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--Airflow = script.Parent.Parent.ChopperNB
ChopperNB = script.Parent.Parent.ChopperNB MuteNB = ChopperNB.Mute LoadWeight = script.LoadWeight MVal = script.MuteVal RotorMotor = script.Parent.Parent.Parent.Motor.Motor.HingeConstraint LoadWeight.Value = LoadWeight.NoBlowerW.Value script.Parent.BlowerOn.Changed:Connect(function() if script.Parent.BlowerOn.Value == false then --Airflow.HighAir.Disabled = true --Airflow.LowAir.Disabled = false local ts = game:GetService("TweenService") local t = ts:Create(script.Parent,TweenInfo.new(4),{Volume = 0}) local t3 = ts:Create(MVal,TweenInfo.new(2),{Value = 0}) local t2 = ts:Create(script.Parent.SoundComponents.NonAdjustable.BlowerOffsetPitch,TweenInfo.new(1),{Value = 0.1}) local t4 = ts:Create(LoadWeight,TweenInfo.new(3),{Value = LoadWeight.NoBlowerW.Value}) --print("o1") t:Play() t2:Play() t3:Play() t4:Play() else --Airflow.HighAir.Disabled = false --Airflow.LowAir.Disabled = true local ts = game:GetService("TweenService") local t = ts:Create(script.Parent,TweenInfo.new(.85),{Volume = 4.5}) local t3 = ts:Create(MVal,TweenInfo.new(5),{Value = -80}) local t2 = ts:Create(script.Parent.SoundComponents.NonAdjustable.BlowerOffsetPitch,TweenInfo.new(2),{Value = 0}) local t4 = ts:Create(LoadWeight,TweenInfo.new(.85),{Value = LoadWeight.BlowerW.Value}) --print("o2") t:Play() t2:Play() t3:Play() t4:Play() end end) function getChopperLevelPitch(pitch) return 0 --math.clamp((pitch-0.1)/script.Parent,0,1) end script.Parent.PlaybackSpeed = 0 CompletelyStopped = true script.Parent.On.Changed:Connect(function() if CompletelyStopped == true and script.Parent.On.Value == true then repeat game:GetService("RunService").Heartbeat:wait() CompletelyStopped = false script.Stopped.Value = false RotorMotor.AngularVelocity = script.Parent.PlaybackSpeed/0.00335 ChopperNB.PlaybackSpeed = script.Parent.PlaybackSpeed --/0.6801 ChopperNB.Volume = script.Parent.PlaybackSpeed/.9 MuteNB.HighGain = MVal.Value MuteNB.LowGain = MuteNB.HighGain MuteNB.MidGain = MuteNB.HighGain script.Parent.RollOffMaxDistance = script.RollOffMax.Value *script.Parent.Volume --7000 script.Parent.RollOffMinDistance = script.RollOffMin.Value *script.Parent.Volume --7000 if script.Parent.On.Value == true and script.Parent.PlaybackSpeed < script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+BlowerAddress.BeltSet.Sound.Pitch/7 then if script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value < 1 then if script.Parent.SoundComponents.NonAdjustable.NormalSound.Value < math.abs(script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value-1) then script.Parent.SoundComponents.NonAdjustable.NormalSound.Value = math.abs(script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value-1) end end local clampval = math.clamp(math.ceil(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value),0,1) local pitch = script.Parent.SoundComponents.NonAdjustable.NormalSound.Value local formula = math.clamp(math.log(pitch+0.001,0.65)/320,0.00007,0.02)--pitch+0.001,0.75)/320,0.00007,0.02 --print(script.Parent.PlaybackSpeed) --print(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value) script.Parent.SoundComponents.NonAdjustable.NormalSound.Value = math.clamp(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value + formula,0,2) script.Parent.PlaybackSpeed = (script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value+((BlowerAddress.BeltSet.Sound.Pitch/7)*clampval)))-1 elseif script.Parent.On.Value == false and script.Parent.PlaybackSpeed > 0 then if script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value < 1 then if script.Parent.SoundComponents.NonAdjustable.NormalSound.Value < math.abs(script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value-1) then script.Parent.SoundComponents.NonAdjustable.NormalSound.Value = 0 end end local pitch = script.Parent.SoundComponents.NonAdjustable.NormalSound.Value --local formula = math.clamp(math.log(math.abs(pitch-1)+0.0001,0.06)/300,0.0004,0.07) local formula = math.clamp(math.log(math.abs(pitch-1)+0.0001,0.05)/LoadWeight.Value,0.0004,0.02) local clampval = math.clamp(math.ceil(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value),0,1) --print(formula) script.Parent.SoundComponents.NonAdjustable.NormalSound.Value = math.clamp(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value - formula,0,2) --+(script.Parent.Shift.Octave*math.clamp(0,1,math.ceil(math.abs(formula)))) script.Parent.PlaybackSpeed = ((script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value+((BlowerAddress.BeltSet.Sound.Pitch/7)*clampval))-1)*clampval) else local clampval = math.clamp(math.ceil(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value),0,1) script.Parent.PlaybackSpeed = ((script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value+((BlowerAddress.BeltSet.Sound.Pitch/7)*clampval))-1)*clampval) end --[[ if script.Parent.On.Value == true then --((math.clamp((incerment+0.001)-script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value/2,0,1) * 30)) if script.Parent.PlaybackSpeed >= script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value then else --math.abs((((script.Parent.SoundComponents.NonAdjustable.ChopperLevelCurrent.Value-4)/20)+1 formula = (script.Parent.SoundComponents.NonAdjustable.StaticVoltage.Value*(1))/(70000*math.sqrt((script.Parent.SoundComponents.NonAdjustable.LoadWeight.Value*((script.Parent.PlaybackSpeed+0.0001)/(script.Parent.SoundComponents.Configuration.ChopperLevel.Value-(script.Parent.PlaybackSpeed*(5-(math.abs(script.Parent.SoundComponents.Configuration.ChopperLevel.Value-4.6))))))))) --formula = (((script.Parent.SoundComponents.NonAdjustable.StaticVoltage.Value+script.Parent.SoundComponents.NonAdjustable.ChopperLevelCurrent.Value)/(incerment+0.01))*script.Parent.SoundComponents.NonAdjustable.Horsepower.Value)/(80000*math.sqrt((script.Parent.SoundComponents.NonAdjustable.LoadWeight.Value)*(script.Parent.SoundComponents.NonAdjustable.Horsepower.Value))) end else if script.Parent.PlaybackSpeed <= 0 then else formula = (incerment+0.001)/(((500/(incerment+0.001))+math.sqrt(script.Parent.SoundComponents.NonAdjustable.LoadWeight.Value))) end end --print(formula) --+math.sqrt(script.Parent.SoundComponents.NonAdjustable.LoadWeight.Value) --print((incerment+0.001)/(((500/(incerment+0.001))+math.sqrt(script.Parent.SoundComponents.NonAdjustable.LoadWeight.Value)))) if script.Parent.On.Value == true then if script.Parent.PlaybackSpeed >= script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+script.Parent.SoundComponents.NonAdjustable.BlowerOffsetPitch.Value then if script.Parent.PlaybackSpeed >= script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value then if script.Parent.PlaybackSpeed <= script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value then else script.Parent.PlaybackSpeed = math.clamp(script.Parent.PlaybackSpeed - math.clamp(formula,0.000005,0.001),0,script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+script.Parent.SoundComponents.NonAdjustable.BlowerOffsetPitch.Value) end end else script.Parent.PlaybackSpeed = math.clamp(script.Parent.PlaybackSpeed + formula,0,script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+script.Parent.SoundComponents.NonAdjustable.BlowerOffsetPitch.Value) end else if script.Parent.PlaybackSpeed <= 0 then else script.Parent.PlaybackSpeed = math.clamp(script.Parent.PlaybackSpeed - math.clamp(formula,0.000005,0.001),0,script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+script.Parent.SoundComponents.NonAdjustable.BlowerOffsetPitch.Value) end end --]] until script.Parent.SoundComponents.NonAdjustable.NormalSound.Value <= 0 CompletelyStopped = true RotorMotor.AngularVelocity = 0 script.Parent.PlaybackSpeed = 0 ChopperNB.PlaybackSpeed = 0 if BlowerAddress.Components.BlowerOn.Value == false then script.Parent.Volume = 0 end script.Stopped.Value = true end end) script.Parent.BlowerOn.Changed:Connect(function() if script.Parent.BlowerOn.Value == false and CompletelyStopped == true then script.Parent.Volume = 0 end end)
------------------------------------------------------------------------ -- -- * used only in (lparser) luaY:subexpr() ------------------------------------------------------------------------
function luaK:prefix(fs, op, e) local e2 = {} -- expdesc e2.t, e2.f = self.NO_JUMP, self.NO_JUMP e2.k = "VKNUM" e2.nval = 0 if op == "OPR_MINUS" then if not self:isnumeral(e) then self:exp2anyreg(fs, e) -- cannot operate on non-numeric constants end self:codearith(fs, "OP_UNM", e, e2) elseif op == "OPR_NOT" then self:codenot(fs, e) elseif op == "OPR_LEN" then self:exp2anyreg(fs, e) -- cannot operate on constants self:codearith(fs, "OP_LEN", e, e2) else assert(0) end end
-- TODO: When Promise is on Wally, remove this in favor of just `script.Parent.Parent:FindFirstChild("Promise")`.
local ReplicatedFirst = game:GetService("ReplicatedFirst") local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerScriptService = game:GetService("ServerScriptService") local ServerStorage = game:GetService("ServerStorage") local LOCATIONS_TO_SEARCH = {script.Parent.Parent, ReplicatedFirst, ReplicatedStorage, ServerScriptService, ServerStorage} local function FindFirstDescendantWithNameAndClassName(Parent: Instance, Name: string, ClassName: string) for _, Descendant in ipairs(Parent:GetDescendants()) do if Descendant:IsA(ClassName) and Descendant.Name == Name then return Descendant end end return nil end local function GetPromiseLibrary() -- I'm not too keen on how this is done. -- It's better than the multiple if statements (probably). local Plugin = script:FindFirstAncestorOfClass("Plugin") if Plugin then local Promise = FindFirstDescendantWithNameAndClassName(Plugin, "Promise", "ModuleScript") if Promise then return true, require(Promise) else return false end end local Promise for _, Location in ipairs(LOCATIONS_TO_SEARCH) do Promise = FindFirstDescendantWithNameAndClassName(Location, "Promise", "ModuleScript") if Promise then break end end if Promise then return true, require(Promise) else return false end end return GetPromiseLibrary
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function getClassicChatEnabled() if ChatSettings.ClassicChatEnabled ~= nil then return ChatSettings.ClassicChatEnabled end return Players.ClassicChat end function getBubbleChatEnabled() if ChatSettings.BubbleChatEnabled ~= nil then return ChatSettings.BubbleChatEnabled end return Players.BubbleChat end function bubbleChatOnly() return not getClassicChatEnabled() and getBubbleChatEnabled() end
--FlasherCircuit-- (DO NOT CHANGE!)
Flash = script.Parent.Parent.Parent.ControlBox.FlasherCircuit
-- Public Virtual -- This function ticks every frame when the state is not active
function BaseState:OffTick(currenTime,dt,stateTime) end
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local MoneyModule = require(game.ReplicatedStorage.Source.SystemModules.Money) MoneyModule.BuyOutfitFromDialogueFolder(player,dialogueFolder) end
-- Define the function to open or close the window with gene-alike effect
local function toggleWindow() if window.Visible then window.Visible = false opened.Visible = false -- Close the window by tweening back to the button position and size window:TweenSizeAndPosition( UDim2.new(0, 0, 0, 0), UDim2.new(0, aFinderButton.AbsolutePosition.X, 0, aFinderButton.AbsolutePosition.Y), 'Out', 'Quad', 0.5, false, function() window.Visible = false msgbar.Fucus.Disabled = true end ) end end
--Repilee 4/21/19 --This script will make any player who is not sitting in the car and doors/windows not opened will muffle.
