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-----------------------------------PATHER--------------------------------------
local function CreateDestinationIndicator(pos) local destinationGlobe = Create'Part' { Name = 'PathGlobe'; TopSurface = 'Smooth'; BottomSurface = 'Smooth'; Shape = 'Ball'; CanCollide = false; Size = Vector3_new(2,2,2); BrickColor = BrickColor.new('Institutional white'); Transparency = 0; Anchored = true; CFrame = CFrame.new(pos); } return destinationGlobe end local function Pather(character, point) local this = {} this.Cancelled = false this.Started = false this.Finished = Signal.Create() this.PathFailed = Signal.Create() this.PathStarted = Signal.Create() this.PathComputed = false function this:YieldUntilPointReached(character, point, timeout) timeout = timeout or 10000000 local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso local start = tick() local lastMoveTo = start while torso and tick() - start < timeout and this.Cancelled == false do local diffVector = (point - torso.CFrame.p) local xzMagnitude = (diffVector * XZ_VECTOR3).magnitude if xzMagnitude < 6 then -- Jump if the path is telling is to go upwards if diffVector.Y >= 2.2 then humanoid.Jump = true end end -- The hard-coded number 2 here is from the engine's MoveTo implementation if xzMagnitude < 2 then return true end -- Keep on issuing the move command because it will automatically quit every so often. if tick() - lastMoveTo > 1.5 then humanoid:MoveTo(point) lastMoveTo = tick() end CharacterControl:UpdateTorso(point) wait() end return false end function this:Cancel() this.Cancelled = true local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso if humanoid and torso then humanoid:MoveTo(torso.CFrame.p) end end function this:CheckOcclusion(point1, point2, character, torsoRadius) local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso if torsoRadius == nil then torsoRadius = torso and Vector3_new(torso.Size.X/2,0,torso.Size.Z/2) or XZ_VECTOR3 end local diffVector = point2 - point1 local directionVector = diffVector.unit local rightVector = Y_VECTOR3:Cross(directionVector) * torsoRadius local rightPart, _ = Utility.Raycast(Ray.new(point1 + rightVector, diffVector + rightVector), true, {character}) local hitPart, _ = Utility.Raycast(Ray.new(point1, diffVector), true, {character}) local leftPart, _ = Utility.Raycast(Ray.new(point1 - rightVector, diffVector - rightVector), true, {character}) if rightPart or hitPart or leftPart then return false end -- Make sure we have somewhere to stand on local midPt = (point2 + point1) / 2 local studsBetweenSamples = 2 for i = 1, math_floor(diffVector.magnitude/studsBetweenSamples) do local downPart, _ = Utility.Raycast(Ray.new(point1 + directionVector * i * studsBetweenSamples, Vector3_new(0,-7,0)), true, {character}) if not downPart then return false end end return true end function this:SmoothPoints(pathToSmooth) local result = {} local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso for i = 1, #pathToSmooth do table.insert(result, pathToSmooth[i]) end -- Backwards for safe-deletion for i = #result - 1, 1, -1 do if i + 1 <= #result then local nextPoint = result[i+1] local thisPoint = result[i] local lastPoint = result[i-1] if lastPoint == nil then lastPoint = torso and Vector3_new(torso.CFrame.p.X, thisPoint.Y, torso.CFrame.p.Z) end if lastPoint and Utility.FuzzyEquals(thisPoint.Y, lastPoint.Y) and Utility.FuzzyEquals(thisPoint.Y, nextPoint.Y) then if this:CheckOcclusion(lastPoint, nextPoint, character) then table.remove(result, i) -- Move i back one to recursively-smooth i = i + 1 end end end end return result end function this:CheckNeighboringCells(character) local pathablePoints = {} local humanoid = findPlayerHumanoid(Player) local torso = character and humanoid and humanoid.Torso if torso then local torsoCFrame = torso.CFrame local torsoPos = torsoCFrame.p -- Minus and plus 2 is so we can get it into the cell-corner space and then translate it back into cell-center space local roundedPos = Vector3_new(Utility.Round(torsoPos.X-2,4)+2, Utility.Round(torsoPos.Y-2,4)+2, Utility.Round(torsoPos.Z-2,4)+2) local neighboringCells = {} for x = -4, 4, 8 do for z = -4, 4, 8 do table.insert(neighboringCells, roundedPos + Vector3_new(x,0,z)) end end for _, testPoint in pairs(neighboringCells) do local pathable = this:CheckOcclusion(roundedPos, testPoint, character, ZERO_VECTOR3) if pathable then table.insert(pathablePoints, testPoint) end end end return pathablePoints end function this:ComputeDirectPath() local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso if torso then local startPt = torso.CFrame.p local finishPt = point if (finishPt - startPt).magnitude < 150 then -- move back the destination by 2 studs or otherwise the pather will collide with the object we are trying to reach finishPt = finishPt - (finishPt - startPt).unit * 2 if this:CheckOcclusion(startPt, finishPt, character, ZERO_VECTOR3) then local pathResult = {} pathResult.Status = Enum.PathStatus.Success function pathResult:GetPointCoordinates() return {finishPt} end return pathResult end end end end local function AllAxisInThreshhold(targetPt, otherPt, threshold) return math_abs(targetPt.X - otherPt.X) <= threshold and math_abs(targetPt.Y - otherPt.Y) <= threshold and math_abs(targetPt.Z - otherPt.Z) <= threshold end function this:ComputePath() local smoothed = false local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso if torso then if this.PathComputed then return end this.PathComputed = true -- Will yield the script since it is an Async script (start, finish, maxDistance) -- Try to use the smooth function, but it may not exist yet :( local success = pcall(function() -- 3 is height from torso cframe to ground this.pathResult = PathfindingService:ComputeSmoothPathAsync(torso.CFrame.p - Vector3_new(0,3,0), point, 400) smoothed = true end) if not success then -- 3 is height from torso cframe to ground this.pathResult = PathfindingService:ComputeRawPathAsync(torso.CFrame.p - Vector3_new(0,3,0), point, 400) smoothed = false end this.pointList = this.pathResult and this.pathResult:GetPointCoordinates() local pathFound = false if this.pathResult.Status == Enum.PathStatus.FailFinishNotEmpty then -- Lets try again with a slightly set back start point; it is ok to do this again so the FailFinishNotEmpty uses little computation local diffVector = point - workspace.CurrentCamera.CoordinateFrame.p if diffVector.magnitude > 2 then local setBackPoint = point - (diffVector).unit * 2.1 local success = pcall(function() this.pathResult = PathfindingService:ComputeSmoothPathAsync(torso.CFrame.p, setBackPoint, 400) smoothed = true end) if not success then this.pathResult = PathfindingService:ComputeRawPathAsync(torso.CFrame.p, setBackPoint, 400) smoothed = false end this.pointList = this.pathResult and this.pathResult:GetPointCoordinates() pathFound = true end end if this.pathResult.Status == Enum.PathStatus.ClosestNoPath and #this.pointList >= 1 and pathFound == false then local otherPt = this.pointList[#this.pointList] if AllAxisInThreshhold(point, otherPt, 4) and (torso.CFrame.p - point).magnitude > (otherPt - point).magnitude then local pathResult = {} pathResult.Status = Enum.PathStatus.Success function pathResult:GetPointCoordinates() return {this.pointList} end this.pathResult = pathResult pathFound = true end end if (this.pathResult.Status == Enum.PathStatus.FailStartNotEmpty or this.pathResult.Status == Enum.PathStatus.ClosestNoPath) and pathFound == false then local pathablePoints = this:CheckNeighboringCells(character) for _, otherStart in pairs(pathablePoints) do local pathResult; local success = pcall(function() pathResult = PathfindingService:ComputeSmoothPathAsync(otherStart, point, 400) smoothed = true end) if not success then pathResult = PathfindingService:ComputeRawPathAsync(otherStart, point, 400) smoothed = false end if pathResult and pathResult.Status == Enum.PathStatus.Success then this.pathResult = pathResult if this.pathResult then this.pointList = this.pathResult:GetPointCoordinates() table.insert(this.pointList, 1, otherStart) end break end end end if DirectPathEnabled then if this.pathResult.Status ~= Enum.PathStatus.Success then local directPathResult = this:ComputeDirectPath() if directPathResult and directPathResult.Status == Enum.PathStatus.Success then this.pathResult = directPathResult this.pointList = directPathResult:GetPointCoordinates() end end end end return smoothed end function this:IsValidPath() this:ComputePath() local pathStatus = this.pathResult.Status return pathStatus == Enum.PathStatus.Success end function this:GetPathStatus() this:ComputePath() return this.pathResult.Status end function this:Start() if CurrentSeatPart then return end spawn(function() local humanoid = findPlayerHumanoid(Player) --humanoid.AutoRotate = false local torso = humanoid and humanoid.Torso if torso then if this.Started then return end this.Started = true -- Will yield the script since it is an Async function script (start, finish, maxDistance) local smoothed = this:ComputePath() if this:IsValidPath() then this.PathStarted:fire() -- smooth out zig-zaggy paths local smoothPath = smoothed and this.pointList or this:SmoothPoints(this.pointList) for i, point in pairs(smoothPath) do if humanoid then if this.Cancelled then return end local wayPoint = nil if SHOW_PATH then wayPoint = CreateDestinationIndicator(point) wayPoint.BrickColor = BrickColor.new("New Yeller") wayPoint.Parent = workspace print(wayPoint.CFrame.p) end humanoid:MoveTo(point) local distance = ((torso.CFrame.p - point) * XZ_VECTOR3).magnitude local approxTime = 10 if math_abs(humanoid.WalkSpeed) > 0 then approxTime = distance / math_abs(humanoid.WalkSpeed) end local yielding = true if i == 1 then --local rotatedCFrame = CameraModule:LookAtPreserveHeight(point) if CameraModule then local rotatedCFrame = CameraModule:LookAtPreserveHeight(smoothPath[#smoothPath]) local finishedSignal, duration = CameraModule:TweenCameraLook(rotatedCFrame) end --CharacterControl:SetTorsoLookPoint(point) end ---[[ if (humanoid.Torso.CFrame.p - point).magnitude > 9 then spawn(function() while yielding and this.Cancelled == false do if CameraModule then local look = CameraModule:GetCameraLook() local squashedLook = (look * XZ_VECTOR3).unit local direction = ((point - CameraModule.cframe.p) * XZ_VECTOR3).unit local theta = math_deg(math_acos(squashedLook:Dot(direction))) if tick() - Utility.GetLastInput() > 2 and theta > (workspace.CurrentCamera.FieldOfView / 2) then local rotatedCFrame = CameraModule:LookAtPreserveHeight(point) local finishedSignal, duration = CameraModule:TweenCameraLook(rotatedCFrame) --return end end wait(0.1) end end) end --]] local didReach = this:YieldUntilPointReached(character, point, approxTime * 3 + 1) yielding = false if SHOW_PATH then wayPoint:Destroy() end if not didReach then this.PathFailed:fire() return end end end this.Finished:fire() return end end this.PathFailed:fire() end) end return this end
--
local Point = {} Point.__index = Point function Point.new(p) local self = setmetatable({}, Point) self.Position = p self.PreviousPosition = p self.Velocity = ZERO self.Acceleration = ZERO self.PreviousDt = nil self.Anchored = false return self end function Point:Step(dt, damping) self.PreviousDt = self.PreviousDt or dt if (not self.Anchored) then self.Acceleration = Vector3.new(0, -game.Workspace.Gravity, 0) self.Velocity = self.Position - self.PreviousPosition self.PreviousPosition = self.Position self.Position = self.Position + self.Velocity*(dt/self.PreviousDt)*damping + self.Acceleration*dt*dt else self.Acceleration = ZERO self.Velocity = ZERO self.PreviousPosition = self.Position end self.PreviousDt = dt end
-- Here be dragons -- luacheck: ignore 212
local GuiService = game:GetService("GuiService") local UserInputService = game:GetService("UserInputService") local TextService = game:GetService("TextService") local Players = game:GetService("Players") local Player = Players.LocalPlayer local LINE_HEIGHT = 20 local WINDOW_MAX_HEIGHT = 300 local MOUSE_TOUCH_ENUM = {Enum.UserInputType.MouseButton1, Enum.UserInputType.MouseButton2, Enum.UserInputType.Touch}
------------------ ------------------
while true do local p = game.Players:GetChildren() for i = 1,#p do if p[i].Character~=nil then if p[i].Character:findFirstChild("Torso")~=nil then if (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude < 5 then local anim = Instance.new("StringValue") anim.Value = possibleAnims[math.random(1, #possibleAnims)] anim.Name = "toolanim" anim.Parent = script.Parent.Sword end end end end wait(3) end
--Driver Remove
bike.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then bike.Body.bal.LeanGyro.D = 0 bike.Body.bal.LeanGyro.MaxTorque = Vector3.new(0,0,0) bike.Body.bal.LeanGyro.P = 0 bike.RearSection.Axle.HingeConstraint.MotorMaxTorque = 0 local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent) if p and p.PlayerGui:FindFirstChild("Interface") then p.PlayerGui:FindFirstChild("Interface"):Destroy() end end end)
------------------------
function Key(key) if key then key = string.lower(key) if (key=="x") then if on == 1 then Tool.Parent.Humanoid.WalkSpeed = CurrentWalkSpeed Tool.Accuracy.Value = Tool.Accuracy.Value + 4 Tool.Pose.Value = 1 on = 0 elseif on == 0 then Tool.Parent.Humanoid.WalkSpeed = WalkSpeedWhileCrouching Tool.Accuracy.Value = Tool.Accuracy.Value - 4 Tool.Pose.Value = 3 on = 1 end Crouch(on) end end end function Equip(mouse) mouse.KeyDown:connect(Key) end script.Parent.Equipped:connect(Equip)
-------------------------------------------------------------------------------- -- CREATING OPTIMIZED INNER LOOP -------------------------------------------------------------------------------- -- Arrays of SHA2 "magic numbers" (in "INT64" and "FFI" branches "*_lo" arrays contain 64-bit values)
local sha2_K_lo, sha2_K_hi, sha2_H_lo, sha2_H_hi, sha3_RC_lo, sha3_RC_hi = {}, {}, {}, {}, {}, {} local sha2_H_ext256 = { [224] = {}; [256] = sha2_H_hi; } local sha2_H_ext512_lo, sha2_H_ext512_hi = { [384] = {}; [512] = sha2_H_lo; }, { [384] = {}; [512] = sha2_H_hi; } local md5_K, md5_sha1_H = {}, {0x67452301, 0xEFCDAB89, 0x98BADCFE, 0x10325476, 0xC3D2E1F0} local md5_next_shift = {0, 0, 0, 0, 0, 0, 0, 0, 28, 25, 26, 27, 0, 0, 10, 9, 11, 12, 0, 15, 16, 17, 18, 0, 20, 22, 23, 21} local HEX64, XOR64A5, lanes_index_base -- defined only for branches that internally use 64-bit integers: "INT64" and "FFI" local common_W = {} -- temporary table shared between all calculations (to avoid creating new temporary table every time) local K_lo_modulo, hi_factor, hi_factor_keccak = 4294967296, 0, 0 local TWO_POW_NEG_56 = 2 ^ -56 local TWO_POW_NEG_17 = 2 ^ -17 local TWO_POW_2 = 2 ^ 2 local TWO_POW_3 = 2 ^ 3 local TWO_POW_4 = 2 ^ 4 local TWO_POW_5 = 2 ^ 5 local TWO_POW_6 = 2 ^ 6 local TWO_POW_7 = 2 ^ 7 local TWO_POW_8 = 2 ^ 8 local TWO_POW_9 = 2 ^ 9 local TWO_POW_10 = 2 ^ 10 local TWO_POW_11 = 2 ^ 11 local TWO_POW_12 = 2 ^ 12 local TWO_POW_13 = 2 ^ 13 local TWO_POW_14 = 2 ^ 14 local TWO_POW_15 = 2 ^ 15 local TWO_POW_16 = 2 ^ 16 local TWO_POW_17 = 2 ^ 17 local TWO_POW_18 = 2 ^ 18 local TWO_POW_19 = 2 ^ 19 local TWO_POW_20 = 2 ^ 20 local TWO_POW_21 = 2 ^ 21 local TWO_POW_22 = 2 ^ 22 local TWO_POW_23 = 2 ^ 23 local TWO_POW_24 = 2 ^ 24 local TWO_POW_25 = 2 ^ 25 local TWO_POW_26 = 2 ^ 26 local TWO_POW_27 = 2 ^ 27 local TWO_POW_28 = 2 ^ 28 local TWO_POW_29 = 2 ^ 29 local TWO_POW_30 = 2 ^ 30 local TWO_POW_31 = 2 ^ 31 local TWO_POW_32 = 2 ^ 32 local TWO_POW_40 = 2 ^ 40 local TWO56_POW_7 = 256 ^ 7
--[[Drivetrain]]
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 50 -- 1 - 100% Tune.RDiffLockThres = 50 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = false -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
--The button
script.Parent.Button.ClickDetector.MouseClick:connect(function(click) if on == false then on = true
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi","Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.15 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 5.25 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 3.03 , --[[ 3 ]] 1.95 , --[[ 4 ]] 1.46 , --[[ 5 ]] 1.17 , } Tune.FDMult = 1 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
----------------- --| Functions |-- -----------------
local function OnEquipped() local myModel = Tool.Parent local humanoid = myModel:FindFirstChild('Humanoid') if humanoid then -- Preload animations FireAndReloadTrack = humanoid:LoadAnimation(FireAndReloadAnimation) end end local function OnChanged(property) if property == 'Enabled' and Tool.Enabled == false then -- Play fire and reload animation if FireAndReloadTrack then FireAndReloadTrack:Play() end end end local function OnUnequipped() -- Stop animations if FireAndReloadTrack then FireAndReloadTrack:Stop() end end
--Main function
local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container) local AnimObj local function Start() AnimObj = {} AnimObj["LastUpdate"] = tick() AnimObj["Parts"] = {} AnimObj["Fire"] = {} for i = 1, 4 do local np = EFFECT_LIB.NewInvisiblePart() local fire = Instance.new("Fire") fire.SecondaryColor = Color3.new(0,0,0) fire.Parent = np AnimObj["Parts"][i] = np table.insert(AnimObj["Fire"], fire) np.Parent = eff_cont end end local function Update() local loop = EFFECT_LIB.Loop(3) for i = 1, #AnimObj["Parts"] do AnimObj["Parts"][i].CFrame = source_part:GetRenderCFrame() * CFrame.Angles(0, math.rad(loop * 360 + (360 / #AnimObj["Parts"] * (i - 1))), 0) * CFrame.new(0, -3, -1.5) * CFrame.Angles(math.rad(-55), 0, 0) * CFrame.Angles(0, 0, 0) end local get_col = GenColor(tick(), 10) for _, fr in pairs(AnimObj["Fire"]) do fr.Color = get_col end end local function Stop() eff_cont:ClearAllChildren() AnimObj = nil end return {Start = Start, Update = Update, Stop = Stop} end return AttachAuraControl
--[[ Creates a new list that has no occurrences of the given value. ]]
function Immutable.RemoveValueFromList(list, removeValue) local new = {} for i = 1, #list do if list[i] ~= removeValue then table.insert(new, list[i]) end end return new end return Immutable
--[[ Copy of TextReporter that doesn't output successful tests. This should be temporary, it's just a workaround to make CI environments happy in the short-term. ]]
local TestService = game:GetService("TestService") local TestEnum = require(script.Parent.Parent.TestEnum) local INDENT = (" "):rep(3) local STATUS_SYMBOLS = { [TestEnum.TestStatus.Success] = "+", [TestEnum.TestStatus.Failure] = "-", [TestEnum.TestStatus.Skipped] = "~" } local UNKNOWN_STATUS_SYMBOL = "?" local TextReporterQuiet = {} local function reportNode(node, buffer, level) buffer = buffer or {} level = level or 0 if node.status == TestEnum.TestStatus.Skipped then return buffer end local line if node.status ~= TestEnum.TestStatus.Success then local symbol = STATUS_SYMBOLS[node.status] or UNKNOWN_STATUS_SYMBOL line = ("%s[%s] %s"):format( INDENT:rep(level), symbol, node.planNode.phrase ) end table.insert(buffer, line) for _, child in ipairs(node.children) do reportNode(child, buffer, level + 1) end return buffer end local function reportRoot(node) local buffer = {} for _, child in ipairs(node.children) do reportNode(child, buffer, 0) end return buffer end local function report(root) local buffer = reportRoot(root) return table.concat(buffer, "\n") end function TextReporterQuiet.report(results) local resultBuffer = { "Test results:", report(results), ("%d passed, %d failed, %d skipped"):format( results.successCount, results.failureCount, results.skippedCount ) } print(table.concat(resultBuffer, "\n")) if results.failureCount > 0 then print(("%d test nodes reported failures."):format(results.failureCount)) end if #results.errors > 0 then print("Errors reported by tests:") print("") for _, message in ipairs(results.errors) do TestService:Error(message) -- Insert a blank line after each error print("") end end end return TextReporterQuiet
--[[** ensures value is an array and all values of the array match check @param check The check to compare all values with @returns A function that will return true iff the condition is passed **--]]
function t.array(check) assert(t.callback(check)) local valuesCheck = t.values(check) return function(value) local keySuccess = arrayKeysCheck(value) if keySuccess == false then return false end -- # is unreliable for sparse arrays -- Count upwards using ipairs to avoid false positives from the behavior of # local arraySize = 0 for _ in ipairs(value) do arraySize = arraySize + 1 end for key in pairs(value) do if key < 1 or key > arraySize then return false end end local valueSuccess = valuesCheck(value) if not valueSuccess then return false end return true end end
--Change this section to grant immunity to bans.
