t)) then n = (n + 1) newT[n] = v end end else for k,v in pairs(t) do if (f(v, k, t)) then newT[k] = v end end end return newT end local function Reduce(t, f, init) assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be an array") assert(init == nil or type(init) == "number", "Third argument must be a number or nil") local result = (init or 0) for k,v in pairs(t) do result = f(result, v, k, t) end return result end
--Services
local Marketplace = game:GetService("MarketplaceService") local Http = game:GetService("HttpService")
-- setup variables
RootHipJoint = HumanoidRootPart:FindFirstChildOfClass("Motor6D") RootOldC0 = RootHipJoint.C0 LeftShoulder = Torso:WaitForChild("Left Shoulder") RightShoulder = Torso:WaitForChild("Right Shoulder")
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function InputBegan(input, processed) if input.UserInputType == keyboardInput then local key = input.KeyCode isDown[key] = true onKeyDown:Fire(key) end end -- InputBegan() local function InputEnded(input, processed) if input.UserInputType == keyboardInput then local key = input.KeyCode isDown[key] = false onKeyUp:Fire(key) end end -- InputEnded()
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = true --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 = 140 , spInc = 10 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 220 , spInc = 20 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 240 , spInc = 20 , -- Increment between labelled notches } }
-- Merges four bytes into a uint32 number.
function common.bytes_to_uint32(a, b, c, d) return a * 0x1000000 + b * 0x10000 + c * 0x100 + d end
--
FLDisk.CanCollide = true FRDisk.CanCollide = true RLDisk.CanCollide = true RRDisk.CanCollide = true hitboxF.CanCollide = true hitboxR.CanCollide = true weight.CustomPhysicalProperties = PhysicalProperties.new((((VehicleWeight/160)*0.4)-5.2)+0.4,1,1,1,1) engine.CustomPhysicalProperties = PhysicalProperties.new(0.04,1,1,1,1) fuel.CustomPhysicalProperties = PhysicalProperties.new(0.06,1,1,1,1) trans.CustomPhysicalProperties = PhysicalProperties.new(0.1,1,1,1,1) diff.CustomPhysicalProperties = PhysicalProperties.new(0.1,1,1,1,1) weight.Transparency = 1 engine.Transparency = 1 fuel.Transparency = 1 trans.Transparency = 1 diff.Transparency = 1 FLDisk.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) FRDisk.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) RLDisk.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) RRDisk.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) FLPad.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) FRPad.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) RLPad.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) RRPad.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) UFLPad.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) UFRPad.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) hitboxF.CanCollide = hitboxes hitboxR.CanCollide = hitboxes local GUISC = script.Assets.GUI:Clone() GUISC.Parent = script.Parent GUISC.Disabled = false local Plugins = script.Plugins for _,i in pairs(Plugins:GetChildren()) do i.Parent = script.Parent.Screen end wait(2) hitboxF.CanCollide = hitboxes hitboxR.CanCollide = hitboxes frontstiffness = 1290 * StiffnessFront frontdamping = 40 * StiffnessFront rearstiffness = 1290 * StiffnessRear reardamping = 40 * StiffnessRear springFL.Stiffness = frontstiffness springFR.Stiffness = frontstiffness springRL.Stiffness = rearstiffness springRR.Stiffness = rearstiffness wait(5) hitboxF.CanCollide = hitboxes hitboxR.CanCollide = hitboxes wait(5) hitboxF.CanCollide = hitboxes hitboxR.CanCollide = hitboxes end
--[=[ Legacy loading logic @private @class LegacyLoader ]=]
local RunService = game:GetService("RunService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerScriptService = game:GetService("ServerScriptService") local LoaderUtils = require(script.Parent.LoaderUtils) local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils) local Loader = require(script.Parent.Loader) local LegacyLoader = {} LegacyLoader.ClassName = "LegacyLoader" LegacyLoader.__index = LegacyLoader function LegacyLoader.new(script) return setmetatable({ _script = assert(script, "No script"); _container = false; _locked = false; _lookupMap = {}; }, LegacyLoader) end function LegacyLoader:Lock() assert(not self._container, "Cannot bootstrap game when legacy loader was already used") self._locked = true end function LegacyLoader:GetLoader(moduleScript) return Loader.new(moduleScript) end function LegacyLoader:Require(value) assert(not self._locked, "Cannot use legacy loader after already transformed") self:_setupIfNeeded() if type(value) == "number" then return require(value) elseif type(value) == "string" then local existing = self._lookupMap[value] if existing then return require(existing) else error("Error: Library '" .. tostring(value) .. "' does not exist.", 2) end elseif typeof(value) == "Instance" and