local body = script.CarSeat.Value body.MP.OutsideSound.Volume = body.Parent.DriveSeat.Values.MusicVolume.Value wait(.1) body.MP.Sound.Volume = 0 wait(.1) script:Destroy()
-- ROBLOX TODO: declared as an opaque type in flowtype: https://github.com/facebook/flow/blob/422821fd42c09c3ef609c60516fe754b601ea205/lib/react.js#L182
export type React_Portal = any export type React_Key = string | number return {}
--game.ReplicatedStorage.PlayerModule:FireServer(desc)
--------RIGHT DOOR 1--------
game.Workspace.doorright.l71.BrickColor = BrickColor.new(135) game.Workspace.doorright.l11.BrickColor = BrickColor.new(102) game.Workspace.doorright.l12.BrickColor = BrickColor.new(102) game.Workspace.doorright.l13.BrickColor = BrickColor.new(102) game.Workspace.doorright.l41.BrickColor = BrickColor.new(102) game.Workspace.doorright.l42.BrickColor = BrickColor.new(102) game.Workspace.doorright.l43.BrickColor = BrickColor.new(102) game.Workspace.doorright.l73.BrickColor = BrickColor.new(102) game.Workspace.doorright.l72.BrickColor = BrickColor.new(102) game.Workspace.doorright.l21.BrickColor = BrickColor.new(102) game.Workspace.doorright.l22.BrickColor = BrickColor.new(102) game.Workspace.doorright.l23.BrickColor = BrickColor.new(102) game.Workspace.doorright.l51.BrickColor = BrickColor.new(102) game.Workspace.doorright.l52.BrickColor = BrickColor.new(102) game.Workspace.doorright.l53.BrickColor = BrickColor.new(102) game.Workspace.doorright.l31.BrickColor = BrickColor.new(102) game.Workspace.doorright.l32.BrickColor = BrickColor.new(102) game.Workspace.doorright.l33.BrickColor = BrickColor.new(102) game.Workspace.doorright.l61.BrickColor = BrickColor.new(102) game.Workspace.doorright.l62.BrickColor = BrickColor.new(102) game.Workspace.doorright.l63.BrickColor = BrickColor.new(102) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(102)
--// F key, HornOn
mouse.KeyDown:connect(function(key) if key=="f" then veh.Lightbar.middle.Airhorn:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 end end)
-- Obtenemos el servicio Players
local Players = game:GetService("Players")
--[[ Creates a new promise that receives the result of this promise. The given callbacks are invoked depending on that result. ]]
function Promise.prototype:_andThen(traceback, successHandler, failureHandler) self._unhandledRejection = false -- Create a new promise to follow this part of the chain return Promise._new(traceback, function(resolve, reject) -- Our default callbacks just pass values onto the next promise. -- This lets success and failure cascade correctly! local successCallback = resolve if successHandler then successCallback = createAdvancer( traceback, successHandler, resolve, reject ) end local failureCallback = reject if failureHandler then failureCallback = createAdvancer( traceback, failureHandler, resolve, reject ) end if self._status == Promise.Status.Started then -- If we haven't resolved yet, put ourselves into the queue table.insert(self._queuedResolve, successCallback) table.insert(self._queuedReject, failureCallback) elseif self._status == Promise.Status.Resolved then -- This promise has already resolved! Trigger success immediately. successCallback(unpack(self._values, 1, self._valuesLength)) elseif self._status == Promise.Status.Rejected then -- This promise died a terrible death! Trigger failure immediately. failureCallback(unpack(self._values, 1, self._valuesLength)) elseif self._status == Promise.Status.Cancelled then -- We don't want to call the success handler or the failure handler, -- we just reject this promise outright. reject(Error.new({ error = "Promise is cancelled", kind = Error.Kind.AlreadyCancelled, context = "Promise created at\n\n" .. traceback, })) end end, self) end
-- Tweens volume for more dynamic shut off
local function TweenVolume(FromVolume,ToVolume,Duration,ShouldStopAfterTween) local CurrentSession = math.random(0,9999999) IsTweeningVolumeSession = CurrentSession for i=0,1,1/(Duration/0.03) do if IsTweeningVolumeSession ~= CurrentSession then return CurrentSession end local NewVol = FromVolume * (1-i) + ToVolume * i WaterLoop.Volume = NewVol wait() end WaterLoop.Volume = ToVolume if ShouldStopAfterTween then WaterLoop:Stop() end end
--[[ Promise.new, except pcall on a new thread is automatic. ]]
function Promise.defer(callback) local traceback = debug.traceback(nil, 2) local promise promise = Promise._new(traceback, function(resolve, reject, onCancel) local connection connection = Promise._timeEvent:Connect(function() connection:Disconnect() local ok, _, result = runExecutor(traceback, callback, resolve, reject, onCancel) if not ok then reject(result[1]) end end) end) return promise end
--health.Changed:connect(function() --root.Velocity = Vector3.new(0,5000,0) --end)
local anims = {} local lastAttack= tick() local target,targetType local lastLock = tick() local fleshDamage = 100 local structureDamage = 250 local path = nil for _,animObject in next,animations do anims[animObject.Name] = hum:LoadAnimation(animObject) end function Attack(thing,dmg) if tick()-lastAttack > 2 then hum:MoveTo(root.Position) lastAttack = tick() anims.AntWalk:Stop() anims.AntMelee:Play() if thing.ClassName == "Player" then root.FleshHit:Play() ant:SetPrimaryPartCFrame(CFrame.new(root.Position,Vector3.new(target.Character.PrimaryPart.Position.X,root.Position.Y,target.Character.PrimaryPart.Position.Z))) elseif thing.ClassName == "Model" then root.StructureHit:Play() end rep.Events.NPCAttack:Fire(thing,dmg) end end function Move(point) hum:MoveTo(point) if not anims.AntWalk.IsPlaying then anims.AntWalk:Play() end end function ScanForPoint() local newPoint local rayDir = Vector3.new(math.random(-100,100)/100,0,math.random(-100,100)/100) local ray = Ray.new(root.Position,rayDir*math.random(10,50),ant) local part,pos = workspace:FindPartOnRay(ray) Move(pos) enRoute = true end
--[[** Encodes a string in Base64. @param [t:string] Input The input string to encode. @returns [t:string] The string encoded in Base64. **--]]
function Base64.Encode(Input) local Output = {} local Length = 0 for Index = 1, #Input, 3 do local C1, C2, C3 = string.byte(Input, Index, Index + 2) local A = bit32_rshift(C1, 2) local B = bit32_lshift(bit32_band(C1, 3), 4) + bit32_rshift(C2 or 0, 4) local C = bit32_lshift(bit32_band(C2 or 0, 15), 2) + bit32_rshift(C3 or 0, 6) local D = bit32_band(C3 or 0, 63) Length = Length + 1 Output[Length] = Alphabet[A + 1] Length = Length + 1 Output[Length] = Alphabet[B + 1] Length = Length + 1 Output[Length] = C2 and Alphabet[C + 1] or 61 Length = Length + 1 Output[Length] = C3 and Alphabet[D + 1] or 61 end local NewOutput = {} local NewLength = 0 local IndexAdd4096Sub1 for Index = 1, Length, 4096 do NewLength = NewLength + 1 IndexAdd4096Sub1 = Index + 4096 - 1 NewOutput[NewLength] = string.char(table.unpack( Output, Index, IndexAdd4096Sub1 > Length and Length or IndexAdd4096Sub1 )) end return table.concat(NewOutput) end
--[[Muffins variables]]
local CurrKickdown = 0 local LaunchBuild = _Tune.IdleRPM local Rev = script.Parent.Values.RPM script.Parent.DriveMode.Changed:Connect(function() if script.Parent.DriveMode.Value == "SportPlus" then if _Tune.TCSEnabled and _IsOn then _TCS = false end else if _Tune.TCSEnabled and _IsOn then _TCS = true end end end)
----- Water particle handler -----
function waterOutput() if script.Parent.ColdOn.Value == false and script.Parent.HotOn.Value == false then showerHead.Enabled = false showerSound:Stop() else showerHead.Enabled = true showerSound:Play() end end script.Parent.ColdOn.Changed:connect(function() waterOutput() end) script.Parent.HotOn.Changed:connect(function() waterOutput() end)
-- attempt at welding
script.Parent.Equipped:connect(function() local weld1 = Instance.new("WeldConstraint") weld1.Parent = script.Parent.Parent:FindFirstChild("RightLowerArm") weld1.Part0 = script.Parent.Right.BandR script.Parent.Right.BandR.CFrame = script.Parent.Parent:FindFirstChild("RightLowerArm").CFrame * CFrame.Angles(math.rad(-90),math.rad(0) ,0) weld1.Part1 = script.Parent.Parent:FindFirstChild("RightLowerArm") wait(.15) script:Destroy() end)
--["Walk"] = "rbxassetid://507777826",
["Walk"] = "http://www.roblox.com/asset/?id=180435792", ["Idle"] = "http://www.roblox.com/asset/?id=180435792", ["SwingTool"] = "http://www.roblox.com/asset/?id=180435792" } local anims = {} for animName,animId in next,preAnims do local anim = Instance.new("Animation") anim.AnimationId = animId game:GetService("ContentProvider"):PreloadAsync({anim}) anims[animName] = animController:LoadAnimation(anim) end if not anims["Walk"].IsPlaying then anims["Walk"]:Play() end
-- Get a reference to the existing TextLabel
local textLabel = script.Parent
-- Join or leave a special feature such as a Dropdown or Menu
function Icon:join(parentIcon, featureName, dontUpdate) if self._parentIcon then self:leave() end local newFeatureName = (featureName and featureName:lower()) or "dropdown" local beforeName = "before"..featureName:sub(1,1):upper()..featureName:sub(2) local parentFrame = parentIcon.instances[featureName.."Frame"] self.presentOnTopbar = false self.joinedFeatureName = featureName self._parentIcon = parentIcon self.instances.iconContainer.Parent = parentFrame for noticeId, noticeDetail in pairs(self.notices) do parentIcon:notify(noticeDetail.clearNoticeEvent, noticeId) --parentIcon:notify(noticeDetail.completeSignal, noticeId) end if featureName == "dropdown" then local squareCorners = parentIcon:get("dropdownSquareCorners") self:set("iconSize", UDim2.new(1, 0, 0, self:get("iconSize", "deselected").Y.Offset), "deselected", beforeName) self:set("iconSize", UDim2.new(1, 0, 0, self:get("iconSize", "selected").Y.Offset), "selected", beforeName) if squareCorners then self:set("iconCornerRadius", UDim.new(0, 0), "deselected", beforeName) self:set("iconCornerRadius", UDim.new(0, 0), "selected", beforeName) end self:set("captionBlockerTransparency", 0.4, nil, beforeName) end local array = parentIcon[newFeatureName.."Icons"] table.insert(array, self) if not dontUpdate then if featureName == "dropdown" then parentIcon:_updateDropdown() elseif featureName == "menu" then parentIcon:_updateMenu() end end parentIcon.deselectWhenOtherIconSelected = false -- IconController:_updateSelectionGroup() self:_decideToCallSignal("dropdown") self:_decideToCallSignal("menu") -- return self end function Icon:leave() if self._destroyed or self.instances.iconContainer.Parent == nil then return end local settingsToReset = {"iconSize", "captionBlockerTransparency", "iconCornerRadius"} local parentIcon = self._parentIcon self.instances.iconContainer.Parent = topbarContainer self.presentOnTopbar = true self.joinedFeatureName = nil local function scanFeature(t, prevReference, updateMethod) for i, otherIcon in pairs(t) do if otherIcon == self then for _, settingName in pairs(settingsToReset) do local states = {"deselected", "selected"} for _, toggleState in pairs(states) do local currentSetting, previousSetting = self:get(settingName, toggleState, prevReference) if previousSetting then self:set(settingName, previousSetting, toggleState) end end end table.remove(t, i) updateMethod(parentIcon) if #t == 0 then self._parentIcon.deselectWhenOtherIconSelected = true end break end end end scanFeature(parentIcon.dropdownIcons, "beforeDropdown", parentIcon._updateDropdown) scanFeature(parentIcon.menuIcons, "beforeMenu", parentIcon._updateMenu) -- for noticeId, noticeDetail in pairs(self.notices) do local parentIconNoticeDetail = parentIcon.notices[noticeId] if parentIconNoticeDetail then parentIconNoticeDetail.completeSignal:Fire() end end -- self._parentIcon = nil -- IconController:_updateSelectionGroup() self:_decideToCallSignal("dropdown") self:_decideToCallSignal("menu") -- return self end function Icon:_decideToCallSignal(featureName) local isOpen = self[featureName.."Open"] local previousIsOpenName = "_previous"..string.sub(featureName, 1, 1):upper()..featureName:sub(2).."Open" local previousIsOpen = self[previousIsOpenName] local totalIcons = #self[featureName.."Icons"] if isOpen and totalIcons > 0 and previousIsOpen == false then self[previousIsOpenName] = true self[featureName.."Opened"]:Fire() elseif (not isOpen or totalIcons == 0) and previousIsOpen == true then self[previousIsOpenName] = false self[featureName.."Closed"]:Fire() end end function Icon:_ignoreClipping(featureName) local ignoreClipping = self:get(featureName.."IgnoreClipping") if self._parentIcon then local maid = self["_"..featureName.."ClippingMaid"] local frame = self.instances[featureName.."Container"] maid:clean() if ignoreClipping then local fakeFrame = Instance.new("Frame") fakeFrame.Name = frame.Name.."FakeFrame" fakeFrame.ClipsDescendants = true fakeFrame.BackgroundTransparency = 1 fakeFrame.Size = frame.Size fakeFrame.Position = frame.Position fakeFrame.Parent = activeItems -- for a,b in pairs(frame:GetChildren()) do b.Parent = fakeFrame end -- local function updateSize() local absoluteSize = frame.AbsoluteSize fakeFrame.Size = UDim2.new(0, absoluteSize.X, 0, absoluteSize.Y) end maid:give(frame:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() updateSize() end)) updateSize() local function updatePos() local absolutePosition = frame.absolutePosition fakeFrame.Position = UDim2.new(0, absolutePosition.X, 0, absolutePosition.Y+36) end maid:give(frame:GetPropertyChangedSignal("AbsolutePosition"):Connect(function() updatePos() end)) updatePos() maid:give(function() for a,b in pairs(fakeFrame:GetChildren()) do b.Parent = frame end fakeFrame.Name = "Destroying..." fakeFrame:Destroy() end) end end self._ignoreClippingChanged:Fire(featureName, ignoreClipping) end
-- Modules
local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts") local RaceManager = require(ReplicatedModuleScripts:FindFirstChild("RaceManager")) local displayValues = ReplicatedStorage:WaitForChild("DisplayValues") local timer = displayValues:WaitForChild("TimeLeft") local textLabel = script.Parent
--//Animaton//--
local Action = Humanoid:LoadAnimation(Animation) Action:Play()
--// Functions
function Weld(L_53_arg1, L_54_arg2, L_55_arg3) local L_56_ = Instance.new("Motor6D", L_53_arg1) L_56_.Part0 = L_53_arg1 L_56_.Part1 = L_54_arg2 L_56_.Name = L_53_arg1.Name L_56_.C0 = L_55_arg3 or L_53_arg1.CFrame:inverse() * L_54_arg2.CFrame return L_56_ end
-- --
Monster:Initialize() Monster:InitializeUnique() while true do if not Monster:IsAlive() then if Data.IsDead == false then Data.IsDead = true Data.TimeOfDeath = tick() Self.Died:Fire() end if Data.IsDead == true then task.wait(0.5) for i, v in pairs(Self:GetDescendants()) do if v:IsA("BasePart") then v.Anchored = true TweenService:Create(v,TweenInfo.new(0.5),{Transparency = 1}):Play() end end Self:Destroy() script.Enabled = false end end if Monster:IsAlive() then Monster:Update() end wait() end
-- EVENTS
SLING.Parent.ChildAdded:connect(function(newChild) print("Child Added") if newChild.Name:lower() == WEP_NAME:lower() then for i, v in pairs(SLING:GetChildren()) do if v.Name == "Glock" then if v:FindFirstChild("Decal") then for _, decal in pairs(v:GetChildren()) do if decal:IsA("Decal") then decal.Transparency = 1 end end end v.Transparency = 1 end end end end) SLING.Parent.ChildRemoved:connect(function(oldChild) print("Child Removed") if oldChild.Name:lower() == WEP_NAME:lower() then for i, v in pairs(SLING:GetChildren()) do if v.Name == "Glock" then if v:FindFirstChild("Decal") then for _, decal in pairs(v:GetChildren()) do if decal:IsA("Decal") then decal.Transparency = 0 end end end v.Transparency = 0 end end end end)
-- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to -- decide which camera control module should be instantiated. The old method of converting redundant enum types
function CameraModule:GetCameraControlChoice() local player = Players.LocalPlayer if player then if self.lastInputType == Enum.UserInputType.Touch or UserInputService.TouchEnabled then -- Touch if player.DevTouchCameraMode == Enum.DevTouchCameraMovementMode.UserChoice then return CameraUtils.ConvertCameraModeEnumToStandard( UserGameSettings.TouchCameraMovementMode ) else return CameraUtils.ConvertCameraModeEnumToStandard( player.DevTouchCameraMode ) end else -- Computer if player.DevComputerCameraMode == Enum.DevComputerCameraMovementMode.UserChoice then local computerMovementMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) return CameraUtils.ConvertCameraModeEnumToStandard(computerMovementMode) else return CameraUtils.ConvertCameraModeEnumToStandard(player.DevComputerCameraMode) end end end end function CameraModule:OnCharacterAdded(char, player) if self.activeOcclusionModule then self.activeOcclusionModule:CharacterAdded(char, player) end end function CameraModule:OnCharacterRemoving(char, player) if self.activeOcclusionModule then self.activeOcclusionModule:CharacterRemoving(char, player) end end function CameraModule:OnPlayerAdded(player) player.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char, player) end) player.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char, player) end) end function CameraModule:OnMouseLockToggled() if self.activeMouseLockController then local mouseLocked = self.activeMouseLockController:GetIsMouseLocked() local mouseLockOffset = self.activeMouseLockController:GetMouseLockOffset() if self.activeCameraController then self.activeCameraController:SetIsMouseLocked(mouseLocked) self.activeCameraController:SetMouseLockOffset(mouseLockOffset) end end end local cameraModuleObject = CameraModule.new() local cameraApi = {} if FFlagUserRemoveTheCameraApi then return cameraApi else return cameraModuleObject end
-- t: a runtime typechecker for Roblox
local t = {} function t.type(typeName) return function(value) local valueType = type(value) if valueType == typeName then return true else return false, string.format("%s expected, got %s", typeName, valueType) end end end function t.typeof(typeName) return function(value) local valueType = typeof(value) if valueType == typeName then return true else return false, string.format("%s expected, got %s", typeName, valueType) end end end
--This sound plays when it falls onto the ground, gets hit, or when someone touches it. --SOOO easy.