_G.immuneToBan = {game.CreatorId, 12345, 67890}
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-------------------------------------------------------------------------------------- --------------------[ TOOL SELECTION AND DESELECTION ]-------------------------------- --------------------------------------------------------------------------------------
function OnEquipped(M_Icon) wait(math.random(10, 40) / 100) if Humanoid.Health ~= 0 and (not Selected) and Gun.Parent == Character then Selected = true BreakReload = false --------------------[ FAILSAFE RESETING ]------------------------------------- for _, GM in pairs(Ignore_Model:GetChildren()) do if GM.Name == "Gun_Ignore_"..Player.Name then GM:Destroy() end end for _,c in pairs(Connections) do c:disconnect() end Connections = {} --------------------[ CREATING IGNORE MODELS ]-------------------------------- Gun_Ignore = Instance.new("Model") Gun_Ignore.Name = "Gun_Ignore_"..Player.Name Gun_Ignore.Parent = Ignore_Model --------------------[ MODIFYING THE PLAYER ]---------------------------------- M_Icon.Icon = "rbxasset://textures\\Blank.png" Gui_Clone = Main_Gui:Clone() Gui_Clone.Parent = Player.PlayerGui SetUpGui() Shoulders.Right.Part1 = nil Shoulders.Left.Part1 = nil PrevNeckCF.C0 = Neck.C0 PrevNeckCF.C1 = Neck.C1 BG = Instance.new("BodyGyro", HRP) BG.maxTorque = VEC3(HUGE, HUGE, HUGE) BG.Name = "BG" BG.P = 1e5 BG.cframe = CF(Torso.CFrame.p, Torso.CFrame.p + Torso.CFrame.lookVector) local PlayerFolder = Instance.new("Model") PlayerFolder.Name = "PlayerFolder" PlayerFolder.Parent = Gun_Ignore local AnimBase = Instance.new("Part") AnimBase.Transparency = 1 AnimBase.Name = "AnimBase" AnimBase.CanCollide = false AnimBase.FormFactor = Enum.FormFactor.Custom AnimBase.Size = VEC3(0.2, 0.2, 0.2) AnimBase.BottomSurface = Enum.SurfaceType.Smooth AnimBase.TopSurface = Enum.SurfaceType.Smooth AnimBase.Parent = PlayerFolder AnimWeld = Instance.new("Weld") AnimWeld.Part0 = AnimBase AnimWeld.Part1 = Head AnimWeld.C0 = CF(0, 1, 0) AnimWeld.Parent = AnimBase local ArmBase = Instance.new("Part") ArmBase.Transparency = 1 ArmBase.Name = "ArmBase" ArmBase.CanCollide = false ArmBase.FormFactor = Enum.FormFactor.Custom ArmBase.Size = VEC3(0.2, 0.2, 0.2) ArmBase.BottomSurface = Enum.SurfaceType.Smooth ArmBase.TopSurface = Enum.SurfaceType.Smooth ArmBase.Parent = PlayerFolder ABWeld = Instance.new("Weld") ABWeld.Part0 = ArmBase ABWeld.Part1 = AnimBase ABWeld.Parent = ArmBase local LArmBase = Instance.new("Part") LArmBase.Transparency = 1 LArmBase.Name = "LArmBase" LArmBase.CanCollide = false LArmBase.FormFactor = Enum.FormFactor.Custom LArmBase.Size = VEC3(0.2, 0.2, 0.2) LArmBase.BottomSurface = Enum.SurfaceType.Smooth LArmBase.TopSurface = Enum.SurfaceType.Smooth LArmBase.Parent = PlayerFolder local RArmBase = Instance.new("Part") RArmBase.Transparency = 1 RArmBase.Name = "RArmBase" RArmBase.CanCollide = false RArmBase.FormFactor = Enum.FormFactor.Custom RArmBase.Size = VEC3(0.2, 0.2, 0.2) RArmBase.BottomSurface = Enum.SurfaceType.Smooth RArmBase.TopSurface = Enum.SurfaceType.Smooth RArmBase.Parent = PlayerFolder LWeld = Instance.new("Weld") LWeld.Name = "LWeld" LWeld.Part0 = ArmBase LWeld.Part1 = LArmBase LWeld.C0 = ArmC0[1] LWeld.C1 = S.ArmC1_UnAimed.Left LWeld.Parent = ArmBase RWeld = Instance.new("Weld") RWeld.Name = "RWeld" RWeld.Part0 = ArmBase RWeld.Part1 = RArmBase RWeld.C0 = ArmC0[2] RWeld.C1 = S.ArmC1_UnAimed.Right RWeld.Parent = ArmBase LWeld2 = Instance.new("Weld") LWeld2.Name = "LWeld" LWeld2.Part0 = LArmBase LWeld2.Part1 = LArm LWeld2.Parent = LArmBase RWeld2 = Instance.new("Weld") RWeld2.Name = "RWeld" RWeld2.Part0 = RArmBase RWeld2.Part1 = RArm RWeld2.Parent = RArmBase if S.PlayerArms then FakeLArm = LArm:Clone() FakeLArm.Parent = PlayerFolder FakeLArm.Transparency = S.FakeArmTransparency FakeLArm:BreakJoints() LArm.Transparency = 1 local FakeLWeld = Instance.new("Weld") FakeLWeld.Part0 = FakeLArm FakeLWeld.Part1 = LArm FakeLWeld.Parent = FakeLArm FakeRArm = RArm:Clone() FakeRArm.Parent = PlayerFolder FakeRArm.Transparency = S.FakeArmTransparency FakeRArm:BreakJoints() RArm.Transparency = 1 local FakeRWeld = Instance.new("Weld") FakeRWeld.Part0 = FakeRArm FakeRWeld.Part1 = RArm FakeRWeld.Parent = FakeRArm Instance.new("Humanoid", PlayerFolder) for _,Obj in pairs(Character:GetChildren()) do if Obj:IsA("CharacterMesh") or Obj:IsA("Shirt") then Obj:Clone().Parent = PlayerFolder end end else local ArmTable = CreateArms() ArmTable[1].Model.Parent = PlayerFolder ArmTable[2].Model.Parent = PlayerFolder FakeLArm = ArmTable[1].ArmPart LArm.Transparency = 1 local FakeLWeld = Instance.new("Weld") FakeLWeld.Part0 = FakeLArm FakeLWeld.Part1 = LArm FakeLWeld.Parent = FakeLArm FakeRArm = ArmTable[2].ArmPart RArm.Transparency = 1 local FakeRWeld = Instance.new("Weld") FakeRWeld.Part0 = FakeRArm FakeRWeld.Part1 = RArm FakeRWeld.Parent = FakeRArm end --------------------[ MODIFYING THE GUN ]------------------------------------- for _, Tab in pairs(Parts) do local Weld = Instance.new("Weld") Weld.Name = "MainWeld" Weld.Part0 = Handle Weld.Part1 = Tab.Obj Weld.C0 = Tab.Obj.WeldCF.Value Weld.Parent = Handle Tab.Weld = Weld end Grip = RArm:WaitForChild("RightGrip") local HandleCF = ArmBase.CFrame * ArmC0[2] * S.ArmC1_Aimed.Right:inverse() * CF(0, -1, 0, 1, 0, 0, 0, 0, 1, 0, -1, 0) local HandleOffset = AimPart.CFrame:toObjectSpace(Handle.CFrame) Aimed_GripCF = (Head.CFrame * HandleOffset):toObjectSpace(HandleCF) --------------------[ CONNECTIONS ]------------------------------------------- INSERT(Connections, Humanoid.Died:connect(function() OnUnequipped(true) end)) INSERT(Connections, M2.Button1Down:connect(function() MB1_Down = true if S.GunType.Auto and (not S.GunType.Semi) and (not S.GunType.Burst) then if (not CanFire) then return end CanFire = false if (not Running) and (not Knifing) and (not ThrowingGrenade) then CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) while MB1_Down and (not Reloading) do if Knifing and (not ThrowingGrenade) then break end if Running then break end if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then Run_Key_Pressed = false CurrentSteadyTime = 0 end Fire_Gun() end end if Ammo.Value == 0 and S.AutoReload then wait(0.2) Reload() end wait(60 / S.FireRate) end end CanFire = true elseif (not S.GunType.Auto) and S.GunType.Burst then if (not CanFire) then return end CanFire = false if (not Running) and (not Knifing) and (not ThrowingGrenade) then CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) for i = 1, S.BurstAmount do if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then Run_Key_Pressed = false CurrentSteadyTime = 0 end Fire_Gun() end end if Ammo.Value == 0 and S.AutoReload then wait(0.2) Reload() break end wait(S.BurstTime / S.BurstAmount) end end wait(S.BurstWait) CanFire = true elseif (not S.GunType.Auto) and S.GunType.Semi then if (not CanFire) then return end CanFire = false if (not Running) and (not Knifing) and (not ThrowingGrenade) then CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then Run_Key_Pressed = false CurrentSteadyTime = 0 end Fire_Gun() end end if Ammo.Value == 0 and S.AutoReload then wait(0.2) Reload() end wait(60 / S.FireRate) end CanFire = true elseif (not S.GunType.Auto) and (not S.GunType.Semi) and (not S.GunType.Burst) and S.GunType.Shot then if (not CanFire) then return end CanFire = false if (not Running) and (not Knifing) and (not ThrowingGrenade) then CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then Run_Key_Pressed = false CurrentSteadyTime = 0 end Fire_Gun() end end if Ammo.Value == 0 and S.AutoReload then wait(0.2) Reload() end wait(60 / S.FireRate) end CanFire = true elseif (not S.GunType.Auto) and (not S.GunType.Semi) and S.GunType.Burst and (not S.GunType.Shot) then if (not CanFire) then return end CanFire = false if (not Running) and (not Knifing) and (not ThrowingGrenade) then CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) for i = 1, S.BurstAmount do if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then Run_Key_Pressed = false CurrentSteadyTime = 0 end Fire_Gun() end end if Ammo.Value == 0 and S.AutoReload then wait(0.2) Reload() break end wait(S.BurstTime / S.BurstAmount) end end wait(S.BurstWait) CanFire = true elseif (not S.GunType.Auto) and (not S.GunType.Burst) and (not S.GunType.Shot) and S.GunType.Explosive then if (not CanFire) then return end CanFire = false if (not Running) and (not Knifing) and (not ThrowingGrenade) then CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then Run_Key_Pressed = false CurrentSteadyTime = 0 end Fire_Gun() end end if Ammo.Value == 0 and S.AutoReload then wait(0.2) Reload() end wait(60 / S.FireRate) end CanFire = true end end)) INSERT(Connections, M2.Button1Up:connect(function() MB1_Down = false CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) end)) INSERT(Connections, M2.Button2Down:connect(function() if S.HoldMouseOrKeyToADS then if (not AimingIn) and (not Aimed) then AimingIn = true AimGun() AimingIn = false end else if Aimed then UnAimGun() else AimGun() end end end)) INSERT(Connections, M2.Button2Up:connect(function() if S.HoldMouseOrKeyToADS then if (not AimingOut) and Aimed then AimingOut = true UnAimGun() AimingOut = false end end end)) INSERT(Connections, M2.KeyDown:connect(KeyDown)) INSERT(Connections, M2.KeyUp:connect(KeyUp)) INSERT(Connections, RS:connect(function() local CrossHair = Gui_Clone:WaitForChild("CrossHair") local HitMarker = Gui_Clone:WaitForChild("HitMarker") local HUD = Gui_Clone:WaitForChild("HUD") CrossHair.Position = UDim2.new(0, M2.X, 0, M2.Y) HitMarker.Position = UDim2.new(0, M2.X - 13, 0, M2.Y - 13) local Clip_Ammo_L = HUD:WaitForChild("Ammo"):WaitForChild("Clip") local Stored_Ammo_L = HUD:WaitForChild("Ammo"):WaitForChild("Stored") Clip_Ammo_L.Text = Ammo.Value Clip_Ammo_L.TextColor3 = (Ammo.Value <= (ClipSize.Value / 4) and Color3.new(1, 1, 0) or Color3.new(1, 1, 1)) Stored_Ammo_L.Text = StoredAmmo.Value Stored_Ammo_L.TextColor3 = (StoredAmmo.Value <= (ClipSize.Value * 0.5) and Color3.new(1, 0.5, 0.5) or Color3.new(1, 1, 1)) local Lethal_Grenade_Num_L = HUD:WaitForChild("Grenades"):WaitForChild("Lethals"):WaitForChild("Num") Lethal_Grenade_Num_L.Text = LethalGrenades.Value Lethal_Grenade_Num_L.TextColor3 = (LethalGrenades.Value < 2 and Color3.new(1, 0.5, 0.5) or Color3.new(1, 1, 1)) local Tactical_Grenade_Num_L = HUD:WaitForChild("Grenades"):WaitForChild("Tacticals"):WaitForChild("Num") Tactical_Grenade_Num_L.Text = TacticalGrenades.Value Tactical_Grenade_Num_L.TextColor3 = (TacticalGrenades.Value < 2 and Color3.new(1, 0.5, 0.5) or Color3.new(1, 1, 1)) local Mode = HUD:WaitForChild("Mode"):WaitForChild("Main") if S.GunType.Auto and (not S.GunType.Semi) and (not S.GunType.Burst) and (not S.GunType.Explosive) then Mode.Text = "Auto" elseif (not S.GunType.Auto) and S.GunType.Burst and (not S.GunType.Explosive) then Mode.Text = "Burst" elseif (not S.GunType.Auto) and S.GunType.Semi and (not S.GunType.Explosive) then Mode.Text = "Semi" elseif (not S.GunType.Auto) and (not S.GunType.Semi) and (not S.GunType.Burst) and S.GunType.Shot and (not S.GunType.Explosive) then Mode.Text = "Shotgun" elseif (not S.GunType.Auto) and (not S.GunType.Semi) and S.GunType.Burst and (not S.GunType.Shot) and (not S.GunType.Explosive) then Mode.Text = "Burst" elseif S.GunType.Explosive then Mode.Text = "Explosive" end if tick() - LastBeat > (Humanoid.Health / 75) then LastBeat = tick() HUD.Health.Tray.Beat:TweenPosition( UDim2.new(0, -21, 0, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.7 - ((100 - Humanoid.Health) / 400), false, function() HUD.Health.Tray.Beat.Position = UDim2.new(1, 0, 0, 0) end ) end HUD.Health.Num.Text = CEIL(Humanoid.Health).."%" HUD.Health.Num.TextColor3 = ( (Humanoid.Health > 200 / 3) and Color3.new(1, 1, 1) or (Humanoid.Health <= 200 / 3 and Humanoid.Health > 100 / 3) and Color3.new(1, 1, 0) or (Humanoid.Health <= 100 / 3) and Color3.new(1, 0, 0) ) end)) INSERT(Connections, RS:connect(function() local MDir = M2.UnitRay.Direction.unit local HRPCF = HRP.CFrame * CF(0, 1.5, 0) * CF(Humanoid.CameraOffset) Neck.C0 = Torso.CFrame:toObjectSpace(HRPCF) if MDir.y == MDir.y then HeadRot = -math.asin(MDir.y) Neck.C1 = CFANG(HeadRot,0,0) local RotTarget = VEC3(MDir.x,0,MDir.z) local Rotation = CF(Torso.Position,Torso.Position + RotTarget) BG.cframe = Rotation local MouseX = FLOOR((M2.X - M2.ViewSizeX / 2) + 0.5) local MouseY = FLOOR((M2.Y - M2.ViewSizeY / 2) + 0.5) local AppliedMaxTorque = nil if (Camera.CoordinateFrame.p - Head.Position).magnitude < 0.6 then if (MouseX >= 50 or MouseX <= -50) or (MouseY >= 50 or MouseY <= -50) then AppliedMaxTorque = VEC3() else AppliedMaxTorque = VEC3(HUGE,HUGE,HUGE) end else AppliedMaxTorque = VEC3(HUGE,HUGE,HUGE) end if (not S.RotateWhileSitting) and Humanoid.Sit then AppliedMaxTorque = VEC3() end BG.maxTorque = AppliedMaxTorque end end)) INSERT(Connections, RS:connect(function() local Forward = (Keys["w"] or Keys[string.char(17)]) local Backward = (Keys["s"] or Keys[string.char(18)]) local Right = (Keys["d"] or Keys[string.char(19)]) local Left = (Keys["a"] or Keys[string.char(20)]) local WalkingForward = (Forward and (not Backward)) local WalkingBackward = ((not Forward) and Backward) local WalkingRight = (Right and (not Left)) local WalkingLeft = ((not Right) and Left) ArmTilt = ( ((WalkingForward or WalkingBackward) and WalkingRight) and 5 or ((WalkingForward or WalkingBackward) and WalkingLeft) and -5 or ((not (WalkingForward and WalkingBackward)) and WalkingRight) and 10 or ((not (WalkingForward and WalkingBackward)) and WalkingLeft) and -10 or 0 ) end)) INSERT(Connections, RS:connect(function() if (not Idleing) and Walking then if Running then Humanoid.WalkSpeed = S.SprintSpeed else local SpeedRatio = (S.AimedWalkSpeed / S.BaseWalkSpeed) if Stance == 0 then Humanoid.WalkSpeed = (Aimed and S.AimedWalkSpeed or S.BaseWalkSpeed) elseif Stance == 1 then Humanoid.WalkSpeed = (Aimed and S.CrouchWalkSpeed * SpeedRatio or S.CrouchWalkSpeed) elseif Stance == 2 then Humanoid.WalkSpeed = (Aimed and S.ProneWalkSpeed * SpeedRatio or S.ProneWalkSpeed) end end else Humanoid.WalkSpeed = 16 end StanceSway = 1 - (0.25 * Stance) end)) --------------------[ ANIMATE GUN ]------------------------------------------- Animate() end end function OnUnequipped(DeleteTool) if Selected then Selected = false BreakReload = true --------------------[ MODIFYING THE PLAYER ]---------------------------------- Camera.FieldOfView = 70 game:GetService("UserInputService").MouseIconEnabled = true Gui_Clone:Destroy() BG:Destroy() RArm.Transparency = 0 LArm.Transparency = 0 Shoulders.Right.Part1 = RArm Shoulders.Left.Part1 = LArm Neck.C0 = PrevNeckCF.C0 Neck.C1 = PrevNeckCF.C1 Humanoid.WalkSpeed = 16 --------------------[ RESETING THE TOOL ]------------------------------------- Gun_Ignore:Destroy() Aimed = false for _, Tab in pairs(Parts) do Tab.Weld:Destroy() Tab.Weld = nil end for _,c in pairs(Connections) do c:disconnect() end Connections = {} if DeleteTool then Camera:ClearAllChildren() Gun:Destroy() end if S.StandOnDeselect and Stance ~= 0 then Stand(true) end end end Gun.Equipped:connect(OnEquipped) Gun.Unequipped:connect(function() OnUnequipped(false) end)
--[[ NOTE: You don't need to do anything to this script DO NOT DO ANYTHING TO THIS SCRIPT IF YOU DON'T KNOW WHAT YOUR DOING! You only need to do things in the String Value named 'TheCharacter' READ INSTRUCTIONS ]]
-- door = script.Parent function onChatted(msg, recipient, speaker) source = string.lower(speaker.Name) msg = string.lower(msg) thecharacter = script.Parent.TheCharacter if (msg == string.lower(thecharacter.Value)) then door.CanCollide = false door.Transparency = 0.7 wait(4) door.CanCollide = true door.Transparency = 0 end end game.Players.ChildAdded:connect(function(plr) plr.Chatted:connect(function(msg, recipient) onChatted(msg, recipient, plr) end) end)
-- NOTE: This is only works ingame! this will not work in Roblox Studio
--[[ Roblox Services ]]
-- local Players = game:GetService("Players") local UserInputService = game:GetService("UserInputService") local StarterGui = game:GetService("StarterGui") local VRService = game:GetService("VRService") local UserGameSettings = UserSettings():GetService("UserGameSettings") local player = Players.LocalPlayer local FFlagUserFlagEnableNewVRSystem do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFlagEnableNewVRSystem") end) FFlagUserFlagEnableNewVRSystem = success and result end
--[[Weld Functions]]
-- local JS = game:GetService("JointsService") function MakeWeld(x,y,type,s) if type==nil then type="Weld" end local W=Instance.new(type,JS) W.Part0=x W.Part1=y W.C0=x.CFrame:inverse()*x.CFrame W.C1=y.CFrame:inverse()*x.CFrame if type=="Motor" and s~=nil then W.MaxVelocity=s end return W end function ModelWeld(a,b) if a:IsA("BasePart") then MakeWeld(b,a,"Weld") elseif a:IsA("Model") then for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end end end function UnAnchor(a) if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end end
--stunSound.Volume = 1/(script.Parent.Dist.Value*script.Parent.Dist.Value)
stunSound:Play() local tweenInfo = TweenInfo.new( script.Parent.Time.Value, -- Time Enum.EasingStyle.Linear, -- EasingStyle Enum.EasingDirection.InOut, -- EasingDirection 0, -- RepeatCount (when less than zero the tween will loop indefinitely) false, -- Reverses (tween will reverse once reaching it's goal) 0 -- DelayTime ) local tween0 = TweenService:Create(stunSound, TweenInfo.new(script.Parent.Time.Value), {Volume = stunSound.Volume*2}) tween0:Play() local tween = TweenService:Create(guiMain, tweenInfo, {Brightness = 0}) tween:Play() spawn(function() wait(script.Parent.Time.Value) local tween = TweenService:Create(stunSound, TweenInfo.new(0.5), {Volume = 0}) tween:Play() end) wait(script.Parent.Time.Value + .5)
-- same as jump for now
function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 3.14 /2 LeftShoulder.DesiredAngle = -3.14 /2 RightHip.DesiredAngle = 3.14 /2 LeftHip.DesiredAngle = -3.14 /2 end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = 1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Seated") then moveSit() return end local climbFudge = 0 if (pose == "Running") then RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 amplitude = 1 frequency = 9 elseif (pose == "Climbing") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 amplitude = 1 frequency = 9 climbFudge = 3.14 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) RightShoulder.DesiredAngle = desiredAngle + climbFudge LeftShoulder.DesiredAngle = desiredAngle - climbFudge RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle local tool = getTool() if tool then animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
-- Basic Settings
AdminCredit=true; -- Enables the credit GUI for that appears in the bottom right AutoClean=false; -- Enables automatic cleaning of hats & tools in the Workspace AutoCleanDelay=60; -- The delay between each AutoClean routine CommandBar=true; -- Enables the Command Bar | GLOBAL KEYBIND: \ FunCommands=true; -- Enables fun yet unnecessary commands FreeAdmin=false; -- Set to 1-5 to grant admin powers to all, otherwise set to false PublicLogs=false; -- Allows all users to see the command & chat logs Prefix='/'; -- Character to begin a command --[[ Admin Powers 0 Player 1 VIP Can use nonabusive commands only on self 2 Moderator Can kick, mute, & use most commands 3 Administrator Can ban, crash, & set Moderators/VIP 4 SuperAdmin Can grant permanent powers, & shutdown the game 5 Owner Can set SuperAdmins, & use all the commands 6 Game Creator Can set owners & use all the commands Group & VIP Admin You can set multiple Groups & Ranks to grant users admin powers: GroupAdmin={ [12345]={[254]=4,[253]=3}; [GROUPID]={[RANK]=ADMINPOWER} }; You can set multiple Assets to grant users admin powers: VIPAdmin={ [12345]=3; [54321]=4; [ITEMID]=ADMINPOWER; }; ]] GroupAdmin={ }; VIPAdmin={ };
--[[ Find all the ModuleScripts in this tree that are tests. ]]
function TestBootstrap:getModules(root) local modules = {} self:getModulesImpl(root, modules) for _, child in ipairs(root:GetDescendants()) do self:getModulesImpl(root, modules, child) end return modules end