value:IsA("ModuleScript") then return require(value) else error(("Error: module must be a string or ModuleScript, got '%s' for '%s'") :format(typeof(value), tostring(value))) end end function LegacyLoader:_buildLookupContainer() for _, instance in pairs(self._container:GetDescendants()) do if instance:IsA("ModuleScript") and not instance:FindFirstAncestorWhichIsA("ModuleScript") then local target = instance if BounceTemplateUtils.isBounceTemplate(instance) then target = BounceTemplateUtils.getTarget(instance) or instance end local existing = self._lookupMap[instance.Name] if existing then if target ~= existing then warn(("[LegacyLoader] - Duplicate module %q found, using first found\n\t(1) %s (used)\n\t(2) %s") :format( instance.Name, self._lookupMap[instance.Name]:GetFullName(), instance:GetFullName())) end else self._lookupMap[instance.Name] = target end end end end function LegacyLoader:_setupIfNeeded() local existingContainer = rawget(self, "_container") if existingContainer then return existingContainer end -- TODO: Handle setup by manual process assert(self._script.Name == "Nevermore", "Cannot invoke legacy mode if not at ReplicatedStorage.Nevermore") assert(self._script.Parent == ReplicatedStorage, "Cannot invoke legacy mode if not at ReplicatedStorage.Nevermore") if not RunService:IsRunning() then error("Test mode not supported") elseif RunService:IsServer() and RunService:IsClient() or (not RunService:IsRunning()) then if RunService:IsRunning() then error("Warning: Loading all modules in PlaySolo. It's recommended you use accurate play solo.") end elseif RunService:IsServer() then local container = ServerScriptService:FindFirstChild("Nevermore") or error("No ServerScriptService.Nevermore folder") local clientFolder, serverFolder, sharedFolder = LoaderUtils.toWallyFormat(container) clientFolder.Name = "_nevermoreClient" clientFolder.Parent = ReplicatedStorage sharedFolder.Name = "_nevermoreShared" sharedFolder.Parent = ReplicatedStorage serverFolder.Name = "_nevermoreServer" serverFolder.Parent = ServerScriptService rawset(self, "_container", serverFolder) self:_buildLookupContainer() elseif RunService:IsClient() then local container = ReplicatedStorage:WaitForChild("_nevermoreClient", 2) if not container then warn("[Nevermore] - Be sure to call require(ServerScriptService.Nevermore) on the server to replicate nevermore") container = ReplicatedStorage:WaitForChild("_nevermoreClient") end rawset(self, "_container", container) self:_buildLookupContainer() else error("Error: Unknown RunService state (Not client/server/test mode)") end end return LegacyLoader
--[=[ Utility functions for UI padding @class UIPaddingUtils ]=]
local UIPaddingUtils = {} function UIPaddingUtils.fromUDim(udim) local uiPadding = Instance.new("UIPadding") uiPadding.PaddingBottom = udim uiPadding.PaddingTop = udim uiPadding.PaddingLeft = udim uiPadding.PaddingRight = udim return uiPadding end function UIPaddingUtils.getTotalPadding(uiPadding) return UDim2.new(uiPadding.PaddingLeft + uiPadding.PaddingRight, uiPadding.PaddingBottom + uiPadding.PaddingTop) end function UIPaddingUtils.getTotalAbsolutePadding(uiPadding, absoluteSize) local padding = UIPaddingUtils.getTotalPadding(uiPadding) return Vector2.new( padding.X.Offset + padding.X.Scale*absoluteSize.x, padding.Y.Offset + padding.Y.Scale*absoluteSize.Y ) end function UIPaddingUtils.getHorizontalPadding(uiPadding) return uiPadding.PaddingLeft + uiPadding.PaddingRight end return UIPaddingUtils
---------------------------------------------------------------------------------------------------- --------------------=[ OUTROS ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,FastReload = true --- Automatically operates the bolt on reload if needed ,SlideLock = false ,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 = false --- 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 = 7 ,GunFOVReduction = 6.5 ,BoltExtend = Vector3.new(0, 0, 0.4) ,SlideExtend = Vector3.new(0, 0, 0.4)
-- else -- MessageData = HTTPSERVICE:JSONEncode(MessageData) -- HTTPSERVICE:PostAsync(URL,MessageData) -- end --end)
return true
-- camera settings
player.CameraMaxZoomDistance = 0.5 -- force first person camera.FieldOfView = 80 humanoid.CameraOffset = Vector3.new(0, -1, -1.5)
-- ServerComm -- Stephen Leitnick -- December 20, 2021
local Comm = require(script.Parent) local Util = require(script.Parent.Parent.Util) local Types = require(script.Parent.Parent.Types)
-- lunge and hold
target:FindFirstChild("Humanoid"):TakeDamage(99) shark.Head.SharkEat:Play() local emitter = game.ReplicatedStorage.Particles.Teeth:Clone() emitter.Parent = shark.Head emitter.EmissionDirection = Enum.NormalId.Top wait() emitter:Emit(1) holdOrder = tick() holdDuration = 2 end end end -- end of MakeAMove() MakeAMove() local scanSurroundings = coroutine.wrap(function() while true do stance = "wander" local surroundingParts = workspace:FindPartsInRegion3WithIgnoreList(Region3.new( shark.PrimaryPart.Position+Vector3.new(-60,-3,-60), shark.PrimaryPart.Position+Vector3.new(60,10,60)), shark:GetChildren()) for _,v in next,surroundingParts do if v.Parent:FindFirstChild("Humanoid") and v.Parent.Humanoid.Health > 0 then