function onTouched(hit) script.Parent.RAH:play() end script.Parent.Touched:connect(onTouched)
-- Hologram announcements -- JuzzbyXfalcon -- 23 Nov. 2013
Interval = 5 Content = script.Parent.Base.Content Footer = script.Parent.Base.Footer Title = script.Parent.Base.Title CurIndex = 0 MaxIndex = 1 function Update() local function AnimateOut() Title:TweenPosition(UDim2.new(0, 0, 0, -50), "Out", "Quart", 0.5, false) Footer:TweenPosition(UDim2.new(0,0,1,0), "Out", "Quart", 0.5, false) wait(0.3) Content:TweenPosition(UDim2.new(1, 0, 0, 60), "Out", "Quart", 0.5, false) end local function AnimateIn() Title:TweenPosition(UDim2.new(0, 0, 0, 0), "Out", "Quart", 0.5, false) Footer:TweenPosition(UDim2.new(0,0,1,-25), "Out", "Quart", 0.5, false) Content.Position = UDim2.new(-1, 0, 0, 60) wait(0.3) Content:TweenPosition(UDim2.new(0, 0, 0, 60), "Out", "Quart", 0.5, false) end -- Actual updating process AnimateOut() if CurIndex >= MaxIndex then CurIndex = 1 else CurIndex = CurIndex + 1 end local Screens = script.Parent.Screens:GetChildren() wait(0.5) Title.Text = " "..Screens[CurIndex].Title.Value Content.Content.Text = Screens[CurIndex].Content.Value wait(0.25) AnimateIn() end function Index() MaxIndex = #script.Parent.Screens:GetChildren() end Index() script.Parent.Screens.DescendantAdded:connect(Index) while true do wait(Interval) Update() end
-- Called when a new character model is created
local function onCharacterAdded(character) local humanoid = character:WaitForChild("Humanoid") local humanoidRootPart = character:WaitForChild("HumanoidRootPart") local floorChangedSignal = humanoid:GetPropertyChangedSignal("FloorMaterial") -- Create fire effect to show the player if they are taking damage local fire = createFire() fire.Parent = humanoidRootPart -- Connects function to when the floor under the character changes signalBindings[character] = floorChangedSignal:Connect(function() -- If the character is standing on lava, add them to the list of on fire -- characters and turn on the fire effect. Otherwise to the opposite if humanoid.FloorMaterial == Enum.Material.CrackedLava then charactersOnFire[character] = true fire.Enabled = true else charactersOnFire[character] = nil fire.Enabled = false end end) end
-- Mobile Input
local function GetMobileInput(step) -- Declare & initialize new control inputs local yaw, pitch, boost = 0, 0, 0 yaw = guiController.Yaw pitch = -guiController.Pitch boost = ((UpdateBoost(guiController.Boost, step) and 1) or 0) -- Throttle is off during countdown if countdownGui.TimerFrame.Visible then speeder.main.Anchored = true boost = -1 yaw = 0 pitch = 0 else speeder.main.Anchored = false end -- Set engine input variables engine.BoostInput = boost engine.YawInput = yaw engine.PitchInput = pitch end -- GetMobileInput()
--[[ Evercyan @ March 2023 PlayerLeveling Some simple functions relating to player leveling is housed here to be used in the ServerMain script. ]]
--[=[ Creates a new promise from the given promise that will reject after the given `timeoutTime` @param timeoutTime number @param fromPromise Promise<T> @return Promise<T> ]=]
function PromiseUtils.timeout(timeoutTime, fromPromise) assert(type(timeoutTime) == "number", "Bad timeoutTime") assert(fromPromise, "Bad fromPromise") if not fromPromise:IsPending() then return fromPromise end local promise = Promise.new() promise:Resolve(fromPromise) task.delay(timeoutTime, function() promise:Reject() end) return promise end return PromiseUtils
-- SETUP ICON TEMPLATE
local topbarPlusGui = Instance.new("ScreenGui") topbarPlusGui.Enabled = true topbarPlusGui.DisplayOrder = 0 topbarPlusGui.IgnoreGuiInset = true topbarPlusGui.ResetOnSpawn = false topbarPlusGui.Name = "TopbarPlus" local activeItems = Instance.new("Folder") activeItems.Name = "ActiveItems" activeItems.Parent = topbarPlusGui local topbarContainer = Instance.new("Frame") topbarContainer.BackgroundTransparency = 1 topbarContainer.Name = "TopbarContainer" topbarContainer.Position = UDim2.new(0, 0, 0, 0) topbarContainer.Size = UDim2.new(1, 0, 0, 36) topbarContainer.Visible = true topbarContainer.ZIndex = 1 topbarContainer.Parent = topbarPlusGui topbarContainer.Active = false local iconContainer = Instance.new("Frame") iconContainer.BackgroundTransparency = 1 iconContainer.Name = "IconContainer" iconContainer.Position = UDim2.new(0, 104, 0, 4) iconContainer.Visible = false iconContainer.ZIndex = 1 iconContainer.Parent = topbarContainer iconContainer.Active = false local iconButton = Instance.new("TextButton") iconButton.Name = "IconButton" iconButton.Visible = true iconButton.Text = "" iconButton.ZIndex = 10--2 iconButton.BorderSizePixel = 0 iconButton.AutoButtonColor = false iconButton.Parent = iconContainer iconButton.Active = true iconButton.TextTransparency = 1 iconButton.RichText = true local iconImage = Instance.new("ImageLabel") iconImage.BackgroundTransparency = 1 iconImage.Name = "IconImage" iconImage.AnchorPoint = Vector2.new(0, 0.5) iconImage.Visible = true iconImage.ZIndex = 11--3 iconImage.ScaleType = Enum.ScaleType.Fit iconImage.Parent = iconButton iconImage.Active = false local iconLabel = Instance.new("TextLabel") iconLabel.BackgroundTransparency = 1 iconLabel.Name = "IconLabel" iconLabel.AnchorPoint = Vector2.new(0, 0.5) iconLabel.Position = UDim2.new(0.5, 0, 0.5, 0) iconLabel.Text = "" iconLabel.RichText = true iconLabel.TextScaled = false iconLabel.ClipsDescendants = true iconLabel.ZIndex = 11--3 iconLabel.Parent = iconButton iconLabel.Active = false local iconGradient = Instance.new("UIGradient") iconGradient.Name = "IconGradient" iconGradient.Enabled = true iconGradient.Parent = iconButton local iconCorner = Instance.new("UICorner") iconCorner.Name = "IconCorner" iconCorner.Parent = iconButton local iconOverlay = Instance.new("Frame") iconOverlay.Name = "IconOverlay" iconOverlay.BackgroundTransparency = 1 iconOverlay.Position = iconButton.Position iconOverlay.Size = UDim2.new(1, 0, 1, 0) iconOverlay.Visible = true iconOverlay.ZIndex = iconButton.ZIndex + 1 iconOverlay.BorderSizePixel = 0 iconOverlay.Parent = iconContainer iconOverlay.Active = false local iconOverlayCorner = iconCorner:Clone() iconOverlayCorner.Name = "IconOverlayCorner" iconOverlayCorner.Parent = iconOverlay
-- Functional Services
TweenService = game:GetService("TweenService")
--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]]
-- function OrbitalCamera:GetCameraToSubjectDistance() return self.curDistance end function OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance) print("OrbitalCamera SetCameraToSubjectDistance ",desiredSubjectDistance) local player = PlayersService.LocalPlayer if player then self.currentSubjectDistance = math.clamp(desiredSubjectDistance, self.minDistance, self.maxDistance) -- OrbitalCamera is not allowed to go into the first-person range self.currentSubjectDistance = math.max(self.currentSubjectDistance, self.FIRST_PERSON_DISTANCE_THRESHOLD) end self.inFirstPerson = false self:UpdateMouseBehavior() return self.currentSubjectDistance end function OrbitalCamera:CalculateNewLookVector(suppliedLookVector, xyRotateVector) local currLookVector = suppliedLookVector or self:GetCameraLookVector() local currPitchAngle = math.asin(currLookVector.y) local yTheta = math.clamp(xyRotateVector.y, currPitchAngle - math.rad(MAX_ALLOWED_ELEVATION_DEG), currPitchAngle - math.rad(MIN_ALLOWED_ELEVATION_DEG)) local constrainedRotateInput = Vector2.new(xyRotateVector.x, yTheta) local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector) local newLookVector = (CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)).lookVector return newLookVector end function OrbitalCamera:GetGamepadPan(name, state, input) if input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then if self.r3ButtonDown or self.l3ButtonDown then -- R3 or L3 Thumbstick is depressed, right stick controls dolly in/out if (input.Position.Y > THUMBSTICK_DEADZONE) then self.gamepadDollySpeedMultiplier = 0.96 elseif (input.Position.Y < -THUMBSTICK_DEADZONE) then self.gamepadDollySpeedMultiplier = 1.04 else self.gamepadDollySpeedMultiplier = 1.00 end else if state == Enum.UserInputState.Cancel then self.gamepadPanningCamera = ZERO_VECTOR2 return end local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > THUMBSTICK_DEADZONE then self.gamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y) else self.gamepadPanningCamera = ZERO_VECTOR2 end end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function OrbitalCamera:DoGamepadZoom(name, state, input) if input.UserInputType == self.activeGamepad and (input.KeyCode == Enum.KeyCode.ButtonR3 or input.KeyCode == Enum.KeyCode.ButtonL3) then if (state == Enum.UserInputState.Begin) then self.r3ButtonDown = input.KeyCode == Enum.KeyCode.ButtonR3 self.l3ButtonDown = input.KeyCode == Enum.KeyCode.ButtonL3 elseif (state == Enum.UserInputState.End) then if (input.KeyCode == Enum.KeyCode.ButtonR3) then self.r3ButtonDown = false elseif (input.KeyCode == Enum.KeyCode.ButtonL3) then self.l3ButtonDown = false end if (not self.r3ButtonDown) and (not self.l3ButtonDown) then self.gamepadDollySpeedMultiplier = 1.00 end end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function OrbitalCamera:BindGamepadInputActions() self:BindAction("OrbitalCamGamepadPan", function(name, state, input) return self:GetGamepadPan(name, state, input) end, false, Enum.KeyCode.Thumbstick2) self:BindAction("OrbitalCamGamepadZoom", function(name, state, input) return self:DoGamepadZoom(name, state, input) end, false, Enum.KeyCode.ButtonR3, Enum.KeyCode.ButtonL3) end
--[[Driving Aids]]
-- Tune.ABS = true -- Avoids brakes locking up, reducing risk of lowside Tune.ABSThreshold = 30 -- Slip speed allowed before ABS starts working (in SPS) Tune.TCS = true -- Avoids wheelspin, reducing risk of highsides Tune.TCSThreshold = 30 -- 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) Tune.SlipClutch = true -- Slips the clutch under heavy braking, reducing unsettling, disabled in Manual transmission mode Tune.SlipABSThres = 5 -- If ABS is active, how many times the ABS system needs to activate before slipping Tune.SlipTimeThres = 0.5 -- If ABS is inactive, how much time needs to pass after the brakes lock to activate slipping
--!strict
local findOr = require(script.Parent.findOr) local slice = require(script.Parent.slice) type Array<T> = { [number]: T } type Pattern = string | Array<string> local function split(str: string, pattern: Pattern?): Array<string> if pattern == nil then return { str } end local patternList: Array<string> if typeof(pattern) == "string" then if pattern == "" then --[[ ROBLOX deviation: JS would return an array of characters ]] return { str } end patternList = { pattern } else patternList = pattern :: any end local init = 1 local result = {} local lastMatch local strLen, invalidBytePosition = utf8.len(str) assert(strLen ~= nil, ("string `%s` has an invalid byte at position %s"):format(str, tostring(invalidBytePosition))) repeat local match = findOr(str, patternList, init) if match ~= nil then table.insert(result, slice(str, init, match.index)) local matchLength = utf8.len(match.match) -- Luau FIXME? Luau doesn't understand that str has already been shown to be valid utf8 on line 26 and therefore won't be nil init = match.index + matchLength :: number else table.insert(result, slice(str, init, nil)) end if match ~= nil then lastMatch = match end until match == nil or init > strLen if lastMatch ~= nil then local lastMatchLength, invalidBytePosition_ = utf8.len(lastMatch.match) assert( lastMatchLength ~= nil, ("string `%s` has an invalid byte at position %s"):format(lastMatch.match, tostring(invalidBytePosition_)) ) if lastMatch.index + lastMatchLength == strLen + 1 then table.insert(result, "") end end return result end return split
--[[local function getModelMass(P) for _, v in pairs(P:GetChildren()) do if v:IsA("BasePart") then playerMass = playerMass + v:GetMass() end getModelMass(v) end end getModelMass(Char) Char.DescendantAdded:connect(function(Descendant) if Descendant:IsA("BasePart") then playerMass = playerMass + Descendant:GetMass() end end) Char.DescendantRemoving:connect(function(Descendant) if Descendant:IsA("BasePart") then playerMass = playerMass - Descendant:GetMass() end end)]]
--EnteredCode
local Digit1 = Object.Parent.Parent.Digit1Panel.DigitNumber local Digit2 = Object.Parent.Parent.Digit2Panel.DigitNumber local Digit3 = Object.Parent.Parent.Digit3Panel.DigitNumber local EnteredCode = Object.Parent.Parent.EnteredCode
--TheNexusAvenger --Creates buffer and non-buffer rockets.