--[[local RunService = game:GetService("RunService") local camera = workspace.CurrentCamera RunService:BindToRenderStep("UpdateLoop", Enum.RenderPriority.Camera.Value, function() local rX, rY, rZ = camera.CFrame:ToOrientation() local limY = math.clamp(math.deg(rY), -45, 45) camera.CFrame = CFrame.new(camera.CFrame.p) * CFrame.fromOrientation(rX, limY, rZ) 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 = 3500 -- 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 = 14500 -- Spring Force Tune.FAntiRoll = 50 -- 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 = false -- 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
--- Handles user input when the box is focused
function Window:BeginInput(input, gameProcessed) if GuiService.MenuIsOpen then self:Hide() end if gameProcessed and self:IsVisible() == false then return end if self.Cmdr.ActivationKeys[input.KeyCode] then -- Activate the command bar if self.Cmdr.MashToEnable and not self.Cmdr.Enabled then if tick() - lastPressTime < 1 then if pressCount >= 5 then return self.Cmdr:SetEnabled(true) else pressCount = pressCount + 1 end else pressCount = 1 end lastPressTime = tick() elseif self.Cmdr.Enabled then self:SetVisible(not self:IsVisible()) wait() self:SetEntryText("") if GuiService.MenuIsOpen then -- Special case for menu getting stuck open (roblox bug) self:Hide() end end return end if self.Cmdr.Enabled == false or not self:IsVisible() then if self:IsVisible() then self:Hide() end return end if input.KeyCode == Enum.KeyCode.Down then -- Auto Complete Down self:SelectVertical(1) elseif input.KeyCode == Enum.KeyCode.Up then -- Auto Complete Up self:SelectVertical(-1) elseif input.KeyCode == Enum.KeyCode.Return then -- Eat new lines wait() self:SetEntryText(self:GetEntryText():gsub("\n", ""):gsub("\r", "")) elseif input.KeyCode == Enum.KeyCode.Tab then -- Auto complete local item = self.AutoComplete:GetSelectedItem() local text = self:GetEntryText() if item and not (text:sub(#text, #text):match("%s") and self.AutoComplete.LastItem) then local replace = item[2] local newText local insertSpace = true local command = self.AutoComplete.Command if command then local lastArg = self.AutoComplete.Arg newText = command.Alias insertSpace = self.AutoComplete.NumArgs ~= #command.ArgumentDefinitions local args = command.Arguments for i = 1, #args do local arg = args[i] local segments = arg.RawSegments if arg == lastArg then segments[#segments] = replace end local argText = arg.Prefix .. table.concat(segments, ",") -- Put auto completion options in quotation marks if they have a space if argText:find(" ") then argText = ("%q"):format(argText) end newText = ("%s %s"):format(newText, argText) if arg == lastArg then break end end else newText = replace end -- need to wait a frame so we can eat the \t wait() -- Update the text box self:SetEntryText(newText .. (insertSpace and " " or "")) else -- Still need to eat the \t even if there is no auto-complete to show wait() self:SetEntryText(self:GetEntryText()) end else self:ClearHistoryState() end end
-- You really had to make me do this exploiters? ;_;
workspace.FilteringEnabled = true workspace.Changed:connect(function () workspace.FilteringEnabled = true end)
-- returns the ascendant ScreenGui of an object
function GetScreen(screen) if screen == nil then return nil end while not screen:IsA("ScreenGui") do screen = screen.Parent if screen == nil then return nil end end return screen end
-- Properties
local OptimalEffects = false -- Adjust details of effects by client quality level local RenderDistance = 400 -- Maximum camera distance to render visual effects local ScreenCullingEnabled = true -- Show visual effects when their positions are on screen local MaxDebrisCounts = 100 -- Maximum number of debris objects (mostly decayed projectiles) to exist local RayExit = true -- Only for Wall Penetration FastCast.DebugLogging = false FastCast.VisualizeCasts = false local Beam = Instance.new("Beam") Beam.TextureSpeed = 0 Beam.LightEmission = 0 Beam.LightInfluence = 1 Beam.Transparency = NumberSequence.new(0) local BlockSegContainer = Instance.new("Folder") BlockSegContainer.Name = "BlockSegContainer" BlockSegContainer.Parent = Camera local CylinderSegContainer = Instance.new("Folder") CylinderSegContainer.Name = "CylinderSegContainer" CylinderSegContainer.Parent = Camera local ConeSegContainer = Instance.new("Folder") ConeSegContainer.Name = "ConeSegContainer" ConeSegContainer.Parent = Camera local Caster = FastCast.new() local BlockSegCache = PartCache.new(Miscs.BlockSegment, 500) BlockSegCache:SetCacheParent(BlockSegContainer) local CylinderSegCache = PartCache.new(Miscs.CylinderSegment, 500) CylinderSegCache:SetCacheParent(CylinderSegContainer) local ConeSegCache = PartCache.new(Miscs.ConeSegment, 500) ConeSegCache:SetCacheParent(ConeSegContainer) local ShootId = 0 local DebrisCounts = 0 local PartCacheStorage = {} local function CastWithBlacklist(Cast, Origin, Direction, Blacklist, IgnoreWater) local CastRay = Ray.new(Origin, Direction) local HitPart, HitPoint, HitNormal, HitMaterial = nil, Origin + Direction, Vector3.new(0, 1, 0), Enum.Material.Air local Success = false repeat HitPart, HitPoint, HitNormal, HitMaterial = Workspace:FindPartOnRayWithIgnoreList(CastRay, Blacklist, false, IgnoreWater) if HitPart then --if Cast.UserData.ClientModule.IgnoreBlacklistedParts and Cast.UserData.ClientModule.BlacklistParts[HitPart.Name] then -- table.insert(Blacklist, HitPart) -- Success = false --else local Target = HitPart:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTool = HitPart:FindFirstAncestorOfClass("Tool") if (HitPart.Transparency > 0.75 or HitPart.Name == "Missile" or HitPart.Name == "Handle" or HitPart.Name == "Effect" or HitPart.Name == "Bullet" or HitPart.Name == "Laser" or string.lower(HitPart.Name) == "water" or HitPart.Name == "Rail" or HitPart.Name == "Arrow" or (TargetHumanoid and (TargetHumanoid.Health <= 0 or not DamageModule.CanDamage(Target, Cast.UserData.Character, Cast.UserData.ClientModule.FriendlyFire) or (Cast.UserData.BounceData and table.find(Cast.UserData.BounceData.BouncedHumanoids, TargetHumanoid)))) or TargetTool) then table.insert(Blacklist, HitPart) Success = false else Success = true end --end else Success = true end until Success return HitPart, HitPoint, HitNormal, HitMaterial end local function AddressTableValue(Enabled, Level, V1, V2) if V1 ~= nil and Enabled and Level then return ((Level == 1 and V1.Level1) or (Level == 2 and V1.Level2) or (Level == 3 and V1.Level3) or V2) else return V2 end end local function CanShowEffects(Position) if ScreenCullingEnabled then local _, OnScreen = Camera:WorldToScreenPoint(Position) return OnScreen and (Position - Camera.CFrame.p).Magnitude <= RenderDistance end return (Position - Camera.CFrame.p).Magnitude <= RenderDistance end local function PopulateHumanoids(Cast, Model) if Model.ClassName == "Humanoid" then if DamageModule.CanDamage(Model.Parent, Cast.UserData.Character, Cast.UserData.ClientModule.FriendlyFire) then table.insert(Humanoids, Model) end end for i, mdl in ipairs(Model:GetChildren()) do PopulateHumanoids(Cast, mdl) end end local function FindNearestEntity(Cast, Position) Humanoids = {} PopulateHumanoids(Cast, Workspace) local Dist = Cast.UserData.HomeData.HomingDistance local TargetModel = nil local TargetHumanoid = nil local TargetTorso = nil for i, v in ipairs(Humanoids) do local torso = v.Parent:FindFirstChild("HumanoidRootPart") or v.Parent:FindFirstChild("Torso") or v.Parent:FindFirstChild("UpperTorso") if v and torso then if (torso.Position - Position).Magnitude < (Dist + (torso.Size.Magnitude / 2.5)) and v.Health > 0 then if not Cast.UserData.HomeData.HomeThroughWall then local hit, pos, normal, material = CastWithBlacklist(Cast, Position, (torso.CFrame.p - Position).Unit * 999, Cast.UserData.IgnoreList, true) if hit then if hit:IsDescendantOf(v.Parent) then if DamageModule.CanDamage(v.Parent, Cast.UserData.Character, Cast.UserData.ClientModule.FriendlyFire) then TargetModel = v.Parent TargetHumanoid = v TargetTorso = torso Dist = (Position - torso.Position).Magnitude end end end else if DamageModule.CanDamage(v.Parent, Cast.UserData.Character, Cast.UserData.ClientModule.FriendlyFire) then TargetModel = v.Parent TargetHumanoid = v TargetTorso = torso Dist = (Position - torso.Position).Magnitude end end end end end return TargetModel, TargetHumanoid, TargetTorso end local function EmitParticle(Particle, Count) if OptimalEffects then local QualityLevel = UserSettings().GameSettings.SavedQualityLevel if QualityLevel == Enum.SavedQualitySetting.Automatic then local Compressor = 1 / 2 Particle:Emit(Count * Compressor) else local Compressor = QualityLevel.Value / 21 Particle:Emit(Count * Compressor) end else Particle:Emit(Count) end end local function FadeBeam(A0, A1, Beam, Hole, FadeTime, Replicate) if FadeTime > 0 then if OptimalEffects then if Replicate then local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / FadeTime, 1) if Beam then Beam.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if Beam then Beam:Destroy() end if Hole then Hole:Destroy() end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if Beam then Beam:Destroy() end if Hole then Hole:Destroy() end end else local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / FadeTime, 1) if Beam then Beam.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if Beam then Beam:Destroy() end if Hole then Hole:Destroy() end end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if Beam then Beam:Destroy() end if Hole then Hole:Destroy() end end end local function MakeImpactFX(Hit, Position, Normal, Material, ParentToPart, ClientModule, Misc, Replicate, IsMelee) local SurfaceCF = CFrame.new(Position, Position + Normal) local HitEffectEnabled = ClientModule.HitEffectEnabled local HitSoundIDs = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitSoundIDs, ClientModule.HitSoundIDs) local HitSoundPitchMin = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitSoundPitchMin, ClientModule.HitSoundPitchMin) local HitSoundPitchMax = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitSoundPitchMax, ClientModule.HitSoundPitchMax) local HitSoundVolume = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitSoundVolume, ClientModule.HitSoundVolume) local CustomHitEffect = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.CustomHitEffect, ClientModule.CustomHitEffect) local BulletHoleEnabled = ClientModule.BulletHoleEnabled local BulletHoleSize = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletHoleSize, ClientModule.BulletHoleSize) local BulletHoleTexture = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletHoleTexture, ClientModule.BulletHoleTexture) local PartColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PartColor, ClientModule.PartColor) local BulletHoleVisibleTime = ClientModule.BulletHoleVisibleTime local BulletHoleFadeTime = ClientModule.BulletHoleFadeTime if IsMelee then HitEffectEnabled = ClientModule.MeleeHitEffectEnabled HitSoundIDs = ClientModule.MeleeHitSoundIDs HitSoundPitchMin = ClientModule.MeleeHitSoundPitchMin HitSoundPitchMax = ClientModule.MeleeHitSoundPitchMax HitSoundVolume = ClientModule.MeleeHitSoundVolume CustomHitEffect = ClientModule.CustomMeleeHitEffect BulletHoleEnabled = ClientModule.MarkerEffectEnabled BulletHoleSize = ClientModule.MarkerEffectSize BulletHoleTexture = ClientModule.MarkerEffectTexture BulletHoleVisibleTime = ClientModule.MarkerEffectVisibleTime BulletHoleFadeTime = ClientModule.MarkerEffectFadeTime PartColor = ClientModule.MarkerPartColor end if HitEffectEnabled then local Attachment = Instance.new("Attachment") Attachment.CFrame = SurfaceCF Attachment.Parent = Workspace.Terrain local Sound local function Spawner(material) if Misc.HitEffectFolder[material.Name]:FindFirstChild("MaterialSounds") then local tracks = Misc.HitEffectFolder[material.Name].MaterialSounds:GetChildren() local rn = math.random(1, #tracks) local track = tracks[rn] if track ~= nil then Sound = track:Clone() if track:FindFirstChild("Pitch") then Sound.PlaybackSpeed = Random.new():NextNumber(track.Pitch.Min.Value, track.Pitch.Max.Value) else Sound.PlaybackSpeed = Random.new():NextNumber(HitSoundPitchMin, HitSoundPitchMax) end if track:FindFirstChild("Volume") then Sound.Volume = Random.new():NextNumber(track.Volume.Min.Value, track.Volume.Max.Value) else Sound.Volume = HitSoundVolume end Sound.Parent = Attachment end else Sound = Instance.new("Sound") Sound.SoundId = "rbxassetid://"..HitSoundIDs[math.random(1, #HitSoundIDs)] Sound.PlaybackSpeed = Random.new():NextNumber(HitSoundPitchMin, HitSoundPitchMax) Sound.Volume = HitSoundVolume Sound.Parent = Attachment end for i, v in pairs(Misc.HitEffectFolder[material.Name]:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end if Particle.PartColor.Value then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end Particle.Color = ColorSequence.new(HitPartColor, HitPartColor) end Thread:Delay(0.01, function() EmitParticle(Particle, Count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Sound:Play() if BulletHoleEnabled then local Hole = Instance.new("Attachment") Hole.Parent = ParentToPart and Hit or Workspace.Terrain Hole.WorldCFrame = SurfaceCF * CFrame.Angles(math.rad(90), math.rad(180), 0) if ParentToPart then local Scale = BulletHoleSize if Misc.HitEffectFolder[material.Name]:FindFirstChild("MaterialHoleSize") then Scale = Misc.HitEffectFolder[material.Name].MaterialHoleSize.Value end local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") local BeamClone = Beam:Clone() BeamClone.Width0 = Scale BeamClone.Width1 = Scale if Misc.HitEffectFolder[material.Name]:FindFirstChild("MaterialDecals") then local Decals = Misc.HitEffectFolder[material.Name].MaterialDecals:GetChildren() local Chosen = math.random(1, #Decals) local Decal = Decals[Chosen] if Decal ~= nil then BeamClone.Texture = "rbxassetid://"..Decal.Value if Decal.PartColor.Value then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end end else BeamClone.Texture = "rbxassetid://"..BulletHoleTexture[math.random(1, #BulletHoleTexture)] if PartColor then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end end BeamClone.Attachment0 = A0 BeamClone.Attachment1 = A1 A0.Parent = Hit A1.Parent = Hit A0.WorldCFrame = Hole.WorldCFrame * CFrame.new(Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), 0, 0) A1.WorldCFrame = Hole.WorldCFrame * CFrame.new(-Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), math.rad(180), 0) BeamClone.Parent = Workspace.Terrain Thread:Delay(BulletHoleVisibleTime, function() FadeBeam(A0, A1, BeamClone, Hole, BulletHoleFadeTime, Replicate) end) else Debris:AddItem(Hole, 5) end end end if not CustomHitEffect then if Misc.HitEffectFolder:FindFirstChild(Hit.Material) then Spawner(Hit.Material) else Spawner(Misc.HitEffectFolder.Custom) end else Spawner(Misc.HitEffectFolder.Custom) end Debris:AddItem(Attachment, 10) end end local function MakeBloodFX(Hit, Position, Normal, Material, ParentToPart, ClientModule, Misc, Replicate, IsMelee) local SurfaceCF = CFrame.new(Position, Position + Normal) local BloodEnabled = ClientModule.BloodEnabled local HitCharSndIDs = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitCharSndIDs, ClientModule.HitCharSndIDs) local HitCharSndPitchMin = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitCharSndPitchMin, ClientModule.HitCharSndPitchMin) local HitCharSndPitchMax = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitCharSndPitchMax, ClientModule.HitCharSndPitchMax) local HitCharSndVolume = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitCharSndVolume, ClientModule.HitCharSndVolume) local BloodWoundEnabled = ClientModule.BloodWoundEnabled local BloodWoundTexture = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BloodWoundTexture, ClientModule.BloodWoundTexture) local BloodWoundSize = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BloodWoundSize, ClientModule.BloodWoundSize) local BloodWoundTextureColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BloodWoundTextureColor, ClientModule.BloodWoundTextureColor) local BloodWoundPartColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BloodWoundPartColor, ClientModule.BloodWoundPartColor) local BloodWoundVisibleTime = ClientModule.BloodWoundVisibleTime local BloodWoundFadeTime = ClientModule.BloodWoundFadeTime if IsMelee then BloodEnabled = ClientModule.MeleeBloodEnabled HitCharSndIDs = ClientModule.MeleeHitCharSndIDs HitCharSndPitchMin = ClientModule.MeleeHitCharSndPitchMin HitCharSndPitchMax = ClientModule.MeleeHitCharSndPitchMax HitCharSndVolume = ClientModule.MeleeHitCharSndVolume BloodWoundEnabled = ClientModule.MeleeBloodWoundEnabled BloodWoundTexture = ClientModule.MeleeBloodWoundTexture BloodWoundSize = ClientModule.MeleeBloodWoundSize BloodWoundTextureColor = ClientModule.MeleeBloodWoundTextureColor BloodWoundPartColor = ClientModule.MeleeBloodWoundVisibleTime BloodWoundVisibleTime = ClientModule.MeleeBloodWoundFadeTime BloodWoundFadeTime = ClientModule.MeleeBloodWoundPartColor end if BloodEnabled then local Attachment = Instance.new("Attachment") Attachment.CFrame = SurfaceCF Attachment.Parent = Workspace.Terrain local Sound = Instance.new("Sound") Sound.SoundId = "rbxassetid://"..HitCharSndIDs[math.random(1, #HitCharSndIDs)] Sound.PlaybackSpeed = Random.new():NextNumber(HitCharSndPitchMin, HitCharSndPitchMax) Sound.Volume = HitCharSndVolume Sound.Parent = Attachment for i, v in pairs(Misc.BloodEffectFolder:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end Thread:Delay(0.01, function() EmitParticle(Particle, Count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Sound:Play() Debris:AddItem(Attachment, 10) if BloodWoundEnabled then local Hole = Instance.new("Attachment") Hole.Parent = ParentToPart and Hit or Workspace.Terrain Hole.WorldCFrame = SurfaceCF * CFrame.Angles(math.rad(90), math.rad(180), 0) if ParentToPart then local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") local BeamClone = Beam:Clone() BeamClone.Width0 = BloodWoundSize BeamClone.Width1 = BloodWoundSize BeamClone.Texture = "rbxassetid://"..BloodWoundTexture[math.random(1, #BloodWoundTexture)] BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, BloodWoundTextureColor), ColorSequenceKeypoint.new(1, BloodWoundTextureColor)}) if BloodWoundPartColor then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end BeamClone.Attachment0 = A0 BeamClone.Attachment1 = A1 A0.Parent = Hit A1.Parent = Hit A0.WorldCFrame = Hole.WorldCFrame * CFrame.new(BloodWoundSize / 2, -0.01, 0) * CFrame.Angles(math.rad(90), 0, 0) A1.WorldCFrame = Hole.WorldCFrame * CFrame.new(-BloodWoundSize / 2, -0.01, 0) * CFrame.Angles(math.rad(90), math.rad(180), 0) BeamClone.Parent = Workspace.Terrain Thread:Delay(BloodWoundVisibleTime, function() FadeBeam(A0, A1, BeamClone, Hole, BloodWoundFadeTime, Replicate) end) else Debris:AddItem(Hole, 5) end end end end local function OnRayFinalHit(Cast, Origin, Direction, RaycastResult, SegmentVelocity, CosmeticBulletObject) local EndPos = RaycastResult and RaycastResult.Position or Cast.UserData.SegmentOrigin local ShowEffects = CanShowEffects(EndPos) if not AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosiveEnabled, Cast.UserData.ClientModule.ExplosiveEnabled) then if not RaycastResult then return end if RaycastResult.Instance and RaycastResult.Instance.Parent then if RaycastResult.Instance.Name == "_glass" and AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.CanBreakGlass, Cast.UserData.ClientModule.CanBreakGlass) then if Cast.UserData.Replicate then ShatterGlass:FireServer(RaycastResult.Instance, RaycastResult.Position, Direction) end else if Cast.UserData.ClientModule.BlacklistParts[RaycastResult.Instance.Name] then if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end else local Distance = (RaycastResult.Position - Origin).Magnitude local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if ShowEffects then MakeBloodFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end if Cast.UserData.Replicate then if TargetHumanoid.Health > 0 then Thread:Spawn(function() InflictTarget:InvokeServer("Gun", Cast.UserData.Tool, Cast.UserData.ClientModule, TargetHumanoid, TargetTorso, RaycastResult.Instance, RaycastResult.Instance.Size, Cast.UserData.Misc, Distance) end) if