-- List of UI elements
local UIElements = { 'SelectNote', 'MaterialOption', 'TransparencyOption', 'ReflectanceOption' };
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.4 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.5 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 1.87 , --[[ 3 ]] 1.4 , --[[ 4 ]] 1.1 , --[[ 5 ]] 0.83 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--Made by Luckymaxer
Debris = game:GetService("Debris") Camera = game:GetService("Workspace").CurrentCamera Camera.FieldOfView = 70 Debris:AddItem(script, 2)
--{HPattern, Automatic, DualClutch, CVT}
if script.Parent.Storage.EngineType.Value ~= "Electric" then if script.Parent.Storage.TransmissionType.Value == "HPattern" then if currentgear.Value == 3 and clutch.Value == true then --script.Parent.Storage.AutoClutch.Value = true else --script.Parent.Storage.AutoClutch.Value = false end elseif script.Parent.Storage.TransmissionType.Value == "Automatic" then elseif script.Parent.Storage.TransmissionType.Value == "DualClutch" then elseif script.Parent.Storage.TransmissionType.Value == "CVT" then vvv = 0.034 vt = 0.7 if rpm.Value >= 5000*convert and throttle.Value >= 1 then if gear1.Value > 0.7 and speed > 40 then gear1.Value = gear1.Value - 0.02*(2-(speed/130)) elseif gear1.Value < 0.5 then gear1.Value = 0.5 end elseif rpm.Value <= 4900*convert then if gear1.Value > 4 then gear1.Value = 4 else gear1.Value = gear1.Value + 0.028*(2-(speed/130)) end end end end if script.Parent.Storage.Brake.Value > 0.2 then drive = (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/8) else if carSeat.Dyno.Value == false then if script.Parent.Storage.Drivetrain.Value == "RWD" then drive = (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/8) orderch = ((carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude)/2)*1.298 TC = rt torquesplit.Value = 100 elseif script.Parent.Storage.Drivetrain.Value == "FWD" then drive = (carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/2)+ (carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/2) orderch = ((carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude)/2)*1.298 torquesplit.Value = 0 TC = ft elseif script.Parent.Storage.Drivetrain.Value == "AWD" then drive = (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/2)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/2) orderch = ((carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude)/4)*1.298 TC = (rt+ft)/2 end else if script.Parent.Storage.Drivetrain.Value == "RWD" then drive = (carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/2)+ (carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/2) elseif script.Parent.Storage.Drivetrain.Value == "FWD" then drive = (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/2)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/2) elseif script.Parent.Storage.Drivetrain.Value == "AWD" then drive = (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/4)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/4)+(carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/4)+ (carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/4) end end end xxx = (gear[currentgear.Value]/final.Value)*(111) ovo = (gear[currentgear.Value]/final.Value)*1.5 trans.Value = drive if currentgear.Value ~= 1 then x1x = (gear[(currentgear.Value-1)]/final.Value)*(111) xx1 = (gear[(currentgear.Value+1)]/final.Value)*(111) else x1x = 1 end tran = clutch.Clutch.Value wheelrpm = trans.Value*xxx four = (gear[currentgear.Value]/final.Value) if script.Parent.Functions.ShiftDownRequested.Value ~= true and script.Parent.Functions.ShiftUpRequested.Value ~= true then rpm.Value = (engine.Value*(1-tran))+(tran*wheelrpm) end checkcluch = clutch.Clutch.Value if clutch.Value == true then CT = 1 else CT = 0 end
-- Signals:
function Replica:ConnectOnClientEvent(listener) --> [ScriptConnection] listener(...) if type(listener) ~= "function" then error("[ReplicaController]: Only functions can be passed to Replica:ConnectOnClientEvent()") end table.insert(self._signal_listeners, listener) return Madwork.NewArrayScriptConnection(self._signal_listeners, listener) end function Replica:FireServer(...) rev_ReplicaSignal:FireServer(self.Id, ...) end
--[[ Adds downward thrust on the character so that it cannot get stuck in zero gravity. ]]
local DOWNWARDS_THRUST = 8 local downwardThrust = Instance.new("VectorForce") local attachment = Instance.new("Attachment") downwardThrust.Force = Vector3.new(0, -DOWNWARDS_THRUST, 0) attachment.Parent = script.Parent.PrimaryPart downwardThrust.Parent = attachment downwardThrust.Attachment0 = attachment
-- Initialization
if Configurations.TEAMS then TeamManager:CreateTeams() end return TeamManager