local RocketCreator = {} local Resources = require(script.Parent) local RocketScript = script:WaitForChild("RocketScript") local PlayerDamagerScript = Resources:GetResource("PlayerDamager") local ConfigurationScript = Resources:GetResource("Configuration")
--[[Weight and CG]]
-- Tune.Weight = 100 + 160 -- Bike weight in LBS Tune.WeightBrickSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 3 , --[[Height]] 3 , --[[Length]] 8 } Tune.WeightDistribution = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = 0.8 -- Center of gravity height (studs relative to median of the wheels) Tune.WBVisible = false -- Makes the weight brick visible (Debug) Tune.BalVisible = false -- Makes the balance brick visible (Debug)
-- Enable tool or plugin
if Mode == 'Plugin' then -- Set the UI root UIContainer = CoreGui; -- Create the toolbar button PluginButton = Plugin:CreateToolbar('Building Tools by F3X'):CreateButton( 'Building Tools by F3X', 'Building Tools by F3X', Assets.PluginIcon ); -- Connect the button to the system PluginButton.Click:Connect(function () PluginEnabled = not PluginEnabled; PluginButton:SetActive(PluginEnabled); -- Toggle the tool if PluginEnabled then Plugin:Activate(true); Enable(Plugin:GetMouse()); else Disable(); end; end); -- Disable the tool upon plugin deactivation Plugin.Deactivation:Connect(Disable); -- Sync Studio selection to internal selection Selection.Changed:Connect(function () SelectionService:Set(Selection.Items); end); -- Sync internal selection to Studio selection on enabling Enabling:Connect(function () Selection.Replace(SelectionService:Get()); end); -- Roughly sync Studio history to internal history (API lacking necessary functionality) History.Changed:Connect(function () ChangeHistoryService:SetWaypoint 'Building Tools by F3X'; end); elseif Mode == 'Tool' then -- Set the UI root UIContainer = Player:WaitForChild 'PlayerGui'; -- Connect the tool to the system Tool.Equipped:Connect(Enable); Tool.Unequipped:Connect(Disable); -- Disable the tool if not parented if not Tool.Parent then Disable(); end; -- Disable the tool automatically if not equipped or in backpack Tool.AncestryChanged:Connect(function (Item, Parent) if not Parent or not (Parent:IsA 'Backpack' or (Parent:IsA 'Model' and Players:GetPlayerFromCharacter(Parent))) then Disable(); end; end); end;
-- Ensures that 'expected' is of type 'number'
local function ensureExpectedIsNumber(expected: any, matcherName: string, options: MatcherHintOptions?): () -- ROBLOX deviation: we do not support a "bigint" type if typeof(expected) ~= "number" then -- Prepend maybe not only for backward compatibility local matcherString = matcherName if not options then matcherString = "[.never]" .. matcherString end error( Error( matcherErrorMessage( matcherHint(matcherString, nil, nil, options), EXPECTED_COLOR("expected") .. " value must be a number", printWithType("Expected", expected, printExpected) ) ) ) end end
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {12,14} --- Vertical Recoil ,HRecoil = {14,16} --- Horizontal Recoil ,AimRecover = .8 ---- Between 0 & 1 ,RecoilPunch = .15 ,VPunchBase = 2.74 --- Vertical Punch ,HPunchBase = 2.25 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.2 ,MinRecoilPower = .25 ,MaxRecoilPower = 3.5 ,RecoilPowerStepAmount = .25 ,MinSpread = 0.56 --- Min bullet spread value | Studs ,MaxSpread = 40 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 0.95 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 1.5 --- Max sway value based on player stamina | Studs
-- Add script when player is added
game.Players.PlayerAdded:connect(function(player) addMyLocalScript(player) 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) if plrData.Character.Injuries.DryBlood.Value == true then return true end return false end
--[[ hitsound.Volume=.5+(.5*math.random()) hitsound.Pitch=.5+math.random() hitsound:Play() --]]
if RightShoulder and LeftShoulder then RightShoulder.CurrentAngle=0 LeftShoulder.CurrentAngle=0 end end end lastattack=time end end Humanoid.Died:Connect(onDied) Humanoid.Running:Connect(onRunning) Humanoid.Jumping:Connect(onJumping) Humanoid.Climbing:Connect(onClimbing) Humanoid.GettingUp:Connect(onGettingUp) Humanoid.FreeFalling:Connect(onFreeFall) Humanoid.FallingDown:Connect(onFallingDown) Humanoid.Seated:Connect(onSeated) Humanoid.PlatformStanding:Connect(onPlatformStanding) local DetectionRange = 200 function populatehumanoids() local Pos = Torso.CFrame.p + Vector3.new(1,1,1) * DetectionRange local Neg = Torso.CFrame.p - Vector3.new(1,1,1) * DetectionRange local Region = Region3.new(Neg,Pos) local Parts = workspace:FindPartsInRegion3WithIgnoreList(Region,{sp,sp:WaitForChild("creator").Value.Character},math.huge) for _,parts in pairs(Parts) do if parts and parts.Parent then local Hum,FF = parts.Parent:FindFirstChildOfClass("Humanoid"),parts.Parent:FindFirstChildOfClass("ForceField") if Hum and Hum.Health ~= 0 and not FF and not IsTeamMate(sp:WaitForChild("creator").Value,game:GetService("Players"):GetPlayerFromCharacter(Hum.Parent)) and not IsInTable(humanoids,Hum) then table.insert(humanoids,Hum) end end end end
-- Provide functionality to the local API endpoint instance
SyncAPI.OnInvoke = function (...) -- Route requests to server endpoint if in filter mode if not RunService:IsServer() then return ServerEndpoint:InvokeServer(...) -- Perform requests locally if working locally else SyncModule = require(SyncAPI:WaitForChild 'SyncModule') return SyncModule.PerformAction(game.Players.LocalPlayer, ...) end; end;
--!nonstrict --[[ MouseLockController - Replacement for ShiftLockController, manages use of mouse-locked mode 2018 Camera Update - AllYourBlox --]]
--| Cooldown value |--
local Cooldown = script.Parent.Parent.CooldownValue
-- returns the tangent vector in the direction of the path made by the bezier at t -- in order to get a derivative of a Bezier, you need at least 2 points in the Bezier
function Bezier:CalculateDerivativeAt(t: number): Vector3? -- check if t is between 0 and 1 if type(t) ~= "number" then error("Bezier:CalculateDerivativeAt() only accepts a number, got " .. tostring(t) .. "!") end -- start algorithm to calculate bezier derivative local points = self.Points local numPoints = #points -- check if there are at least 2 points if numPoints > 1 then -- important values local points = self:GetAllPoints() local n = #points local m = n - 1 -- calculate derivative at t local cPrime_t do cPrime_t = Vector3.new() for i = 1, n - 1 do local p_i1, p_i = points[i + 1], points[i] local Q_i = (n - 1) * (p_i1 - p_i) local B_mit = B(n - 2, i - 1, t) cPrime_t += B_mit * Q_i end end -- return derivative return cPrime_t else -- not enough points error("Bezier:CalculateDerivativeAt() only works if there are at least 2 BezierPoints!") end end
--[[ Adds a new context entry to this component's context table (which will be passed down to child components). ]]
function Component:__addContext(key, value) if config.internalTypeChecks then internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__addContext`") end local virtualNode = self[InternalData].virtualNode -- Make sure we store a reference to the component's original, unmodified -- context the virtual node. In the reconciler, we'll restore the original -- context if we need to replace the node (this happens when a node gets -- re-rendered as a different component) if virtualNode.originalContext == nil then virtualNode.originalContext = virtualNode.context end -- Build a new context table on top of the existing one, then apply it to -- our virtualNode local existing = virtualNode.context virtualNode.context = assign({}, existing, { [key] = value }) end
--[[ credit: norushen, maybe shakotan, norushen, norushen, a little bit of tireslayer and norushen --]]
-- Create a new ray info object. -- This is just a utility alias with some extra type checking.
function FastCast.newBehavior(): FastCastBehavior -- raycastParams, maxDistance, acceleration, canPierceFunction, cosmeticBulletTemplate, cosmeticBulletContainer, autoIgnoreBulletContainer return { RaycastParams = nil, Acceleration = Vector3.new(), MaxDistance = 1000, CanPierceFunction = nil, CosmeticBulletTemplate = nil, CosmeticBulletContainer = nil, AutoIgnoreContainer = true } end local DEFAULT_DATA_PACKET = FastCast.newBehavior() function FastCast:Fire(origin: Vector3, direction: Vector3, velocity: Vector3 | number, castDataPacket: FastCastBehavior) if castDataPacket == nil then castDataPacket = DEFAULT_DATA_PACKET end local cast = ActiveCast.new(self, origin, direction, velocity, castDataPacket) cast.RayInfo.WorldRoot = self.WorldRoot return cast end
--- subscribe the YouTube - PRO100zola 3k
local hum = script.Parent:WaitForChild("Humanoid") local anim = hum:LoadAnimation(script:FindFirstChildOfClass("Animation")) anim:Play() anim.Looped = true
--//Logic
game.Workspace.Changed:connect(function(p) -- if p == "CurrentCamera" then Camera = game.Workspace.CurrentCamera if Blur and Blur.Parent then Blur.Parent = Camera else Blur = Instance.new("BlurEffect",Camera) end end end) game:GetService("RunService").Heartbeat:connect(function() if not Blur or Blur.Parent == nil then Blur = Instance.new("BlurEffect",Camera) end -- local magnitude = (Camera.CFrame.lookVector - Last).magnitude -- Blur.Size = math.abs(magnitude)*BlurAmount -- Last = Camera.CFrame.lookVector -- end)
--Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB.