Cast.UserData.Tool and Cast.UserData.Tool.GunClient:FindFirstChild("MarkerEvent") then Cast.UserData.Tool.GunClient.MarkerEvent:Fire(Cast.UserData.ClientModule, RaycastResult.Instance.Name == "Head" and Cast.UserData.ClientModule.HeadshotHitmarker) end end end else if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end end end end end else if Cast.UserData.ClientModule.ExplosionSoundEnabled then local SoundTable = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionSoundIDs, Cast.UserData.ClientModule.ExplosionSoundIDs) local Attachment = Instance.new("Attachment") Attachment.CFrame = CFrame.new(EndPos) Attachment.Parent = Workspace.Terrain local Sound = Instance.new("Sound") Sound.SoundId = "rbxassetid://"..SoundTable[math.random(1, #SoundTable)] Sound.PlaybackSpeed = Random.new():NextNumber(AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionSoundPitchMin, Cast.UserData.ClientModule.ExplosionSoundPitchMin), AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionSoundPitchMax, Cast.UserData.ClientModule.ExplosionSoundPitchMax)) Sound.Volume = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionSoundVolume, Cast.UserData.ClientModule.ExplosionSoundVolume) Sound.Parent = Attachment Sound:Play() Debris:AddItem(Attachment, 10) end local Explosion = Instance.new("Explosion") Explosion.BlastRadius = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionRadius, Cast.UserData.ClientModule.ExplosionRadius) Explosion.BlastPressure = 0 Explosion.ExplosionType = Enum.ExplosionType.NoCraters Explosion.Position = EndPos Explosion.Parent = Camera local SurfaceCF = RaycastResult and CFrame.new(RaycastResult.Position, RaycastResult.Position + RaycastResult.Normal) or CFrame.new(Cast.UserData.SegmentOrigin, Cast.UserData.SegmentOrigin + Cast.UserData.SegmentDirection) if ShowEffects and RaycastResult then if AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionCraterEnabled, Cast.UserData.ClientModule.ExplosionCraterEnabled) then if RaycastResult.Instance and RaycastResult.Instance.Parent then local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") if not TargetHumanoid then local ParentToPart = true local Hole = Instance.new("Attachment") Hole.Parent = ParentToPart and RaycastResult.Instance or Workspace.Terrain Hole.WorldCFrame = SurfaceCF * CFrame.Angles(math.rad(90), math.rad(180), 0) if ParentToPart then local Scale = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionCraterSize, Cast.UserData.ClientModule.ExplosionCraterSize) local Texture = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionCraterTexture, Cast.UserData.ClientModule.ExplosionCraterTexture) local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") local BeamClone = Beam:Clone() BeamClone.Width0 = Scale BeamClone.Width1 = Scale BeamClone.Texture = "rbxassetid://"..Texture[math.random(1,#Texture)] if AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionCraterPartColor, Cast.UserData.ClientModule.ExplosionCraterPartColor) then local HitPartColor = RaycastResult.Instance and RaycastResult.Instance.Color or Color3.fromRGB(255, 255, 255) if RaycastResult.Instance and RaycastResult.Instance:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(RaycastResult.Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end BeamClone.Attachment0 = A0 BeamClone.Attachment1 = A1 A0.Parent = RaycastResult.Instance A1.Parent = RaycastResult.Instance A0.WorldCFrame = Hole.WorldCFrame * CFrame.new(Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), 0, 0) A1.WorldCFrame = Hole.WorldCFrame * CFrame.new(-Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), math.rad(180), 0) BeamClone.Parent = Workspace.Terrain local VisibleTime = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionCraterVisibleTime, Cast.UserData.ClientModule.ExplosionCraterVisibleTime) local FadeTime = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionCraterFadeTime, Cast.UserData.ClientModule.ExplosionCraterFadeTime) Thread:Delay(VisibleTime, function() FadeBeam(A0, A1, BeamClone, Hole, FadeTime, Cast.UserData.Replicate) end) else Debris:AddItem(Hole, 5) end end end end end if Cast.UserData.ClientModule.CustomExplosion then Explosion.Visible = false if ShowEffects then local Attachment = Instance.new("Attachment") Attachment.CFrame = SurfaceCF Attachment.Parent = Workspace.Terrain for i, v in pairs(Cast.UserData.Misc.ExplosionEffectFolder:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end Thread:Delay(0.01, function() EmitParticle(Particle, Count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Debris:AddItem(Attachment, 10) end end local HitHumanoids = {} Explosion.Hit:Connect(function(HitPart, HitDist) if HitPart and Cast.UserData.Replicate then if HitPart.Parent and HitPart.Name == "HumanoidRootPart" or HitPart.Name == "Head" then local Target = HitPart:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetTorso then if TargetHumanoid.Health > 0 then if not HitHumanoids[TargetHumanoid] then if Cast.UserData.ClientModule.ExplosionKnockback then local Multipler = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionKnockbackMultiplierOnTarget, Cast.UserData.ClientModule.ExplosionKnockbackMultiplierOnTarget) local DistanceFactor = HitDist / AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionRadius, Cast.UserData.ClientModule.ExplosionRadius) DistanceFactor = 1 - DistanceFactor local VelocityMod = (TargetTorso.Position - Explosion.Position).Unit * AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionKnockbackPower, Cast.UserData.ClientModule.ExplosionKnockbackPower) --* DistanceFactor local AirVelocity = TargetTorso.Velocity - Vector3.new(0, TargetTorso.Velocity.y, 0) + Vector3.new(VelocityMod.X, 0, VelocityMod.Z) if DamageModule.CanDamage(Target, Cast.UserData.Character, Cast.UserData.ClientModule.FriendlyFire) then local TorsoFly = Instance.new("BodyVelocity") TorsoFly.MaxForce = Vector3.new(math.huge, 0, math.huge) TorsoFly.Velocity = AirVelocity TorsoFly.Parent = TargetTorso TargetTorso.Velocity = TargetTorso.Velocity + Vector3.new(0, VelocityMod.Y * Multipler, 0) Debris:AddItem(TorsoFly, 0.25) else if TargetHumanoid.Parent.Name == Player.Name then Multipler = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionKnockbackMultiplierOnPlayer, Cast.UserData.ClientModule.ExplosionKnockbackMultiplierOnPlayer) local TorsoFly = Instance.new("BodyVelocity") TorsoFly.MaxForce = Vector3.new(math.huge, 0, math.huge) TorsoFly.Velocity = AirVelocity TorsoFly.Parent = TargetTorso TargetTorso.Velocity = TargetTorso.Velocity + Vector3.new(0, VelocityMod.Y * Multipler, 0) Debris:AddItem(TorsoFly, 0.25) end end end local Part = RaycastResult and RaycastResult.Instance or HitPart Thread:Spawn(function() InflictTarget:InvokeServer("Gun", Cast.UserData.Tool, Cast.UserData.ClientModule, TargetHumanoid, TargetTorso, Part, Part.Size, Cast.UserData.Misc, HitDist) end) if Cast.UserData.Tool and Cast.UserData.Tool.GunClient:FindFirstChild("MarkerEvent") then Cast.UserData.Tool.GunClient.MarkerEvent:Fire(Cast.UserData.ClientModule, Part.Name == "Head" and Cast.UserData.ClientModule.HeadshotHitmarker) end HitHumanoids[TargetHumanoid] = true end end end elseif HitPart.Name == "_glass" and AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.CanBreakGlass, Cast.UserData.ClientModule.CanBreakGlass) then ShatterGlass:FireServer(HitPart, HitPart.Position, Direction) end end end) end end local function OnRayHit(Cast, Origin, Direction, RaycastResult, SegmentVelocity, CosmeticBulletObject) local CanBounce = Cast.UserData.CastBehavior.Hitscan and true or false local CurrentPosition = Cast:GetPosition() local CurrentVelocity = Cast:GetVelocity() local Acceleration = Cast.UserData.CastBehavior.Acceleration if not Cast.UserData.CastBehavior.Hitscan then Cast.UserData.SpinData.InitalTick = os.clock() Cast.UserData.SpinData.InitalAngularVelocity = RaycastResult.Normal:Cross(CurrentVelocity) / 0.2 Cast.UserData.SpinData.InitalRotation = (Cast.RayInfo.CurrentCFrame - Cast.RayInfo.CurrentCFrame.p) Cast.UserData.SpinData.ProjectileOffset = 0.2 * RaycastResult.Normal if CurrentVelocity.Magnitude > 0 then local NormalizeBounce = false local Position = Cast.RayInfo.RaycastHitbox and CurrentPosition or RaycastResult.Position if Cast.UserData.BounceData.BounceBetweenHumanoids then local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if not table.find(Cast.UserData.BounceData.BouncedHumanoids, TargetHumanoid) then table.insert(Cast.UserData.BounceData.BouncedHumanoids, TargetHumanoid) end end local TrackedEntity, TrackedHumanoid, TrackedTorso = FindNearestEntity(Cast, Position) if TrackedEntity and TrackedHumanoid and TrackedTorso and TrackedHumanoid.Health > 0 then local DesiredVector = (TrackedTorso.Position - Position).Unit if Cast.UserData.BounceData.PredictDirection then local Pos, Vel = DirectionPredictor(Position, TrackedTorso.Position, Vector3.new(), TrackedTorso.Velocity, Acceleration, (2 * TrackedTorso.Velocity) / 3, SegmentVelocity.Magnitude) if Pos and Vel then DesiredVector = Vel.Unit end end Cast:SetVelocity(DesiredVector * SegmentVelocity.Magnitude) Cast:SetPosition(Position) else NormalizeBounce = true end else NormalizeBounce = true end if NormalizeBounce then local Delta = Position - CurrentPosition local Fix = 1 - 0.001 / Delta.Magnitude Fix = Fix < 0 and 0 or Fix Cast:AddPosition(Fix * Delta + 0.05 * RaycastResult.Normal) local NewNormal = RaycastResult.Normal local NewVelocity = CurrentVelocity if Cast.UserData.BounceData.IgnoreSlope and (Acceleration ~= Vector3.new(0, 0, 0) and Acceleration.Y < 0) then local NewPosition = Cast:GetPosition() NewVelocity = Vector3.new(CurrentVelocity.X, -Cast.UserData.BounceData.BounceHeight, CurrentVelocity.Z) local Instance2, Position2, Normal2, Material2 = CastWithBlacklist(Cast, NewPosition, Vector3.new(0, 1, 0), Cast.UserData.IgnoreList, true) if Instance2 then NewVelocity = Vector3.new(CurrentVelocity.X, Cast.UserData.BounceData.BounceHeight, CurrentVelocity.Z) end local X = math.deg(math.asin(RaycastResult.Normal.X)) local Z = math.deg(math.asin(RaycastResult.Normal.Z)) local FloorAngle = math.floor(math.max(X == 0 and Z or X, X == 0 and -Z or -X)) NewNormal = FloorAngle > 0 and (FloorAngle >= Cast.UserData.BounceData.SlopeAngle and RaycastResult.Normal or Vector3.new(0, RaycastResult.Normal.Y, 0)) or RaycastResult.Normal end local NormalVelocity = Vector3.new().Dot(NewNormal, NewVelocity) * NewNormal local TanVelocity = NewVelocity - NormalVelocity local GeometricDeceleration local D1 = -Vector3.new().Dot(NewNormal, Acceleration) local D2 = -(1 + Cast.UserData.BounceData.BounceElasticity) * Vector3.new().Dot(NewNormal, NewVelocity) GeometricDeceleration = 1 - Cast.UserData.BounceData.FrictionConstant * (10 * (D1 < 0 and 0 or D1) * Cast.StateInfo.Delta + (D2 < 0 and 0 or D2)) / TanVelocity.Magnitude Cast:SetVelocity((GeometricDeceleration < 0 and 0 or GeometricDeceleration) * TanVelocity - Cast.UserData.BounceData.BounceElasticity * NormalVelocity) end CanBounce = true end else local NormalizeBounce = false if Cast.UserData.BounceData.BounceBetweenHumanoids then local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if not table.find(Cast.UserData.BounceData.BouncedHumanoids, TargetHumanoid) then table.insert(Cast.UserData.BounceData.BouncedHumanoids, TargetHumanoid) end end local TrackedEntity, TrackedHumanoid, TrackedTorso = FindNearestEntity(Cast, RaycastResult.Position) if TrackedEntity and TrackedHumanoid and TrackedTorso and TrackedHumanoid.Health > 0 then local DesiredVector = (TrackedTorso.Position - RaycastResult.Position).Unit Cast.RayInfo.ModifiedDirection = DesiredVector else NormalizeBounce = true end else NormalizeBounce = true end if NormalizeBounce then local CurrentDirection = Cast.RayInfo.ModifiedDirection local NewDirection = CurrentDirection - (2 * CurrentDirection:Dot(RaycastResult.Normal) * RaycastResult.Normal) Cast.RayInfo.ModifiedDirection = NewDirection end end if CanBounce then if Cast.UserData.BounceData.CurrentBounces > 0 then Cast.UserData.BounceData.CurrentBounces -= 1 local ShowEffects = CanShowEffects(RaycastResult.Position) if Cast.UserData.BounceData.NoExplosionWhileBouncing then if RaycastResult.Instance.Name == "_glass" and AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.CanBreakGlass, Cast.UserData.ClientModule.CanBreakGlass) then if Cast.UserData.Replicate then ShatterGlass:FireServer(RaycastResult.Instance, RaycastResult.Position, SegmentVelocity.Unit) end else if Cast.UserData.ClientModule.BlacklistParts[RaycastResult.Instance.Name] then if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end else local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local Distance = (RaycastResult.Position - Origin).Magnitude local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if ShowEffects then MakeBloodFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end if Cast.UserData.Replicate then if TargetHumanoid.Health > 0 then Thread:Spawn(function() InflictTarget:InvokeServer("Gun", Cast.UserData.Tool, Cast.UserData.ClientModule, TargetHumanoid, TargetTorso, RaycastResult.Instance, RaycastResult.Instance.Size, Cast.UserData.Misc, Distance) end) if Cast.UserData.Tool and Cast.UserData.Tool.GunClient:FindFirstChild("MarkerEvent") then Cast.UserData.Tool.GunClient.MarkerEvent:Fire(Cast.UserData.ClientModule, RaycastResult.Instance.Name == "Head" and Cast.UserData.ClientModule.HeadshotHitmarker) end end end else if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end end end end else OnRayFinalHit(Cast, Origin, Direction, RaycastResult, SegmentVelocity, CosmeticBulletObject) end end end end local function CanRayHit(Cast, Origin, Direction, RaycastResult, SegmentVelocity, CosmeticBulletObject) if Cast.UserData.ClientModule.BlacklistParts[RaycastResult.Instance.Name] then if Cast.UserData.BounceData.StopBouncingOn == "Object" then return false end else local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if Cast.UserData.BounceData.StopBouncingOn == "Humanoid" then return false end else if Cast.UserData.BounceData.StopBouncingOn == "Object" then return false end end end if not Cast.UserData.CastBehavior.Hitscan and Cast.UserData.BounceData.SuperRicochet then return true else if Cast.UserData.BounceData.CurrentBounces > 0 then return true end end return false end local function OnRayExited(Cast, Origin, Direction, RaycastResult, SegmentVelocity, CosmeticBulletObject) if not RayExit then return end if Cast.UserData.PenetrationData then if Cast.UserData.ClientModule.PenetrationType == "WallPenetration" then local ShowEffects = CanShowEffects(RaycastResult.Position) if RaycastResult.Instance and RaycastResult.Instance.Parent then if RaycastResult.Instance.Name == "_glass" and AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.CanBreakGlass, Cast.UserData.ClientModule.CanBreakGlass) then return else if Cast.UserData.ClientModule.BlacklistParts[RaycastResult.Instance.Name] then if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end else local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if ShowEffects then MakeBloodFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end else if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end end end end end end end if RaycastResult.Instance and RaycastResult.Instance.Parent then local vis = Cast:DbgVisualizeHit(CFrame.new(RaycastResult.Position), true) if (vis ~= nil) then vis.Color3 = Color3.fromRGB(13, 105, 172) end end end local function CanRayPenetrate(Cast, Origin, Direction, RaycastResult, SegmentVelocity, CosmeticBulletObject) local ShowEffects = CanShowEffects(RaycastResult.Position) if RaycastResult.Instance and RaycastResult.Instance.Parent then if Cast.UserData.ClientModule.IgnoreBlacklistedParts and Cast.UserData.ClientModule.BlacklistParts[RaycastResult.Instance.Name] then return true else local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTool = RaycastResult.Instance:FindFirstAncestorOfClass("Tool") if (RaycastResult.Instance.Transparency > 0.75 or RaycastResult.Instance.Name == "Missile" or RaycastResult.Instance.Name == "Handle" or RaycastResult.Instance.Name == "Effect" or RaycastResult.Instance.Name == "Bullet" or RaycastResult.Instance.Name == "Laser" or string.lower(RaycastResult.Instance.Name) == "water" or RaycastResult.Instance.Name == "Rail" or RaycastResult.Instance.Name == "Arrow" or (TargetHumanoid and (TargetHumanoid.Health <= 0 or not DamageModule.CanDamage(Target, Cast.UserData.Character, Cast.UserData.ClientModule.FriendlyFire) or (Cast.UserData.PenetrationData and table.find(Cast.UserData.PenetrationData.HitHumanoids, TargetHumanoid)) or (Cast.UserData.BounceData and table.find(Cast.UserData.BounceData.BouncedHumanoids, TargetHumanoid)))) or TargetTool) then return true else if Cast.UserData.PenetrationData then if Cast.UserData.ClientModule.PenetrationType == "WallPenetration" then if Cast.UserData.PenetrationData.PenetrationDepth <= 0 then return false end elseif Cast.UserData.ClientModule.PenetrationType == "HumanoidPenetration" then if Cast.UserData.PenetrationData.PenetrationAmount <= 0 then return false end end local MaxExtent = RaycastResult.Instance.Size.Magnitude * Direction local ExitHit, ExitPoint, ExitNormal, ExitMaterial = Workspace:FindPartOnRayWithWhitelist(Ray.new(RaycastResult.Position + MaxExtent, -MaxExtent), {RaycastResult.Instance}, Cast.RayInfo.Parameters.IgnoreWater) local Dist = (ExitPoint - RaycastResult.Position).Magnitude if RaycastResult.Instance.Name == "_glass" and AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.CanBreakGlass, Cast.UserData.ClientModule.CanBreakGlass) then if Cast.UserData.Replicate then ShatterGlass:FireServer(RaycastResult.Instance, RaycastResult.Position, SegmentVelocity.Unit) end if Cast.UserData.ClientModule.PenetrationType == "WallPenetration" then local ToReduce = 1 - ((Dist / Cast.UserData.PenetrationData.PenetrationDepth / 1.1)) Cast.UserData.PenetrationData.PenetrationDepth *= ToReduce return true end else if Cast.UserData.ClientModule.BlacklistParts[RaycastResult.Instance.Name] then if Cast.UserData.ClientModule.PenetrationType == "WallPenetration" then if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end local ToReduce = 1 - ((Dist / Cast.UserData.PenetrationData.PenetrationDepth / 1.1)) Cast.UserData.PenetrationData.PenetrationDepth *= ToReduce if ExitHit then OnRayExited(Cast, RaycastResult.Position + MaxExtent, -MaxExtent, {Instance = ExitHit, Position = ExitPoint, Normal = ExitNormal, Material = ExitMaterial}, SegmentVelocity, CosmeticBulletObject) end return true end else local Distance = (RaycastResult.Position - Origin).Magnitude local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if not table.find( Cast.UserData.PenetrationData.HitHumanoids, TargetHumanoid) then table.insert(Cast.UserData.PenetrationData.HitHumanoids, TargetHumanoid) if ShowEffects then MakeBloodFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end if Cast.UserData.Replicate then if TargetHumanoid.Health > 0 then Thread:Spawn(function() InflictTarget:InvokeServer("Gun", Cast.UserData.Tool, Cast.UserData.ClientModule, TargetHumanoid, TargetTorso, RaycastResult.Instance, RaycastResult.Instance.Size, Cast.UserData.Misc, Distance) end) if Cast.UserData.Tool and Cast.UserData.Tool.GunClient:FindFirstChild("MarkerEvent") then Cast.UserData.Tool.GunClient.MarkerEvent:Fire(Cast.UserData.ClientModule, RaycastResult.Instance.Name == "Head" and Cast.UserData.ClientModule.HeadshotHitmarker) end end end if Cast.UserData.ClientModule.PenetrationType == "WallPenetration" then local ToReduce = 1 - ((Dist / Cast.UserData.PenetrationData.PenetrationDepth / 1.1)) Cast.UserData.PenetrationData.PenetrationDepth *= ToReduce if ExitHit then OnRayExited(Cast, RaycastResult.Position + MaxExtent, -MaxExtent, {Instance = ExitHit, Position = ExitPoint, Normal = ExitNormal, Material = ExitMaterial}, SegmentVelocity, CosmeticBulletObject) end elseif Cast.UserData.ClientModule.PenetrationType == "HumanoidPenetration" then Cast.UserData.PenetrationData.PenetrationAmount -= 1 end if Cast.UserData.PenetrationData.PenetrationIgnoreDelay ~= math.huge then