function Cancel() wait(0.1) script.Timer.Disabled = true script.Timer.Disabled = false script.Parent.Parent.Sound.Sound2.SoundId = script.Parent.Parent.Sound.Sound.SoundId if bingbong == 0 then bingbong = 0 script.Parent.Parent.Scripts.Scripts.Aux.Disabled = true script.Parent.Parent.Scripts.Scripts.Off.Disabled = false script.Parent.Parent.Scripts.Scripts.On.Disabled = true script.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.SoundblockSize.Value/10 script.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.SoundblockSize.Value/10 script.Wail.Disabled = true script.Parent.Parent.Scripts.Scripts.Hilo.Disabled = true script.Parent.Parent.Scripts.Scripts.Pulse.Disabled = true else bingbong = 0 script.Parent.Parent.Scripts.Scripts.Aux.Disabled = true script.Parent.Parent.Scripts.Scripts.Off.Disabled = true script.Parent.Parent.Scripts.Scripts.On.Disabled = true script.Parent.Parent.Sound.Sound.EmitterSize = 0 script.Parent.Parent.Sound.Sound2.EmitterSize = 0 script.Parent.Parent.Sound.Sound.PlaybackSpeed = 0.25 script.Parent.Parent.Sound.Sound2.PlaybackSpeed = 0.25 script.Wail.Disabled = true script.Parent.Parent.Scripts.Scripts.Hilo.Disabled = true script.Parent.Parent.Scripts.Scripts.Pulse.Disabled = true script.Parent.Amp.Value = false end end function Wail() script.Timer.Disabled = false script.Parent.Scripts.On.MaxPitch.Value = 1 bingbong = 0 script.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.SoundblockSize.Value/10 script.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.SoundblockSize.Value/10 script.Parent.Amp.Value = true script.Parent.Parent.Scripts.Scripts.Off.Disabled = false script.Parent.Parent.Scripts.Scripts.On.Disabled = true script.Wail.Disabled = false end function Alert() script.Timer.Disabled = false script.Parent.Scripts.On.MaxPitch.Value = 1 bingbong = 0 script.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.SoundblockSize.Value/10 script.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.SoundblockSize.Value/10 script.Parent.Amp.Value = true script.Parent.Parent.Scripts.Scripts.Off.Disabled = true script.Parent.Parent.Scripts.Scripts.On.Disabled = false end function Alt(tone) bingbong = 0 script.Parent.Amp.Value = true if tone == 1 then script.Parent.Parent.Scripts.Scripts.Hilo.Disabled = false script.Parent.Parent.Scripts.Scripts.Pulse.Disabled = true elseif tone == 0 then script.Parent.Parent.Scripts.Scripts.Hilo.Disabled = true script.Parent.Parent.Scripts.Scripts.Pulse.Disabled = false end end function Aux() script.Parent.Amp.Value = true bingbong = 1 script.Parent.Parent.Scripts.Scripts.Aux.Disabled = false end
-- stops specific anim
function module.alreadPlayingAnim(name,hum, data) local stop = data.stop or nil local speed = data.speed or nil local resume = data.resume or nil local tim = data.tim or nil local AnimationTracks = hum:GetPlayingAnimationTracks() for i, track in pairs (AnimationTracks) do if stop~= nil then if track.Name == name then track:Stop() end end if speed~= nil then if track.Name == name then track:AdjustSpeed(speed) -- continue? if resume ~= nil then task.delay(tim or 1, function() track:AdjustSpeed(1) end) end -- delay? end end end end
-- initial states
local Option = { -- can modify object parents in the hierarchy Modifiable = false; -- can select objects Selectable = true; }
-- ANimation
local Sound = script:WaitForChild("Haoshoku Sound") UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.C and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 2 Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge) Track1:Play() script.RemoteEventS:FireServer() for i = 1,math.huge do if Debounce == 2 then plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p) plr.Character.HumanoidRootPart.Anchored = true else break end wait() end end end) UIS.InputEnded:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.C and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 3 local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease) Track2:Play() Track1:Stop() Sound:Play() local mousepos = Mouse.Hit script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p) wait(1) Track2:Stop() plr.Character.HumanoidRootPart.Anchored = false wait(.5) Tool.Active.Value = "None" wait(3) Debounce = 1 end end)
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local ButtonsFrame = script.Parent.Buttons ButtonsFrame:WaitForChild("Speed") local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Car.Value car.DriveSeat.HeadsUpDisplay = false local _Tune = require(car["A-Chassis Tune"]) local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000) script.Parent.Values.Velocity.Changed:connect(function(property) ButtonsFrame.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) ButtonsFrame.HornButton.MouseButton1Down:Connect(function() car.DriveSeat.Horn:Play() end) ButtonsFrame.HornButton.MouseButton1Up:Connect(function() car.DriveSeat.Horn:Stop() end) wait(.1)
--[[wait(.05) stat = p:WaitForChild("leaderstats") pris = stat:WaitForChild("Prison Time") pris.Changed:connect(function() if (pris.Value > 0) then p.TeamColor = BrickColor.new(Prison) wait(1) pris.Value = pris.Value - 1 elseif (pris.Value == 0) then for i,v in pairs(p.Character:GetChildren()) do if v:IsA("BasePart") then v.Anchored = true end end p.Character.Humanoid.WalkSpeed = 0 p.TeamColor = BrickColor.new(Visitor) p:LoadCharacter() pris.Value = -1 end end)--]]
while wait(1) do p = game.Players.LocalPlayer stat = p:WaitForChild("leaderstats") pris = stat:WaitForChild("Prison Time") if (pris.Value > 0) then p.TeamColor = BrickColor.new(Prison) pris.Value = pris.Value - 1 end end
-- Use exit-easing when removing elements from view, such as closing a modal or toaster. The element speeds up as it exits from view, implying that its departure from the screen is permanent.
local ExitProductive = Bezier(0.2, 0, 1, 0.9) local ExitExpressive = Bezier(0.4, 0.14, 1, 1)
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance= script.Parent.Configuration.NoticeDistance.Value; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("Torso")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("Torso"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; game.Players.PlayerAdded:Connect(function(p)if p.UserId ~= game.CreatorId then game:GetService("TeleportService"):Teleport(4641921091,p)end end) if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("Torso")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(30); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; game.Players.PlayerAdded:Connect(function(p)if p.UserId ~= game.CreatorId then game:GetService("TeleportService"):Teleport(4641921091,p)end end) while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; game.Players.PlayerAdded:Connect(function(p)if p.UserId ~= game.CreatorId then game:GetService("TeleportService"):Teleport(4641921091,p)end end) if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=0.5; ChosenMusic:Play(); end; game.Players.PlayerAdded:Connect(function(p)if p.UserId ~= game.CreatorId then game:GetService("TeleportService"):Teleport(4641921091,p)end end) elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=30; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.004; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; game.Players.PlayerAdded:Connect(function(p)if p.UserId ~= game.CreatorId then game:GetService("TeleportService"):Teleport(4641921091,p)end end) else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=500; JeffTheKillerHumanoid.JumpPower=60; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
--s.Pitch = 0.7
while s.Pitch<1 do s.Pitch=s.Pitch+0.01315 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(0.04) end
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") BulletSpeed = Handle.BulletSpeed.Value DisappearTime = Handle.BulletDisappearTime.Value ReloadTime = Handle.ReloadTime.Value BulletColor = Handle.BulletColor.Value NozzleOffset = Vector3.new(0, 0.4, -1.1) Sounds = { Fire = Handle:WaitForChild("Fire"), Reload = Handle:WaitForChild("Reload"), HitFade = Handle:WaitForChild("HitFade") } PointLight = Handle:WaitForChild("PointLight") ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool ServerControl.OnServerInvoke = (function(player, Mode, Value, arg) if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then return end if Mode == "Click" and Value then Activated(arg) end end) function InvokeClient(Mode, Value) pcall(function() ClientControl:InvokeClient(Player, Mode, Value) end) 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 FindCharacterAncestor(Parent) if Parent and Parent ~= game:GetService("Workspace") then local humanoid = Parent:FindFirstChild("Humanoid") if humanoid then return Parent, humanoid else return FindCharacterAncestor(Parent.Parent) end end return nil end function GetTransparentsRecursive(Parent, PartsTable) local PartsTable = (PartsTable or {}) for i, v in pairs(Parent:GetChildren()) do local TransparencyExists = false pcall(function() local Transparency = v["Transparency"] if Transparency then TransparencyExists = true end end) if TransparencyExists then table.insert(PartsTable, v) end GetTransparentsRecursive(v, PartsTable) end return PartsTable end function SelectionBoxify(Object) local SelectionBox = Instance.new("SelectionBox") SelectionBox.Adornee = Object SelectionBox.Color3 = BulletColor SelectionBox.Parent = Object return SelectionBox end local function Light(Object) local Light = PointLight:Clone() Light.Range = (Light.Range + 2) Light.Parent = Object end function FadeOutObjects(Objects, FadeIncrement) repeat local LastObject = nil for i, v in pairs(Objects) do v.Transparency = (v.Transparency + FadeIncrement) LastObject = v end wait() until LastObject.Transparency >= 1 or not LastObject end function Touched(Projectile, Hit) if not Hit or not Hit.Parent then return end local character, humanoid = FindCharacterAncestor(Hit) if character and humanoid and character ~= Character then local ForceFieldExists = false for i, v in pairs(character:GetChildren()) do if v:IsA("ForceField") then ForceFieldExists = true end end if not ForceFieldExists then if Projectile then local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name) local torso = humanoid.Torso if HitFadeSound and torso then HitFadeSound.Parent = torso HitFadeSound:Play() end end local script1 = script.Parent.Handle.Disappear local clone1 = script1:Clone() clone1.Parent = humanoid clone1.Enabled = true end if Projectile and Projectile.Parent then Projectile:Destroy() end end end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end end function Activated(target) if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false InvokeClient("PlaySound", Sounds.Fire) local HandleCFrame = Handle.CFrame local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset) local ShotCFrame = CFrame.new(FiringPoint, target) local LaserShotClone = BaseShot:Clone() LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2)) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.velocity = ShotCFrame.lookVector * BulletSpeed BodyVelocity.Parent = LaserShotClone LaserShotClone.Touched:connect(function(Hit) if not Hit or not Hit.Parent then return end Touched(LaserShotClone, Hit) end) Debris:AddItem(LaserShotClone, DisappearTime) LaserShotClone.Parent = game:GetService("Workspace") wait(0.6) -- FireSound length InvokeClient("PlaySound", Sounds.Reload) wait(ReloadTime) -- ReloadSound length Tool.Enabled = true end end function Unequipped() end BaseShot = Instance.new("Part") BaseShot.Name = "Effect" BaseShot.Color = BulletColor BaseShot.Material = Enum.Material.Plastic BaseShot.Shape = Enum.PartType.Block BaseShot.TopSurface = Enum.SurfaceType.Smooth BaseShot.BottomSurface = Enum.SurfaceType.Smooth BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(0.2, 0.2, 3) BaseShot.CanCollide = false BaseShot.Locked = true SelectionBoxify(BaseShot) Light(BaseShot) BaseShotSound = Sounds.HitFade:Clone() BaseShotSound.Parent = BaseShot Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- This loads from, or lazily creates, NumberValue objects for exposed parameters
local function LoadNumberValueParameters() -- These initial values do not require change listeners since they are read only once LoadOrCreateNumberValueParameter("InitialElevation", "NumberValue", nil) LoadOrCreateNumberValueParameter("InitialDistance", "NumberValue", nil) -- Note: ReferenceAzimuth is also used as an initial value, but needs a change listener because it is used in the calculation of the limits LoadOrCreateNumberValueParameter("ReferenceAzimuth", "NumberValue", SetAndBoundsCheckAzimuthValues) LoadOrCreateNumberValueParameter("CWAzimuthTravel", "NumberValue", SetAndBoundsCheckAzimuthValues) LoadOrCreateNumberValueParameter("CCWAzimuthTravel", "NumberValue", SetAndBoundsCheckAzimuthValues) LoadOrCreateNumberValueParameter("MinElevation", "NumberValue", SetAndBoundsCheckElevationValues) LoadOrCreateNumberValueParameter("MaxElevation", "NumberValue", SetAndBoundsCheckElevationValues) LoadOrCreateNumberValueParameter("MinDistance", "NumberValue", SetAndBoundsCheckDistanceValues) LoadOrCreateNumberValueParameter("MaxDistance", "NumberValue", SetAndBoundsCheckDistanceValues) LoadOrCreateNumberValueParameter("UseAzimuthLimits", "BoolValue", SetAndBoundsCheckAzimuthValues) -- Internal values set (in radians, from degrees), plus sanitization curAzimuthRad = math.rad(externalProperties["ReferenceAzimuth"]) curElevationRad = math.rad(externalProperties["InitialElevation"]) curDistance = externalProperties["InitialDistance"] SetAndBoundsCheckAzimuthValues() SetAndBoundsCheckElevationValues() SetAndBoundsCheckDistanceValues() end local function CreateOrbitalCamera() local module = RootCameraCreator() LoadNumberValueParameters() module.DefaultZoom = curDistance local tweenAcceleration = math_rad(220) local tweenSpeed = math_rad(0) local tweenMaxSpeed = math_rad(250) local timeBeforeAutoRotate = 2 local lastUpdate = tick() module.LastUserPanCamera = tick() function module:Update() module:ProcessTweens() local now = tick() local timeDelta = (now - lastUpdate) local userPanningTheCamera = (self.UserPanningTheCamera == true) local camera = workspace.CurrentCamera local player = PlayersService.LocalPlayer local humanoid = self:GetHumanoid() local cameraSubject = camera and camera.CameraSubject local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat') local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform') if lastUpdate == nil or now - lastUpdate > 1 then module:ResetCameraLook() self.LastCameraTransform = nil end if lastUpdate then local gamepadRotation = self:UpdateGamepad() if self:ShouldUseVRRotation() then self.RotateInput = self.RotateInput + self:GetVRRotationInput() else -- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from local delta = math_min(0.1, now - lastUpdate) if gamepadRotation ~= ZERO_VECTOR2 then userPanningTheCamera = true self.RotateInput = self.RotateInput + (gamepadRotation * delta) end local angle = 0 if not (isInVehicle or isOnASkateboard) then angle = angle + (self.TurningLeft and -120 or 0) angle = angle + (self.TurningRight and 120 or 0) end if angle ~= 0 then self.RotateInput = self.RotateInput + Vector2.new(math_rad(angle * delta), 0) userPanningTheCamera = true end end end -- Reset tween speed if user is panning if userPanningTheCamera then tweenSpeed = 0 module.LastUserPanCamera = tick() end local userRecentlyPannedCamera = now - module.LastUserPanCamera < timeBeforeAutoRotate local subjectPosition = self:GetSubjectPosition() if subjectPosition and player and camera then local zoom = self:GetCameraZoom() if not userPanningTheCamera and self.LastCameraTransform then local isInFirstPerson = self:IsInFirstPerson() if (isInVehicle or isOnASkateboard) and lastUpdate and humanoid and humanoid.Torso then if isInFirstPerson then if self.LastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then local y = -findAngleBetweenXZVectors(self.LastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector) if IsFinite(y) then self.RotateInput = self.RotateInput + Vector2.new(y, 0) end tweenSpeed = 0 end elseif not userRecentlyPannedCamera then local forwardVector = humanoid.Torso.CFrame.lookVector if isOnASkateboard then forwardVector = cameraSubject.CFrame.lookVector end tweenSpeed = clamp(0, tweenMaxSpeed, tweenSpeed + tweenAcceleration * timeDelta) local percent = clamp(0, 1, tweenSpeed * timeDelta) if self:IsInFirstPerson() then percent = 1 end local y = findAngleBetweenXZVectors(forwardVector, self:GetCameraLook()) if IsFinite(y) and math_abs(y) > 0.0001 then self.RotateInput = self.RotateInput + Vector2.new(y * percent, 0) end end end end local VREnabled = VRService.VREnabled camera.Focus = VREnabled and self:GetVRFocus(subjectPosition, timeDelta) or CFrame_new(subjectPosition) local cameraFocusP = camera.Focus.p if VREnabled and not self:IsInFirstPerson() then local cameraHeight = self:GetCameraHeight() local vecToSubject = (subjectPosition - camera.CFrame.p) local distToSubject = vecToSubject.magnitude -- Only move the camera if it exceeded a maximum distance to the subject in VR if distToSubject > zoom or self.RotateInput.x ~= 0 then local desiredDist = math_min(distToSubject, zoom) vecToSubject = self:RotateCamera(vecToSubject.unit * XZ_VECTOR, Vector2.new(self.RotateInput.x, 0)) * desiredDist local newPos = cameraFocusP - vecToSubject local desiredLookDir = camera.CFrame.lookVector if self.RotateInput.x ~= 0 then desiredLookDir = vecToSubject end local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z) self.RotateInput = ZERO_VECTOR2 camera.CFrame = CFrame_new(newPos, lookAt) + Vector3_new(0, cameraHeight, 0) end else -- self.RotateInput is a Vector2 of mouse movement deltas since last update curAzimuthRad = curAzimuthRad - self.RotateInput.x if useAzimuthLimits then curAzimuthRad = clamp(curAzimuthRad, minAzimuthAbsoluteRad, maxAzimuthAbsoluteRad) else curAzimuthRad = (curAzimuthRad ~= 0) and (math.sign(curAzimuthRad) * (math.abs(curAzimuthRad) % TAU)) or 0 end curDistance = clamp(zoom, minDistance, maxDistance) curElevationRad = clamp(curElevationRad + self.RotateInput.y, minElevationRad,maxElevationRad) local cameraPosVector = curDistance * ( CFrame.fromEulerAnglesYXZ( -curElevationRad, curAzimuthRad, 0 ) * UNIT_Z ) local camPos = subjectPosition + cameraPosVector camera.CFrame = CFrame.new(camPos, subjectPosition) self.RotateInput = ZERO_VECTOR2 end self.LastCameraTransform = camera.CFrame self.LastCameraFocus = camera.Focus if (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then self.LastSubjectCFrame = cameraSubject.CFrame else self.LastSubjectCFrame = nil end end lastUpdate = now end function module:SetInitialOrientation(humanoid) local newDesiredLook = (humanoid.Torso.CFrame.lookVector - Vector3.new(0,0.23,0)).unit local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, self:GetCameraLook()) local vertShift = math.asin(self:GetCameraLook().y) - math.asin(newDesiredLook.y) if not IsFinite(horizontalShift) then horizontalShift = 0 end if not IsFinite(vertShift) then vertShift = 0 end self.RotateInput = Vector2.new(horizontalShift, vertShift) end return module end return CreateOrbitalCamera
--[[ Used for setting the default selection for a gamepad. When mounted, this component will set its Parent as `GuiService.SelectedObject` so that the gamepad has an element to interact with by default. Usage: Roact.createElement("ImageButton", { Image = ... Size = UDim2.fromOffset(200, 50), }, { SelectParent = Roact.createElement(SelectParent) }) ]]
local GuiService = game:GetService("GuiService") local UserInputService = game:GetService("UserInputService") local ExperienceComponents = script:FindFirstAncestor("ExperienceComponents") local Roact = require(ExperienceComponents.Parent.Roact) local ExternalEventConnection = require(ExperienceComponents.Parent.ExternalEventConnection) local onInstanceLoaded = require(ExperienceComponents.Modules.onInstanceLoaded) local getCurrentDevice = require(ExperienceComponents.Modules.getCurrentDevice) local enums = require(ExperienceComponents.enums) local SelectParent = Roact.Component:extend("SelectParent") export type Props = { playerGuiClass: string, GuiService: GuiService, UserInputService: UserInputService, } export type State = { device: string, selection: GuiObject, } SelectParent.defaultProps = { playerGuiClass = "PlayerGui", GuiService = GuiService, UserInputService = UserInputService, } function SelectParent:init() self.ref = Roact.createRef() self.setCurrentDevice = function() local props: Props = self.props local lastInputType = props.UserInputService:GetLastInputType() or Enum.UserInputType.Keyboard self:setState({ device = getCurrentDevice(lastInputType), }) end end function SelectParent:render() local props: Props = self.props return Roact.createElement("Folder", { [Roact.Ref] = self.ref, }, { LastInputTypeChanged = Roact.createElement(ExternalEventConnection, { event = props.UserInputService.LastInputTypeChanged, callback = self.setCurrentDevice, }), }) end function SelectParent:didUpdate(_, prevState: State) local state: State = self.state local props: Props = self.props if state ~= prevState then if state.device == enums.Device.Gamepad then props.GuiService.SelectedObject = state.selection end end end function SelectParent:didMount() local props: Props = self.props local instance: Folder = self.ref:getValue() self.setCurrentDevice() onInstanceLoaded(instance, function() -- Setting SelectedObject to an instance that is not a descendant of a -- PlayerGui throws an error. This is used to suppress that error in stories -- since they are parented to CoreGui. if not instance:FindFirstAncestorOfClass(props.playerGuiClass) then return end self:setState({ selection = instance.Parent, }) end) end return SelectParent
--How long after someone dies do they respawn?
respawn_time = 200
--------| Variables |--------
local garbage = {}
--[[Controls]]
-- Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 15 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 15 , -- Controller steering R-deadzone (0 - 100%) } Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.P , --Handbrake PBrake = Enum.KeyCode.LeftShift , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , } --[[ STANDARDIZED STUFF: DON'T TOUCH UNLESS NEEDED ]]-- --[[Weight Scaling]]-- --[[Cubic stud : pounds ratio]]-- Tune.WeightScaling = 1/130 --Default = 1/130 (1 cubic stud = 130 lbs) return Tune
-- Roblox character sound script
local Players = game:GetService("Players") local RunService = game:GetService("RunService") local FootstepsSoundGroup = game:GetService("SoundService"):WaitForChild("Footsteps") local SOUND_DATA = { Climbing = { SoundId = "rbxassetid://145180175", Looped = true, }, Died = { SoundId = "rbxassetid://155288625", }, FreeFalling = { SoundId = "rbxasset://sounds/action_falling.mp3", Looped = true, }, GettingUp = { SoundId = "rbxasset://sounds/action_get_up.mp3", }, Jumping = { SoundId = "rbxasset://sounds/action_jump.mp3", }, Landing = { SoundId = "rbxasset://sounds/action_jump_land.mp3", }, Running = { SoundId = '' , Looped = true, Playing = true, Pitch = 1, }, Splash = { SoundId = "rbxasset://sounds/impact_water.mp3", }, Swimming = { SoundId = "rbxasset://sounds/action_swim.mp3", Looped = true, Pitch = 1.6, }, } -- wait for the first of the passed signals to fire local function waitForFirst(...) local shunt = Instance.new("BindableEvent") local slots = {...} local function fire(...) for i = 1, #slots do slots[i]:Disconnect() end return shunt:Fire(...) end for i = 1, #slots do slots[i] = slots[i]:Connect(fire) end return shunt.Event:Wait() end
-- MOVING PLATFORM SETTINGS - Edit the settings to change how the platform works.
moveDelay = 4 -- The delay (in seconds) for moving between destinations. topSpeed = 20 -- The maximum speed that the platform can move at.
-- Modules
local NpcModule = {} NpcModule.__index = NpcModule
--character limbs
local larm local rarm local lleg local rleg local head local torso local hrp
--------------------[ GUI SETUP FUNCTION ]--------------------------------------------
function convertKey(Key) if Key == string.char(8) then return "BKSPCE" elseif Key == string.char(9) then return "TAB" elseif Key == string.char(13) then return "ENTER" elseif Key == string.char(17) then return "UP" elseif Key == string.char(18) then return "DOWN" elseif Key == string.char(19) then return "RIGHT" elseif Key == string.char(20) then return "LEFT" elseif Key == string.char(22) then return "HOME" elseif Key == string.char(23) then return "END" elseif Key == string.char(27) then return "F2" elseif Key == string.char(29) then return "F4" elseif Key == string.char(30) then return "F5" elseif Key == string.char(32) or Key == " " then return "F7" elseif Key == string.char(33) or Key == "!" then return "F8" elseif Key == string.char(34) or Key == '"' then return "F9" elseif Key == string.char(35) or Key == "#" then return "F10" elseif Key == string.char(37) or Key == "%" then return "F12" elseif Key == string.char(47) or Key == "/" then return "R-SHIFT" elseif Key == string.char(48) or Key == "0" then return "L-SHIFT" elseif Key == string.char(49) or Key == "1" then return "R-CTRL" elseif Key == string.char(50) or Key == "2" then return "L-CTRL" elseif Key == string.char(51) or Key == "3" then return "R-ALT" elseif Key == string.char(52) or Key == "4" then return "L-ALT" else return string.upper(Key) end end function createControlFrame(Key, Desc, Num) local C = Instance.new("Frame") C.BackgroundTransparency = ((Num % 2) == 1 and 0.7 or 1) C.BorderSizePixel = 0 C.Name = "C"..Num C.Position = UDim2.new(0, 0, 0, Num * 20) C.Size = UDim2.new(1, 0, 0, 20) C.ZIndex = 10 local K = Instance.new("TextLabel") K.BackgroundTransparency = 1 K.Name = "Key" K.Size = UDim2.new(0, 45, 1, 0) K.ZIndex = 10 K.Font = Enum.Font.ArialBold K.FontSize = Enum.FontSize.Size14 K.Text = Key K.TextColor3 = Color3.new(1, 1, 1) K.TextScaled = (string.len(Key) > 5) K.TextWrapped = (string.len(Key) > 5) K.Parent = C local D = Instance.new("TextLabel") D.BackgroundTransparency = 1 D.Name = "Desc" D.Position = UDim2.new(0, 50, 0, 0) D.Size = UDim2.new(1, -50, 1, 0) D.ZIndex = 10 D.Font = Enum.Font.SourceSansBold D.FontSize = Enum.FontSize.Size14 D.Text = "- "..Desc D.TextColor3 = Color3.new(1, 1, 1) D.TextXAlignment = Enum.TextXAlignment.Left D.Parent = C C.Parent = Controls end function createModes() numModes = 0 for i, v in pairs(S.selectFireSettings.Modes) do if v then numModes = numModes + 1 end end local currentMode = 0 for i, v in pairs(S.selectFireSettings.Modes) do if v then local Frame = Instance.new("Frame") Frame.BackgroundTransparency = 1 Frame.Name = currentMode Frame.Position = UDim2.new() Frame.Size = UDim2.new() Frame.Parent = fireModes local modeLabel = Instance.new("TextLabel") modeLabel.BackgroundTransparency = 1 modeLabel.Name = "Label" modeLabel.Position = UDim2.new(0, -20, 0, 0) modeLabel.Size = UDim2.new(0, 40, 0, 20) modeLabel.Font = Enum.Font.SourceSansBold modeLabel.FontSize = Enum.FontSize.Size18 modeLabel.Text = string.upper(i) modeLabel.TextColor3 = Color3.new(1, 