Thread:Delay(Cast.UserData.PenetrationData.PenetrationIgnoreDelay, function() local Index = table.find( Cast.UserData.PenetrationData.HitHumanoids, TargetHumanoid) if Index then table.remove(Cast.UserData.PenetrationData.HitHumanoids, Index) end end) end return true end else if Cast.UserData.ClientModule.PenetrationType == "WallPenetration" then if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end local ToReduce = 1 - ((Dist / Cast.UserData.PenetrationData.PenetrationDepth / 1.1)) Cast.UserData.PenetrationData.PenetrationDepth *= ToReduce if ExitHit then OnRayExited(Cast, RaycastResult.Position + MaxExtent, -MaxExtent, {Instance = ExitHit, Position = ExitPoint, Normal = ExitNormal, Material = ExitMaterial}, SegmentVelocity, CosmeticBulletObject) end return true end end end end end end end end return false end local function UpdateParticle(Cast, Position, LastPosition, W2) if Cast.UserData.BulletParticleData.MotionBlur then local T2 = os.clock() local P2 = CFrame.new().pointToObjectSpace(Camera.CFrame, W2) local V2 if Cast.UserData.BulletParticleData.T0 then V2 = 2 / (T2 - Cast.UserData.BulletParticleData.T1) * (P2 - Cast.UserData.BulletParticleData.P1) - (P2 - Cast.UserData.BulletParticleData.P0) / (T2 - Cast.UserData.BulletParticleData.T0) else V2 = (P2 - Cast.UserData.BulletParticleData.P1) / (T2 - Cast.UserData.BulletParticleData.T1) Cast.UserData.BulletParticleData.V1 = V2 end Cast.UserData.BulletParticleData.T0, Cast.UserData.BulletParticleData.V0, Cast.UserData.BulletParticleData.P0 = Cast.UserData.BulletParticleData.T1, Cast.UserData.BulletParticleData.V1, Cast.UserData.BulletParticleData.P1 Cast.UserData.BulletParticleData.T1, Cast.UserData.BulletParticleData.V1, Cast.UserData.BulletParticleData.P1 = T2, V2, P2 local Dt = Cast.UserData.BulletParticleData.T1 - Cast.UserData.BulletParticleData.T0 local M0 = Cast.UserData.BulletParticleData.V0.Magnitude local M1 = Cast.UserData.BulletParticleData.V1.Magnitude Cast.UserData.BulletParticleData.Attachment0.Position = Camera.CFrame * Cast.UserData.BulletParticleData.P0 Cast.UserData.BulletParticleData.Attachment1.Position = Camera.CFrame * Cast.UserData.BulletParticleData.P1 if M0 > 1.0E-8 then Cast.UserData.BulletParticleData.Attachment0.Axis = CFrame.new().vectorToWorldSpace(Camera.CFrame, Cast.UserData.BulletParticleData.V0 / M0) end if M1 > 1.0E-8 then Cast.UserData.BulletParticleData.Attachment1.Axis = CFrame.new().vectorToWorldSpace(Camera.CFrame, Cast.UserData.BulletParticleData.V1 / M1) end local Dist0 = -Cast.UserData.BulletParticleData.P0.Z local Dist1 = -Cast.UserData.BulletParticleData.P1.Z if Dist0 < 0 then Dist0 = 0 end if Dist1 < 0 then Dist1 = 0 end local W0 = Cast.UserData.BulletParticleData.BulletSize + Cast.UserData.BulletParticleData.BulletBloom * Dist0 local W1 = Cast.UserData.BulletParticleData.BulletSize + Cast.UserData.BulletParticleData.BulletBloom * Dist1 local L = ((Cast.UserData.BulletParticleData.P1 - Cast.UserData.BulletParticleData.P0) * Vector3.new(1, 1, 0)).Magnitude local Tr = 1 - 4 * Cast.UserData.BulletParticleData.BulletSize * Cast.UserData.BulletParticleData.BulletSize / ((W0 + W1) * (2 * L + W0 + W1)) * Cast.UserData.BulletParticleData.BulletBrightness for _, effect in next, Cast.UserData.BulletParticleData.Effects do effect.CurveSize0 = Dt / 3 * M0 effect.CurveSize1 = Dt / 3 * M1 effect.Width0 = W0 effect.Width1 = W1 effect.Transparency = NumberSequence.new(Tr) end else if (Position - LastPosition).Magnitude > 0 then local Rotation = CFrame.new(LastPosition, Position) - LastPosition local Offset = CFrame.Angles(0, math.pi / 2, 0) Cast.UserData.BulletParticleData.Attachment0.CFrame = CFrame.new(Position) * Rotation * Offset Cast.UserData.BulletParticleData.Attachment1.CFrame = CFrame.new(LastPosition, Position) * Offset end end end local function OnRayUpdated(Cast, LastSegmentOrigin, SegmentOrigin, SegmentDirection, Length, SegmentVelocity, CosmeticBulletObject) Cast.UserData.LastSegmentOrigin = LastSegmentOrigin Cast.UserData.SegmentOrigin = SegmentOrigin Cast.UserData.SegmentDirection = SegmentDirection Cast.UserData.SegmentVelocity = SegmentVelocity local Tick = os.clock() - Cast.UserData.SpinData.InitalTick if Cast.UserData.UpdateData.UpdateRayInExtra then if Cast.UserData.UpdateData.ExtraRayUpdater then Cast.UserData.UpdateData.ExtraRayUpdater(Cast, Cast.StateInfo.Delta) end end if not Cast.UserData.CastBehavior.Hitscan and Cast.UserData.HomeData.Homing then local CurrentPosition = Cast:GetPosition() local CurrentVelocity = Cast:GetVelocity() if Cast.UserData.HomeData.LockOnOnHovering then if Cast.UserData.HomeData.LockedEntity then local TargetHumanoid = Cast.UserData.HomeData.LockedEntity:FindFirstChildOfClass("Humanoid") if TargetHumanoid and TargetHumanoid.Health > 0 then local TargetTorso = Cast.UserData.HomeData.LockedEntity:FindFirstChild("HumanoidRootPart") or Cast.UserData.HomeData.LockedEntity:FindFirstChild("Torso") or Cast.UserData.HomeData.LockedEntity:FindFirstChild("UpperTorso") local DesiredVector = (TargetTorso.Position - CurrentPosition).Unit local CurrentVector = CurrentVelocity.Unit local AngularDifference = math.acos(DesiredVector:Dot(CurrentVector)) if AngularDifference > 0 then local OrthoVector = CurrentVector:Cross(DesiredVector).Unit local AngularCorrection = math.min(AngularDifference, Cast.StateInfo.Delta * Cast.UserData.HomeData.TurnRatePerSecond) Cast:SetVelocity(CFrame.fromAxisAngle(OrthoVector, AngularCorrection):vectorToWorldSpace(CurrentVelocity)) end end end else local TargetEntity, TargetHumanoid, TargetTorso = FindNearestEntity(Cast, CurrentPosition) if TargetEntity and TargetHumanoid and TargetTorso and TargetHumanoid.Health > 0 then local DesiredVector = (TargetTorso.Position - CurrentPosition).Unit local CurrentVector = CurrentVelocity.Unit local AngularDifference = math.acos(DesiredVector:Dot(CurrentVector)) if AngularDifference > 0 then local OrthoVector = CurrentVector:Cross(DesiredVector).Unit local AngularCorrection = math.min(AngularDifference, Cast.StateInfo.Delta * Cast.UserData.HomeData.TurnRatePerSecond) Cast:SetVelocity(CFrame.fromAxisAngle(OrthoVector, AngularCorrection):vectorToWorldSpace(CurrentVelocity)) end end end end local TravelCFrame if Cast.UserData.SpinData.CanSpinPart then if not Cast.UserData.CastBehavior.Hitscan then local Position = (SegmentOrigin + Cast.UserData.SpinData.ProjectileOffset) if Cast.UserData.BounceData.SuperRicochet then TravelCFrame = CFrame.new(Position, Position + SegmentVelocity) * Math.FromAxisAngle(Tick * Cast.UserData.SpinData.InitalAngularVelocity) * Cast.UserData.SpinData.InitalRotation else if Cast.UserData.BounceData.CurrentBounces > 0 then TravelCFrame = CFrame.new(Position, Position + SegmentVelocity) * Math.FromAxisAngle(Tick * Cast.UserData.SpinData.InitalAngularVelocity) * Cast.UserData.SpinData.InitalRotation else TravelCFrame = CFrame.new(SegmentOrigin, SegmentOrigin + SegmentVelocity) * CFrame.Angles(math.rad(-360 * ((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinX - math.floor((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinX))), math.rad(-360 * ((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinY - math.floor((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinY))), math.rad(-360 * ((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinZ - math.floor((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinZ)))) end end else TravelCFrame = CFrame.new(SegmentOrigin, SegmentOrigin + SegmentVelocity) * CFrame.Angles(math.rad(-360 * ((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinX - math.floor((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinX))), math.rad(-360 * ((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinY - math.floor((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinY))), math.rad(-360 * ((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinZ - math.floor((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinZ)))) end else TravelCFrame = CFrame.new(SegmentOrigin, SegmentOrigin + SegmentVelocity) end Cast.RayInfo.CurrentCFrame = TravelCFrame if Cast.UserData.BulletParticleData then UpdateParticle(Cast, SegmentOrigin, Cast.UserData.LastPosition, SegmentOrigin) end if Cast.UserData.LaserData.LaserTrailEnabled then if Cast.StateInfo.Delta > 0 then local Width = Cast.UserData.LaserData.LaserTrailWidth local Height = Cast.UserData.LaserData.LaserTrailHeight local TrailSegment = Miscs[Cast.UserData.LaserData.LaserTrailShape.."Segment"]:Clone() if Cast.UserData.LaserData.RandomizeLaserColorIn ~= "None" then if Cast.UserData.LaserData.RandomizeLaserColorIn == "Whole" then TrailSegment.Color = Cast.UserData.LaserData.RandomLaserColor elseif Cast.UserData.LaserData.RandomizeLaserColorIn == "Segment" then TrailSegment.Color = Color3.new(math.random(), math.random(), math.random()) end else TrailSegment.Color = Cast.UserData.LaserData.LaserTrailColor end TrailSegment.Material = Cast.UserData.LaserData.LaserTrailMaterial TrailSegment.Reflectance = Cast.UserData.LaserData.LaserTrailReflectance TrailSegment.Transparency = Cast.UserData.LaserData.LaserTrailTransparency TrailSegment.Size = Cast.UserData.LaserData.LaserTrailShape == "Cone" and Vector3.new(Width, (SegmentOrigin - LastSegmentOrigin).Magnitude, Height) or Vector3.new((SegmentOrigin - LastSegmentOrigin).Magnitude, Height, Width) TrailSegment.CFrame = CFrame.new((LastSegmentOrigin + SegmentOrigin) * 0.5, SegmentOrigin) * (Cast.UserData.LaserData.LaserTrailShape == "Cone" and CFrame.Angles(math.pi / 2, 0, 0) or CFrame.Angles(0, math.pi / 2, 0)) TrailSegment.Parent = Camera table.insert(Cast.UserData.LaserData.LaserTrailContainer, TrailSegment) if Cast.UserData.LaserData.UpdateLaserTrail then Cast.UserData.LaserData.UpdateLaserTrail:Fire(Cast.UserData.LaserData.LaserTrailId, Cast.UserData.LaserData.LaserTrailContainer) end Thread:Delay(Cast.UserData.LaserData.LaserTrailVisibleTime, function() if Cast.UserData.LaserData.LaserTrailFadeTime > 0 then local DesiredSize = TrailSegment.Size * (Cast.UserData.LaserData.ScaleLaserTrail and Vector3.new(1, Cast.UserData.LaserData.LaserTrailScaleMultiplier, Cast.UserData.LaserData.LaserTrailScaleMultiplier) or Vector3.new(1, 1, 1)) local Tween = TweenService:Create(TrailSegment, TweenInfo.new(Cast.UserData.LaserData.LaserTrailFadeTime, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Transparency = 1, Size = DesiredSize}) Tween:Play() Tween.Completed:Wait() if TrailSegment then local Index = table.find(Cast.UserData.LaserData.LaserTrailContainer, TrailSegment) if Index then table.remove(Cast.UserData.LaserData.LaserTrailContainer, Index) if Cast.UserData.LaserData.UpdateLaserTrail then Cast.UserData.LaserData.UpdateLaserTrail:Fire(Cast.UserData.LaserData.LaserTrailId, Cast.UserData.LaserData.LaserTrailContainer) end end TrailSegment:Destroy() end else if TrailSegment then local Index = table.find(Cast.UserData.LaserData.LaserTrailContainer, TrailSegment) if Index then table.remove(Cast.UserData.LaserData.LaserTrailContainer, Index) if Cast.UserData.LaserData.UpdateLaserTrail then Cast.UserData.LaserData.UpdateLaserTrail:Fire(Cast.UserData.LaserData.LaserTrailId, Cast.UserData.LaserData.LaserTrailContainer) end end TrailSegment:Destroy() end end end) end end if Cast.UserData.LightningData.LightningBoltEnabled then if Cast.StateInfo.Delta > 0 then local Wideness = Cast.UserData.LightningData.BoltWideness local Width = Cast.UserData.LightningData.BoltWidth local Height = Cast.UserData.LightningData.BoltHeight for _, v in ipairs(Cast.UserData.LightningData.BoltCFrameTable) do local Cache if Cast.UserData.LightningData.BoltShape == "Block" then Cache = BlockSegCache elseif Cast.UserData.LightningData.BoltShape == "Cylinder" then Cache = CylinderSegCache elseif Cast.UserData.LightningData.BoltShape == "Cone" then Cache = ConeSegCache end if Cache then local Start = (CFrame.new(SegmentOrigin, SegmentOrigin + SegmentDirection) * v).p local End = (CFrame.new(LastSegmentOrigin, LastSegmentOrigin + SegmentDirection) * v).p local Distance = (End - Start).Magnitude local Pos = Start for i = 0, Distance, 10 do local FakeDistance = CFrame.new(Start, End) * CFrame.new(0, 0, -i - 10) * CFrame.new(-2 + (math.random() * Wideness), -2 + (math.random() * Wideness), -2 + (math.random() * Wideness)) local BoltSegment = Cache:GetPart() if Cast.UserData.LightningData.RandomizeBoltColorIn ~= "None" then if Cast.UserData.LightningData.RandomizeBoltColorIn == "Whole" then BoltSegment.Color = Cast.UserData.LightningData.RandomBoltColor elseif Cast.UserData.LightningData.RandomizeBoltColorIn == "Segment" then BoltSegment.Color = Color3.new(math.random(), math.random(), math.random()) end else BoltSegment.Color = Cast.UserData.LightningData.BoltColor end BoltSegment.Material = Cast.UserData.LightningData.BoltMaterial BoltSegment.Reflectance = Cast.UserData.LightningData.BoltReflectance BoltSegment.Transparency = Cast.UserData.LightningData.BoltTransparency if i + 10 > Distance then BoltSegment.CFrame = CFrame.new(Pos, End) * CFrame.new(0, 0, -(Pos - End).Magnitude / 2) * (Cast.UserData.LightningData.BoltShape == "Cone" and CFrame.Angles(math.pi / 2, 0, 0) or CFrame.Angles(0, math.pi / 2, 0)) else BoltSegment.CFrame = CFrame.new(Pos, FakeDistance.p) * CFrame.new(0, 0, -(Pos - FakeDistance.p).Magnitude / 2) * (Cast.UserData.LightningData.BoltShape == "Cone" and CFrame.Angles(math.pi / 2, 0, 0) or CFrame.Angles(0, math.pi / 2, 0)) end if i + 10 > Distance then BoltSegment.Size = Cast.UserData.LightningData.BoltShape == "Cone" and Vector3.new(Width, (Pos - End).Magnitude, Height) or Vector3.new((Pos - End).Magnitude, Height, Width) else BoltSegment.Size = Cast.UserData.LightningData.BoltShape == "Cone" and Vector3.new(Width, (Pos - FakeDistance.p).Magnitude, Height) or Vector3.new((Pos - FakeDistance.p).Magnitude, Height, Width) end Thread:Delay(Cast.UserData.LightningData.BoltVisibleTime, function() if Cast.UserData.LightningData.BoltFadeTime > 0 then local DesiredSize = BoltSegment.Size * (Cast.UserData.LightningData.ScaleBolt and Vector3.new(1, Cast.UserData.LightningData.BoltScaleMultiplier, Cast.UserData.LightningData.BoltScaleMultiplier) or Vector3.new(1, 1, 1)) local Tween = TweenService:Create(BoltSegment, TweenInfo.new(Cast.UserData.LightningData.BoltFadeTime, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Transparency = 1, Size = DesiredSize}) Tween:Play() Tween.Completed:Wait() if BoltSegment ~= nil then Cache:ReturnPart(BoltSegment) end else if BoltSegment ~= nil then Cache:ReturnPart(BoltSegment) end end end) Pos = FakeDistance.p end end end end end if not Cast.UserData.Replicate and Cast.UserData.ClientModule.WhizSoundEnabled then if not Cast.UserData.Whizzed then local Mag = (Camera.CFrame.p - SegmentOrigin).Magnitude --(Camera.CFrame.p - CosmeticBulletObject.Position).Magnitude if Mag < Cast.UserData.ClientModule.WhizDistance then local WhizSound = Instance.new("Sound") WhizSound.SoundId = "rbxassetid://"..Cast.UserData.ClientModule.WhizSoundIDs[math.random(1, #Cast.UserData.ClientModule.WhizSoundIDs)] WhizSound.Volume = Cast.UserData.ClientModule.WhizSoundVolume WhizSound.PlaybackSpeed = Random.new():NextNumber(Cast.UserData.ClientModule.WhizSoundPitchMin, Cast.UserData.ClientModule.WhizSoundPitchMax) WhizSound.Name = "WhizSound" WhizSound.Parent = SoundService WhizSound:Play() Debris:AddItem(WhizSound, WhizSound.TimeLength / WhizSound.PlaybackSpeed) Cast.UserData.Whizzed = true end end end Cast.UserData.LastPosition = SegmentOrigin if CosmeticBulletObject == nil then return end CosmeticBulletObject.CFrame = TravelCFrame end local function OnRayTerminated(Cast, RaycastResult, IsDecayed) if Cast.UserData.LaserData.UpdateLaserTrail then Cast.UserData.LaserData.UpdateLaserTrail:Fire(Cast.UserData.LaserData.LaserTrailId, Cast.UserData.LaserData.LaserTrailContainer, true) end if Cast.UserData.BulletParticleData then Cast.UserData.BulletParticleData.Attachment0:Destroy() Cast.UserData.BulletParticleData.Attachment1:Destroy() for _, effect in next, Cast.UserData.BulletParticleData.Effects do effect:Destroy() end end local CosmeticBulletObject = Cast.RayInfo.CosmeticBulletObject if CosmeticBulletObject ~= nil then local CurrentPosition = Cast:GetPosition() local CurrentVelocity = Cast:GetVelocity() if IsDecayed then if Cast.UserData.DebrisData.DecayProjectile then if DebrisCounts <= MaxDebrisCounts then DebrisCounts += 1 local DecayProjectile = CosmeticBulletObject:Clone() DecayProjectile.Name = "DecayProjectile" DecayProjectile.CFrame = CosmeticBulletObject.CFrame DecayProjectile.Anchored = Cast.UserData.DebrisData.AnchorDecay DecayProjectile.CanCollide = Cast.UserData.DebrisData.CollideDecay if not DecayProjectile.Anchored then if Cast.UserData.DebrisData.VelocityInfluence then DecayProjectile.Velocity = DecayProjectile.CFrame.LookVector * CurrentVelocity.Magnitude else DecayProjectile.Velocity = DecayProjectile.CFrame.LookVector * Cast.UserData.DebrisData.DecayVelocity end end for _, v in pairs(DecayProjectile:GetDescendants()) do if ((v:IsA("PointLight") or v:IsA("SurfaceLight") or v:IsA("SpotLight")) and Cast.UserData.DebrisData.DisableDebrisContents.DisableTrail) then v.Enabled = false elseif (v:IsA("ParticleEmitter") and Cast.UserData.DebrisData.DisableDebrisContents.Particle) then v.Enabled = false elseif (v:IsA("Trail") and Cast.UserData.DebrisData.DisableDebrisContents.Trail) then v.Enabled = false elseif (v:IsA("Beam") and Cast.UserData.DebrisData.DisableDebrisContents.Beam) then v.Enabled = false elseif (v:IsA("Sound") and Cast.UserData.DebrisData.DisableDebrisContents.Sound) then v:Stop() end end DecayProjectile.Parent = Camera Thread:Delay(5, function() --10 if DecayProjectile then DecayProjectile:Destroy() end DebrisCounts -= 1 end) end end else if RaycastResult then local HitPointObjectSpace = RaycastResult.Instance.CFrame:pointToObjectSpace(RaycastResult.Position) if Cast.UserData.DebrisData.DebrisProjectile then if DebrisCounts <= MaxDebrisCounts then DebrisCounts += 1 local DebrisProjectile = CosmeticBulletObject:Clone() DebrisProjectile.Name = "DebrisProjectile" DebrisProjectile.CFrame = Cast.UserData.DebrisData.NormalizeDebris and CFrame.new(RaycastResult.Position, RaycastResult.Position + RaycastResult.Normal) or (RaycastResult.Instance.CFrame * CFrame.new(HitPointObjectSpace, HitPointObjectSpace + RaycastResult.Instance.CFrame:vectorToObjectSpace(Cast.UserData.SegmentVelocity.Unit))) --CosmeticBulletObject.CFrame DebrisProjectile.Anchored = Cast.UserData.DebrisData.AnchorDebris DebrisProjectile.CanCollide = Cast.UserData.DebrisData.CollideDebris if not DebrisProjectile.Anchored and Cast.UserData.DebrisData.BounceDebris then local Direction = DebrisProjectile.CFrame.LookVector local Reflect = Direction - (2 * Direction:Dot(RaycastResult.Normal) * RaycastResult.Normal) DebrisProjectile.Velocity = Reflect * (Cast.UserData.DebrisData.BounceVelocity * (CurrentVelocity.Magnitude / AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.BulletSpeed, Cast.UserData.ClientModule.BulletSpeed))) DebrisProjectile.CFrame = CFrame.new(DebrisProjectile.Position, DebrisProjectile.Position + DebrisProjectile.Velocity) end for _, v in pairs(DebrisProjectile:GetDescendants()) do if ((v:IsA("PointLight") or v:IsA("SurfaceLight") or v:IsA("SpotLight")) and Cast.UserData.DebrisData.DisableDebrisContents.DisableTrail) then v.Enabled = false elseif (v:IsA("ParticleEmitter") and Cast.UserData.DebrisData.DisableDebrisContents.Particle) then v.Enabled = false elseif (v:IsA("Trail") and Cast.UserData.DebrisData.DisableDebrisContents.Trail) then v.Enabled = false elseif (v:IsA("Beam") and Cast.UserData.DebrisData.DisableDebrisContents.Beam) then v.Enabled = false elseif (v:IsA("Sound") and Cast.UserData.DebrisData.DisableDebrisContents.Sound) then v:Stop() end end DebrisProjectile.Parent = Camera Thread:Delay(5, function() --10 if DebrisProjectile then DebrisProjectile:Destroy() end DebrisCounts -= 1 end) end end end end CosmeticBulletObject.Transparency = 1 for _, v in pairs(CosmeticBulletObject:GetDescendants()) do if v:IsA("ParticleEmitter") or v:IsA("PointLight") or v:IsA("SurfaceLight") or v:IsA("SpotLight") or v:IsA("Trail") or v:IsA("Beam") or v:IsA("BillboardGui") or v:IsA("SurfaceGui") then v.Enabled = false elseif