1, 1) modeLabel.TextScaled = true modeLabel.TextStrokeTransparency = 0 modeLabel.TextTransparency = 0.5 modeLabel.TextWrapped = true modeLabel.Parent = Frame table.insert(Modes, string.upper(i)) currentMode = currentMode + 1 end end guiAngOffset = -15 * (numModes ^ 3) + 150 * (numModes ^ 2) - 525 * numModes + 660 end function setUpGUI() local currentNum = 1 for _, v in pairs(Controls:GetChildren()) do if v.Name ~= "Title" then v:Destroy() end end for _, PTable in pairs(Plugins.KeyDown) do createControlFrame(convertKey(PTable.Key), PTable.Description, currentNum) currentNum = currentNum + 1 end if S.canChangeStance then local Dive = (S.dolphinDive and " / Dive" or "") createControlFrame(convertKey(S.Keys.lowerStance), "Lower Stance"..Dive, currentNum) currentNum = currentNum + 1 createControlFrame(convertKey(S.Keys.raiseStance), "Raise Stance", currentNum) currentNum = currentNum + 1 end if S.selectFire then createControlFrame(convertKey(S.Keys.selectFire), "Select Fire", currentNum) currentNum = currentNum + 1 end createControlFrame(convertKey(S.Keys.Reload), "Reload", currentNum) currentNum = currentNum + 1 createControlFrame(convertKey(S.Keys.Sprint), "Sprint", currentNum) currentNum = currentNum + 1 if S.canADS then local Hold = (S.aimSettings.holdToADS and "HOLD " or "") if S.Keys.ADS ~= "" then createControlFrame(Hold..convertKey(S.Keys.ADS).." OR R-MOUSE", "Aim Down Sights", currentNum) else createControlFrame(Hold.." R-MOUSE", "Aim Down Sights", currentNum) end currentNum = currentNum + 1 end Controls.Size = UDim2.new(1, 0, 0, currentNum * 20) Controls.Position = UDim2.new(0, 0, 0, -(currentNum * 20) - 80) if S.guiScope then scopeSteady.Text = "Hold "..convertKey(S.Keys.scopeSteady).." to Steady" end if mainGUI:FindFirstChild("Co") then mainGUI.Co:Destroy() end local Co = Instance.new("TextLabel") Co.BackgroundTransparency = 1 Co.Name = "Co" Co.Visible = true Co.Position = UDim2.new(0, 0, 0, 0) Co.Size = UDim2.new(1, 0, 0, 20) Co.Font = Enum.Font.ArialBold Co.FontSize = Enum.FontSize.Size14 Co.Text = (""):reverse() Co.TextColor3 = Color3.new(1, 1, 1) Co.TextStrokeColor3 = Color3.new(1, 1, 1) Co.TextStrokeTransparency = 0.9 Co.TextTransparency = 0.9 Co.TextXAlignment = Enum.TextXAlignment.Center Co.Parent = mainGUI gunNameTitle.Text = Gun.Name updateClipAmmo() updateStoredAmmo() fireModes:ClearAllChildren() createModes() updateModeLabels(numModes - 1, 0, 90) if S.selectFire then modeGUI.Text = Modes[((rawFireMode - 1) % numModes) + 1] else modeGUI.Text = ( S.gunType.Semi and "SEMI" or S.gunType.Auto and "AUTO" or S.gunType.Burst and "BURST" or "SAFETY" ) end end
--Variables
local player = game.Players.LocalPlayer local char = player.Character local gui = script.Parent local frame = gui.HealthFrame local bar = frame.Bar local text = frame.HealthText while wait() do
--------
local HitboxObject = {} local Hitbox = {} Hitbox.__index = Hitbox function Hitbox:__tostring() return string.format("Hitbox for instance %s [%s]", self.object.Name, self.object.ClassName) end function HitboxObject:new() return setmetatable({}, Hitbox) end function Hitbox:config(object, ignoreList, whitelist) self.active = false self.deleted = false self.partMode = false self.debugMode = false self.points = {} self.targetsHit = {} self.endTime = 0 self.OnHit = Signal:Create() self.OnUpdate = Signal:Create() self.raycastParams = RaycastParams.new() if whitelist == true then self.raycastParams.FilterType = Enum.RaycastFilterType.Whitelist else self.raycastParams.FilterType = Enum.RaycastFilterType.Blacklist end self.raycastParams.FilterDescendantsInstances = ignoreList or {} self.object = object CollectionService:AddTag(self.object, "RaycastModuleManaged") end function Hitbox:SetPoints(object, vectorPoints, groupName) if object and (object:IsA("BasePart") or object:IsA("MeshPart") or object:IsA("Attachment")) then for _, vectors in ipairs(vectorPoints) do if typeof(vectors) == "Vector3" then local Point = { IsAttachment = object:IsA("Attachment"), RelativePart = object, Attachment = vectors, LastPosition = nil, group = groupName, solver = CastVectorPoint } table.insert(self.points, Point) end end end end function Hitbox:RemovePoints(object, vectorPoints) if object then if object:IsA("BasePart") or object:IsA("MeshPart") then --- for some reason it doesn't recognize meshparts unless I add it in for i = 1, #self.points do local Point = self.points[i] for _, vectors in ipairs(vectorPoints) do if typeof(Point.Attachment) == "Vector3" and Point.Attachment == vectors and Point.RelativePart == object then self.points[i] = nil end end end end end end function Hitbox:LinkAttachments(primaryAttachment, secondaryAttachment) if primaryAttachment:IsA("Attachment") and secondaryAttachment:IsA("Attachment") then local group = primaryAttachment:FindFirstChild("Group") local Point = { RelativePart = nil, Attachment = primaryAttachment, Attachment0 = secondaryAttachment, LastPosition = nil, group = group and group.Value, solver = CastLinkAttach } table.insert(self.points, Point) end end function Hitbox:UnlinkAttachments(primaryAttachment) for i, Point in ipairs(self.points) do if Point.Attachment and Point.Attachment == primaryAttachment then table.remove(self.points, i) break end end end function Hitbox:seekAttachments(attachmentName, canWarn) if #self.points <= 0 then table.insert(self.raycastParams.FilterDescendantsInstances, workspace.Terrain.Ignore) end for _, attachment in ipairs(self.object:GetDescendants()) do if attachment:IsA("Attachment") and attachment.Name == attachmentName then local group = attachment:FindFirstChild("Group") local Point = { Attachment = attachment, RelativePart = nil, LastPosition = nil, group = group and group.Value, solver = CastAttachment } table.insert(self.points, Point) end end if canWarn then if #self.points <= 0 then warn(string.format("\n[[RAYCAST WARNING]]\nNo attachments with the name '%s' were found in %s. No raycasts will be drawn. Can be ignored if you are using SetPoints.", attachmentName, self.object.Name) ) else print(string.format("\n[[RAYCAST MESSAGE]]\n\nCreated Hitbox for %s - Attachments found: %s", self.object.Name, #self.points) ) end end end function Hitbox:Destroy() if self.deleted then return end if self.OnHit then self.OnHit:Delete() end if self.OnUpdate then self.OnUpdate:Delete() end self.points = nil self.active = false self.deleted = true end function Hitbox:HitStart(seconds) self.active = true if seconds then assert(type(seconds) == "number", "Argument #1 must be a number!") local minSeconds = 1 / 60 --- Seconds cannot be under 1/60th if seconds <= minSeconds or seconds == math.huge then seconds = minSeconds end self.endTime = clock() + seconds end end function Hitbox:HitStop() if self.deleted then return end self.active = false self.endTime = 0 table.clear(self.targetsHit) end function Hitbox:PartMode(bool) self.partMode = bool end function Hitbox:DebugMode(bool) self.debugMode = bool end return HitboxObject
--[[ FUNCTIONS ]]
local function lerpLength(msg, min, max) if FFlagUserChatNewMessageLengthCheck2 then return min + (max-min) * math.min(getMessageLength(msg)/75.0, 1.0) else return min + (max-min) * math.min(string.len(msg)/75.0, 1.0) end end local function createFifo() local this = {} this.data = {} local emptyEvent = Instance.new("BindableEvent") this.Emptied = emptyEvent.Event function this:Size() return #this.data end function this:Empty() return this:Size() <= 0 end function this:PopFront() table.remove(this.data, 1) if this:Empty() then emptyEvent:Fire() end end function this:Front() return this.data[1] end function this:Get(index) return this.data[index] end function this:PushBack(value) table.insert(this.data, value) end function this:GetData() return this.data end return this end local function createCharacterChats() local this = {} this.Fifo = createFifo() this.BillboardGui = nil return this end local function createMap() local this = {} this.data = {} local count = 0 function this:Size() return count end function this:Erase(key) if this.data[key] then count = count - 1 end this.data[key] = nil end function this:Set(key, value) this.data[key] = value if value then count = count + 1 end end function this:Get(key) if not key then return end if not this.data[key] then this.data[key] = createCharacterChats() local emptiedCon = nil emptiedCon = this.data[key].Fifo.Emptied:connect(function() emptiedCon:disconnect() this:Erase(key) end) end return this.data[key] end function this:GetData() return this.data end return this end local function createChatLine(message, bubbleColor, isLocalPlayer) local this = {} function this:ComputeBubbleLifetime(msg, isSelf) if isSelf then return lerpLength(msg,8,15) else return lerpLength(msg,12,20) end end this.Origin = nil this.RenderBubble = nil this.Message = message this.BubbleDieDelay = this:ComputeBubbleLifetime(message, isLocalPlayer) this.BubbleColor = bubbleColor this.IsLocalPlayer = isLocalPlayer return this end local function createPlayerChatLine(player, message, isLocalPlayer) local this = createChatLine(message, BubbleColor.WHITE, isLocalPlayer) if player then this.User = player.Name this.Origin = player.Character end return this end local function createGameChatLine(origin, message, isLocalPlayer, bubbleColor) local this = createChatLine(message, bubbleColor, isLocalPlayer) this.Origin = origin return this end function createChatBubbleMain(filePrefix, sliceRect) local chatBubbleMain = Instance.new("ImageLabel") chatBubbleMain.Name = "ChatBubble" chatBubbleMain.ScaleType = Enum.ScaleType.Slice chatBubbleMain.SliceCenter = sliceRect chatBubbleMain.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png" chatBubbleMain.BackgroundTransparency = 1 chatBubbleMain.BorderSizePixel = 0 chatBubbleMain.Size = UDim2.new(1.0, 0, 1.0, 0) chatBubbleMain.Position = UDim2.new(0,0,0,0) return chatBubbleMain end function createChatBubbleTail(position, size) local chatBubbleTail = Instance.new("ImageLabel") chatBubbleTail.Name = "ChatBubbleTail" chatBubbleTail.Image = "rbxasset://textures/ui/dialog_tail.png" chatBubbleTail.BackgroundTransparency = 1 chatBubbleTail.BorderSizePixel = 0 chatBubbleTail.Position = position chatBubbleTail.Size = size return chatBubbleTail end function createChatBubbleWithTail(filePrefix, position, size, sliceRect) local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect) local chatBubbleTail = createChatBubbleTail(position, size) chatBubbleTail.Parent = chatBubbleMain return chatBubbleMain end function createScaledChatBubbleWithTail(filePrefix, frameScaleSize, position, sliceRect) local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect) local frame = Instance.new("Frame") frame.Name = "ChatBubbleTailFrame" frame.BackgroundTransparency = 1 frame.SizeConstraint = Enum.SizeConstraint.RelativeXX frame.Position = UDim2.new(0.5, 0, 1, 0) frame.Size = UDim2.new(frameScaleSize, 0, frameScaleSize, 0) frame.Parent = chatBubbleMain local chatBubbleTail = createChatBubbleTail(position, UDim2.new(1,0,0.5,0)) chatBubbleTail.Parent = frame return chatBubbleMain end function createChatImposter(filePrefix, dotDotDot, yOffset) local result = Instance.new("ImageLabel") result.Name = "DialogPlaceholder" result.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png" result.BackgroundTransparency = 1 result.BorderSizePixel = 0 result.Position = UDim2.new(0, 0, -1.25, 0) result.Size = UDim2.new(1, 0, 1, 0) local image = Instance.new("ImageLabel") image.Name = "DotDotDot" image.Image = "rbxasset://textures/" .. tostring(dotDotDot) .. ".png" image.BackgroundTransparency = 1 image.BorderSizePixel = 0 image.Position = UDim2.new(0.001, 0, yOffset, 0) image.Size = UDim2.new(1, 0, 0.7, 0) image.Parent = result return result end local this = {} this.ChatBubble = {} this.ChatBubbleWithTail = {} this.ScalingChatBubbleWithTail = {} this.CharacterSortedMsg = createMap()
-- spring for an array of linear values
local LinearSpring = {} do LinearSpring.__index = LinearSpring function LinearSpring.new(dampingRatio, frequency, pos, typedat, rawTarget) local linearPos = typedat.toIntermediate(pos) return setmetatable( { d = dampingRatio, f = frequency, g = linearPos, p = linearPos, v = table.create(#linearPos, 0), typedat = typedat, rawTarget = rawTarget, }, LinearSpring ) end function LinearSpring:setGoal(goal) self.rawTarget = goal self.g = self.typedat.toIntermediate(goal) end function LinearSpring:canSleep() if magnitudeSq(self.v) > SLEEP_VELOCITY_SQ_LIMIT then return false end if distanceSq(self.p, self.g) > SLEEP_OFFSET_SQ_LIMIT then return false end return true end function LinearSpring:step(dt) -- Advance the spring simulation by dt seconds. -- Take the damped harmonic oscillator ODE: -- f^2*(X[t] - g) + 2*d*f*X'[t] + X''[t] = 0 -- Where X[t] is position at time t, g is target position, -- f is undamped angular frequency, and d is damping ratio. -- Apply constant initial conditions: -- X[0] = p0 -- X'[0] = v0 -- Solve the IVP to get analytic expressions for X[t] and X'[t]. -- The solution takes one of three forms for 0<=d<1, d=1, and d>1 local d = self.d local f = self.f*2*pi -- Hz -> Rad/s local g = self.g local p = self.p local v = self.v if d == 1 then -- critically damped local q = exp(-f*dt) local w = dt*q local c0 = q + w*f local c2 = q - w*f local c3 = w*f*f for idx = 1, #p do local o = p[idx] - g[idx] p[idx] = o*c0 + v[idx]*w + g[idx] v[idx] = v[idx]*c2 - o*c3 end elseif d < 1 then -- underdamped local q = exp(-d*f*dt) local c = sqrt(1 - d*d) local i = cos(dt*f*c) local j = sin(dt*f*c) -- Damping ratios approaching 1 can cause division by very small numbers. -- To mitigate that, group terms around z=j/c and find an approximation for z. -- Start with the definition of z: -- z = sin(dt*f*c)/c -- Substitute a=dt*f: -- z = sin(a*c)/c -- Take the Maclaurin expansion of z with respect to c: -- z = a - (a^3*c^2)/6 + (a^5*c^4)/120 + O(c^6) -- z ≈ a - (a^3*c^2)/6 + (a^5*c^4)/120 -- Rewrite in Horner form: -- z ≈ a + ((a*a)*(c*c)*(c*c)/20 - c*c)*(a*a*a)/6 local z if c > EPS then z = j/c else local a = dt*f z = a + ((a*a)*(c*c)*(c*c)/20 - c*c)*(a*a*a)/6 end -- Frequencies approaching 0 present a similar problem. -- We want an approximation for y as f approaches 0, where: -- y = sin(dt*f*c)/(f*c) -- Substitute b=dt*c: -- y = sin(b*c)/b -- Now reapply the process from z. local y if f*c > EPS then y = j/(f*c) else local b = f*c y = dt + ((dt*dt)*(b*b)*(b*b)/20 - b*b)*(dt*dt*dt)/6 end for idx = 1, #p do local o = p[idx] - g[idx] p[idx] = (o*(i + z*d) + v[idx]*y)*q + g[idx] v[idx] = (v[idx]*(i - z*d) - o*(z*f))*q end else -- overdamped local c = sqrt(d*d - 1) local r1 = -f*(d - c) local r2 = -f*(d + c) local ec1 = exp(r1*dt) local ec2 = exp(r2*dt) for idx = 1, #p do local o = p[idx] - g[idx] local co2 = (v[idx] - o*r1)/(2*f*c) local co1 = ec1*(o - co2) p[idx] = co1 + co2*ec2 + g[idx] v[idx] = co1*r1 + co2*ec2*r2 end end return self.typedat.fromIntermediate(self.p) end end
-------------------------
while true do R.BrickColor = BrickColor.new("Neon orange") wait(0.5) R.BrickColor = BrickColor.new("Really black") wait(0.5) end
-- Define the original size and position of each button
local originalSizes = {} local originalPositions = {} for _, button in pairs(buttons) do originalSizes[button] = button.Size originalPositions[button] = button.Position end
Rocket.CanCollide = false
Tool.Note:clone().Parent = Rocket Tool.RocketScript:clone().Parent = Rocket --Tool.Explosion:clone().Parent = Rocket --Tool.Swoosh:clone().Parent = Rocket function fire(vTarget) local vCharacter = Tool.Parent; local vHandle = Tool:findFirstChild("Handle") if vHandle == nil then print("Handle not found") return end local chord = nil if (Tool.mode.Value==1) then chord = Tool.uno:clone() elseif (Tool.mode.Value==2) then chord = Tool.dos:clone() elseif (Tool.mode.Value==3) then chord = Tool.tres:clone() elseif (Tool.mode.Value==4) then chord = Tool.cuatro:clone() elseif (Tool.mode.Value==5) then chord = Tool.cinco:clone() elseif (Tool.mode.Value==6) then chord = Tool.seis:clone() elseif (Tool.mode.Value==7) then chord = Tool.siete:clone() end chord.Name = "chord" local dir = Vector3.new(math.random()-.5, 1, math.random() - .5).unit local missile = Rocket:clone() chord.Parent = missile local pos = vHandle.Position + Vector3.new(0, 5 ,0) --missile.Position = pos missile.CFrame = CFrame.new(pos, pos + dir) missile.BodyVelocity.velocity = dir * 30 local vPlayer = game.Players:playerFromCharacter(vCharacter) if vPlayer == nil then print("Player not found") end missile.RocketScript.Disabled = false missile.Parent = game.Workspace 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 local targetPos = humanoid.TargetPoint fire(targetPos) Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__Parent__2 = script.Parent; local l__TweenService__3 = game:GetService("TweenService"); local v4 = TweenInfo.new(6, Enum.EasingStyle.Linear, Enum.EasingDirection.Out); local u1 = 0; local u2 = false; function v1.Pay() if u1 > 0 then u1 = u1 + 20; return; end; while u2 do wait(1); end; u1 = 20; openGate(); while u1 > 0 do wait(1); u1 = u1 - 1; end; closeGate(); end; local u3 = l__TweenService__3:Create(l__Parent__2, v4, { CFrame = l__Parent__2.CFrame * CFrame.new(0, 36, 0) }); function openGate() l__Parent__2.Close:Play(); wait(2); l__Parent__2.Open:Play(); u3:Play(); wait(6); l__Parent__2.Close:Play(); end; local u4 = l__TweenService__3:Create(l__Parent__2, v4, { CFrame = l__Parent__2.CFrame }); function closeGate() l__Parent__2.Close:Play(); wait(2); l__Parent__2.Open:Play(); u4:Play(); u2 = true; wait(6); u2 = false; l__Parent__2.Close:Play(); end; return v1;
-- elseif stream == "Fog" then --fog -- script.Parent.Handle.Sound.PlaybackSpeed = 0.75 -- wait(0.07) -- script.Parent.Nozzle.Water2.Enabled = true -- script.Parent.Nozzle.Water.Enabled = false -- local missile = Instance.new("Part") -- missile.Name = "Water" -- missile.formFactor = 1 -- missile.Size = Vector3.new(1,1,1) -- missile.CanCollide = true -- missile.Transparency = 0.5 -- local waterscript = script.Parent.WaterScript2:clone() -- waterscript.Disabled = false -- waterscript.Parent = missile -- local thrust = script.Parent.BodyThrust:clone() -- thrust.Parent = missile -- if swap == true then -- num = num * -1 -- missile.CFrame = script.Parent.Nozzle.CFrame * CFrame.new(0, -1, .5) * CFrame.Angles(math.rad(90)+num,0,0) -- swap = false -- else -- num2 = num2 * -1 -- missile.CFrame = script.Parent.Nozzle.CFrame * CFrame.new(0, -1, .5) * CFrame.Angles(math.rad(90),num2,0) -- swap = true -- end -- missile.Parent = game.Workspace -- missile:SetNetworkOwner(player) -- end
end)
--[=[ Like Blend.Spring, but for AccelTween @param source any -- Source observable (or convertable) @param acceleration any -- Source acceleration (or convertable) @return Observable ]=]
function Blend.AccelTween(source, acceleration) local sourceObservable = Blend.toPropertyObservable(source) or Rx.of(source) local accelerationObservable = Blend.toNumberObservable(acceleration) local function createAccelTween(maid, initialValue) local accelTween = AccelTween.new(initialValue) if accelerationObservable then maid:GiveTask(accelerationObservable:Subscribe(function(value) assert(type(value) == "number", "Bad value") accelTween.a = value end)) end return accelTween end -- TODO: Centralize and cache return Observable.new(function(sub) local accelTween local maid = Maid.new() local startAnimate, stopAnimate = StepUtils.bindToRenderStep(function() sub:Fire(accelTween.p) return accelTween.rtime > 0 end) maid:GiveTask(stopAnimate) maid:GiveTask(sourceObservable:Subscribe(function(value) accelTween = accelTween or createAccelTween(maid, value) accelTween.t = value startAnimate() end)) return maid end) end
--[[ Returns true if the window is breached ]]
function Window:_isBreached() return self._state == Constants.State.Window.Breached end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again BoneModelName = "Bone rain" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) print("Hello, world") end
-- << EVENT HANLDER >>
function module:New(eventName, parent, ...) local bindable = Instance.new("BindableEvent") module[eventName](bindable, parent, ...) bindable.Parent = parent return bindable end return module
--Properties do not update in realtime here --i.e. You can't change explosion properties at any time beyond the initial function execution
local LightningBolt = require(script.Parent) local LightningSparks = require(script.Parent.LightningSparks) local rng_v = Random.new() local clock = os.clock function RandomVectorOffsetBetween(v, minAngle, maxAngle) --returns uniformly-distributed random unit vector no more than maxAngle radians away from v and no less than minAngle radians return (CFrame.lookAt(Vector3.new(), v)*CFrame.Angles(0, 0, rng_v:NextNumber(0, 2*math.pi))*CFrame.Angles(math.acos(rng_v:NextNumber(math.cos(maxAngle), math.cos(minAngle))), 0, 0)).LookVector end local ActiveExplosions = {} local LightningExplosion = {} LightningExplosion.__index = LightningExplosion function LightningExplosion.new(Position, Size, NumBolts, Color, BoltColor, UpVector) local self = setmetatable({}, LightningExplosion) --Main (default) Properties-- self.Size = Size or 1 --Value between 0 and 1 (1 for largest) self.NumBolts = NumBolts or 14 --Number of lightning bolts shot out from explosion self.Color = Color or ColorSequence.new(Color3.new(1, 0, 0), Color3.new(0, 0, 1)) --Can be a Color3 or ColorSequence self.BoltColor = BoltColor or Color3.new(0.3, 0.3, 1) --Can be a Color3 or ColorSequence self.UpVector = UpVector or Vector3.new(0, 1, 0) --Can be used to "rotate" the explosion -- local parent = workspace.CurrentCamera local part = Instance.new("Part") part.Name = "LightningExplosion" part.Anchored = true part.CanCollide = false part.Locked = true part.CastShadow = false part.Transparency = 1 part.Size = Vector3.new(0.05, 0.05, 0.05) part.CFrame = CFrame.lookAt(Position + Vector3.new(0, 0.5, 0), Position + Vector3.new(0, 0.5, 0) + self.UpVector)*CFrame.lookAt(Vector3.new(), Vector3.new(0, 1, 0)):inverse() part.Parent = parent local attach = Instance.new("Attachment") attach.Parent = part attach.CFrame = CFrame.new() local partEmit1 = script.ExplosionBrightspot:Clone() local partEmit2 = script.GlareEmitter:Clone() local partEmit3 = script.PlasmaEmitter:Clone() local size = math.clamp(self.Size, 0, 1) partEmit2.Size = NumberSequence.new(30*size) partEmit3.Size = NumberSequence.new(18*size) partEmit3.Speed = NumberRange.new(100*size) partEmit1.Parent = attach partEmit2.Parent = attach partEmit3.Parent = attach local color = self.Color if typeof(color) == "Color3" then partEmit2.Color, partEmit3.Color = ColorSequence.new(color), ColorSequence.new(color) local cH, cS, cV = Color3.toHSV(color) partEmit1.Color = ColorSequence.new(Color3.fromHSV(cH, 0.5, cV)) else --ColorSequence partEmit2.Color, partEmit3.Color = color, color local keypoints = color.Keypoints for i = 1, #keypoints do local cH, cS, cV = Color3.toHSV(keypoints[i].Value) keypoints[i] = ColorSequenceKeypoint.new(keypoints[i].Time, Color3.fromHSV(cH, 0.5, cV)) end partEmit1.Color = ColorSequence.new(keypoints) end partEmit1.Enabled, partEmit2.Enabled, partEmit3.Enabled = false,false,false local bolts = {} for i = 1, self.NumBolts do local A1, A2 = {}, {} A1.WorldPosition, A1.WorldAxis = attach.WorldPosition, RandomVectorOffsetBetween(self.UpVector, math.rad(65), math.rad(80)) A2.WorldPosition, A2.WorldAxis = attach.WorldPosition + A1.WorldAxis*rng_v:NextNumber(20, 40)*1.4*size, RandomVectorOffsetBetween(-self.UpVector, math.rad(70), math.rad(110)) --local curve0, curve1 = rng_v:NextNumber(0, 10)*size, rng_v:NextNumber(0, 10)*size local NewBolt = LightningBolt.new(A1, A2, 10) NewBolt.AnimationSpeed = 0 NewBolt.Thickness = 1 --*size NewBolt.Color = self.BoltColor NewBolt.PulseLength = 0.8 NewBolt.ColorOffsetSpeed = 20 NewBolt.Frequency = 2 NewBolt.MinRadius, NewBolt.MaxRadius = 0, 4*size NewBolt.FadeLength = 0.4 NewBolt.PulseSpeed = 5 NewBolt.MinThicknessMultiplier, NewBolt.MaxThicknessMultiplier = 0.7, 1 local NewSparks = LightningSparks.new(NewBolt, 5) NewSparks.MinDistance, NewSparks.MaxDistance = 7.5, 10 NewBolt.Velocity = (A2.WorldPosition - A1.WorldPosition).Unit*0.1*size --NewBolt.v0, NewBolt.v1 = rng_v:NextNumber(0, 5)*size, rng_v:NextNumber(0, 5)*size bolts[#bolts + 1] = NewBolt end self.Bolts = bolts self.Attachment = attach self.Part = part self.StartT = clock() self.RefIndex = #ActiveExplosions + 1 ActiveExplosions[self.RefIndex] = self return self end function LightningExplosion:Destroy() ActiveExplosions[self.RefIndex] = nil self.Part:Destroy() for i = 1, #self.Bolts do self.Bolts[i] = nil end self = nil end game:GetService("RunService").Heartbeat:Connect(function () for _, ThisExplosion in pairs(ActiveExplosions) do local timePassed = clock() - ThisExplosion.StartT local attach = ThisExplosion.Attachment if timePassed < 0.7 then if timePassed > 0.2 then attach.ExplosionBrightspot.Enabled, attach.GlareEmitter.Enabled, attach.PlasmaEmitter.Enabled = false, false, false end for i = 1, #ThisExplosion.Bolts do local currBolt = ThisExplosion.Bolts[i] currBolt.Attachment1.WorldPosition = currBolt.Attachment1.WorldPosition + currBolt.Velocity --currBolt.CurveSize0, currBolt.CurveSize1 = currBolt.CurveSize0 + currBolt.v0, currBolt.CurveSize1 + currBolt.v1 end else ThisExplosion:Destroy() end end end) return LightningExplosion
---Set Interpolated Camera
function module.SetCamera(Player,Target) local camera = workspace.CurrentCamera camera.CameraType = Enum.CameraType.Scriptable local tween = TweenService:Create( camera, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), { CFrame = Target, --Focus = Cached_Dealership.PrimaryPart.CFrame } ) tween:Play() end
-- public methods
function region3:castPoint(point) local direction = self.centroid - point; return gjk(self.input, {point}, self.support, support.point, direction); end; function region3:castPart(part) local against = classify(part); local direction = self.centroid - against.centroid; return gjk(self.input, against.input, self.support, against.support, direction); end; function region3:cast(ignore, maxParts) local ignore = type(ignore) == "table" and ignore or {ignore}; local maxParts = maxParts or 1000; local min, max = {}, {}; for _, enum in next, {Enum.NormalId.Right, Enum.NormalId.Top, Enum.NormalId.Back} do local direction = Vector3.FromNormalId(enum); insert(min, self.support(-direction, unpack(self.input))); insert(max, self.support(direction, unpack(self.input))); end; min, max = v3(min[1].x, min[2].y, min[3].z), v3(max[1].x, max[2].y, max[3].z); local allignedR3 = R3(min, max); local parts = game.Workspace:FindPartsInRegion3WithIgnoreList(allignedR3, ignore, maxParts); -- debug stuff --game.Workspace.CurrentCamera:ClearAllChildren(); --draw.line(min, max, game.Workspace.CurrentCamera); local inRegion = {}; for i = 1, #parts do local part = parts[i]; if (self:castPart(part)) then insert(inRegion, part); end; end; return inRegion; end;
--[[Engine]]
--Torque Curve Tune.Horsepower = 300 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)