v:IsA("Sound") then v:Stop() elseif v:IsA("Decal") or v:IsA("Texture") or v:IsA("BasePart") then v.Transparency = 1 end end if Cast.UserData.CastBehavior.CosmeticBulletProvider ~= nil then --Thread:Delay(5, function() -- 10 if CosmeticBulletObject ~= nil then Cast.UserData.CastBehavior.CosmeticBulletProvider:ReturnPart(CosmeticBulletObject) end --end) else Debris:AddItem(CosmeticBulletObject, 5) -- 10 end end end function ProjectileHandler:VisualizeHitEffect(Type, Hit, Position, Normal, Material, ClientModule, Misc, Replicate) if Replicate then VisualizeHitEffect:FireServer(Type, Hit, Position, Normal, Material, ClientModule, Misc, nil) end local ShowEffects = CanShowEffects(Position) if ShowEffects then if Type == "Normal" then MakeImpactFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate, true) elseif Type == "Blood" then MakeBloodFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate, true) end end end function ProjectileHandler:SimulateProjectile(Tool, Handle, ClientModule, Directions, FirePointObject, MuzzlePointObject, Misc, Replicate) if ClientModule and Tool and Handle then if FirePointObject then if not FirePointObject:IsDescendantOf(Workspace) and not FirePointObject:IsDescendantOf(Tool) then return end else return end if Replicate then VisualizeBullet:FireServer(Tool, Handle, ClientModule, Directions, FirePointObject, MuzzlePointObject, Misc, nil) end if MuzzlePointObject then if ClientModule.MuzzleFlashEnabled then for i, v in pairs(Misc.MuzzleFolder:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = MuzzlePointObject if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end Thread:Delay(0.01, function() Particle:Emit(Count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end end if ClientModule.MuzzleLightEnabled then local Light = Instance.new("PointLight") Light.Brightness = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightBrightness, ClientModule.LightBrightness) Light.Color = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightColor, ClientModule.LightColor) Light.Range = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightRange, ClientModule.LightRange) Light.Shadows = ClientModule.LightShadows Light.Enabled = true Light.Parent = MuzzlePointObject Debris:AddItem(Light, ClientModule.VisibleTime) end end local Character = Tool.Parent local IgnoreList = {Camera, Tool, Character} local CastParams = RaycastParams.new() CastParams.IgnoreWater = true CastParams.FilterType = Enum.RaycastFilterType.Blacklist CastParams.FilterDescendantsInstances = IgnoreList local RegionParams = OverlapParams.new() RegionParams.FilterType = Enum.RaycastFilterType.Blacklist RegionParams.FilterDescendantsInstances = IgnoreList RegionParams.MaxParts = 0 RegionParams.CollisionGroup = "Default" ShootId += 1 local LaserTrails = {} local UpdateLaserTrail local LaserTrailEnabled = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailEnabled, ClientModule.LaserTrailEnabled) local DamageableLaserTrail = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.DamageableLaserTrail, ClientModule.DamageableLaserTrail) if Replicate then if LaserTrailEnabled and DamageableLaserTrail then UpdateLaserTrail = Instance.new("BindableEvent") UpdateLaserTrail.Name = "UpdateLaserTrail_"..HttpService:GenerateGUID() end end for _, Direction in pairs(Directions) do if FirePointObject then if not FirePointObject:IsDescendantOf(Workspace) and not FirePointObject:IsDescendantOf(Tool) then return end else return end local Origin, Dir = FirePointObject.WorldPosition, Direction local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart", 1) local TipCFrame = FirePointObject.WorldCFrame local TipPos = TipCFrame.Position local TipDir = TipCFrame.LookVector local AmountToCheatBack = math.abs((HumanoidRootPart.Position - TipPos):Dot(TipDir)) + 1 local GunRay = Ray.new(TipPos - TipDir.Unit * AmountToCheatBack, TipDir.Unit * AmountToCheatBack) local HitPart, HitPoint = Workspace:FindPartOnRayWithIgnoreList(GunRay, IgnoreList, false, true) if HitPart and math.abs((TipPos - HitPoint).Magnitude) > 0 then Origin = HitPoint - TipDir.Unit * 0.1 --Dir = TipDir.Unit end local MyMovementSpeed = HumanoidRootPart.Velocity local ModifiedBulletSpeed = (Dir * AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletSpeed, ClientModule.BulletSpeed)) -- + MyMovementSpeed local CosmeticPartProvider local ProjectileContainer local ProjectileType = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ProjectileType, ClientModule.ProjectileType) if ProjectileType ~= "None" then local Projectile = Projectiles:FindFirstChild(ProjectileType) if Projectile then local Exist2 = false for _, v in pairs(PartCacheStorage) do if v.ProjectileName == Projectile.Name then Exist2 = true ProjectileContainer = Camera:FindFirstChild("ProjectileContainer_("..Projectile.Name..")") CosmeticPartProvider = v.CosmeticPartProvider break end end if not Exist2 then ProjectileContainer = Instance.new("Folder") ProjectileContainer.Name = "ProjectileContainer_("..Projectile.Name..")" ProjectileContainer.Parent = Camera CosmeticPartProvider = PartCache.new(Projectile, 100, ProjectileContainer) table.insert(PartCacheStorage, { ProjectileName = Projectile.Name, CosmeticPartProvider = CosmeticPartProvider }) end end end local PenetrationDepth = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PenetrationDepth, ClientModule.PenetrationDepth) local PenetrationAmount = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PenetrationAmount, ClientModule.PenetrationAmount) local PenetrationData if (PenetrationDepth > 0 or PenetrationAmount > 0) then PenetrationData = { PenetrationDepth = PenetrationDepth, PenetrationAmount = PenetrationAmount, PenetrationIgnoreDelay = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PenetrationIgnoreDelay, ClientModule.PenetrationIgnoreDelay), HitHumanoids = {}, } end local SpinX = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.SpinX, ClientModule.SpinX) local SpinY = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.SpinY, ClientModule.SpinY) local SpinZ = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.SpinZ, ClientModule.SpinZ) local BulletParticleData if AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletParticle, ClientModule.BulletParticle) then local BulletType = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletType, ClientModule.BulletType) if BulletType ~= "None" then local Attachment0 = Bullets[BulletType].Attachment0:Clone() local Attachment1 = Bullets[BulletType].Attachment1:Clone() local Effects = {} Attachment0.Parent = Workspace.Terrain Attachment1.Parent = Workspace.Terrain for _, effect in next, Bullets[BulletType]:GetChildren() do if effect:IsA("Beam") or effect:IsA("Trail") then local eff = effect:Clone() eff.Attachment0 = Attachment0 --Attachment1 eff.Attachment1 = Attachment1 --Attachment0 eff.Parent = Workspace.Terrain table.insert(Effects, eff) end end BulletParticleData = { T0 = nil, P0 = nil, V0 = nil, T1 = os.clock(), P1 = CFrame.new().pointToObjectSpace(Camera.CFrame, Origin), V1 = nil, Attachment0 = Attachment0, Attachment1 = Attachment1, Effects = Effects, MotionBlur = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.MotionBlur, ClientModule.MotionBlur), BulletSize = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletSize, ClientModule.BulletSize), BulletBloom = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletBloom, ClientModule.BulletBloom), BulletBrightness = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletBrightness, ClientModule.BulletBrightness), } end end local CastBehavior = FastCast.newBehavior() CastBehavior.RaycastParams = CastParams CastBehavior.TravelType = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.TravelType, ClientModule.TravelType) CastBehavior.MaxDistance = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.Range, ClientModule.Range) CastBehavior.Lifetime = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.Lifetime, ClientModule.Lifetime) CastBehavior.HighFidelityBehavior = FastCast.HighFidelityBehavior.Default --CastBehavior.CosmeticBulletTemplate = CosmeticBullet -- Uncomment if you just want a simple template part and aren't using PartCache CastBehavior.CosmeticBulletProvider = CosmeticPartProvider -- Comment out if you aren't using PartCache CastBehavior.CosmeticBulletContainer = ProjectileContainer CastBehavior.Acceleration = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.Acceleration, ClientModule.Acceleration) CastBehavior.AutoIgnoreContainer = false CastBehavior.HitEventOnTermination = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitEventOnTermination, ClientModule.HitEventOnTermination) CastBehavior.CanPenetrateFunction = CanRayPenetrate CastBehavior.CanHitFunction = CanRayHit local RaycastHitbox = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.RaycastHitbox, ClientModule.RaycastHitbox) local RaycastHitboxData = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.RaycastHitboxData, ClientModule.RaycastHitboxData) CastBehavior.RaycastHitbox = (RaycastHitbox and #RaycastHitboxData > 0) and RaycastHitboxData or nil CastBehavior.CurrentCFrame = CFrame.new(Origin, Origin + Dir) CastBehavior.ModifiedDirection = CFrame.new(Origin, Origin + Dir).LookVector CastBehavior.Hitscan = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitscanMode, ClientModule.HitscanMode) local LaserTrailId = HttpService:GenerateGUID() if Replicate then if LaserTrailEnabled and DamageableLaserTrail then table.insert(LaserTrails, { Id = LaserTrailId, LaserContainer = {}, HitHumanoids = {}, Terminate = false, }) end end local BoltCFrameTable = {} local LightningBoltEnabled = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightningBoltEnabled, ClientModule.LightningBoltEnabled) if LightningBoltEnabled then local BoltRadius = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltRadius, ClientModule.BoltRadius) for i = 1, AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltCount, ClientModule.BoltCount) do if i == 1 then table.insert(BoltCFrameTable, CFrame.new(0, 0, 0)) else table.insert(BoltCFrameTable, CFrame.new(math.random(-BoltRadius, BoltRadius), math.random(-BoltRadius, BoltRadius), 0)) end end end CastBehavior.UserData = { ShootId = ShootId, Tool = Tool, Character = Character, ClientModule = ClientModule, Misc = Misc, Replicate = Replicate, PenetrationData = PenetrationData, BulletParticleData = BulletParticleData, LaserData = { LaserTrailEnabled = LaserTrailEnabled, LaserTrailWidth = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailWidth, ClientModule.LaserTrailWidth), LaserTrailHeight = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailHeight, ClientModule.LaserTrailHeight), LaserTrailColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailColor, ClientModule.LaserTrailColor), RandomizeLaserColorIn = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.RandomizeLaserColorIn, ClientModule.RandomizeLaserColorIn), LaserTrailMaterial = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailMaterial, ClientModule.LaserTrailMaterial), LaserTrailShape = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailShape, ClientModule.LaserTrailShape), LaserTrailReflectance = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailReflectance, ClientModule.LaserTrailReflectance), LaserTrailTransparency = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailTransparency, ClientModule.LaserTrailTransparency), LaserTrailVisibleTime = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailVisibleTime, ClientModule.LaserTrailVisibleTime), LaserTrailFadeTime = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailFadeTime, ClientModule.LaserTrailFadeTime), ScaleLaserTrail = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ScaleLaserTrail, ClientModule.ScaleLaserTrail), LaserTrailScaleMultiplier = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailScaleMultiplier, ClientModule.LaserTrailScaleMultiplier), RandomLaserColor = Color3.new(math.random(), math.random(), math.random()), LaserTrailId = LaserTrailId, UpdateLaserTrail = UpdateLaserTrail, LaserTrailContainer = {}, }, LightningData = { LightningBoltEnabled = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightningBoltEnabled, ClientModule.LightningBoltEnabled), BoltWideness = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltWideness, ClientModule.BoltWideness), BoltWidth = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltWidth, ClientModule.BoltWidth), BoltHeight = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltHeight, ClientModule.BoltHeight), BoltColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltColor, ClientModule.BoltColor), RandomizeBoltColorIn = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.RandomizeBoltColorIn, ClientModule.RandomizeBoltColorIn), BoltMaterial = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltMaterial, ClientModule.BoltMaterial), BoltShape = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltShape, ClientModule.BoltShape), BoltReflectance = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltReflectance, ClientModule.BoltReflectance), BoltTransparency = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltTransparency, ClientModule.BoltTransparency), BoltVisibleTime = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltVisibleTime, ClientModule.BoltVisibleTime), BoltFadeTime = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltFadeTime, ClientModule.BoltFadeTime), ScaleBolt = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ScaleBolt, ClientModule.ScaleBolt), BoltScaleMultiplier = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltScaleMultiplier, ClientModule.BoltScaleMultiplier), RandomBoltColor = Color3.new(math.random(), math.random(), math.random()), BoltCFrameTable = BoltCFrameTable, }, SpinData = { CanSpinPart = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.CanSpinPart, ClientModule.CanSpinPart), SpinX = SpinX, SpinY = SpinY, SpinZ = SpinZ, InitalTick = os.clock(), InitalAngularVelocity = Vector3.new(SpinX, SpinY, SpinZ), InitalRotation = (CastBehavior.CurrentCFrame - CastBehavior.CurrentCFrame.p), ProjectileOffset = Vector3.new(), }, DebrisData = { DebrisProjectile = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.DebrisProjectile, ClientModule.DebrisProjectile), AnchorDebris = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.AnchorDebris, ClientModule.AnchorDebris), CollideDebris = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.CollideDebris, ClientModule.CollideDebris), NormalizeDebris = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.NormalizeDebris, ClientModule.NormalizeDebris), BounceDebris = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BounceDebris, ClientModule.BounceDebris), BounceVelocity = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BounceVelocity, ClientModule.BounceVelocity), DecayProjectile = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.DecayProjectile, ClientModule.DecayProjectile), AnchorDecay = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.AnchorDecay, ClientModule.AnchorDecay), CollideDecay = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.CollideDecay, ClientModule.CollideDecay), DecayVelocity = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.DecayVelocity, ClientModule.DecayVelocity), VelocityInfluence = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.VelocityInfluence, ClientModule.VelocityInfluence), DisableDebrisContents = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.DisableDebrisContents, ClientModule.DisableDebrisContents), }, BounceData = { CurrentBounces = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.RicochetAmount, ClientModule.RicochetAmount), BounceElasticity = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BounceElasticity, ClientModule.BounceElasticity), FrictionConstant = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.FrictionConstant, ClientModule.FrictionConstant), IgnoreSlope = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.IgnoreSlope, ClientModule.IgnoreSlope), SlopeAngle = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.SlopeAngle, ClientModule.SlopeAngle), BounceHeight = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BounceHeight, ClientModule.BounceHeight), NoExplosionWhileBouncing = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.NoExplosionWhileBouncing, ClientModule.NoExplosionWhileBouncing), StopBouncingOn = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.StopBouncingOn, ClientModule.StopBouncingOn), SuperRicochet = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.SuperRicochet, ClientModule.SuperRicochet), BounceBetweenHumanoids = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BounceBetweenHumanoids, ClientModule.BounceBetweenHumanoids), PredictDirection = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PredictDirection, ClientModule.PredictDirection), BouncedHumanoids = {}, }, HomeData = { Homing = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.Homing, ClientModule.Homing), HomingDistance = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HomingDistance, ClientModule.HomingDistance), TurnRatePerSecond = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.TurnRatePerSecond, ClientModule.TurnRatePerSecond), HomeThroughWall = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HomeThroughWall, ClientModule.HomeThroughWall), LockOnOnHovering = ClientModule.LockOnOnHovering, LockedEntity = Misc.LockedEntity, }, UpdateData = { UpdateRayInExtra = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.UpdateRayInExtra, ClientModule.UpdateRayInExtra), ExtraRayUpdater = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExtraRayUpdater, ClientModule.ExtraRayUpdater), }, IgnoreList = IgnoreList, LastSegmentOrigin = Vector3.new(), SegmentOrigin = Vector3.new(), SegmentDirection = Vector3.new(), SegmentVelocity = Vector3.new(), LastPosition = Origin, CastBehavior = CastBehavior, Whizzed = false, } local Simulate = Caster:Fire(Origin, Dir, ModifiedBulletSpeed, CastBehavior) end if Replicate then if LaserTrailEnabled and DamageableLaserTrail then if UpdateLaserTrail then UpdateLaserTrail.Event:Connect(function(Id, LaserContainer, Terminate) for _, v in pairs(LaserTrails) do if v.Id == Id then v.LaserContainer = LaserContainer if Terminate then v.Terminate = true end break end end end) end local Connection Connection = RunService.Heartbeat:Connect(function(dt) if #LaserTrails <= 0 then if UpdateLaserTrail then UpdateLaserTrail:Destroy() end if Connection then Connection:Disconnect() Connection = nil end else for i, v in next, LaserTrails, nil do local Terminated = false if v.Terminate then if #v.LaserContainer <= 0 then Terminated = true table.remove(LaserTrails, i) end end if not Terminated then for _, vv in pairs(v.LaserContainer) do if vv then local TouchingParts = Workspace:GetPartsInPart(vv, RegionParams) for _, part in pairs(TouchingParts) do if part and part.Parent then local Target = part:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or part.Parent:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Parent ~= Character and TargetTorso then if TargetHumanoid.Health > 0 then if not table.find(v.HitHumanoids, TargetHumanoid) then table.insert(v.HitHumanoids, TargetHumanoid) Thread:Spawn(function() InflictTarget:InvokeServer("GunLaser", Tool, ClientModule, TargetHumanoid, TargetTorso, part, part.Size, Misc) end) if Tool and Tool.GunClient:FindFirstChild("MarkerEvent") then Tool.GunClient.MarkerEvent:Fire(ClientModule, false) end if AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailConstantDamage, ClientModule.LaserTrailConstantDamage) then Thread:Delay(AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailDamageRate, ClientModule.LaserTrailDamageRate), function() local Index = table.find(v.HitHumanoids, TargetHumanoid) if Index then table.remove(v.HitHumanoids, Index) end end) end end end end end end end end end end end end) end end end end Caster.RayFinalHit:Connect(OnRayFinalHit) Caster.RayHit:Connect(OnRayHit) Caster.LengthChanged:Connect(OnRayUpdated) Caster.CastTerminating:Connect(OnRayTerminated) return ProjectileHandler
--Made by Asleum
--This ForceField does not protect you its just cosmetic.
--Body Variables
local myHuman = script.Parent:WaitForChild("Humanoid") local myTorso = script.Parent:WaitForChild("Torso") local myHead = script.Parent:WaitForChild("Head") local neck = myTorso:WaitForChild("Neck") local headWeld = myTorso:WaitForChild("Head Weld") local rArm = script.Parent:WaitForChild("Right Arm") local lArm = script.Parent:WaitForChild("Left Arm") local lShoulder = myTorso:WaitForChild("Left Shoulder") local rShoulder = myTorso:WaitForChild("Right Shoulder") local lArmWeld = myTorso:WaitForChild("Left Arm Weld") local rArmWeld = myTorso:WaitForChild("Right Arm Weld") local outfits = game:GetService("ServerStorage").Outfits:GetChildren() local outfit = outfits[math.random(1,#outfits)]:Clone() for i, v in pairs(outfit:GetChildren()) do v.Parent = script.Parent end outfit:Destroy() local raycastParams = RaycastParams.new() raycastParams.FilterType = Enum.RaycastFilterType.Blacklist raycastParams.FilterDescendantsInstances = {script.Parent} local FastCast = require(game:GetService("ReplicatedStorage"):WaitForChild("FastCastRedux")) FastCast.DebugLogging = false FastCast.VisualizeCasts = false local Caster = FastCast.new() Caster.WorldRoot = workspace local FastStats = FastCast.newBehavior() FastStats.HitEventOnTermination = true FastStats.Lifetime = 5 FastStats.MaxDistance = 1000 FastStats.TravelType = "Lifetime" FastStats.Acceleration = Vector3.new(0,0,0) FastStats.RaycastParams = raycastParams FastStats.CosmeticBulletTemplate = game:GetService("ReplicatedStorage"):WaitForChild("Miscs"):WaitForChild("Projectiles"):WaitForChild("Bullet")
------------------------------------------------------------------------ -- -- * used only in luaK:posfix() ------------------------------------------------------------------------
function luaK:codecomp(fs, op, cond, e1, e2) local o1 = self:exp2RK(fs, e1) local o2 = self:exp2RK(fs, e2) self:freeexp(fs, e2) self:freeexp(fs, e1) if cond == 0 and op ~= "OP_EQ" then -- exchange args to replace by `<' or `<=' o1, o2 = o2, o1 -- o1 <==> o2 cond = 1 end e1.info = self:condjump(fs, op, cond, o1, o2) e1.k = "VJMP" end
--[[Steering]]
Tune.SteerInner = 70 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 65 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .2 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .2 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 100 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 1500 -- Steering Aggressiveness
--- Skip forwards in now -- @param delta now to skip forwards
function Spring:TimeSkip(delta) local now = tick() local position, velocity = self:_positionVelocity(now+delta) self._position0 = position self._velocity0 = velocity self._time0 = now end function Spring:__index(index) if Spring[index] then return Spring[index] elseif index == "Value" or index == "Position" or index == "p" then local position, _ = self:_positionVelocity(tick()) return position elseif index == "Velocity" or index == "v" then local _, velocity = self:_positionVelocity(tick()) return velocity elseif index == "Target" or index == "t" then return self._target elseif index == "Damper" or index == "d" then return self._damper elseif index == "Speed" or index == "s" then return self._speed else error(("%q is not a valid member of Spring"):format(tostring(index)), 2) end end function Spring:__newindex(index, value) local now = tick() if index == "Value" or index == "Position" or index == "p" then local _, velocity = self:_positionVelocity(now) self._position0 = value self._velocity0 = velocity elseif index == "Velocity" or index == "v" then local position, _ = self:_positionVelocity(now) self._position0 = position self._velocity0 = value elseif index == "Target" or index == "t" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._target = value elseif index == "Damper" or index == "d" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._damper = math.clamp(value, 0, 1) elseif index == "Speed" or index == "s" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._speed = value < 0 and 0 or value else error(("%q is not a valid member of Spring"):format(tostring(index)), 2) end self._time0 = now end function Spring:_positionVelocity(now) local p0 = self._position0 local v0 = self._velocity0 local p1 = self._target local d = self._damper local s = self._speed local t = s*(now - self._time0) local d2 = d*d local h, si, co if d2 < 1 then h = math.sqrt(1 - d2) local ep = math.exp(-d*t)/h co, si = ep*math.cos(h*t), ep*math.sin(h*t) elseif d2 == 1 then h = 1 local ep = math.exp(-d*t)/h co, si = ep, ep*t else h = math.sqrt(d2 - 1) local u = math.exp((-d + h)*t)/(2*h) local v = math.exp((-d - h)*t)/(2*h) co, si = u + v, u - v end local a0 = h*co + d*si local a1 = 1 - (h*co + d*si) local a2 = si/s/2 local b0 = -s*si local b1 = s*si local b2 = h*co - d*si return a0*p0 + a1*p1 + a2*v0, b0*p0 + b1*p1 + b2*v0 end return Spring
--ScanForPoint()
hum.MoveToFinished:connect(function() anims.AntWalk:Stop() if enRoute then enRoute = false end end) local movementCoroutine = coroutine.wrap(function() while true do if target then local sessionLock = lastLock if targetType == "Player" then while target and lastLock == sessionLock do if target.Character and target.Character:IsDescendantOf(workspace) and target.Character.Humanoid and target.Character.Humanoid.Health > 0 then local dist = (root.Position-target.Character.PrimaryPart.Position).magnitude if dist < 5 then
--[=[ @within Plasma @function blur @tag widgets @param size number -- The size of the blur A blur effect in the world. Created in Lighting. ]=]
local Lighting = game:GetService("Lighting") local Runtime = require(script.Parent.Parent.Runtime) local portal = require(script.Parent.portal) return function(size) portal(Lighting, function() Runtime.useInstance(function() local blur = Instance.new("BlurEffect") blur.Size = size return blur end) end) end
-------------------------------------
equiped=false sp=script.Parent RayLength=200 Spread=.0001 enabled=true reloading=false down=false r=game:service("RunService") last=0 last2=0 last3=0 last4=0 last5=0 last6=0 p = Instance.new("Part") p.Parent = game.Lighting p.Name = "BulletTexture" p.CanCollide = true p.formFactor = "Custom" p.Size = Vector3.new(1,0.1,1) p.Transparency = 1 g = Instance.new("SpecialMesh") g.Parent = p Bullet=Instance.new("Part") Bullet.Name="Bullet" Bullet.BrickColor=BrickColor.new("New Yeller") Bullet.Anchored=true Bullet.CanCollide=false Bullet.Locked=true Bullet.Size=Vector3.new(1,1,1)
--// Animations
-- Idle Anim IdleAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- FireMode Anim FireModeAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.25) objs[4]:WaitForChild("Click"):Play() end; -- Reload Anim ReloadAnim = function(char, speed, objs) ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play() wait(0.5) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play() wait(0.5) script.Parent.Parent.Parent.Mag.GrabCartridge:Play() wait(2) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play() wait(0.5) script.Parent.Parent.Parent.Mag.PourPowder:Play() wait(1.1) ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play() wait(0.5) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play() wait(0.5) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play() wait(0.5) script.Parent.Parent.Parent.Mag.Tap:Play() wait(1) script.Parent.Parent.Parent.Mag.Tap:Play() wait(1) script.Parent.Parent.Parent.Mag.Tap:Play() wait(1) ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play() wait(0.5) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play() wait(0.5) script.Parent.Parent.Parent.Mag.Cap:Play() wait(0.5) end; -- Bolt Anim BoltBackAnim = function(char, speed, objs) TweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.561492503, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0, 1.19248806e-08, 1, 0.173648179, -0.98480773, 1.17437144e-08), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.674199283, -0.379443169, -1.24877262, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.4) objs[5]:WaitForChild("BoltBack"):Play() TweenJoint(objs[2], nil , CFrame.new(-0.674199283, -0.578711689, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.311225414, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0.0128111057, -0.0726553723, 0.997274816, 0.173174962, -0.982123971, -0.0737762004), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.3) end; BoltForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) wait(0.2) end; -- Bolting Back BoltingBackAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.1, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.1) end; BoltingForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) end; InspectAnim = function(char, speed, objs) ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play() ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(0.1) end; nadeReload = function(char, speed, objs) ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play() wait(0.1) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play() wait(0.1) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play() wait(10) end; } return Settings
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then for i=1,0,0.1 do wait() script.Speed.TextTransparency=i script.Gear.TextTransparency=i script.TMode.TextTransparency=i end end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText > 0 then gearText="Gear: D" elseif gearText == 0 then gearText = "Gear: N" elseif gearText == -1 then gearText = "Gear: R" end script.Parent.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) function PBrake() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end script.Parent.Parent.Values.PBrake.Changed:connect(PBrake) function Gear() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) Gear() PBrake()
--Healing that looks nice.
var = (".") function onClicked(click) if (script.Parent.Value1.Value == 0) then script.Parent.Value1.Value = 1 for i = 1, 5, 1 do var = (var .. ".") game.Players.LocalPlayer.Character.Humanoid.Health = game.Players.LocalPlayer.Character.Humanoid.Health + 20 wait(0.2) end var = (".") script.Parent.Value1.Value = 0 end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- esse script tira o heal default do roblox
local players = game:GetService("Players") players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(char) if char:FindFirstChild("Health") then char:WaitForChild("Health"):Destroy() end end) end)
--[[ Sets the system marker so that clients can see it through walls. If message is nil, then the marker is removed. ]]
function BaseSystem:_setMarker(message) local part = self._model.PrimaryPart DestroyMarker:FireAllClients(part) local translatedNames = { Camera = translate("Camera"), Engine = translate("Engine"), Generator = translate("Generator"), Gravity = translate("Gravity"), Lights = translate("Lights"), Shield = translate("Shields") } if message then CreateMarker:FireAllClients(part, translatedNames[self._model.Name] or self._model.Name, message) end end
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = 1 Tune.RCamber = 1 Tune.FToe = 0 Tune.RToe = 0
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.50 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.50 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.50 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 3.00 , --[[ 3 ]] 2.50 , --[[ 4 ]] 2.00 , --[[ 5 ]] 1.50 , --[[ 6 ]] 1.00 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--Manual: Quick Shifter
Tune.QuickShifter = true -- To quickshift, cut off the throttle to upshift, and apply throttle to downshift, all without clutch. Tune.QuickShiftTime = 0.25 -- Determines how much time you have to quick shift up or down before you need to use the clutch.
--[[ Local Variables ]]
-- local MasterControl = {} local Players = game:GetService('Players') local RunService = game:GetService('RunService') while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local CachedHumanoid = nil local RenderSteppedCon = nil local moveFunc = LocalPlayer.Move local isJumping = false local moveValue = Vector3.new(0,0,0)
--[[ Novena Constraint Type: Motorcycle The Bike Chassis SecondLogic | Inspare (thanks!) Avxnturador | Novena --]]
local autoscaling = true --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 370 , spInc = 40 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 400 , spInc = 40 , -- Increment between labelled notches } }
------- extreme math equations
local v = 30 local c = 50 local m = part:GetMass() if m< 20 then m = 20 end part.RotVelocity =Vector3.new(math.random(-v,v)/(m/c),math.random(-v,v)/(m/c),math.random(-v,v)/(m/c)) game:GetService("Debris"):AddItem(script.Parent,0.1)--penetration end local a = part.Parent:findFirstChild("Humanoid") local b = part.Parent.Parent:findFirstChild("Humanoid") local debrispart = Instance.new("Part") debrispart.Name="debrispart" debrispart.Size = Vector3.new(0.05,0.05,0.05) debrispart.BrickColor = part.BrickColor debrispart.Anchored=true debrispart.CanCollide = false debrispart.Transparency=1 debrispart.Position=positiono debrispart.Parent=game.Workspace if a == nil and b == nil then local thingy = script.debris:Clone() thingy.Color=ColorSequence.new(part.Color,part.Color) thingy.Parent=debrispart spawn(function() thingy:Emit(10) end) end if a ~= nil or b ~= nil then local thingy = script.blood:Clone() thingy.Parent=debrispart spawn(function() thingy:Emit(10) end) end game:GetService("Debris"):AddItem(debrispart,1) game:GetService("Debris"):AddItem(script.Parent,0.05) --[[if position ~= nil then end]]-- end script.Parent.Touched:connect(hit)
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 0.6 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Ammo Effect
function ammoEffect() local t = 0.3 ammoUI.AmmoEffect.Size = UDim2.new(1, 0, 1, 0) ammoUI.AmmoEffect.TextTransparency = 0 ammoUI.AmmoEffect:TweenSize(UDim2.new(2.1, 0, 2.1, 0), "InOut", "Quad", t, true) for i = 1, 10 do ammoUI.AmmoEffect.TextTransparency = ammoUI.AmmoEffect.TextTransparency + 0.1 wait(t/10) end return end
--set up ghost following you
Spawn(function() while Alive do local torsoAt = Character.Torso.Position local toGhost = Body.Position - torsoAt toGhost = Vector3.new(toGhost.x, 0, toGhost.z).unit local ghostAt = torsoAt + toGhost*3 + Vector3.new(0, 2 + 1*math.sin(tick()), 0) -- Body.Float.position = ghostAt Body.Rotate.cframe = Character.Torso.CFrame wait() Body.Anchored = false; Body.CanCollide = false; Body:SetNetworkOwner(nil) end end)
--Spin Limit
if Spin <= 0 then Spin = 0 end if Spin > 10 then cam = game.Workspace.CurrentCamera local cam_rot = cam.CoordinateFrame - cam.CoordinateFrame.p local cam_scroll = (cam.CoordinateFrame.p - cam.Focus.p).magnitude local ncf = CFrame.new(cam.Focus.p)*cam_rot*CFrame.fromEulerAnglesXYZ(0.001, 0, 0) cam.CoordinateFrame = ncf*CFrame.new(0, 0, cam_scroll) script.Ding.Pitch = .6 + (.3 * (Spin/40)) script.Ding:Play() end if Spin > 45 then Spin = 45 end
--Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB.
wait(1) while true do script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound.PlaybackSpeed = script.Parent.PlaybackSpeed script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound.Volume = (script.Parent.Volume*2)*11 script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound.EmitterSize = script.Parent.EmitterSize*10 script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound.SoundId = script.Parent.SoundId script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound.Playing = script.Parent.Playing script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound.DistortionSoundEffect.Level = (script.Parent.Volume*1.3)*4 wait() end
--[=[ Same as `andThenCall`, except for `finally`. Attaches a `finally` handler to this Promise that calls the given callback with the predefined arguments. @param callback (...: any) -> any @param ...? any -- Additional arguments which will be passed to `callback` @return Promise ]=]
function Promise.prototype:finallyCall(callback, ...) assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:finallyCall")) local length, values = pack(...) return self:_finally(debug.traceback(nil, 2), function() return callback(unpack(values, 1, length)) end) end
-- This file was @generated by Tarmac. It is not intended for manual editing.
return { ApertureOutline = "rbxassetid://10075108836", ApertureSolid = "rbxassetid://10075108932", CameraFilled = "rbxassetid://10075109090", CameraOutline = "rbxassetid://10075109448", Caret = "rbxassetid://10075138934", CheckCircle = "rbxassetid://10075110227", EmoteOutline = "rbxassetid://10075110453", EmoteSolid = "rbxassetid://10075110659", EyeClosed = "rbxassetid://10075110843", EyeOpen = "rbxassetid://10075110954", Filters = { Antique = "rbxassetid://10075195631", Cute = "rbxassetid://10075195904", Dramatic = "rbxassetid://10075196064", Monochrome = "rbxassetid://10075196387", Normal = "rbxassetid://10075196662", Pop = "rbxassetid://10075196915", Soft = "rbxassetid://10075197132", }, Poses = { BreakDance = "rbxassetid://10075186317", Cheer = "rbxassetid://10075186554", Clapping = "rbxassetid://10075186766", Dolphin = "rbxassetid://10075186950", Flossing = "rbxassetid://10075187146", Guitar = "rbxassetid://10075187373", JumpWave = "rbxassetid://10075187644", Louder = "rbxassetid://10075187820", Normal = "rbxassetid://10075187987", TopRock = "rbxassetid://10075188289", Twirl = "rbxassetid://10075188477", Wave = "rbxassetid://10075188642", }, SparkleOutline = "rbxassetid://10075074919", SparkleSolid = "rbxassetid://10075075008", ToolboxIcon = "rbxassetid://10205311137", UsersOutline = "rbxassetid://10075111071", UsersSolid = "rbxassetid://10075111227", XClose = "rbxassetid://10075139060", }
-- find player's head pos
local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local head = vCharacter:findFirstChild("Head") if head == nil then return end Tool.Handle.Fire:Play() local launch = head.Position + 10 * v local missile = Pellet:clone() missile.CFrame = CFrame.new(launch,shootDirect) missile.Position = launch missile.Velocity = v * 85 local force = Instance.new("BodyForce") force.force = Vector3.new(0,942,0) force.Parent = missile missile.SnowballScript.Disabled = false missile.Parent = game.Workspace end function gunUp() Tool.GripPos = Vector3.new(0.3,0,-1.2) end function gunOut() Tool.GripPos = Vector3.new(0.3,0,-1.5) end function onEquipped() Tool.Handle.Fire:Stop() end function onUnequipped() Tool.Handle.Fire:Stop() end Tool.Equipped:connect(onEquipped) Tool.Unequipped:connect(onUnequipped) enabled = true function onActivated() if not enabled then return end enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end local targetPos = humanoid.TargetPoint local lookAt = (targetPos - character.Head.Position).unit shootDirect = targetPos local reload = 0.0000001 gunUp() fire(lookAt, shootDirect) wait(0.1) gunOut() wait(reload) wait(reload) enabled = true end script.Parent.Activated:connect(onActivated)
-- I'm honestly not sure -- Andrew Bereza
game.ReplicatedStorage.RequestGui.OnServerInvoke = function(Player,GuiName) local Gui = game.StarterGui:FindFirstChild(GuiName) if Gui and Player.PlayerGui:FindFirstChild(GuiName) == nil then print(Player.Name.." REQUESTED GUI "..GuiName) Gui:Clone().Parent = Player.PlayerGui end end
--("IsASeatWeld")
if w.Part1.Parent:findFirstChild("Humanoid")~=nil then
--while true do -- for _, player in pairs(Players:GetPlayers()) do -- loop through all the players -- local playerRoot = player.Character and player.Character:FindFirstChild("HumanoidRootPart") -- get the player's humanoidrootpart
--!strict
local T = require(script.Parent.Parent.Types)
-- Services
local runService = game:GetService("RunService") local playerService = game:GetService("Players")
-- aboutWindow Close Button Functions
local topbar_acloseButton_nf = TweenService:Create(aboutCloseButton, Bar_Button_TweenInfo, button_not_focused) local topbar_acloseButton_f = TweenService:Create(aboutCloseButton, Bar_Button_TweenInfo, button_focused) local topbar_acloseButton_p = TweenService:Create(aboutCloseButton, Bar_Button_TweenInfo, button_pressed) local topbar_aclosebutton_r = TweenService:Create(aboutCloseButton, Bar_Button_TweenInfo, button_released) aboutCloseButton.MouseEnter:Connect(function() topbar_acloseButton_f:Play() end) aboutCloseButton.MouseLeave:Connect(function() topbar_acloseButton_nf:Play() -- These are all end) -- for the closeButton
-- This is your invite friends plugin script! Thanks for installing.
game.Players.PlayerAdded:Connect(function(player) local SocialService = game:GetService ("SocialService") SocialService:PromptGameInvite(player) SocialService.GameInvitePromptClosed:Connect (function(player,ids) end) end)
--]]
local nextTime = 0 local runService = game:service("RunService"); while Figure.Parent~=nil do time = runService.Stepped:wait() if time > nextTime then move(time) nextTime = time + 0.1 end end
---- \/Ally\/
model = script.Parent wait(0.5) currentP = "Off" script.Parent.Events.Ally.OnServerEvent:Connect( function(player, pattern) if script.Parent.Values.Ally.Value == true then script.Parent.Values.Ally.Value = false else script.Parent.Values.Ally.Value = true end end)
--GAMEPASS--OR--DevProduct--
local Gamepass = script.Parent.Robux.GamepassId local GamepassInfo = MarketplaceService:GetProductInfo(Gamepass.Value, Enum.InfoType.GamePass.Name)
--[=[ Retrieves groupInfo about a group. @param groupId number @return Promise<table> ]=]
function GroupUtils.promiseGroupInfo(groupId) assert(groupId, "Bad groupId") return Promise.spawn(function(resolve, reject) local groupInfo = nil local ok, err = pcall(function() groupInfo = GroupService:GetGroupInfoAsync(groupId) end) if not ok then return reject(err) end if type(groupInfo) ~= "table" then return reject("Rank is not a number") end return resolve(groupInfo) end) end
--// Commands --// Highly recommended you disable Intellesense before editing this...
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local server = Vargs.Server local service = Vargs.Service local Settings = server.Settings local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps local function Init() Functions = server.Functions; Admin = server.Admin; Anti = server.Anti; Core = server.Core; HTTP = server.HTTP; Logs = server.Logs; Remote = server.Remote; Process = server.Process; Variables = server.Variables; Commands = server.Commands; Deps = server.Deps; --// Automatic New Command Caching and Ability to do server.Commands[":ff"] setmetatable(Commands, { __index = function(self, ind) local targInd = Admin.CommandCache[string.lower(ind)] if targInd then return rawget(Commands, targInd) end end; __newindex = function(self, ind, val) rawset(Commands, ind, val) if val and type(val) == "table" and val.Commands and val.Prefix then for i, cmd in pairs(val.Commands) do Admin.PrefixCache[val.Prefix] = true Admin.CommandCache[string.lower((val.Prefix..cmd))] = ind end end end; }) Logs:AddLog("Script", "Loading Command Modules...") --// Load command modules if server.CommandModules then local env = GetEnv() for i, module in ipairs(server.CommandModules:GetChildren()) do local func = require(module) local ran, tab = pcall(func, Vargs, env) if ran and tab and type(tab) == "table" then for ind, cmd in pairs(tab) do Commands[ind] = cmd end Logs:AddLog("Script", "Loaded Command Module: ".. module.Name) elseif not ran then warn("CMDMODULE ".. module.Name .. " failed to load:") warn(tostring(tab)) Logs:AddLog("Script", "Loading Command Module Failed: ".. module.Name) end end end --// Cache commands Admin.CacheCommands() Commands.Init = nil Logs:AddLog("Script", "Commands Module Initialized") end; local function RunAfterPlugins() --// Load custom user-supplied commands in settings.Commands for ind, cmd in pairs(Settings.Commands or {}) do if type(cmd) == "table" and cmd.Function then setfenv(cmd.Function, getfenv()) Commands[ind] = cmd end end --// Change command permissions based on settings local Trim = service.Trim for ind, cmd in pairs(Settings.Permissions or {}) do local com, level = string.match(cmd, "^(.*):(.*)") if com and level then if string.find(level, ",") then local newLevels = {} for lvl in string.gmatch(level, "[^%s,]+") do table.insert(newLevels, Trim(lvl)) end Admin.SetPermission(com, newLevels) else Admin.SetPermission(com, level) end end end --// Update existing permissions to new levels for i, cmd in pairs(Commands) do if type(cmd) == "table" and cmd.AdminLevel then local lvl = cmd.AdminLevel if type(lvl) == "string" then cmd.AdminLevel = Admin.StringToComLevel(lvl) --print("Changed " .. tostring(lvl) .. " to " .. tostring(cmd.AdminLevel)) elseif type(lvl) == "table" then for b, v in pairs(lvl) do lvl[b] = Admin.StringToComLevel(v) end end if not cmd.Prefix then cmd.Prefix = Settings.Prefix end if cmd.ListUpdater then Logs.ListUpdaters[i] = function(plr, ...) if not plr or Admin.CheckComLevel(Admin.GetLevel(plr), cmd.AdminLevel) then if type(cmd.ListUpdater) == "function" then return cmd.ListUpdater(plr, ...) end return Logs[cmd.ListUpdater] end end end end end Commands.RunAfterPlugins = nil end; server.Commands = { Init = Init; RunAfterPlugins = RunAfterPlugins; }; end
--game.Lighting:WaitForChild("Blur").Enabled = true --game.Lighting.ColorCorrection.Enabled = true
local contenProvider = game:GetService("ContentProvider") game.Loaded:Wait() local toLoad = workspace:GetDescendants() local total = #toLoad for i,v in pairs(toLoad) do loadingScreen.Background.Counter.Text = "Loading: " .. i .. "/" .. total contenProvider:PreloadAsync({v}) end
--[[** ensures Roblox Vector3 type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.Vector3 = t.typeof("Vector3")
----------------- --| Variables |-- -----------------
local DebrisService = Game:GetService('Debris') local PlayersService = Game:GetService('Players') local Rocket = script.Parent local CreatorTag = Rocket:WaitForChild('creator') local SwooshSound = Rocket:WaitForChild('Swoosh')
-- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.
Tune.Horsepower = 250 Tune.IdleRPM = 700 Tune.PeakRPM = 7000 Tune.Redline = 8000 Tune.EqPoint = 5252 Tune.PeakSharpness = 20 Tune.CurveMult = 0.2 Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
-- Functions to check if a mock was ever called with given arguments.
local getCalls = require(script.Parent.getCalls) local cmpLiteralArgs = require(script.Parent.cmpLiteralArgs) local cmpPredicateArgs = require(script.Parent.cmpPredicateArgs) local fmtArgs = require(script.Parent.fmtArgs) local AnyCallMatches = {} function AnyCallMatches.args(mock, test) local callList = getCalls(mock) local size = #callList if size == 0 then return false, "mock was not called" end local msg for i = 1, size do local result result, msg = test(callList[i].args) if result then return true end end if not msg then msg = fmtArgs(callList[size].args) .. " did not match" end if size > 1 then msg = msg .. " (+" .. (size - 1) .. " other calls)" end return false, msg end function AnyCallMatches.literals(mock, ...) local expected = table.pack(...) return AnyCallMatches.args(mock, function(actual) return cmpLiteralArgs(expected, actual) end) end function AnyCallMatches.predicates(mock, ...) local predicates = table.pack(...) return AnyCallMatches.args(mock, function(actual) return cmpPredicateArgs(predicates, actual) end) end return AnyCallMatches
--[[** ensures Roblox DockWidgetPluginGuiInfo type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.DockWidgetPluginGuiInfo = t.typeof("DockWidgetPluginGuiInfo")
--[=[ Ensures the computed version of a value is limited by lifetime instead of multiple. Used in conjunction with [Blend.Children] and [Blend.Computed]. :::warning In general, cosntructing new instances like this is a bad idea, so it's recommended against it. ::: ```lua local render = Blend.New "ScreenGui" { Parent = game.Players.LocalPlayer.PlayerGui; [Blend.Children] = { Blend.Single(Blend.Computed(percentVisible, function() -- you generally would not want to do this anyway because this reconstructs a new frame -- every frame. Blend.New "Frame" { Size = UDim2.new(1, 0, 1, 0); BackgroundTransparency = 0.5; }; end) }; }; maid:GiveTask(render:Subscribe(function(gui) print(gui) end)) ``` @function Single @param Observable<Instance | Brio<Instance>> @return Observable<Brio<Instance>> @within Blend ]=]
function Blend.Single(observable) return Observable.new(function(sub) local maid = Maid.new() maid:GiveTask(observable:Subscribe(function(result) if Brio.isBrio(result) then local copy = BrioUtils.clone(result) maid._current = copy sub:Fire(copy) return copy end local current = Brio.new(result) maid._current = current sub:Fire(current) return current end)) return maid end) end
--[[ Called when the original table is changed. This will firstly find any keys meeting any of the following criteria: - they were not previously present - a dependency used during generation of this value has changed It will recalculate those key pairs, storing information about any dependencies used in the processor callback during output key generation, and save the new key to the output array with the same value. If it is overwriting an older value, that older value will be passed to the destructor for cleanup. Finally, this function will find keys that are no longer present, and remove their output keys from the output table and pass them to the destructor. ]]
function class:update(): boolean local inputIsState = self._inputIsState local newInputTable = if inputIsState then self._inputTable:get(false) else self._inputTable local oldInputTable = self._oldInputTable local outputTable = self._outputTable local keyOIMap = self._keyOIMap local keyIOMap = self._keyIOMap local meta = self._meta local didChange = false -- clean out main dependency set for dependency in pairs(self.dependencySet) do dependency.dependentSet[self] = nil end self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet table.clear(self.dependencySet) -- if the input table is a state object, add it as a dependency if inputIsState then self._inputTable.dependentSet[self] = true self.dependencySet[self._inputTable] = true end -- STEP 1: find keys that changed or were not previously present for newInKey, value in newInputTable do -- get or create key data local keyData = self._keyData[newInKey] if keyData == nil then keyData = { dependencySet = setmetatable({}, utility.WEAK_KEYS_METATABLE), oldDependencySet = setmetatable({}, utility.WEAK_KEYS_METATABLE), dependencyValues = setmetatable({}, utility.WEAK_KEYS_METATABLE), } self._keyData[newInKey] = keyData end -- check if the key is new local shouldRecalculate = oldInputTable[newInKey] == nil -- check if the key's dependencies have changed if shouldRecalculate == false then for dependency, oldValue in pairs(keyData.dependencyValues) do if oldValue ~= dependency:get(false) then shouldRecalculate = true break end end end -- recalculate the output key if necessary if shouldRecalculate then keyData.oldDependencySet, keyData.dependencySet = keyData.dependencySet, keyData.oldDependencySet table.clear(keyData.dependencySet) local processOK, newOutKey, newMetaValue = Dependencies.captureDependencies( keyData.dependencySet, self._processor, newInKey ) if processOK then if not self._destructor and (utility.needsDestruction(newOutKey) or utility.needsDestruction(newMetaValue)) then warn("destructorNeededForKeys") end local oldInKey = keyOIMap[newOutKey] local oldOutKey = keyIOMap[newInKey] -- check for key collision if oldInKey ~= newInKey and newInputTable[oldInKey] ~= nil then utility.parseError("forKeysKeyCollision", tostring(newOutKey), tostring(oldInKey), tostring(newOutKey)) end -- check for a changed output key if oldOutKey ~= newOutKey and keyOIMap[oldOutKey] == newInKey then -- clean up the old calculated value local oldMetaValue = meta[oldOutKey] local destructOK, err = xpcall(self._destructor or utility.cleanup, utility.parseError, oldOutKey, oldMetaValue) if not destructOK then warn("forKeysDestructorError", err) end keyOIMap[oldOutKey] = nil outputTable[oldOutKey] = nil meta[oldOutKey] = nil end -- update the stored data for this key oldInputTable[newInKey] = value meta[newOutKey] = newMetaValue keyOIMap[newOutKey] = newInKey keyIOMap[newInKey] = newOutKey outputTable[newOutKey] = value -- if we had to recalculate the output, then we did change didChange = true else -- restore old dependencies, because the new dependencies may be corrupt keyData.oldDependencySet, keyData.dependencySet = keyData.dependencySet, keyData.oldDependencySet warn("forKeysProcessorError", newOutKey) end end -- save dependency values and add to main dependency set for dependency in pairs(keyData.dependencySet) do keyData.dependencyValues[dependency] = dependency:get(false) self.dependencySet[dependency] = true dependency.dependentSet[self] = true end end -- STEP 2: find keys that were removed for outputKey, inputKey in keyOIMap do if newInputTable[inputKey] == nil then -- clean up the old calculated value local oldMetaValue = meta[outputKey] local destructOK, err = xpcall(self._destructor or utility.cleanup, utility.parseError, outputKey, oldMetaValue) if not destructOK then warn("forKeysDestructorError", err) end -- remove data oldInputTable[inputKey] = nil meta[outputKey] = nil keyOIMap[outputKey] = nil keyIOMap[inputKey] = nil outputTable[outputKey] = nil self._keyData[inputKey] = nil -- if we removed a key, then the table/state changed didChange = true end end return didChange end local function ForKeys<KO, M>( inputTable, processor: (value: any) -> (KO, M?), destructor: (KO, M?) -> ()? ) local inputIsState = inputTable.type == "State" and typeof(inputTable.get) == "function" local self = setmetatable({ type = "State", kind = "ForKeys", dependencySet = {}, -- if we held strong references to the dependents, then they wouldn't be -- able to get garbage collected when they fall out of scope dependentSet = setmetatable({}, utility.WEAK_KEYS_METATABLE), _oldDependencySet = {}, _processor = processor, _destructor = destructor, _inputIsState = inputIsState, _inputTable = inputTable, _oldInputTable = {}, _outputTable = {}, _keyOIMap = {}, _keyIOMap = {}, _keyData = {}, _meta = {}, }, CLASS_METATABLE) self:update() return self end return ForKeys
-- Decompiled with the Synapse X Luau decompiler.
script.Parent.MouseButton1Click:Connect(function() local v1 = {}; for v2, v3 in pairs(script.Parent.Parent.Parent.Parent.MainFrame.Inventory:GetChildren()) do if v3:IsA("Frame") and v3.MassDeleteIndicator.Visible == true then v1[#v1 + 1] = v3.PetID.Value; end; end; game.ReplicatedStorage.RemoteEvents.PetActionRequest:InvokeServer("Mass Delete", { Pets = v1 }); script.Parent.Parent.Parent.MassDelete.Value = false; script.Parent.Parent.Visible = false; end);
--[[ Calls the provided handler when any of the provided signals are fired. Returns an array of the connections made. Example usage: local handler = print local connections = connectAll( {signalA, signalB}, handler ) eventA:Fire("1 Hello,", "world!") eventB:Fire("2 foo", "bar") for _, connection in ipairs(connections) do connection:Disconnect() end Output: 1 Hello, world! 2 foo bar --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Signal = require(ReplicatedStorage.Source.Signal) type Handler = (...any) -> ...any local function connectAll(signals: { RBXScriptSignal | Signal.ClassType }, handler: Handler) local connections: { RBXScriptConnection | Signal.SignalConnection } = {} for _, signal in ipairs(signals) do local connection: RBXScriptConnection | Signal.SignalConnection = (signal :: any):Connect(handler) table.insert(connections, connection) end return connections end return connectAll
---Place this INSIDE the model. Don't replace the model name or anything. ------------------------------------------------------------------------------------------
object = script.Parent if (object ~= nil) and (object ~= game.Workspace) then model = object backup = model:clone() -- Make the backup waitTime = 10 --Time to wait between regenerations wait(math.random(0, waitTime)) while true do wait(waitTime) -- Regen wait time model:remove() wait(2.5) -- Display regen message for this amount of time model = backup:clone() model.Parent = game.Workspace model:makeJoints() message.Parent = nil end end
-- Table setup containing product IDs and functions for handling purchases
local productFunctions = { [1323972481] = function(receipt, player) local stats = player:FindFirstChild("DonationValue") local donation = stats if donation then donation.Value = donation.Value + 5 return true end end; [1323974333] = function(receipt, player) local stats = player:FindFirstChild("DonationValue") local donation = stats if donation then donation.Value = donation.Value + 10 return true end end; [1323974716] = function(receipt, player) local stats = player:FindFirstChild("DonationValue") local donation = stats if donation then donation.Value = donation.Value + 50 return true end end; [1323979004] = function(receipt, player) local stats = player:FindFirstChild("DonationValue") local donation = stats if donation then donation.Value = donation.Value + 100 return true end end; [1323979357] = function(receipt, player) local stats = player:FindFirstChild("DonationValue") local donation = stats if donation then donation.Value = donation.Value + 500 return true end end; [1323979664] = function(receipt, player) local stats = player:FindFirstChild("DonationValue") local donation = stats if donation then donation.Value = donation.Value + 1000 return true end end; [1323980134] = function(receipt, player) local stats = player:FindFirstChild("DonationValue") local donation = stats if donation then donation.Value = donation.Value + 5000 return true end end; [1323980633] = function(receipt, player) local stats = player:FindFirstChild("DonationValue") local donation = stats if donation then donation.Value = donation.Value + 10000 return true end end; [1323980925] = function(receipt, player) local stats = player:FindFirstChild("DonationValue") local donation = stats if donation then donation.Value = donation.Value + 50000 return true end end; [1323981308] = function(receipt, player) local stats = player:FindFirstChild("DonationValue") local donation = stats if donation then donation.Value = donation.Value + 100000 return true end end; [1323981717] = function(receipt, player) local stats = player:FindFirstChild("DonationValue") local donation = stats if donation then donation.Value = donation.Value + 500000 return true end end; } MarketplaceService.ProcessReceipt = function(receiptInfo) local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId local purchased = false local success, errorMessage = pcall(function() purchased = purchaseHistoryStore:GetAsync(playerProductKey) end) if success and purchased then return Enum.ProductPurchaseDecision.PurchaseGranted elseif not success then error("Data store error:" .. errorMessage) end local player = Players:GetPlayerByUserId(receiptInfo.PlayerId) if not player then return Enum.ProductPurchaseDecision.NotProcessedYet end local handler = productFunctions[receiptInfo.ProductId] local success, result = pcall(handler, receiptInfo, player) if not success or not result then warn("Error occurred while processing a product purchase") print("\nProductId:", receiptInfo.ProductId) print("\nPlayer:", player) return Enum.ProductPurchaseDecision.NotProcessedYet end local success, errorMessage = pcall(function() purchaseHistoryStore:SetAsync(playerProductKey, true) end) if not success then error("Cannot save purchase data: " .. errorMessage) end return Enum.ProductPurchaseDecision.PurchaseGranted end
--[[ Make sure to put Menu Blur Script in StarterGui And that you put MenuBlur in Lighting Or paste this in the command bar: workspace:WaitForChild("Menu Blur Script").MenuBlur.Parent = game:GetService("Lighting") wait() workspace:WaitForChild("Menu Blur Script").Parent = game:GetService("StarterGui") ]]
local Lighting = game:GetService("Lighting") local MenuBluriness = Lighting.MenuBlur local GuiService = game:GetService("GuiService") GuiService.MenuOpened:Connect(function() MenuBluriness.Enabled = true wait() MenuBluriness.Size = 24 end) GuiService.MenuClosed:Connect(function() MenuBluriness.Size = 12 wait() MenuBluriness.Enabled = false end)
-- Creates a spread simulator based on the weapons runtime data -- @param WeaponRuntimeData -- @return SpreadSimulator
function SpreadSimulator.New(weaponRuntimeData) local self = {} setmetatable(self,SpreadSimulator) self.runtimeData = weaponRuntimeData self.weaponDefinition = weaponRuntimeData:GetWeaponDefinition() if not self.weaponDefinition:GetSpreadRange() then return nil end -- Constants self.minSpread = self.weaponDefinition:GetSpreadRange().x self.maxSpread = self.weaponDefinition:GetSpreadRange().y self.spreadIntensity = self.weaponDefinition:GetSpreadIntensity() self.spreadReduction = self.weaponDefinition:GetSpreadReduction() self.rng = Random.new() -- Variables self.currentSpread = self.minSpread return self end
--/Barrel
module.IsSuppressor = true module.IsFlashHider = true
--None of this is mine...
Tool = script.Parent; local arms = nil local torso = nil local welds = {} function Equip(mouse) wait(0.01) arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(0.9, 0.6, 0.4) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(25), math.rad(0)) ---The first set of numbers changes where the arms move to the second set changes their angles welds[1] = weld1 weld1.Name = "weld1" local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-1, 0.6, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-20), 0) --- Same as top welds[2] = weld2 weld2.Name = "weld2" end else print("sh") end else print("arms") end end function Unequip(mouse) if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] welds[1].Parent = nil welds[2].Parent = nil end else print("sh") end else print("arms") end end Tool.Equipped:connect(Equip) Tool.Unequipped:connect(Unequip)
--Playing Animation--
if enabled.Value == true then humanim:Play() humanim.Looped = true humanim:AdjustSpeed(sp.Value) end
--[=[ @class Trove A Trove is helpful for tracking any sort of object during runtime that needs to get cleaned up at some point. ]=]
local Trove = {} Trove.__index = Trove
--[[Engine]]
--Torque Curve Tune.Horsepower = 350 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 0 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[=[ Declarative UI system inspired by Fusion @class Blend ]=]
local require = require(script.Parent.loader).load(script) local AccelTween = require("AccelTween") local BlendDefaultProps = require("BlendDefaultProps") local Brio = require("Brio") local Maid = require("Maid") local MaidTaskUtils = require("MaidTaskUtils") local Observable = require("Observable") local Promise = require("Promise") local Rx = require("Rx") local BrioUtils = require("BrioUtils") local RxInstanceUtils = require("RxInstanceUtils") local RxValueBaseUtils = require("RxValueBaseUtils") local Signal = require("Signal") local Spring = require("Spring") local SpringUtils = require("SpringUtils") local StepUtils = require("StepUtils") local ValueBaseUtils = require("ValueBaseUtils") local ValueObject = require("ValueObject") local ValueObjectUtils = require("ValueObjectUtils") local Blend = {}
--Special Colors --Using these options will override the RGB Colors section. Make sure that your setup is correct. --You may only use one of these options.
local stillRainbow = false --Change this to true in order to enable still rainbow colors (Gradient.) local dynamicRainbow = false --Change this to true in order to enable dynamic rainbow colors (Changes over time.)
--[=[ @interface ComponentConfig @within Component .Tag string -- CollectionService tag to use .Ancestors {Instance}? -- Optional array of ancestors in which components will be started .Extensions {Extension}? -- Optional array of extension objects Component configuration passed to `Component.new`. - If no Ancestors option is included, it defaults to `{workspace, game.Players}`. - If no Extensions option is included, it defaults to a blank table `{}`. ]=]
type ComponentConfig = { Tag: string, Ancestors: AncestorList?, Extensions: {Extension}?, }
--This Script works for R6 R15 and Rthro!!
local JumpHeight = 200 local Can = true script.Parent.Touched:Connect(function(hit) if hit.Name == "Left Leg" or hit.Name == "Right Leg" or hit.Name == "Torso" or hit.Name == "Left Arm" or hit.Name == "Right Arm" or hit.Name == "LeftFoot" or hit.Name == "RightFoot" or hit.Name == "HumanoidRootPart" or hit.Name == "RightHand" or hit.Name == "LeftHand" or hit.Name == "Head" then if Can == true then Can = false local Character=hit.Parent local HumanoidRootPart=Character:WaitForChild("HumanoidRootPart") local Boost=Instance.new("BodyPosition",HumanoidRootPart) Boost.D=1000 Boost.P=15000 Boost.MaxForce=Vector3.new(0,100000000,0) Boost.Position=Vector3.new(0,HumanoidRootPart.Position.Y + JumpHeight,0) --Delete The Next Line After This One For No Sound script.Parent.Spring:Play() --(Not Recomended) Change To How Long The 'Boost' Exists game.Debris:AddItem(Boost,0.6) wait(0.75) Can=true end end end)
-- body[r].B.Light.Range = d2/4
body[r].B.Light.Brightness = d2/80 for i,v in pairs(body[r]:GetChildren()) do if v.Name ~= "B" then v.Transparency = 1 - (d2/80) end end else
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build "..ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Update External Values _IsOn = car.DriveSeat.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity end) -- ~15 c/s while wait(.0667) do --Power Engine() --Flip if _Tune.AutoFlip then Flip() end end
-----<< CONNECTIONS >>-----
tool.Equipped:Connect(equip) tool.Unequipped:Connect(unequip) game.ReplicatedStorage:WaitForChild("ROBLOX_PistolHitEvent").OnClientEvent:Connect(hitmarkerUpdate) game.ReplicatedStorage:WaitForChild("ROBLOX_PistolShotEvent").OnClientEvent:Connect(function(mag, ammo) updateWeaponHud(mag, ammo) end)
--[[START]]
script.Parent:WaitForChild("Car") script.Parent:WaitForChild("IsOn") script.Parent:WaitForChild("ControlsOpen") script.Parent:WaitForChild("Values")
----- Script: -----
Button.Activated:Connect(function() if Information.Case.Value == 0 then Messages.Type.SelectPackage.Value = true Messages.FireMessage.Value = true elseif Information.Case.Value == 1 then BuyCaseEvents.Case1:FireServer(Information.PricePoints.Value,Information.PriceGems.Value,true) end end)
-- Do not edit these values, they are not the developer-set limits, they are limits -- to the values the camera system equations can correctly handle
local MIN_ALLOWED_ELEVATION_DEG = -80 local MAX_ALLOWED_ELEVATION_DEG = 80 local externalProperties = {} externalProperties["InitialDistance"] = 25 externalProperties["MinDistance"] = 10 externalProperties["MaxDistance"] = 100 externalProperties["InitialElevation"] = 35 externalProperties["MinElevation"] = 35 externalProperties["MaxElevation"] = 35 externalProperties["ReferenceAzimuth"] = -45 -- Angle around the Y axis where the camera starts. -45 offsets the camera in the -X and +Z directions equally externalProperties["CWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CW as seen from above externalProperties["CCWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CCW as seen from above externalProperties["UseAzimuthLimits"] = false -- Full rotation around Y axis available by default local Util = require(script.Parent:WaitForChild("CameraUtils")) local CameraInput = require(script.Parent:WaitForChild("CameraInput"))